Azvareth
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Everything posted by Azvareth
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Saw it yesterday with some friends. What an utterly mediocre and uninteresting film, I had trouble keeping my eyes open.
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SilverSword admitting to liking all of Dream Theater's albums... never thought I'd see tha-- wait a sec!
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Scientology Trial in France Could Ban the "Church"
Azvareth replied to Latinoking's topic in Off-Topic
They do. The proposal to revoke the tax-exempt status of the CoS is currently 9th overall on the Change.gov Citizen's Briefing Book, meaning it makes the cut and will be/has been delivered directly into the hands of President Obama. -
Scientology Trial in France Could Ban the "Church"
Azvareth replied to Latinoking's topic in Off-Topic
What's interesting about this is that the charges aren't on anything particularly new the cult has done (like the fact that they send children to forced labour camps, have engaged in kidnapping, etc.). Spending absurd amounts of money on auditing sessions, vitamins and books is everyday business at the CoS, and it's what they have required every member to do for the past 50 years - hell, it's the only way you can progress up the ladder. It's great that they might be banned from France though, it will hurt them a lot. Oh and Project Chanalogy had absolutely nothing to do with this. -
On a scale from 1-10 how high are you right now SilverSword
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Doesn't count, you're using your college's bandwidth. A lot of people over here get download speeds between 8.0-10.0Mb/s these days, and from their home connections, so 1.3Mb/s isn't that impressive. I usually reach 860Kb/s, but I've got a cheapo connection.
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Man, a lot of usermade maps are coming out already, and the SDK has only been out a few days. Also, people have figured out how to get servers to allow up to 60 people on them now, and the zombie spawn adjust to that, so you get a lot of zombies. Was on a server with 16 people, we had to kill ~900 of them, it was great. And unless you stick together, you're screwed, so you need to pay a lot of attention to where people are going, as well as the zombies coming from everywhere. Ahh, so much fun! Also ZED-Time is the best thing ever to be in a multiplayer game. Slow-mo! edit: WINK WINK!
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Wha? Maybe for some types of games, but lets take Sports Games for example. More realistic features is definitely a good thing and the companies take advantage of this by making the next game incrementally more realistic (most of the time). If you remember NFL Blitz, you'll know exactly what I'm talking about. You're right about Sports games, I hardly ever play those so I didn't consider them. But when it comes to FPS games... [bleep] realism. If only more modern shooters would have less of that, maybe they would actually be enjoyable. Also quoting this because it's the funniest damn thing I've read all day.
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^ Yes and that's all there is to them. Arguing about realism in a video game is beyond [developmentally delayed]ed, that is, unless the game specifically says "this is 100% how it is in the real world (which is something you nerds know nothing about!)" which I have never seen. It's probably what Duke Nukem Forever would've said.
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Hahaha who gives a [bleep] about video games anyway. They're all terrible.
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People need to stop complaining about this. I know you weren't complaining really, but some gun nuts at the official forums sure are going "wahh MY IMMERSION!" - in a game that has biomechanic chaingun-wielding zombies.
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Is anybody here using Pitbull 4 and know how to get text below the unitframes? The DK rune frame gets all messed up in Pitbull 3 when going into "vehicle mode!". But Pitbull 4 has very limited options. Btw, DK orcs look badass!
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Okay managed to play some today, and this [cabbage] is great! It's scary, fast-paced and the maps are great. There's one map where you're in a kind of test facility, and it's got human bodies floating around in glass tubes, and dissected bodies laying on operating tables. Running around, the atmosphere on most of the the maps is quite eerie and creepy... and then you turn around and you see a zombie with [bleep]ing chainsaw hands running towards you. Jesus christ. Also, some clarification. The "matches" do end. There's, I think, 7 or so "waves" of zombies you must kill before you've "Survived" the map. You have a counter at the top telling you how many zombies you need to kill before that wave is over. After you're done with a wave, you get a 1:30 minute break (around that mark anyway) to run to the Trader, stock up on ammo, new weapons (if you wish) and body armour. You get more money the more zombies you kill. You can drop money to give to your team mates though. Then you re-organise with your team, and decide where to go. Each wave gets you increasingly harder zombies as well. At the 7th wave, you have just 1 zombie to kill, the Patriarch. This zombie is huge and has a goddamn machinegun! It takes quite a lot of firepower to kill him even on Beginner difficulty. And while trying to kill him, you still have to fend off all other zombie. There's one zombie that's more or less invisible until she's close enough to start ripping at you, and she makes these creepy noises (but you can't bloody see her!). Ugh, quite unpleasant that one. This is not like in L4D where you can take quite a lot of hits from zombies. When you get hit, your vision gets really [bleep]ed up for a couple of seconds, and