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Recent News Post: Thanks again to A.F. by tohno - 9th Mar 2017
File 131383104983.jpg - (1.61MB , 1280x1024 , guns.jpg )
4311 No. 4311 [Edit]
Come on now, there's gotta be something you're sick of seeing get over used in videogame after videogame.
Something you wish they would just stop with already.

Personally, for one, it's most modern games limiting how many weapons you can cary at any one time to just two or three.
useualy being, one small weapon, such as a hand gun, and one or two bigger guns.
This I suspect to be not for realism, but to cover for their own laziness and unwillingness to make more available weapons for the game.
313 posts omitted. Last 50 shown. Expand all images
>> No. 10921 [Edit]
Price rises for not being a USAian...
http://games.on.net/2014/09/middle-earth-shadow-of-mordor-just-went-up-22-on-steam/
>> No. 10923 [Edit]
>>10921
How does that even apply to steam? Can't you just set your location to USA or use a free USA VPN to buy your games at normal price?
>> No. 10924 [Edit]
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10924
>>10867
>because first person perspective is cool as fuck and allows you to immerse into the world easier
I find it easier if the game has a very large and detailed world, regardless of perspective.
I played a lot of shooters and the only ones I could really immerse myself in was Stalker and Fallout.
Stalker has a great atmosphere, especially with graphic mods. Fallout has the very open and detailed world I was talking about. The atmosphere is pretty nice and creepy too but it shames compared to Stalker's.
Stalker is way more realistic, especially if you play it at the original difficulty.
You and your enemies can't take 5 shots at the head and still be fine like it often happens in fallout.
>> No. 10925 [Edit]
>>10923
I figure they can check with your credit card operator, it's not unheard of people losing their accounts by faking their location to get lower prices.

But yeah, companies and governments imposing physical world-like constraints on digital goods is a bitch, not only in videogames.
>> No. 11095 [Edit]
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11095
You buy the blue-ray disc but it STILL needs another 20Gb of patches? Might as well sell it as a digital 65Gb game....
http://games.on.net/2014/10/halo-master-chief-collection-20gb-patch/
I'm sure all of us have South Korean broadband...
http://stopthecap.com/2014/10/14/south-korea-prepares-10gbps-broadband-transfer-1gb-file-0-8-seconds/
*sigh*
>> No. 11128 [Edit]
>>10924
OK
http://games.on.net/2014/10/play-dark-souls-2-in-first-person-mode-thanks-to-new-mod/
>> No. 11129 [Edit]
>>10924
>You and your enemies can't take 5 shots at the head and still be fine like it often happens in fallout.
This actually happens all the time, at least in Shadow of Chernobyl. Completely agreed on the environment though.
>> No. 11131 [Edit]
>>11129
lol no, you're just playing on the dumbed down difficulties.
Turn on Master, it's the way the devs wanted it to be. Then they created other difficulties because they feared it'd be too hard to become popular.
The difficulty changes apply to both NPC and PC.
>> No. 11132 [Edit]
>>11131
lol no, you just don't want to see flaws in a game you like.

I was playing on Master you goofy fuck. I actually assumed that might have been the reason enemies could take multiple point-blank shotgun bursts without dying- but you're telling me they have even more health at a lower difficulty? That makes a whole lot of sense. Are you sure you weren't playing with mods?
>> No. 11133 [Edit]
>>11132
Bandits dropped dead with one headshot using the AK74, which is the first AR you find.
The armored guys at end game dropped after 3 shots of VSS. I only used the absolute texture mods.

Are you sure you're actually hitting them?

Post edited on 25th Oct 2014, 3:10pm
>> No. 11135 [Edit]
>>11132
http://a.pomf.se/dwallm.webm
Look, I even reinstalled fraps and made a new game so you can't say "but ur lying"
Was pretty sure tohno had webm but I uploaded it on pomf.
Oh and you can toggle the hud with + and - on your numpad.
>> No. 11139 [Edit]
>>11133
>>11135
>unaware headshot on unarmored bandit

Well shit, going by that standard, random raiders in Fallout die from a single headshot in sneak mode from pretty much any weapon too. But how well does it work on the actual mutants normally? I understand that they're "monsters", but they still eat a pretty silly amount of ammo- again, akin to Fallout on higher difficulties.

