reneyvane Fans de TheWitcher3 sur pc ? Le mod "The Witcher 3 HD Reworked Project NextGen Edition" est disponible sur Nexusmods (12.8Go), loin d'améliorer que les textures, les modèles 3D (PNJ/Objet) ... (il y a 3 Jours)
Driftwood Il est de nouveau possible de télécharger les vidéos sur le site. Désolé pour le mois et demi de panne. (il y a > 3 Mois)
Driftwood Retrouvez notre review de Rift Apart dès 16h00 aujourd'hui, mais en attendant Guilty Gear -Strive- est en vedette en home ! (il y a > 3 Mois)
Driftwood Nouveau live sur Returnal à 14h30 aujourd'hui. (il y a > 3 Mois)
Driftwood Rendez-vous à 17h00 pour un direct de 40 minutes sur Returnal (il y a > 3 Mois)
Currently playing: Uncharted 2, CoDMW2 (PS3), Torchlight (PC)
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** Yes We CAN!! **
Cliffy B, for all his product, has a sharp damn head (not another comment on product). I've prolly said this a billion times but when he described Gears as Bionic Commando in a horizontal space, I knew he was into games more than AWESUM SHOOTARS WIF GANS!! You can clearly tell by the advances made in Gears 2 that gameplay is very much paramount.
http://modeseven.blogspot.com | Dominic and Simon - dyanamic games blog duo!
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** Yes We CAN!! **
Pic number 3 how badass do thoes Lambent look!, and is that Jace (hair with the cornrows) from the books, i think it is?
Prepare To Drop!!
Anything on MP yet? has anyone translated that russian garble? I want to hear "we have fixed MP greatly"
I want my games room finished now :(
Pic number 3 how badass do thoes Lambent look!, and is that Jace (hair with the cornrows) from the books, i think it is?
And yeah the Lighting looks awesome, Gears 3 will own yet again!
** Yes We CAN!! **
Some rough mag translation.
"If you have a meatshield, you can put it to very good use. A grenade is placed inside the Locust' armor, followed by "this is Sparta" kick (yeah I added that), the grub flies to his comrades and explodes."
"There are three types of grenades. (Bolo/Frag, Ignitable, and Smoke) and they could be combined with one another. For example a Ignitable grenade followed by a Frag will create a fire-y hell in a closed environment."
"You can now swap weapons and ammo (love you muchly EPIC!). No more of "Don't touch my DAMN AMMO!" or "No, you picked up the last time. And give me that Mortar", "What you need Mortar for, you a noob that dies all the time." And of course 4 player co-op."
Prepare To Drop!!
I want my games room finished now :(
But, more than anything, I just really want more Horde mode. God I loved playing that.
Killing someone in a 1 on 1 is something special. Killing your Nemesis, someone who was taunting you or even better the host in these situations, makes you feel all bad ass. Mowing down multiple enemies in short succession is just an adrenalin rush you simply don't get in other games. Well actually there is a game that made me feel similar and that was eve online. The PvP aspect of it made me shake in excitement (most people share the same experience), it was actually scary until I could control it.
But, naturally, I can't wait to see it in motion.
Killing someone in a 1 on 1 is something special. Killing your Nemesis, someone who was taunting you or even better the host in these situations, makes you feel all bad ass. Mowing down multiple enemies in short succession is just an adrenalin rush you simply don't get in other games. Well actually there is a game that made me feel similar and that was eve online. The PvP aspect of it made me shake in excitement (most people share the same experience), it was actually scary until I could control it.
I get the most satisfaction in finish a game in the hardest diff and with 100% and prove the devs that their game was conquered by me!!!
Yeah baby!!
FROM THE DARKNESS I DRAW MY STRENGTH!!
I get the most satisfaction in finish a game in the hardest diff and with 100% and prove the devs that their game was conquered by me!!!
Yeah baby!!
liking the sound of the new features. i hope i like this one. it's the one series i wish i enjoyed becasue there is clearly a strong community behind it and it looks so very nice (for a UE3 game) but i kinda feel the same as ronsauce on this one. looking forward to see what the third game is like tho. it's a very good co-op game.
And I see it completly the opposite for me MP its too predictable,a couple of weeks playing a MP game and you already know what the other players will be or do.for example anyone could became good at MW2 and MW for that matter,but beating Mile High Club level in Veteran was another thing completly.
FROM THE DARKNESS I DRAW MY STRENGTH!!
And I see it completly the opposite for me MP its too predictable,a couple of weeks playing a MP game and you already know what the other players will be or do.for example anyone could became good at MW2 and MW for that matter,but beating Mile High Club level in Veteran was another thing completly.
AI is AI, by nature it is limited to how it can react in a situation, and thus you take advantage. a boss in a game, whether you play on 'normal' or 'extreme-super-duper-legendary-eat-your-own-face' difficutly mode is based entirely on paterns and predefined behavior. learn the patern, beat the boss. easy. that simply isnt the case with a human opponent, since we as humans are unpredictable.
