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AwesomeOcelot

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Everything posted by AwesomeOcelot

  1. It's co-developed by Valve and Hidden Path. As for who did the bulk of the development, I don't know. Valve supplied the updated source engine and a lot of the assets came from Valve's Counter-strike: Source. The game started out as a port of CS:S to the Xbox360 by Hidden Path. Valve aren't interested in developing CS, they gave CS:S to Hidden Path to maintain.
  2. Portal 2 had a lot of Valve developers, but also the 2 teams they bought, the ones who made Portal and the others that made Left 4 Dead. DOTA 2 isn't made by a team bought by Valve, although they did hire the most prominent developer of DOTA.
  3. 2008 - Left 4 Dead 2009 - Left 4 Dead 2 2010 - Alien Swarm 2011 - Portal 2 2012 - Counter Strike: Global Offensive 2013 - DOTA 2 Still waiting for that year they "don't release something". Counter Strike: Global Offensive is not made by Valve. :D
  4. Incredibly lucky to get a foil in the beta. Foils in the beta were much rarer due to the lack of opportunity to create cards (less people, less games), lack of boosters (less time). Normal cards were also more expensive. I don't understand who was buying foils for $20 or why, unless it was Valve. You'd have to be a very committed beta tester to drops hundreds of dollars to craft foil badges.
  5. I got a Bioshock Infinite foil card, since I pre-ordered I was the first to sell it on the market, only sold it for $4-5, the other 4 foils I've gotten I sold for $.25-$1.20. Being early and having an expensive game (Steam sales and HumbleBundles kill card value) are key, some collectors will pay a lot instead of waiting and it can take a while for foils to show up for a new game. Snow Globe cards started just under $.6 each, then dropped to $.5 in an hour, then $.2 in a day, then $.1 in a week. When I levelled 10 times, I created 40 Snow Globe cards, sold them within an hour of the sale, I imagine others were doing the same but not all had the free time at the start of the sale. By 24-36 hours I think a lot of people would get snow globe cards from voting 3 times in community choice, halving the value of the cards.
  6. We do not need another thread about this. It isn't happening, Obsidian have made that clear. It's not possible to make this type of game for analogue sticks, maybe with a Ouya/PS4 style pad, or Steampad, but then those emulate mouse without Obsidian needing to do anything. Obsidian would need to change the interface like Bethesda did for their games, making them awful on PC, or dedicated time to make two separate interfaces. I haven't played Titan Quest but I'm pretty sure it's direct control (hold down to run, move mouse to turn) game like Diablo where you control one person. Games like Diablo require concessions for console ports (less stats, less actions, slower enemies, more directional attacks, less attacks where you aim at an area) but it's possible to make these type of games on consoles and there have been plenty of these games on consoles. They're nothing like games like Baldur's Gate and Icewind Dale, you seem completely ignorant of PC gaming for a self-proclaimed PC gamer. While the developers of Grim Dawn are doing great work, they're not creating the depth and amount of content Obsidian are for Pillars of Eternity, they also started development before the Kickstarter and had gameplay videos for the campaign. It's a completely different style of game, it's like saying Brutal Legend and Civilisation 5 are the same kind of game.
  7. At the start of the sale I levelled from 30 to 40 (cards bought from selling free cards and booster packs), got a bunch of Snow Globe cards, made about $25, covering most of the cost of Iron Brigade, Rayman Legends, Mark of the Ninja: Special Edition, Dishonored, Monaco, and Nihilumbra at their highest discounts. It's crazy how people are spending so much on these cards, selling for $.6 each when I started, ended up selling 57 of them but by the end they were going for $.13.
  8. I've seen the price go up incrementally as the stock goes down. They have said in the past they use algorithms to automatically adjust prices.
  9. Released games I've backed have all been fantastic: Shadowrun Returns, Gianna Sisters:Twisted Dream, Broken Sword 5. The reason I didn't back Godus was the tablet focus of the project, it seemed very clear to me in the subtext that this was a tablet game first, but also I don't believe developers have the money to dedicate the time to create two interfaces, major differences in assets, so they go for the lowest common denominator, the PC version suffers. Ouya was disappointing because of ****ty behaviour like charging delivery for non-US backers when shipping from Hong Kong and incompetence in creating gamepads (thankfully 360 and PS3 pads are supported), it's pretty great despite the lack of games, if you want an Android box with Ethernet and standard HDMI, there's nothing close in terms of price/performance until Amazon and Google enter the market. Broken Age, despite raising many times the funding goal, and adding to it from funds they received from selling other games, they're still going to only release part of it to sell for funding to make the rest, that's disappointing because it's deceitful. I don't mind either way, I would have backed this game if it had been pitched, but it's bad for KickStarter to have developers disregarding the campaign and doing what they please. Shadowrun Returns and the DRM situation was disappointing, but KickStarter in general has been a force of combating that situation with large publishers, licensing IP, and DRM.