I'm not saying I disliked SoC. Just the opposite, actually. But I'm not going to pretend it didn't have any minor issues just because I enjoyed it as a whole.
>> No. 11140 [Edit]
>>11139
Stalker isn't fallout, there isn't any "sneak bonus" bullshit. People in the zone also can't find bulletproof armors at the abandoned walmart. Being unarmored against bullets is the norm.
Radioactivity mutants in videogames and most other media are usually seen as deformed humans with no brains but incredible strength and resistance.
If you took out that resistance most mutants in stalker would be like retarded bandits on drugs charging at you with a knife.
That would be an issue, not the way they are now.

Post edited on 25th Oct 2014, 8:11pm
>> No. 11142 [Edit]
>>11140
>Stalker isn't fallout, there isn't any "sneak bonus" bullshit.
I really hope you're trolling here. I would think anyone that gets this angry over any mild criticism of the game would know its basic gameplay mechanics. Or do you mean to tell me you went through the entire game without noticing it? I mean sure, it doesn't give you a visual indicator like Fallout does, but I'd hope you wouldn't expect a survival game to hold your hand like that.

>Radioactivity mutants in videogames and most other media...
I didn't ask for a lore explanation- based on "other media", no less. I'm saying that from a gameplay perspective, you can pump enemies full of shells in Stalker just as you can in Fallout. Ergo, saying that the former differs from the latter in that regard is pretty fallacious. Is Stalker more immersive than Fallout? Well that's just an opinion, and I'd actually agree with you on it. But on the topic of shoddy AI and some enemies being able to soak up lots of ammunition, they both have it. It's silly to say it breaks the immersion for one and not the other.
>> No. 11144 [Edit]
>>11142
I for one have never once noticed or even to this date heard any mention of a numeric damage increase sneak attack bonus in any of the STALKER games. And having played through every one of them several times on the master difficulty, I feel fairly confident in saying that headshots with decent rounds are basically 100% lethal on all human enemies without a full on exoskeleton, and mostly lethal on ones that are too, and them knowing you're there or not has never once seemed like a factor. Not to mention actually staying hidden after firing a weapon is extremely difficult in most situations those games throw at you.

So I think it's very understandable that any statement that such a system self-evidently exists seems completely ludicrous and probably made in bad faith.

Of course body shots on people with so much as leather jackets on totally are about as effective as tickling. And mutants have skulls made of adamantium. But apart from the pseudogiants it's still never bulletspongy like the 3D Fallouts, and 3 in particular, get at high levels. Even a chimera will just plain drop dead when you manage to discharge a shotgun square in its face. A ghoul reaver by contrast is pretty much going to take a good bunch of shells no matter what.
>> No. 11147 [Edit]
>>11142
First you say it's common for enemies to take multiple headshots and still be alive, then there's a "sneak bonus"
I don't think you've actually played the game, much less on master difficulty as you claimed to
>> No. 11149 [Edit]
>>11144
>I for one have never once noticed or even to this date heard any mention of a numeric damage increase sneak attack bonus in any of the STALKER games.
Are you serious right now? The secondary attack of the knife in the Stalker games (not including the bugged knife in SoC) is explicitly built around unaware enemies. And are you telling me that you didn't notice that mutants that die in one shot while unaware take two or three rounds from the same gun while active? Have you ever tested it?

> But apart from the pseudogiants it's still never bulletspongy like the 3D Fallouts, and 3 in particular, get at high levels.
It's pretty damn close. The mutants of Stalker and monsters of Fallout are both bullet sponges; which one could argue is necessary to preserve difficulty in both cases.

>>11147
>First you say it's common for enemies to take multiple headshots
Several mutants can take multiple headshots. Grunt enemies in both Fallout and Stalker die in one headshot; I thought we established this already.

