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Everything posted by Jutranjo
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Idle Thumbs 171: The Curious Case of the Rhode Island Reader
Jutranjo replied to Jake's topic in Idle Thumbs Episodes & Streams
That's way too much movement for a mass. Maximum movement is the priest lifting the goblet half a meter, anything more and people have trouble following the movement. Only one thing can move at a time and only for small motions. The smoke orb is carried so it moves as little as possible and when it's dispensing smoke, its entourage must be as still as possible. -
Idle Thumbs 171: The Curious Case of the Rhode Island Reader
Jutranjo replied to Jake's topic in Idle Thumbs Episodes & Streams
Besides smoke orbs, what about the ritualistic drinking of pretend blood? -
Idle Thumbs 170: Esophagus Sarcophagus
Jutranjo replied to Jake's topic in Idle Thumbs Episodes & Streams
Well some commentators aren't native english speakers and in some languages ULTI is easier on the ear than ULT. Everyone speaks with english "jargon" wherever it fits, noone translates them. -
I played this, the master server orbs didn't work but the irc channel #beyondunreal on irc.globalgamers.net was super helpful and one guy posted an IP to join. The movement is pretty good, guns shoot stuff, except flak secondary was a bit weird. Texture and animation wise it's pretty silly but it's a totally playable FFA Deathmatch if you can find a server to join. The ut.rushbase.net link from above also has the redistributables you need to run the game. I don't know what the command it to set up a listen or dedicated server though Anyone want to play this?
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Idle Thumbs 170: Esophagus Sarcophagus
Jutranjo replied to Jake's topic in Idle Thumbs Episodes & Streams
Ult or ulti are equally common in DOTA2 casting at least. Or just saying the ability name. -
Idle Thumbs 170: Esophagus Sarcophagus
Jutranjo replied to Jake's topic in Idle Thumbs Episodes & Streams
Everything you discuss a lot is going to have jargon. Jargon is something you get from when a group of people talk a lot. FPS, F2P, Sci-fi is all jargon. -
Can you breed hundreds of mini gods? Can you be Molyneux?
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Beta keys for this went out a few days ago. You can play anonymous matchmaking or private lobbies. The UI, menu and gameplay seem to be for a touch screen, it's a bit cumbersome at points for a mouse. I'd show some screenshots of it but the email had this included It's an electronic version of a physical board game that's already made so it's unlikely they'll be changing the rules. The UI will probably be improved so you could view how many dices you were going to throw or what the faces on them were. Maybe you could look through the decks before the game starts so it would at least try to be a boardgame. Players pick quest cards to complete and they give players victory points. When the quest limit of 1, 3 or 5 quests is achieved, the one with the most victory points wins. Every time you complete a quest you get to choose one from two new ones. To complete quests you move your figure around a map of around 12 points (cities, castles, etc.). When you move you get tokens of one of 3 different colours. To complete a quest you need some amount of tokens and to move to a certain spot. You can draw cards that give some tokens and even more tokens if you move to a certain location on the card. There's also fights where the computer throws dice for you, then you drag them into slots. The game has a few ok ideas but it's an entirely solo endeavour. Players do not interact in any way, besides that sometimes someone spawns a monster in your area, but you might have spawned that one by yourself anyway since there's so many chances for a deck of cards to give you a Nidhog to murder slightly slow you down. The only interaction I've had with my buddy playing this is how far along to the quest limit is he. Besides that I don't care what he does. I've played a bunch of boardgames but none have had so little player interaction, even Dominion has more! Players fight over nothing but completion time, which is independent for each player.
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Have they added an actual kennel? Maybe an MMO would be a lot more soul crushing in it's portrayal of an industry that breeds them by the hundreds to produce one viable for sale. Maybe you could buy land for massive breeding pens and kennels.
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Might the game not been a f2p mobile "god" game that Molyneux made if Molyneux hadn't been leading it? If it was just an HD game that stole every idea from either Populus or Black&White (both for the revolution in god games) people would have been fine with it I think.
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That format bracket already trumps this year's TI4.
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Has no one figured out how to just hack the save game to just edit your grinded out party members in the game?
