At least posty's 1 hour dm maps were a blast ![]()
Posts by Sentura
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Big congrats, enjoy Socal!
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at a young age I came to find Mazy's IRC channel where I remember playtesting some of the old school hldm maps with TWIX and PRINGLES EVERYWHERE. I was already doing some mapping back then and knew the Core only through the IRC channel. This was probably around 2001-2002. During this time I also found that some members from here were doing the Mapwars, hilarious 15 min to 1 hour hldm mapping contests centered around a theme and then playtesting them. I can't remember laughing so much ever.
It was only after years of deliberation I decided to join here later, as I for a long time considered the place to be off limits for noobs.
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Didn't a decision get reached to remove content of this caliber from the forum? Or at least move it into a more appropriate forum?
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Quote from FrieChamp
Might look cool from an artist's and writer's perspective but it's lacking in the game design department doesn't it? Maybe I don't get it either but all this fancy story/world manipulation doesn't tickle my fancy when the gameplay is made up of minigames on virtual arcade machines.
I was gonna post basically this.
I also read the name as the Black Grove, which sounded infinitely more interesting.
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I really like the game as a whole, but design wise there are just so many goddamn flaws that make it really hard to enjoy the moment to moment gameplay. Percentage based chances are completely off. I had a critical failure chance of 10% go off 3 times in a row. Or a 70% hit chance misses 4 times in a row. Or a weapon jam chance of 5% two times in a row. Statistically, this shouldn't happen. These things continuously happen, so it's not a fluke. I don't mind if the percentages are harder than they are shown, but for fucks sake show them correctly then.
Then there's a lot of (game) design problems with chaos theory; a team member goes rogue and ends up wasting her turn on movement (instead of combat); puts herself in a shitty situation, and as a result gets herself killed in one turn, without any player input. This is not good game design, because it completely negates player agency and just creates unnecessary frustration. I'm not saying they should serve the game on a silver platter, but fucking limit the randomness of these things. No designer and certainly no player can predict where shit like this ends up with multiple consecutive failure states, so remove them from the game. It's not fun, it's not interesting and it's certainly not realistic.
And the AI is horrendously "gamey". The AI cares more about inhibiting the player characters by giving them status effects at the cost of their own well being. No human being would sacrifice their own life to just stand next to a person on the off-chance that the person gets "stressed out" about shooting in a firefight. It just breaks the experience of the game so much. Again, this is NOT good design.
I'll return for more once i play more, but these things are my major gripes of what otherwise feels like a solid nostalgia trip.
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Quote from AlexM
The best C# language book there is by far. Intermediate level though. You definitely want to be very familiar with the language before starting it.
[Blocked Image: http://ecx.images-amazon.com/images/I/41prHleW6NL._SX258_BO1,204,203,200_.jpg]
What sort of knowledge does it provide?
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Waiting for my physical box to arrive. The game's ready on steam (beta was sicksicksick)
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lol imagine holding it to your ear.
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Quote from KoKo5oVaR
My dream house :
[Blocked Image: http://i.dailymail.co.uk/i/pix/2011/09/02/article-2032888-00DF545C000004B0-862_468x286.jpg]
nice, here's mine:
[Blocked Image: http://sfappeal.com/wp-content/uploads/2011/05/porta-potty.jpeg]
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With a bit of work it could look like something out of Half life 2 or Dishonored
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On a side note, I'd love to see Notch setup an investment business on the side for small indie projects... however unlikely that is.
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Quote from Pericolos0
a company called notch development owns mojang, which is 71% owned by notch and the rest owned by 2 other co-founders of Mojang. I assume non of the other employees own any stake ;o
This is usually how game businesses are handled, at least in Scandinavia. It's easier to just sell a company along with a product than just the product itself.
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damn man, that's some fucked up shit. Were they both friends or just random people?
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Quote from AlexM
The actual original price was 150$ US but I ended up paying 220$ after shipping and money conversion. It also comes with a pretty sweet EVO backpack that perfectly fits the stick. Even then it's a great general purpose backpack.
My Madcatz has the Sanwa buttons which I still prefer overall. The sanwa buttons are insanely loose. The Qanba buttons on this one are great though, slightly stiffer but still great. I'm actually having a bit of an easier time pulling off evil ryu's ridiculously small link time combos over the madcatz TE. Not sure why yet, I'll have to play more.
Either way the madcatz TE and this one are both great and I don't have a clear winner yet.
Which store was this? And do they ship internationally? I'm really tempted if they still have them in stock. Right now I fear some of my buttons have loose connections - especially if I hit them at an angle.
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holy crap Alex, how much did you pay for this one? I'm in need of a new stick, I've grown weary of mine.
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daft punk is the least interesting band on the planet. literally nothing interests me less than what daft punk has become
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Trailer Park Boys... it ownz. Ricky is such a best character