>I don't think you've actually played the game
I was waiting for you to make this argument. Because everyone that doesn't share your exact opinion on a game just hasn't played it, right?
>> No. 11150 [Edit]
>>11149
Fair enough, but even accepting that, it never having been relevant to my experience does speak something about the weight mechanical abstractions like sneak attacks have in the overall experience.
In the nu-Fallouts my playstyle is consistently almost entirely based on sneak attack criticals to overcome huge HP pools on enemies that take up to a dozen headshots from a bolt action rifle otherwise, whereas in STALKER any of that is not something I've ever thought about. Shooting things in the head just kills them dead. Anything that won't go down in one clean shot feels more like a miniboss because of extra abilities. Dwarves with telekinesis and shields, controllers with their psychic blasts, pseudogiants with their everything...
The more openly stat-based approach of Fallout lends itself more to lazy solutions with NEW ENEMY CLASS, MORE HP AND DAMAGE.

And while I don't want to say either is inherently superior as a format, and both are obviously very technically troubled games, personally I find the relative opacity of STALKER's mechanics to lend it a more organic and substantial feel overall.
That, and the floaty and disconnected movement in Bethesda's Gamebryo iteration.
>> No. 11152 [Edit]
>>11150
>it never having been relevant to my experience does speak something about the weight mechanical abstractions like sneak attacks have in the overall experience. In the nu-Fallouts my playstyle is consistently almost entirely based on sneak attack criticals to overcome huge HP pools on enemies that take up to a dozen headshots from a bolt action rifle otherwise, whereas in STALKER any of that is not something I've ever thought about.
Yeah, I'll give that to you. The sneak attack bonus in Fallout is absolutely massive (triple and ignores damage threshold/armor if I recall correctly) and pretty minor in Stalker.

>And while I don't want to say either is inherently superior as a format, and both are obviously very technically troubled games, personally I find the relative opacity of STALKER's mechanics to lend it a more organic and substantial feel overall.
I'd say it comes with the territory of more open-world games. Although I do agree that Stalker is more immersive and unique than the Fallout series, I believe that Fallout's obvious mechanics are part of the gameplay appeal to the character-building crowd.

Post edited on 26th Oct 2014, 7:17pm
>> No. 11153 [Edit]
Anti-heroes. Those edgy cunts are so generic and overused, I instantly gloss over any game that has one.
>> No. 11178 [Edit]
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11178
Mmmm...money
http://games.on.net/2014/11/assassins-creed-unitys-microtransactions-cost-up-to-99-99/
>> No. 11179 [Edit]
>>11178
DLC coming soon
>> No. 11181 [Edit]
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11181
Cutscenes longer than the playing portion of the game
http://www.youtube.com/watch?v=Nwrn8DL7t9U
>> No. 11200 [Edit]
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11200
Gaming "Journalism"
http://polishtamales.tumblr.com/post/103267013189
Quote:
" It seems ever since the next gen consoles were released, the gaming industry hasn’t progressed along with the console themselves. We’ve seen review embargoes, buggy games on launch, 15GB day one patches, unresponsive servers and questionable contents of water in a game review. "
>> No. 11322 [Edit]
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11322
>>10400
>CLub 17
Meh

DLC still gets my goat.
>> No. 11343 [Edit]
Ah censorship....
http://games.on.net/2015/01/saints-row-4-re-elected-recall-uncensored-australia/
>> No. 11427 [Edit]
File 142640059413.jpg - (640.25KB , 750x3500 , Zmusc.jpg )
11427
May we have some guys that are steroid abusers?
>> No. 11531 [Edit]
>>8454
I actually agree to some extent; overly sexualized outfits can ruin my immersion sometimes, especially if the game is trying to be serious.
>> No. 11556 [Edit]
File 143909603895.jpg - (144.56KB , 640x360 , z20150809.jpg )
11556
No more crappy expensive costume mods
http://imgur.com/a/t4JmM
>> No. 11582 [Edit]
File 14427003164.gif - (315.33KB , 624x384 , ywaterfall.gif )
11582
At least, SOMEONE in on the player's side with hardware compatibility with next-gen consoles:
https://www.youtube.com/watch?v=IL2jL_-XRlo
https://www.youtube.com/watch?v=45ugXRfxzZo
Ps3 stick works on PS4 games! Yes!
>> No. 11595 [Edit]
>>10735
Too bad it's dog shit.
>> No. 11602 [Edit]
When the villain is described as invading an area but actually all the enemies just hang around in specific areas away from locals waiting to be killed or for the player to reach certain story points.

