Everything posted by InkofDeath
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Left 4 Dead
Kiting the tank is the only way to properly kill the tank anyways, so it's not really 'cheap' or unexpected. Closet camping though will definitely be the way to go though. Unless any of this happens: - Survival Mode is only playable on certain maps or map segments - Official games w/ the SM can only be played on certified maps - To be ranked - They introduced a new infected that totally pwns those that stay in closets, but is weak outside of them - They remove all closets from the game/small rooms/bathrooms/gf lolwtfbbq Lol.
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Left 4 Dead
Yea...closet camp ftw!
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Left 4 Dead
I'm at a loss of what to say to that video, not because of excitement, but because I just simply can't make anything positive or negative out of it.
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Left 4 Dead
When our time zones cross, I'll carry the three survivors to complete DT on expert. :)
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Quake Live
I'm gonna have to play this again tonight. :)
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Nintendo's Customer Service Saves the Day
They're probably looking for excuses for positive PR since that incident spreads across to NA & UK. Lol.
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"5-Year-Old Stabs Sister Over Nintendo DS"
Oh noes! Power Rangers needs to be totally diminished now from reality! Seriously, people need to stop wanting to get attention through the sacrifice of producing bad rep for video games. Get over yourselves.
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How Many Ways Can You Say 'Hello World'?
That's the entire point of the topic, lol.
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Need help using Audacity
This is all I know: - You're recording a second track (song or clip) - When you hit play, you can only hear the first track I don't know why or how these two things cause a problem with each other. Or do you record both tracks but can't get the first track to record?
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Need help using Audacity
Ok, now you may want to give a better description on what you're doing. A one liner isn't helping much. Please be specific and detail the paragraph about the problem to death. There's about 30 reasons why whatever your problem is, is occuring.
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Looking to buy a new computer
Not quite building, just putting a part in, but a 4830 is easily overclockable to the 4850s and can even outperform it on stock cooling while overclocked. Some may hate me for saying this but you can use the catalyst built in OC'ing thing to do it so easily it's ridiculous. It's cheap but pwns. I own one and it owns. :) CoD:WaW runs at 70FPS everything @ max, except some obvious things not turned up all the way. Not even OC'd either.
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Need help using Audacity
Provide a picture of what the tracks look like and the entire window...Will make it easier, cause I know the way around Audacity, but words aren't too great yet.
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Copyright issues and such on YouTube
I have like 60 videos on YouTube. I would have 89, but 29 have been removed because I've infringed on third-party rights. Yea, great. Thanks for letting me broadcast myself.
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Left 4 Dead
I'd date her in real life, honestly, I'll take what I can get. Lol. =P She'll tear your heart out man! I can sacrifice a few fingers, limbs and eyes for true love. <3
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Left 4 Dead
I'd date her in real life, honestly, I'll take what I can get. Lol. =P
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Left 4 Dead
No. Get live or get it for the PC. Preferably the PC.
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How Many Ways Can You Say 'Hello World'?
I can say 'Hello World' 7 different ways. I think that's good but I and others are gonna get shot down by someone who comes and can say it 40+ unique ways. & for a nearly complete list of all the ways to say it: http://www.roesler-ac.de/wolfram/hello.htm Just thought a fun centric topic would be good to get away from the help & advice, 'discussion' topics that we come by in here, and to know whose got the smallest life in real life.. :) It's kind of awesome though to look through some of the languages and see the amount of 'complexity' or 'dynamics' that can go into creating 'Hello World'. Also a good reference if people bookmark that. Thank StumbleUpon for the link. =P Thought this was worth sharing & discussing with the people in this forum, since we don't see enough of these kinds of topics. Shoot me later.
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Youtube HD?
With Vista go into WMM, when you publish, save the video as 'Windows Media HD 720', res is 1280x720. Will increase clarity if resolution matches. Here's a FRAPS guide I wrote: http://www.wogl.org/forums/showthread.php?t=1420 Go down to the bottom post where my name is (InkofDeath) you'll notice the avatar. Then substitute the thing for Windows Media HD 720p for the codec and what I've explained above. Gl.
