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Luridis

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About Luridis

  • Rank
    Nightfall of the Obsidian Order

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  • Location
    Dallas, TX
  • Interests
    On a high horse!!

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  1. IMO Wheel of Time is a mediocre story at best. And, of his personally stated goals for the series, the author really only achieved one of the two I know of. The one that failed, in my opinion, is women having privilege. If an author really intends to do such a thing, the characters should at least be consistent with the real world. i.e. Just because someone has privilege doesn't mean they can't also be brilliant, capable, etc. However, Jordan seems to think privilege means those characters that have said privilege must also be stupid, petty, chaotic, cynical, utterly illogical and/or display n
  2. Witcher 3 Devs started out with no idea how to make games? More than a decade ago, I read that Blizzard had no idea how to make an MMO when it made WoW. (Now ruined by Activision IMO) Now, what the folks are saying in the comments is that this is because of publisher practices and "standard operating procedure" etc. My thought is this: While all of that is possible, could there be a much simpler explanation? I imagine when a lot of these successful games pop up from first time or near first time developers there is something they don't have, that very experienced developers do have...
  3. I suspect the reason you're not getting much of a response is because your question isn't entirely clear.
  4. Wasn't really important to the point. My feelings are that a company cannot claim zero tolerance and then tolerate... regardless of circumstance. And, I'll say nothing more since I'd rather spend my time on more civil points. Like... free games! Here's one: They seem to need a better sound designer though...
  5. Not really interested in anything a company makes that seemingly does nothing when members of their team display open bigotry on social networks, regardless of which group that hostility is pointed at. No interest in MEA here. I mean, if the person in question didn't involve their prominent position as a game developer within a triple A publisher in said statements I'd be much more inclined to cut EA some slack but, that's not what is actually happening.
  6. Thinking about this... I like stylized stuff.
  7. TBH, I wonder too if the obnoxious stuff like the way pathing works might also be the result of maintaining a common codebase with a console-enabled game. And that is not to say that one method is better than the other. We've all seen poor console to PC ports. In past years I can remember poor PC to console ports. So, it's not about one being better than the other. It's about fundamentally different interfaces requiring entirely different approaches to game design in order to fit their target platform well. I can no more conceive of a good port of Neverwinter Nights 1 to PS4 than I could imagi
  8. I just woke up. I have a right - no, an obligation - to be grumpy :-P Maybe this will cheer you up... FloppyTron to the rescue.
  9. It's more about majority of actually good developers doing jobs with sane hours and good pay. That was actually a joke, the (_|_) hurt isn't necessary.
  10. Alright... WTF developers? Have they stopped teaching this in CS curriculums? First, there was the HWR effup! Video: 1998 formation behavior (beginning) vs what gearbox "programmers" came up with in 2015. (2nd Half) Now, this... So, I'm not imagining that its worse than it is. I really is that bad... Well, it all supports my theory that teaching OOP and "Java" as a curriculum result in halfwit devs.
  11. I backed the game and was enjoying it right up until the UI bit me in the face. Clicking on loot is hard and you can't seem to select a single character for an out-of-combat action. So, if you're in a dungeon and you click on loot that is not accessible to every member of your party... You end up with a party doing its best Benny Hill impersonation and creating a suicidal aggro chain. How such a blatantly obvious hole in game-mechanics makes its way past play-testing is probably the biggest mystery in game development to me. How the party running around aggroing willy-nilly in the first du
  12. I should add this... This was done by someone whom understands the number scaling problems in space games. Kudos to them. http://youtu.be/OBYRIZA44Eg
  13. They so carefully pruned that pre-release footage that I never imagined gameplay would be so incredibly shallow. I dare say that most board games are more compelling than "scan creatures" and "refill your shields with titanium", as if the latter mechanic makes sense to anyone who's ever played Elite, Wing Commander, Independence War, Freelancer, etc.
  14. ...of every TOMB RAIDER since the first one? No. The first Tomb Raider actually had very little combat and what little combat there was was mostly against animals. That game was heavily focused on puzzle platforming, (I'm guesstimating here) about 85% exploration and puzzle platforming and 15% combat, and thus is my favorite game in the series. Every Tomb Raider after gradually increased the combat percentage (much to my dismay) to the point where Underworld was like 65% exploration and puzzle platforming and 35% combat. Even with the increase in combat, that game was still focus
  15. I sure am sorry how it ended up turning out FlintlockJazz. No Man's Sky ended up being yet another failed space sim. Space games are hard to do well and those developers whom would attempt such without sufficient research are asking to put a lot of man-hours into reliving mistakes that countless others have made. It seems Hello Games went to the genre half-****ed and found themselves making the same mistake that the Limit Theory developer made. Perhaps I should make a rules list for the small team and indie devs that fancy the space genre... Rule #01: Understand the biggest problem in open
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