RTSs and the like are the only games that really manage an actively invading antagonist.
>> No. 11776 [Edit]
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11776
Gameplay is the primary focus; graphics is secondary.
>> No. 11840 [Edit]
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11840
Delayed release dates
http://www.capsulecomputers.com.au/2016/01/dead-or-alive-xtreme-3-delayed-to-march-24th-in-japan/
>> No. 11854 [Edit]
Achievements and DLC.
I wish i could go back in time.
And change the way games are currently seen.
>> No. 11855 [Edit]
>>11854
I don't think achievements are that bad. They're easy to implement and don't take away anything from a game while only adding extra goals to possibly squeeze a bit of more life out of the game.
>> No. 11856 [Edit]
>>11855
Alright, i get your pinpoint accuracy.
But don't miss DLCs, smuggled the same way in.
Claiming what is theirs from within, pay to win.
Achievements are well met with friends.
Of which i have none.
>> No. 11879 [Edit]
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11879
Full priced core game + Microtransactions for an online only game? Rainbow Six: Siege does that.
http://arstechnica.com/gaming/2016/01/ubisoft-is-killing-the-best-game-its-made-in-years/
>> No. 11901 [Edit]
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11901
Necromancers always have bones as a costume theme.
>> No. 11918 [Edit]
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11918
Realism.
I'm so tired of realism...
In games.
>> No. 11941 [Edit]
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11941
Infinte Combos
https://www.youtube.com/watch?v=9BpkJ3sZczs
Stop it already...
>> No. 12002 [Edit]
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12002
>>11095
>>11322
Incomplete games at launch and nickel&dime DLC really infruriates me...
>> No. 12010 [Edit]
Games that are still using isometric camera views. It was nostalgic 10 years ago. Now it just serves no purpose but to restrict your view of the gameplay in the worst possible way. If the player's vision NEEDS to be restricted for gameplay reasons, there are much more elegant and sensible ways to do so.

The only real exception to this are turn-based RPG/strategy games wherein it doesn't really matter if the camera (or your inability to properly move it) hinders the action, as it won't affect your efficiency anyway.

Post edited on 23rd Mar 2016, 11:36pm
>> No. 12012 [Edit]
>>12010
Funny, earlier this week I was talking with a friend of mine how I'm glad some games still use isometric view nowadays and how the RPG genere basically died for me the second it moved away from it.
To each his own I guess.
>> No. 12082 [Edit]
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12082
>>12010
How does isometric view restrict vision? I always thought that level design restricts vision more than the field of vision?
>> No. 12090 [Edit]
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12090
>> No. 12113 [Edit]
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12113
http://sapphirenation.net/pre-order-not-question/
http://sapphirenation.net/the-promise-that-was-broken-f2p/
>> No. 12351 [Edit]
It's not a big deal, but it bugs me a bit when games ask me to input a first -and- last name. I don't much like using my real name, and I'm not the type to play a Lenthly game as "Drew Peacock". I'd rather just use my online nick, since it feels more accurate than my 'real' name anyways. Last time I played a game like this I ended up going with <real first name> <online nick>, assuming characters in game might call me one or the other. Instead it ended up being both together much of the time.
>> No. 12353 [Edit]
Anyone who plays TF2 think that the competitive update ruined the feel of the game?

I don't like competitive multilayer, I just want to play a fun game. They just added it to pander to the CS GO children, and it has fragmented the community, because the only unranked games are community servers, and they are all either weird gamemodes, modded, or just empty.
>> No. 12356 [Edit]
>>12353
I played one game in the competitive update, didn't understand the system and didn't touch it since.
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