  10. There isn't, PC gamers have used controllers for as long as console gamers. What PC gamers don't like is having ****ty controller support, having gimped UI like in XCOM: Enemy Unknown because of controllers, and people who think that games like Baldur's Gate would work on a controller. Is the game a RTS? Use a mouse. Is the game like Baldur's Gate? Use a mouse. Do you select multiple units in 2D or "isometric" perspective? Use a mouse. It's not difficult, use the best tools for the job, you wouldn't cut meat with a spoon, using a gamepad for this type of game is more retarded than that. Despite this type of game never working on console, rarely attempted. Have you even played a game like this? It's pretty obvious why analogue sticks aren't suitable.
  11. a) Eternity is not turn based. b) XCOM: Enemy Unknown is terrible with a controller, and even worse with a mouse (when it would be much better if designed for mouse only). It would be the example I'd point to when people say that designing for mouse and gamepad doesn't compromise either. You have obviously never played a turn based strategy game designed for a mouse. Did we really need another thread of someone who apparently knows nothing about this? Go away console peasants. Steam controller has 2 touchpads, touchpad is fully compatible with a mouse even if it's inferior, it operates like a trackball. There's a reason Valve doesn't think analogue sticks are a good idea for Steam Machines.
  12. Maybe too many ripples, and too uniform, although I didn't notice it in motion so much.
  13. Those people don't matter, the game is being made for the backers.
  14. How is that a problem? It would be stupid and a bad decision not to. How is it right to deny people who want them to pursue their vision the opportunity of an informed vote? They did not, and it would be stupid to think that. You'd have to not know what advisory means.
  15. What's wrong with that? Nobody should have been under the illusion that the design of this game is democratic. The vote served a purpose, either there's a high percentage of votes for RTwP, thus InXile goes with the vote because the game is for the backers, or they go with TB because it's easier, better, and cheaper. Did we already know that RTwP wasn't going to get a large majority? No, it's only an educated guess, but in any case the vote serves another purpose, to show those who want RTwP that they're not in the majority.
  16. How many projects are Double Fine working on now? I think that's 5 or 6. The Hack'n'Slash prototype was impressive, at least in terms of gameplay and art, it was also pretty novel. It deserved a shot way before the others, especially Spacebase which was a complete waste of time in terms of gameplay. I'm hoping they expand Autonomous next, they're definitely on to something with it, not impressed with adding LEAP motion support (a device that's panned by reviews, clearly doesn't do what you'd hope), I think they're a few ideas away from it being amazing, involving objectives and puzzles.
  17. Now all I have to do is remember what add-on I wanted when I pledged over the reward tier. Also getting the error when placing the order.
  18. Hmmmm.. A bit out of context, he's talking about PC space sims where Eve is specifically mentioned. X-Wing, Elite, and Wing Commander weren't the simplest experiences, although some of the 6-axis space sims on PC weren't that complicated, Descent and Rogue Squadron were on PC. Are they really quirky and hard-to-decipher or are console players just idiots that like shallow games?
  19. You are just using a "TV" as a monitor if you're sitting 3 feet away, and the differences between budget monitors and TVs is a built in tuner most of the time. There's no reason for extra support for you at all. You guys are sort of ..... eh.... My point is this. A TV and a Monitor are the same thing. Any modern tv when connected to a PC will react the same way a "monitor" would. You don't NEED to do some special support for TV's and people suggesting you do have no clue what you are talking about. The game is being designed around 1080p, that's all the "support" TV's need. None of that changes the fact that making a ui "user definable" is a waste of dev time, resources, and still considerably harder than any of you are giving it credit for. Playing a game from 6-10ft away is a different proposition, requires a different interface, I wouldn't dream of reading these forums from 6ft away and the buttons and icons are clearly too small for that. There are some differences between TVs and monitors in general. People are in this thread are talking about scaling and UI for when they're sitting on their couch or in bed, and their TV is twice or more distance away than a monitor. If you don't think that requires something then you're the one that doesn't have a clue.
  20. I really like the concept but the performance and price aren't great. I'd be more interested in it for a laptop SSD+HDD without having to remove the ODD, but it would also be perfect for a tiny Micro ITX build.
  21. You are just using a "TV" as a monitor if you're sitting 3 feet away, and the differences between budget monitors and TVs is a built in tuner most of the time. There's no reason for extra support for you at all.
  22. Haven't they already said they're designing the game to scale from 1366x768 to 2560x1440(or higher, I forget exactly)? That includes the interface. I don't accept that UI scaling is easy or that scaling is the only thing necessary for playing on a TV 10ft away, the UI and gameplay have to change as well, you can't see the same detail as from 2ft away at the same resolution. Playing games designed for mouse and keyboard on a TV is still an edge case, even with Steam Machines on the horizon, people interested in squad based RPGs already have a desktop, laptop, or tablet.
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