That is my view of the matter and personal experience though it doesnt have to be the same way for everybody,maybe to you they are more impredictable or something,but I do find more satisfaction in beating the hardest diff or 100% a game than killing in MP,I cant for the life of me feel engaged in a MP match or something but I already know that MP games are not for me so I cant make a good argument about that.
FROM THE DARKNESS I DRAW MY STRENGTH!!
Zapp Brannigan: If we can hit that bull's eye, the rest of the dominoes will fall like a house of cards...Checkmate.
AI is lines of code telling the on-screen enemy to react in one of only a few different ways. human behavior alows you to take the actions that are avaliable to you, and use them however you want in an unpredictable manner. at any one given moment someone online could duck, jump, shoot, crouch, throw a frag, throw a smoke bomb, drop a mine, drop a deployable turrent, hide in a corner, take advantage of the maps strenghts and weaknesses, exploite problems with the maps/weapons or a combination of all of those things and more. all those things can happen within a single second of any MP game.
Ai however can only do so much, and the moment it reaches that barrier, you see holes in it's routines and behavior. you can exploit it, take advantage of it, and ultimately kill it. you see an enemy raise his sword and you know to block, you see an enemy move a certain way and you know he's open for an attack or parry. in FPS's (some of them) you know the enemy has been given the ability to flank you, so you anticipate it. you know an enemy will poke his head out of cover every so often, and so you anticipate it (and shoot him in the face) a human opponent wouldnt be that scripted and that predictable. they're human afterall....human, human, human, human, human, human, human.... afterall.
Some rough mag translation.
** Yes We CAN!! **
MP is pitching one person's skills against another, it is, if you will, a sentient test that is a mirror image of you.
Assuming Raptor's arguments are well thought through, I don't think "predictability" is a comment on the player's behavior, but rather the proxy through which he operates. In an MP game the enemy you face over and over is for all intents and purposes a variation of yourself, which is to say an avatar in the environment that moves based on the same rules as you and from which you draw a line that a projectile of some sort travels across.
Enemies in a great action game have obvious systems for taking them down, ie you know what to do, but variety in those systems - making each of them rich and interesting to engage - and mixing them up in a hand crafted way creates a solid base for interesting mechanics to move beyond that core human battle of wits. Purely mechanically, I want to stress, that's not to say they're unpredictable. A game like Bayonetta is to an extent extremely predictable. It's not about not knowing what's coming at you or what it'll behave like - any measure of randomness would just lead to frustration - on the contrary it's about knowing what to do ASAP and then the mechanics of it is like a language you learn and become fluent in.
--- Edit: Okay, upon reflection I think I got a bit derailed here and the rest is mostly my train of thought chasing Harrison Ford through the woods. :O ---
When the enemies themselves are essentially that MP avatar but with the associated AI routines that are set to offer a challenge but not actually rape you the way that many enemies on your level of "AI" would, games quickly descend into utter tedium. That's what I keep refering to as "box of men" and I think it's one of the least flattering trends in gaming as stories become more *realistic* or whatever and there's no actual room to create enemies that are interesting to face. Conviction has enough zany things to tinker with and an analogue enough encounter system that it can mostly keep things fresh throughout, but my biggest gripe with it is definitely its tendency to be about shooting the same guy a bajillion times. And no, putting helmet on dude does not equal not shooting the same guy a bajillion times. It's the same guy with a helmet! If anything you're removing something from the encounter by docking a point of weakness.
Thematically Gears has never really connected with me, particularly. I think Gears 2 is infinitely more interesting than Gears 1 purely in terms of imagery (The Hollow is reminiscent of Unreal in a wonderful way) but it's still pretty low on my excitement meter. Alright Marcus new fluffy sideburns has me pretty excited. But more to the point! It does, however, have the monsters and tech in it that allows you to do more than "it's this dude, he's back from having been killed a bajillion times and now he has body armor!"
Where games were once governed by the trippy drug induced ramblings of a mad japanese game designer and you could have turtles and mushrooms and fucking.. cannonballs with angry faces on, games have now become slaves to realism and consistency. You see people throwing a fit when a new enemy is introduced and they're all "WHY DIDN'T WE SEE ANY OF THIS GUY IN GAME.. THAT... CAME BEFORE THIS GAME!?" And there's validity to that now that it's about universes and trilogies and prequels and all this story stuff, but it kinda took a dump on games as videogames.
http://modeseven.blogspot.com | Dominic and Simon - dyanamic games blog duo!
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the best example of just how lacking AI is in relationg to a human, would probably be SF4. i can rape that game on the hardest difficulty with little to no trouble becasue the AI is predictable. even seth, or sath, or whatever it's name is. but when i go online my consistency flys out of the window along with any tactics i had in the single player becasue they no longer work. you simply can't apply the rules of engagment fighting AI to figing a human opponent. it's like going to war with nothing more then a breadknife. suicide. why? becasue you can't predict how someone on the other side of the world is going to use the tools at their disposal. whether it be a fighter, an FPS or anything.