Loakum @Driftwood Awesome! I’m loving it! It does show a much crisper picture and the frame rate looks good! I was playing Stella Blade and Dragonball Soarkling Blast! :) (1 Week ago)
Driftwood @Loakum: enjoy, the one Sony sent us will be there on launch day. Coverage will follow asap. (1 Week ago)
Loakum *takes a large sip of victorious grape juice* ok….my PS5 pro arrived early! So much winning! :) (1 Week ago)
Driftwood @reneyvane: non ils l'ont publié le 1er octobre et je crois que tu l'avais déjà linkée. ;) (5 Weeks ago)
CraCra Y a un souci sur les forums ? (8 Weeks ago)
nostradamus very few with religious beliefs are naive or zealots, but for sure don't find amusing their beliefs being thrown in for clout. maybe STFU with that discourse? (11 Weeks ago)
Driftwood Download is now functional again on Gamersyde. Sorry for the past 53 days or so when it wasn't. (> 3 Months ago)
Driftwood Another (French) livestream today at 2:30 CEST but you're welcome to drop by and speak English. I will gladly answer in English when I get a chance to catch a breath. :) (> 3 Months ago)
Driftwood GSY is getting some nice content at 3 pm CEST with our July podcast and some videos of the Deus Ex Mankind Divided preview build. :) (> 3 Months ago)
Driftwood For once we'll be live at 4:30 pm CEST. Blim should not even be tired! (> 3 Months ago)
Driftwood More Quantum Break coverage coming in a few hours, 9:00 a.m CEST. (> 3 Months ago)
Driftwood We'll have a full review up for Firewatch at 7 pm CET. Videos will only be tomorrow though. (> 3 Months ago)
Driftwood Tonight's livestream will be at 9:15 GMT+1, not GMT+2 as first stated. (> 3 Months ago)
Halo, more than almost any other game has to be consistent in the way it does things because there is a mountain of stats on b.net and anybody can save a film and stick it on YouTube to show the world how their game is busted.
There is nothing inconsistent about your video. The guy was at close enough range to mitigate the bloom effect of the pistol and then got lucky with a headshot. You could argue he was lucky to land all his shots in the first place though the guy on the bridge barely moved so he didn't exactly help himself either. Either way, replay that scenario ten times and the guy on the bridge wins nine of them, if not a lot more if he gets off four quick shots and times the fifth.
It's really no more lucky than a no-scope from a sniper in the same situation, in my opinion. Adding the bloom effect will on average benefit the more skilled players who time their shot. That the converse happens a smaller percentage of the time doesn't disprove that.
It's not that Bungie don't listen to their hardcore fans, they just don't listen to them exclusively or take every single of the rather amount of "advice" I imagine is thrown back at them. Much better for any tweaks to be based on the hard data they are currently reaping in spades.
http://twitter.com/deftangel
Halo, more than almost any other game has to be consistent in the way it does things because there is a mountain of stats on b.net and anybody can save a film and stick it on YouTube to show the world how their game is busted.
There is nothing inconsistent about your video. The guy was at close enough range to mitigate the bloom effect of the pistol and then got lucky with a headshot. You could argue he was lucky to land all his shots in the first place though the guy on the bridge barely moved so he didn't exactly help himself either. Either way, replay that scenario ten times and the guy on the bridge wins nine of them, if not a lot more if he gets off four quick shots and times the fifth.
It's really no more lucky than a no-scope from a sniper in the same situation, in my opinion. Adding the bloom effect will on average benefit the more skilled players who time their shot. That the converse happens a smaller percentage of the time doesn't disprove that.
It's not that Bungie don't listen to their hardcore fans, they just don't listen to them exclusively or take every single of the rather amount of "advice" I imagine is thrown back at them. Much better for any tweaks to be based on the hard data they are currently reaping in spades.
-- "Bob Loblaw Lobs Law Bomb" --
-- "You're under arrest, and I'm breaking up with you..." --
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I'm actually considering going back to Halo 3 after this, I've forgotten how fun this game can be...
-- "Bob Loblaw Lobs Law Bomb" --
-- "You're under arrest, and I'm breaking up with you..." --
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Zapp Brannigan: If we can hit that bull's eye, the rest of the dominoes will fall like a house of cards...Checkmate.
The reason I don't want more randomness in my Halo than necessary is because I don't want "another military shooter, like CoD". This is fucking Halo, it's the last popular game of its breed, and I don't want every FPS to be a variation of one another.
Zapp Brannigan: If we can hit that bull's eye, the rest of the dominoes will fall like a house of cards...Checkmate.
The reason I don't want more randomness in my Halo than necessary is because I don't want "another military shooter, like CoD". This is fucking Halo, it's the last popular game of its breed, and I don't want every FPS to be a variation of one another.