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Left 4 Dead
Dizzle, I have 600gb's of demo files of infected play...I'm not really interesting in making something else until I can go through that 600gb's of pure infected play of demo files, which is like over a good 2000 rounds as infected at least. Lol. :( --- In the future though I'm up for it. I'm watching the remake, already watched the original. =P
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Left 4 Dead
What do you mean, edit the video or make more clips for it? & the invisible Francis is weird, I'll look at it more tonight. Busy watching Dawn of the Dead though...=P So many cliches with L4D, it's awesome!
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"The Next-Generation Of MMO's" - Yes Or Is It Marketing?
Lol, I've played Rappelz (one of the larger asian/korean games), spent like 500 hours into that game killing Angels and then deleveling from 60 to 50 for an Angel card. Finally got one after about a month of grinding, then it failed. Then I quit the darn game. Lol. Definitely a game that could use some modernization from 2005. :( Just can't believe such a game has a strong player base in North America though.
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If you could make a game...
A game that influences real life, but in turns make real life influence the game just seems for a way for CEO's to totally dominate and control your internet actions, lol. I can't describe the game I would make because I want features in the game, that I don't know exist or have not been created yet. All I know is that games are far from being anywhere near a sense of completion or perfection.
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Quake Live
I'm talking about QuakeLive, I'm not talking about Quake. It's QuakeLive, not Quake 1, 2 or 3, or any kind of modded version of the game. So don't get on me if you're comparing what I'm saying to other games. I haven't played any other Quake games, thus I'm only talking about this one and I wouldn't generalize that all are the same as this one. For now though this Quake game is heavily centric on Free For All matches and little to the 1vs1 category that JJ has been kind enough to tell me is where it's really at (apparently). If you guys are saying that it's not about the FFA that makes Quake Quake, then that's fine, but apparently you haven't realized that this version of Quake is dependent on FFA, or TDM with 5vs5 or more. This QuakeLive is idiotically luck-based. Quake 3 or whatever version may be better, because it's made for 1vs1's but supports multiplayer. - Jaziek; Everything you listed there I can apply to any other FPS, substituting some of the core features like teleports or jump pads or guns for other game equivalents, that will require the same amount of time and dedicated to fully understand and use at the highest optimization possible. Though just because the average K/Dr in this game is going to be under 0.9 doesn't mean it's not a fun game to play.
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"The Next-Generation Of MMO's" - Yes Or Is It Marketing?
Yea, I know, I don't know what's wrong with these people either. They don't know what they're missing, constantly getting disappointing, overly hyped games that beg for subscribers when the launch is crippled for almost a week or how features in a game that we've been waiting for, for a few months/years were just vague, or misinterpreted descriptions! You know, I think I may have just described 05, 06, 07 and 08! Lol. Is Jumpgate an MMO, or a glorified Shooter? Like roaming around in space is great and all, but if all you're doing is aiming to kill things, with crafting to better your ship/whatever then isn't that just like mods? I don't know, I'm skeptical, but I think it's more of a MMOFPS, not an MMORPG. Then again if you meant 'next gen game' without the MMO or genre indicated at all, then yea, I agree, it is a next-gen game because of the concepts it's wanting to employ. I think I put more emphasis on realism than the majority of MMO'ers do. Like I want hitboxes to be exact, not aided. I want 'recoil' to be real. I want knockback from a club, or spell to be realistic compared to the type of spell or the strength of the hit or the size of the club. I don't want things to be absurd, or it just pisses me off with the game. Then again how can you call yourself a gamer if you ignore a fabulously fun game because of the unrealistic qualities? This is why I'm kind of annoyed when in MMO's people can take on 4 or 5 mobs at once, and just shake it off like nothing. When I saw that WoW video of this mage guy totally dominating a dungeon with over 100+ mobs and not dying, I was kind of glad I never got into WoW. =P I get what you're saying though and it goes for me to, but to a lesser extent. I need the realism in the game, as well as logic. If you have four mobs on you, chances are in reality they'd distract and then get you from behind. But because it's a game some things are understandable or the game would be entirely unplayable. Then again this gets into AI. In DF, they weren't running around like idiots to avoid the blows, they were running towards other nearby mobs to attract them to attack you. Majority of the time it worked and you'd start getting hit by arrows. It was annoying, but it was believable which made it 'awesome' and 'revolutionary' that they would interact in such a manner. It was showing the kind of realism I enjoy where things do try to kill you and not just attack you. They put strategy into killing you like how a human would. Since the mobs are usually spawned statically and never go anywhere too far, it shouldn't be that hard to program an AI that can use it's geographical position to advantage against others players. Though this does happen quite a bit in DF, but not enough. The higher level mobs started to use cliffs, trees and other objects to block arrows/magic, or to hide & then shoot from while you were running towards it or keeping your distance. AI is just such a complex field