you don't have a lot of health at all even on Beginner difficulty - so if more than one zombie surrounds you and starts pouncing at you, you're more or less dead. Makes for a lot of "JESUS CHRIST DIIIE!" situations when you turn around and see a bunch of them lugging towards you, since they can come from pretty much anywhere. The Perk system. When you get into a server, you can choose which of your different "classes" you wish to play as. They are: Field Medic, Support Specialist, Sharpshooter, Commando, Berserker, Firebug. I've only tried the Sharpshooter class. And the way the system works is that you level your class up, and you get certain "perks" in the game. For example, Sharpshooter does increased headshot damage (or something like that) and uh... a bunch of other things I don't remember! To level up the Sharpshooter from 0 to level 1, you had to do 30 headshots with one of 3 different weapons. After each level-up the "perks" are increased. Here's a list of the weapons: * Knife * Fire Axe * Machete * Chainsaw * 9mm 92FS Beretta (Can be dual-wielded) * .50 Desert Eagle (Referred to as the Handcannon; Can be dual-wielded) * Combat Shotgun * Double-barreled Hunting Shotgun * .44 Winchester Lever Action Rifle * 5.56mm SA80 Bullpup Assault Rifle with an EOTech sight (Referred to as the Bullpup) * Crossbow with a telescopic sight * Flamethrower * L.A.W Missile Launcher And of the different "Specimens" (zombies) Clot: Weakest and most numerous of the specimens. An unarmed, basic melee attack enemy and cannon fodder for the tougher enemies. Bloat: Resembling Valve's Left 4 Dead Boomer infected, an obese, slow moving unit which can vomits toxic goo. Can be seen wielding a machete. Dissolves into a pile of toxic goo upon death. Crawler: An arachnid-like creature in appearance, it can pounce and crawl along surfaces. Though fragile, it can be dangerous in numbers. Gorefast: An advanced form of the Clot wielding a long blade attached to its arm. They are faster and are a serious threat up-close. Scrake: Slower than the gorefast, but equally as dangerous wielding a chainsaw for a hand. Unlike the other specimens, the Scrake is clothed. Stalker: A fast, near-invisible specimen which makes a lot of surprise and sneak attacks. It can be easily spotted by the Commando Perk. Fleshpound: A fast, short-tempered specimen with large, metal-[bleep]ed clubs for hands. The red bar on its chest indicates how close it is to going into a berserker frenzy. Siren: The Siren emits a incredibly-loud screech which is highly damaging to everyone within the area of effect. Patriarch: The toughest and final specimen which needs to be defeated in order to win. Regarded as a super specimen. He carries a chaingun into battle, moves very fast and has a variety of highly-dangerous attacks, presenting the greatest challenge a player will face. He's the only specimen that can talk. And uhmm... I guess what I'm trying to say here is you should BUY THIS GAME
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^ May they be sued, then stoned. Good move by Take Two. Take Two has also gotten a court order against 3DRealms/Apogee not to touch, alter, or delete the DNF Source code or assets and turn over all of them to Take Two.
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^ Give the guy who's called Angizia a handshake from me. :thumbup:
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Hold it however you like. There really aren't any "correct" ways of holding the pick per se, it's just personal preference.
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http://ve3d.ign.com/articles/features/4 ... eo-Preview Here's a bunch of gameplay videos! The animations are a bit iffy, and the voice clips will probably get old real fast, but man, when things get hectic with zombies coming from everywhere, it looks fun as hell! I'm really loving the weapons too. So has anybody else pre-ordered? It's released tomorrow, so if you want -25% off, order quick!
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Ah, this is good news then. I haven't actually heard the single yet, but I've heard people describing it basically like you did, and that's the kind of stuff from him that I don't particularly like. Good to hear that it's a pretty dark album. The Marshall Mathers LP was great. Will definitely give this a listen when it appears on Spotify. Good OP!
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Sure you can have your own opinion, but your opinion on this is pretty dumb, hence why people are calling you out. Maybe you should read up on the game before criticising it, since it's not at all like what you just described. Sure, there is shooting - but, you know, "shooter" games usually entail a lot of that. Basically, you and your 5 friends fight off waves of different types of zombies until you get a boss, after you have killed that boss you and your friends have X amount of seconds to re-organise. During this cooldown period you and your team should barricade yourself, weld together doors etc. to direct the zombies in a better way, making them easier to handle. There is also a Trader NPC on every map, to whom you can sell weapons and stuff you've picked up, and when you have enough money you can buy new weapons, stock up on ammo, armour etc. And then you get a new wave of fresh zombies, this time harder... maybe they're invisible... maybe they have chainsaws... maybe they have rocket launchers. You and your team always need a backup plan if something goes wrong, which is what makes it exciting. You can't complete the game, the zombie waves will never stop coming, so the point is to hold on for as long as you possibly can. You (probably) get more skill points to spend and abilities the longer you survive. Those things are in the game anyway. Also you comparing a huge multi-million dollar game project like Dead Space... to the remake of an arcade-like mod is rather amusing. They are two entirely different kind of games. E: Also there's slow-motion.