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Idle Thumbs 170: Esophagus Sarcophagus
Jutranjo replied to Jake's topic in Idle Thumbs Episodes & Streams
The ad for WoT was much better this week, 9.5/10, was blown away. -
The new steam beta allows your client to hide games in your library.
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Did you open the new tools? I saw it looked a lot more similar to WC3. An editor for WC3 didn't split the community that much. Lots of people played melee (regular) WC3, with a few custom games here and there. As time went on fewer people played melee but still played WC3 to get some tower defence or DOTA games. I think I had less than 100 games of WC3 1v1, I was scared to play an RTS 1v1 then. I still played 1v1 with friends but not the matchmaking. SC2 has a shit custom games scene/UI/what have you. Nexus wars was the 1st map to be made that was kinda OK a few years ago and it's still the 1st thing you see when you press the custom games section. I don't bother loading up SC2, I kinda want to see some custom maps but they're impossible to find a game for unless they're one of the top 10 from release a few years back. I hope it'll be similar to the WC3 editor and lobby system D:
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Sounds like a DVD collection. I have coupons for -20% for OlliOlli and -50% Fist of Awesome.
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Razor's animation is fine when you notice that it's not an instant bolt but a projectile travels from razor to the target via the bolt. Only certain DoT debuffs. It's very intuitive. It's not very intuitive. If it's a poison effect copied from WC3 like veno/QOP Icefrog allows denying, Doom allows denying. Blood rage, battle hunger, urn aren't deniable. It's all on a per spell basis.
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Some characters are much more difficult to last hit with than others. Lina, Crystal Maiden, Clinkz, Zeus are pretty hard. Sniper can be easy but he can throw your other hero attack timings off. Gyrocopter has no wind up timer for the autoattack.
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The WoT ad was really weird. I'm fine with the ad being there, you need money but when you talk about internet hosting/register sites or snacks that don't even ship to my continent, you've actually at least looked at the thing you're advertising. WoT seems an even worse game than I thought before and all I knew about it was that it had pay2win golden ammo and also bought out/paid for a bunch of ESPORTS tournaments in Korea and Russia. With how aware you guys are of Iconic hats and Blade terminology it's jarring to just have a bit about this game that's paying money to be mentioned. If you had been sponsored by a diaper company for an episode it would be less strange than this.
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Sorry for the trainwreck post that follows. When HoN entered closed beta (it got closer and closer to open beta as the beta was ending) it was a very similar game to DOTA1, out of the 50 or so heroes it had, around 10 were new, and the rest of them were copies of DOTA1 heroes, reskinned, renamed. The items were all renamed, as were the creeps, neutrals, Roshan/Kongor but everything had the same price, effect. Blink dagger became Portal Key, etc. This was Fine. Only change that was made was the change in turn speed for everything, everything seemed to instantly turn. I don't know if this was due to S2 games making a mistake when making the new engine or if it was intentional but most of my group of friends didn't care or notice since we hadn't been actively playing DOTA for a year or two. I can't remember if they changed S&Y from the start or only later. It showed everyone's HP and mana bars, view was maybe a bit more zoomed out. They started adding more heroes, few ports, mostly their own new heroes. Items were changed, new items were added, recipes changed. Sange became a mini Skadi that you could upgrade. They made some weapon that made your autoattacks do magic damage while costing mana. All the heroes and changes they made seemed to be made to have gankers roam most of the game and all the heroes they added seemed to do this very well. Some changes were at least interesting and they added a at least one mechanic that was new and interesting. Antimage (Magebane) spell shield passive was only active on him after he blinked and it also gave his allies magic resistance. Faceless void (chronos) backtrack that in dota avoids damage let him take the damage and then heal it back up to where he was before. Some owl mage they added had a gust of wind that pushed things away from him. You could click and drag that to select from where to push heroes into which direction. I think this was added to force staff as well. Pudge/venge could buy blink and if you were on some unpathable cliff you had cliffwalking to get down. They added a rune that spawns where the actual rune doesn't that fills 2/3 of your bottle. Other changes were bad, some hilariously so, like when they enabled all orbs/unique attack modifiers to stack. After the beta ended they wanted to sell the whole game for around 25 euros or dollars. I'd had enough of playing that so I didn't buy it. It went downhill