though. Behavior, strategies, reactions, & hundreds of factors should be coming into play for each type of mob for sure, but honestly the years to develop AI is hard and complex. If you just base something off of behaviors you're leaving out hundreds of other core factors that 'should' come into effect, with realism on or off. For example take your thoughts on how behavior should be taken into account, then develop it to a large degree of complexity. Multiply that by say 200. Then try to create thousands of entirely different and unique scenarios with 1on1 factors or multiple factors combining to form a larger 'choice'. If you base AI off of only one core factor it'll only max out at some point in development and it won't be able to be improved on without introducing another factor or another ten more factors. But yea, this is why DarkFall's AI is entirely awesome and probably won't be matched or topped again for quite awhile. It's probably in the top 20 best AI ever created in the world. MMo's Should Support: - 1 vs 1 PvP - Small-Scale PvP (teams/friends) - Large-scale PvP (sieges, GvG) - Unique PvP (Land, Water, Air fights, DF has Naval) - Dynamic PvP; Based on Skill or other factors that are controlled through the player and not time or through investments; It's fine if gear is a determining factor just so long as there's skill involved and it accounts for 80% of it, or else PvP gets boring in 1vs1 and only begins to be amusing at 5vs5s or higher. - Fair penalty system; In order to keep a game successful there needs to be a penalty system in PvP, but from this penalty system proper and equal rewards for the risk/penalties need to be implemented: Too many games give harsh penalties, but hardly any benefits to PvP'ers. Why not boost our stats and lower some others, stop us from using banks/stores but increase the kinds of drops we get or add drops to the loot, or something that's worth the penalty to keep PvP useufl without the penalty system killing pvp. - PvP needs to have a useful purpose in the game, not just something that's there or by itself. It needs to contribute to the main part of the game and be integrated heavily or just keep it out of the game. Majority hate classes because they get limited in the type of weapons they can use, or mounts they can get, or quests they can do, and not being able to experience every aspect of the game. Like because I'm a High Mage Lord I can't learn to use a sword properly enough to be useful with it? Or I can't do this quest because I'm a 'High Lord' thus can't do petty quests? I just like the dynamics of shaping the things I will not be able to do or will be able to do. It's fine if I make those choices, but don't let them be made for me. This is what the EQ model does the opposite of, limits and restricts, then laughs in your face for it. I think classes in general need to be revamped and rethought of completely, and become optional choices in the game that will have equal worthwhile positive and negative affects on your gameplay, but by choice, and won't 'specifically' interfere with the main storyline anymore than game logic would go. Classes & skills can work, but Classes & levels no. Then again levels & skills are similar, just there seems to always be more skills than levels because skills are much more specific in what they do. Like walking is going to increase your walk speed, slashing increases your slashes, but in levels you just have a general level that does all of these 'four' things, or these 'two' things but skills are much more specific and individual. Which is good, creating so many skills that it's down to the basics and can't be broken down anymore is the best for character customization. I think you just described Age of Conan but in the sense that AoC was on the right path to such the methods you described. The directional swings & the combo system for the combat was bloody genius and well implemented. Put AoC's combat system into DarkFall's melee system and DF would be a mindblower. Tweak Archery to be more diverse but still the same concept of aim & point but with more skills & more types of skills like 'long range shooting', 'short range shooting', 'downward shooting', 'armoured shooting'...etc, and magic I have no idea because I really don't think we've seen a decent way for magic to be used. Yourl ast few sentences described spellweaving from AoC but in babyform. =P Tons of players want such capabilities though. Compare DarkFall to all other MMO's and it'll be a tight finish between UO & DF (ok DF may be a few metres behind), with all other MMO's lagging far behind, with EVE infront & AO on her heels. I don't regret saying that DarkFall is revolutionary, because it is. It introduces a ton of new concepts and improves on old classical features. It implements the things players want, in it's own unique way. Now some game company is going to take the model of DF, and put in features on the concepts and make a totally awesome game, or Aventurine continues to be a faithful and supportive company and actually shapes it's MMO to the standards we expect and it becomes a kickass game. There's still potential in DarkFall and I think 2009 will be a heavenly year for the game, tons of fixes and such, so don't count it as fail yet. It's a pretty darn good start to 2009 with such a rich game being released, even if launch has been a flop. I might sound like a fanboy defending my crackers but when it starts to work again, you should try it out from a friend or something. It's worth the experience, even if you play it for a month and come back in a few months. Also, dealing with Aventurine in the beat was the most amazing company support, & communication to the player I've ever seen. We asked for something to be altered, and it happened the next day. It didn't work out, it was removed. Fixes & improvements happened extremely fast for the two months. So I'm not going to be surprised if I'm buying the game in April/May. @Penguin, I've played a ton of F2P MMo's, majority being Asian/Korean based MMO's. Like the grind, yes? =P Though I don't see F2P MMO's evolving anytime soon.
