Posts by Sentura
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the official reason is that they ran out of funding, as their investor pulled the plug (after determining that the company was within two different economic risque sectors).
it's a shame, the game was actually pretty good

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given they are that young, they do not fully understand the legal issues in this, and i'd reckon some sort of c&d letter to them, perhaps an open letter, would get them to take down the map lest credit is given where credit is due. there's no need for the full monty yet -- unless they decide to write FU I MAED THIS MAP, in which case i'd slap them around with a lawsuit.
EDIT: seems i am a bit late in my advice. oh well.
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since it's summertime...
[Blocked Image: http://www.el-forretningen.dk/images/5708642066464.jpg]
for dem milkshakes and smuuthies
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you can erase me from zeitguyz, as they officially died.
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i thought tortage got boring after the first 10 levels. i had a huge problem finding quests when i was level 17-18 and so was stuck doing nothing pretty much. i much prefer stygia to aquilonia as well. there is no denying of captain nut and the cock handler posse.
also i'm not sure if it's a bug, but characters after tortage dont seem to.. speak?
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i think the pve gets old really fast, it's the same get x number of y items for person z. the graphics are the best ive seen in a mmo yet, the setting and atmosphere likewise. i am looking forward to the pvp part.
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i had a map in the first pql... brings back memories
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i'm on the ymir server, chris. sentura is my character.
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i agree with algor on that last statement. not indy, but a good movie otherwise
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some crazy shit right there. i want to see ingame screens!
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awesome, she reminds me of a girl i know in that life that is real.
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what's next, happy slapping for wii?

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you can change my best time to 0.137, .15 was an estimated average.
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refer to the material exclusion list in hammer options.
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14137
avg. about 0.15
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i realize my post sounded a bit harsh; please bear with me, i wrote it in frustration.
i dont think the gravity is as much an issue; it could be done with a simple step by step tutorial where you dedicate a few puzzle rooms so that the player can familiarize itself with the concept, much like in the original portal had a good learning curve for all new abilities/features. the biggest issue i see is the non linearity, which completely threw me off. the monotony of the standard portal textures mixed together with little or no direction is like a fully fledged maze, moreso than what you would probably expect. there is no mention of non linearity anywhere, so people would expect that there is only one way, because that's what they've seen in the original portal.
adding hints and tips could go a long way here, both for puzzles and visual hints towards that the player is free to pick any given room, rather than just showing them multiple entrances. even non linearity requires at least the notion that the player is free to go and do whatever he wants.
the part on the japanese people was a jesting jab. as seen in asshole mario and generally in many japanese games, the difficulty is very high, and the learning curve is steep.
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getting my preordered copy today