I get what you're saying in that technically the bloom reticle adds randomness to the shot (it would not be as simple as algorithm as dice roll, however) but that randomness is deliberately implemented within defined boundaries with the purpose of placing greater emphasis on engagement distance and timing of shots. It is not like players are pulling off those sort of fluke 5-shot kills more often than not, in my experience. Furthermore, I've seen plenty of complaints about Reach, but hardly any that it doesn't retain a 'Halo feel'.
In three years half the people complaining about this that and the other will be doing the same thing with regard to 343i's Halo game no doubt pointing to weapons that were perfectly fine in Reach that they have now 'ruined'.
More importantly, I have just got in after a few beers and am off to play some more Reach where I doubt I will notice reticle bloom at all given my current blurry vision.
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Don't you know who I am? I'm the goddamned Banman.
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Pwn'd by Phaethon360.
I have played a lot of FPS over the years and one area I have isolated Halo 3 as special was weapon balance and roles. Sure, some weapons just sucked (pistol, lmg) but in general every weapon had a role where it excelled--and if you used the map right a weapon like the AR could be absolutely one of the top 2 weapons in a situation. Some power weapons could be used, with extreme skill, in other roles (e.g. no scoping the rifle at close range) but in general success was based on having the right weapons on the right place.
For all the reasons I have mentioned previously the 3 maps I have played Reach with I don't get this vibe at all. It isn't that weapons don't have better ranges or purposes but that there doesn't seem to be a clean transition, not to mention gaps of futility, and some weapons are just big question marks--as to say, why would I ever want to use this?
As it stands now, while I hope Reach is better than Halo 3, but I have often praised Bungie's Halo 3 balance. It really stands out in my mind. Reach not so much. Of course weapon design is a largely defined by map design and Sword Base and Boneyard are pretty poor maps IMO.
And back to the segway: in regards to 343's Halo... I would hope they stole Halo 3's design over doing something drastically dumb!!!!!!!!!
I would rather hear, "They just copies Halo 3/Reach" instead of, "Oh wow, what lame weapons!!"
Pwn'd by Phaethon360.
Thankyou!
In response to the pistol 'randomness' video:
The ideal ROF is tied to distance. At that range, your target pretty much filled even the the max pistol reticle.
You got a lucky headshot, sure, but that happens without obvious reticle bloom anyway.
Your opponent should either have been quicker it landing a headshot on you, or should have body shot you three times. If they've missed enough of their shots to need to reload before they can do either; shame on them. The pistol has an extra bullet per magazine than you need to kill someone, even by shooting them in the foot. And since you didn't get 'oppurtunist' they still had shots.
And in fact, your opponent was going for the body shots, they landed 2 before you killed them (look at your health). They still had shots left in their magazine (since no, "oppurtunist") and either were missing or simply didn't fire fast.
The only thing that was 'lucky' was the headshot.
Weapons:
Plasma pistol -better to have another weapon
Plasma Rifle -useless
Mauler - shotgun better, annoying weapon
Spiker - useless
Pistol - useless
SMG - useless
Needler - very specific, better to have another weapon
beam rifle - rarely used
carbine - rarely used, BR more plentiful easier to use.
bruteshot - rare, out of the way, close range only
Whats left? Oh, power weapons, the BR and the AR.
(and some turret weapons, but, eh)
Grenades:
Flame grenade never used.
Spike grenades. -rarely used, plasmas and frags better and more plentiful
Ok, granted, some weapons fill similar roles in reach, but the way in which they are used which differs too. I appreciate the effort in trying to separate the uses of the two snipers for example. Or how the Plasma repeateer needs a little dap on the 'reload' to increase your rate of fire back up.
Ignorance is the true enemy of all things.
Suhweet!
Zapp Brannigan: If we can hit that bull's eye, the rest of the dominoes will fall like a house of cards...Checkmate.
For all the reasons I have mentioned previously the 3 maps I have played Reach with I don't get this vibe at all. It isn't that weapons don't have better ranges or purposes but that there doesn't seem to be a clean transition, not to mention gaps of futility, and some weapons are just big question marks--as to say, why would I ever want to use this?
Whilst I don't agree to the extent of which RC_Master describes Halo 3's sandbox as "useless" (Dual maulers. Needlers, Brute Shots and Carbine/Beam rifle had their place) Halo 3 did evolve to a point where an awful lot of people would just grab a BR and use that in all situations because there were few practical limitations for doing so.
Reach is definitely different in this regard. It is useless to carry a DMR for close range encounters. Get jumped by a guy wielding an AR when you have the DMR and you're pretty unlikely to come out of that encounter well. With a pistol, you have to be good to get out of the same scenario. I think that picture is distorted right now by the double melee bug.
I think when all is said and done, Reach will have much more clearer defined roles at ship purely because there is a focus and willingness to talk about 'roles' outside of tech conferences like GDC. Whether that makes the game better or more balanced can't be answered for a long time. As the GDC talk states, balance is longevity
http://twitter.com/deftangel
http://twitter.com/deftangel
Oooh, Profound, isn't it?