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"The Next-Generation Of MMO's" - Yes Or Is It Marketing?
If you're into video games, but more specifically you follow MMo's or play them, then you'll most likely know how MMO's have evolved from 2000 to now. Almost every year MMO's are released there seems to be something the developers have tried to improve on. Whether it's combat, quests, or player interactions, the game genre evolved quickly into the Everquest model. Since then the attempt to copy the EQ model has flourished and been dominant all through 2000 to 2008. In this time there's been plenty of hits and misses. The most striking game to be released is World of Warcraft, which took the skeleton of EQ and increased it's likability and 'core features' to a much larger extent. This attracted tons of new players to the MMO area. Thus continues the legacy that is WoW. So, why is it when a genre game, that has stayed true and continued to improve itself, receiving so much negative reputation from a large portion of the MMO market? You may say that after players began experiencing MMO's that didn't cater towards how EQ or WoW were developed from, that players started to wonder upon themselves how MMO's could be much more fun, and more creativity and intuitive. Games like UO, Shadowbane, & the promise of DarkFall are what have really pushed this notion of 'Next-Gen MMO's. These games offered PvP-centric core features, and in UO's case an elaborate crafting system, that was useful, and allowed for multi-pvp to be executed. Not to mention theories & ideas based on how MMO's should have this feature or that feature, like 'real time combat, open-loot, risk/reward features, smarter AI' and a ton of more features that could fill this entire post. All of these new, dynamic features have started to conflict and even in some sense 'fight' with current features like 'classes, levels, dumb AI, safe experiences w/ no risk involved, relatively small map sizes...etc,'. Now that we're caught up with roughly the current issues surrounding our beloved MMO's, let's take a look at these radical theories being produced to counter-act the 'wrong direction that MMo's are going' (which many of the newly self-appointed opposition think, aggressively). First and foremost there's this large niche of so called 'Hardcore PvP'ers'. This basically means these are the players that want equal, or very high risks involved in PvP or PvE but offer great rewards. However this 'risk' can't be by chance, but this risk be determined by a combination of player skill & the AI of the game, as well as some 'wishful' features like geographical interaction, though that gets into realism. This also means that the player-versus-player content must be in-depth, useful, have a purpose and feature extensive and elaborate, but not pointless sieging between players, guilds, or factions. Secondly there's the case on classes and levels. Many players in general believe that classes and levels hinder what the player is able to accomplish, which cripples the potential of any game. Classes restrict players in what they can do, even if you could pick up those hammers and hit someone with them, yet you can't because of how you were 'born'. This is suppose to introduce game balance, but ultimately even when game balance is in play the limitations are daunting. Levels on the other hand produce products like grinding, & 'amount of time invested fights', where you're only able to fight those who have invested the same amount of time into the game, but not those that have received or learned the same amount of player skill in the game. Thus player skill is usually disregarded entirely for pre-determined attacks that will do pre-determined damage based on things you chose like the weapons or armour you wear, but these things come from money or crafting, which must be acquired somehow, through time. Thirdly there's the Guild and Social Interaction incorporation and friendlessness to social interaction. Basically this means how well the game offers guilds/clans to be able to interact within itself (communication, bonds, friends, and how the guild is supported by the game inside of itself) and how it interacts with outside factors (weight with the game's market, sieges, and reputation). Now there's tons of internal and external features for guilds, but they're not always implemented and when they are, it's not very well done to collaborate with the other features, or other guilds or in sieges. Hopefully you can now guess why these MMO's I'm about to list are calling themselves 'next-gen MMO's, if not, it's because these 'next-gen MMO's are going to fix the current issues with MMo's, implemented all the features players are talking about, fix the negatives like classes & levels, bring back player skill and not time or pre-determined