from there, switched to F2P, sold people goblin coins to unlock new heroes. One good thing they added was a vote for pause, which seems a much better way to do it than in DOTA2 right now, though there's not as much abuse as there could be. Shame they added vote to concede, vote to kick a player as well. Why was the community worse than DOTA1 or 2? This is the lobby/pick screen, it only loaded after heroes were picked. Also visible is everyone's rating, how much points they stand to gain or lose from the current set up of the teams. When the beta started it didn't have an actual queue to join and it would find you a game, it still had lobbies that you manually joined solo or with friends. Everyone's rating is visible, system gave a prediction of the odds of each team via how many points you'd lose or gain. Everyone also knew who the worst player on the team was before heroes were even picked. That guy better pick hard support or something that has "low impact". Top rated player deserves to go mid or carry since that's the most responsible position to play, the rest of the scrubs can try not to feed too much before he wins the game. So flaming/bullying starts in the lobby. You could also click anyone's profile and see their average stats Our carry averages low CS per game? Not 1.5+ KDRatio?? Fkin scrub, game will be fucked. Since it's a lobby, host can just keep kicking people till he's happy. Concede is available but again if one guy doesn't want to give up, expect more flaming and name calling till they do. Voice chat was included by default so you could be yelled at. You could kick the flamer via the vote. Guess who ends up being kicked for being a feeding CM with no items at 15 minutes? Lowest rated player. Later they added a queue for automated matchmaking but still thought it'd be a good idea to put the highest rated player in slot 1 on each team (blue and pink) and the lowest rated on orange or brown. So you could still know who was to blame. You could also check the player's detailed stats from above in game, via website. Right from the start you were rated and you couldn't find a game that wasn't rated. I'm not sure anymore if it was because noone played it or it had no option for that. An actual screen shot of a game Antimage with maybe vanguard, maybe PMS, treads and battlefury. The art style was ok, compared to DOTA2 it looks way worse. They had custom announcers that announced the owner's kills/actions. You couldn't turn them off and you just got a spew of voices and flashing rainbow/bloody double kills/triple kills. Here's some examples You could buy a taunt from the shop out of game that gave you an option to taunt a specific target, that's the bottom right icon on the bottom right of the in game screen shot. It gave your target vision of you, then played another audio clip if you killed them afterwards. DOTA2 by default tracks barely any stats, you can barely see any of them in game and you can't even play for a ranked score before you have 100+ games played. The report text abuse somehow worked out and there's much less flaming now. I don't know for sure what made HoN players bigger assholes than DOTA, I'd like to think the difference wasn't as big when HoN first had the beta than it is now. But now only people who liked HoN for what it does different from DOTA2 stayed. I saw this interview with one of the best/top rated HoN players http://evilgeniuses.gg/Read/403,The-Dark-Side-of-the-Moonmeander/ Here's a quote: I hope this post wasn't a waste of your time reading.
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HoN is the dregs of dregs now, it didn't use to be so bad but since then everyone moved to DOTA2 or LOL.
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I've only played like 4 games of LoL before the art style turned me off but as far as I know it's got a fixed game with 5 explicit roles players need to fill with heroes being specific for those roles and with bigger items being more gold and slot effective every game might be a lot more predictable so when players think they're losing or have lost, they've actually lost.
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Before LoL and DOTA2 came out, HoN was the thing people stopped playing WC3 DOTA for. It was a rarity for a game to actually end with an ancient being destroyed. The timer didn't matter, it was changed several times. If it's 15 min, the game ends then, if it's 20 minutes, one guy decides that fuck it, I'll just wait 5 min in jungle or something so I can then concede. The only games that didn't end with a concede were the ones where one player either thinks the team has a chance to win still, but good luck getting them to do anything but spam CONCEDE FFS at every cooldown, or he wants to be an asshole and just votes no every time. Later they added a 30 min or so requirement of only 4 concede votes. The game also had kick votes for players so it had loads of problems, including public ratings, KDR, average GPM, etc. But I don't see how a concede vote could work differently than it did there. You can ask anyone who played HoN what kind of games concededing produces. Edit: If you could concede in dota, there's no more late game in random solo games, no more comebacks by the other team fucking up. That's a huge part of DOTA.