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My guild downed Yogg-Saron 25-man yesterday. Horde first and third on server (we got server first on 10-man though :P). Also thanks for clearing up the mystery behind my high MiB. QH is quite the memory hogger. Screenshots!
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Haha holy [cabbage], there apparently is nothing wrong with my reading comprehension and I was correct in my last post. You don't appear to have played either the original Killing Floor nor the new one, so how would you know that they haven't changed anything? Furthermore, how would you know whether or not they should change anything? The original Killing Floor received nothing but praise and stellar reviews when it was released in 2005, so it's quite acclaimed already. Tripwire even hired the original maker of Killing Floor to work on the new one. Oh, and according to him there's been plenty of changes made to the gameplay. ... Wait, why the hell are you bringing up GEARS OF WAR all the time?! Not only is Gears of War an awful [bleep]ing game, but it's not even based on a mod! Hell, it's not even done on the same goddamn engine as Killing Floor. It's like comparing GTA with Halo. Jesus christ I hope you're a troll, nobody can be this dumb.
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He's not totally off with this though. "Anchoring" your pinky (and sometimes also your ring finger) while playing will make it easier to jump strings without looking. It's not so much anchoring as it is just sort of gently resting your fingers there. Since you usually rest those fingers at the same point, it works as a sort of guiding point when playing; so that you know where you are without having to look. A lot of new guitarists just let their right hand stretch out into the air, and it makes playing a tiny bit harder. It works when he's playing clean because he's got excellent gear. Sorry, but since you say you play everything correctly and it still sounds weird, I can see no other explanation. What amp and guitar do you have? You should probably have "almost clean" in this case, but yeah, it works on clean as well. It just sounds a lot "more" when it's distorted. I had problem with pinched harmonics in the beginning too, just keep practicing. And like someone else said, dig deep with your plectrum and thumb when doing them.
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E: It would appear that I'm the drunk one. Reading comprehension what's that.
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It costs $17 whereas L4D cost $49 upon release. Obviously it won't feature Euphoria physics and Crysis like graphics. And yes, it is quite similar to L4D in that it's a zombie survival FPS game and it has co-op. Actually, L4D is based on Killing Floor. The Shrieker and Boomer that was planned for L4D in the beginning were taken from Killing Floor, for example. Has anybody else pre-ordered it?
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Killing Floor is an online co-operative survival horror shooter from Tripwire, the guys who did Red Orchestra. The game itself is stand-alone, and has its roots as a UT2004 mod, said mod has now been remade by a proper game company. Basically, you and your team of 6 get attacked by waves of increasingly powerful "specimens" (failed military experiments) until a final boss battle, with 5 non-linear maps to choose from. Steam Achievements count towards perks for different character classes, so there's a tiny bit of RPG in the game, too. It looks like a more brutal L4D, although I haven't really played the original mod so I can't tell you for certain! For 15 bucks though, I'd say it's worth the gamble. Available 14 May 2009 on Steam, http://store.steampowered.com/app/1250/ $19.99 or $14.99 if you preorder now Official site http://www.killingfloorthegame.com Trailer http://store.steampowered.com/app/5243/ From the Steam page: - Cooperative gameplay for up to six players against multiple waves of specimens Persistent Perks system, allowing players to convert their in-game achievements into permanent improvements to their character's skills and abilities - Over 40 Steam Achievements, including Dignity for the dead for killing 10 enemies feeding on dead teammates' corpses and Hot Cross Fun for finishing off 25 burning enemies with a Crossbow - Slow-motion ZEDtime to better watch those crucial and violent creature deaths, even in multiplayer - Solo game mode for offline play - Nine different monster types trying to eat your face off, armed with everything from teeth and claws, to chainsaws, chain-guns and rocket-launchers - 12+ weapons for the players to chose from, ranging from knives and fire-axes to pump shotguns, rifles and a flamethrower - Equip your team with welders, medical tools and body armor to help your odds of survival - Choose which Perks to play with to best balance out your co-op team against the horrors - Open, non-linear play areas: choose when and where to fight or run; weld doors closed to direct the monster horde down alternate corridors - Fully-configurable, allowing players to change the difficulty level, number of creature waves, or even set up their own favorite waves of monsters - Support for Steam Friends and other Steamworks features - Includes SDK for the creation of new levels and mods Minimum: o OS: Windows 2000/XP/Vista o Processor: 1.2 GHZ or Equivalent o Memory: 512 MB RAM o Graphics: 64 MB DX9 Compliant o Hard Drive: 2 GB free hard drive space o Sound: DX 8.1 Compatible Audio Recommended: o OS: Windows 2000/XP/Vista o Processor: 2.4 GHZ or Equivalent o Memory: 1 GB RAM o Graphics: 128 MB DX9 Compliant with PS 2.0 support o Hard Drive: 2 GB free hard drive space o Sound: Eax Compatible