events, larger continents, gameplay 10x more in-depth and useful, as well as implementing elaborate crafting to make UO look pathetic, while sustaining an in-game economy through resources, crafting, guilds and dozens of factors that all share the same unique, and specific similarity, player-controlled factors. There's much more lesser known features that could be listed, but however important they are to the overall 'greatness' of any game they are, we'll stick with the larger issues for now. Players & developers are very excited, or at least the majority are (if you don't count the 11 million players that can't switch to a website and find out what's evolving in the MMO market or what they're missing) for these features to be implemented through trial and error and then to see if we're right or wrong, or if we need to find another new direction to take MMO's in. However publishers aren't so keen because trial and error isn't always great for sales. Thus the migration is going to be through small-privately owned companies, or companies in other countries distributing to NA/EU. So that's enough theory and unsubstantiated discussions. Let's look at some of the MMO's, or in particular three MMO's that count themselves as 'true next-gen mmo's'. The first is DarkFall. I've been following since 05/06 of it's development process and when I first got to play it I was so happy to find a game so different and unique to WoW-clones. Sure 1/3 of the combat system was sketchy, but it's easily fixed with such a 'modular' skill system that is in place, that in a few months it'll be directional or an improved version of Melee. Regardless this game aimed at three things. The first is to please the PvP centric crowd. Once they fix melee or improve it, then they'll have done that no problem. Archery & Magic are very well done and are near perfect to what high expectations come to. The second is major support for guilds & sieges. In the most objective terms I can think of is that Aventurine has produced the most elaborate and interesting siege warfare based system since sliced bread. If people get addicted to DarkFall it will be because of this feature, that is marvelous. It's historic yet will last for quite some time. They've definitely made the siege equivalent of what EQ made MMO's, just it's better & doesn't have the problems of todays MMO's. The third is something that not just MMO gamers wanted, but pretty much the majority of casual gamers, smarter, more difficult, more believable Artificial Intelligence (AI). The first time I attacked a mob in DarkFall, I died. Then I continued to die again because, unlike other MMO's, trying to take on 2+ mobs is a death sentence. You're not going to be able to take on 2 mobs, alone 4 or more. The AI knows how to react and it really does feel like someone is playing against you as a mob. It's pretty awesome to experience, actually having to think with every action you do to try and kill the mobs, instead of just watching TV or alt-tabing while your guy tries to kill the 10+ mobs around. Next up is Mortal Online, that specifically claims it's a next generation MMO: Promising or full of themselves, who knows. Yet they still feature the same concepts that not just Darkfall offer, but also promises to fix the features this 'niche' of gamers are wanting. Here's the site and read for yourselves and compare to these three games: http://www.mortalonline.com/ Next up is Earthrise. A futuristic-based MMO. Still has the same concepts, but takes a huge different approach by the theme being futuristic not fantasy-medieval. Not to mention that the science in this futuristic game is all the theories that are present in todays science. So there's little true Sci-Fi from the imagination. It'll be interesting to see how this MMO presents itself and how it channels the promises to fix the 'problems' with it being such a futuristic, 'Sci-Fi' based MMO. Site: http://www.play-earthrise.com/ After you've read up on these three MMO's you'll be in on the past, present & future solutions, problems and promises to be made or broken. It's time to form an answer and think yes or no or maybe on whether these coming MMO's are really going to be the 'next-gen' MMO's and set a trend we'll follow into the future, or if these games are just a phase created by players begging for something different than WoW. I think if these games are relatively successful within the MMO community then we'll see more MMO's that begin to experiment with the 'normal' features in MMO's and then create some new takes on features or invent new features originally. To me, experimentation is far better than just sticking to one type of 'model' of an MMO for 10 years before switching over to a new trend of MMO's. So please post your thoughts & considerations, and on more MMO's that you think might be next-gen!