Results 19,461 to 19,480 of 27191
27-01-2014, 12:31 PM #19461Want to add me on Steam? Steam name: Mr. Gert
Guild Wars 2 characters: Norgothus (Norn Necromancer), Maggrivo (Charr Warrior)
27-01-2014, 12:49 PM #19462
Since I am now a bit intruiged about the whole co-op thing myself I googled "coop gaming" and one of the first hits was this site: Co-optimus. They have a search function with a bit more elaborate filters, like number of players and type of co-op (couch, online, campaign). Maybe consider giving that a look too.
Edit: Further ideas: Torchlight 2, Terraria. Tom Clancy's Rainbow Six.
Editē: Two Worlds 2 apparently has coop play for up to 8 players. I had no idea.
Last edited by Squiz; 27-01-2014 at 12:54 PM.
27-01-2014, 02:02 PM #19463
I cannot stop playing Metal Gear Rising. I usually hate this type of game and find it boring after about 5 minutes, but this is ridiculously fun and it's managed to drag me away from Hearthstone!!!
27-01-2014, 02:33 PM #19464
27-01-2014, 06:35 PM #19465
Well I've just passed the exposition introduction of chapter 2 of The Witcher 2 and so far it's an excellent game...mired by one serious problem. Most fights seems to benefit from you knowing that they're going to happen in advance so you can prepare for them. This can be particularly gruelling when there's a save point before a cut-scene that immediately launches you into a fight. Whilst yes, you can still add temporary bonuses to your weapons, being unable to use potions is a large problem, especially on Dark difficulty. Player skill can account for so much, but in a game where preparedness is part of the point of the main character, not being able to do so is pretty aggravating.
Special mention goes to the [spoiler]Iorveth vs. Roche[/spoilers] fight near the end of chapter 1 that started and finished before I was even aware of what was happening. Many reloads later and after doing a quick search online to see if the fight was even winnable (turns out you can change sword, to one that's actually effective) I managed to win it. I have no knowledge of what impact it'll have, but in my narrative I wanted it to unfold as such. Requiring you to already be pressing the movement keys whilst the game is still loading up is quite frankly ridiculous. I'm all for difficulty, something the game hammers you with early on, but there is taking it too far.
27-01-2014, 06:42 PM #19466
27-01-2014, 06:46 PM #19467
You want to maximise the time of the effects though...I'll reconsider it. I tried it out initially and was disappointed that in between clusters of enemies there'd be enough down-time that they felt unnecessary (and usually the smaller clusters can be dealt with fine with a combination of player skill and spell usage). You're right though, the materials are plentiful and I'm sure I can already turn myself into a walking tank with a magic cannon put on top of it. As for the difficulty, I played TW1 to completion on the hardest difficulty setting and I want a challenge. None of the issues I've had with the game so far have had to do with innate difficulty, just particular spikes of ridiculousness, such as the fight mention previously and a few instances of magically appearing enemies.
27-01-2014, 06:54 PM #19468
To anyone who hasn't played it yet, do not let the issues many have with the final battle turn you away from this game at all, it's quite a lovely game.
27-01-2014, 06:57 PM #19469
27-01-2014, 07:05 PM #19470
In a twisted sort of logic, it wasn't until about 2/3 through TW1 that I really started to get the alchemy in it and whilst there were tough streaks, I was able to charge on through. Coming into TW2, I felt a lot more comfortable with the alchemy element and other than adjusting to the mostly superior combat*, I had no qualms about instantly going to Dark mode.
*I miss group attacks! Given some of the skill descriptions though, I'll be getting them back (or unlocking them) at some point. I do like that you have quick and slow attacks from the start though and that there's a hint of a combo system. It's obviously not developed like a fuller action title, but there's enough of a combination that, when hitting a single target, you can theoretically knock them down from 100 to 0 with some skilful movement and the correct clicking.
27-01-2014, 09:42 PM #19471
Terraria also sounds like a great idea, especially as it's far more focussed than Minecraft.
Neverwinter Nights 2 is also great fun in coop and could work with 5 players, although you'd need to either whack the difficulty up or not take any of the regular partymembers with you (things don't autolevel to the number of PCs).
27-01-2014, 09:44 PM #19472
Crusader Kings II is a blast in MP, I hear. Though the degree to which it is "cooperative" is largely up to the individual players, I guess. :P
28-01-2014, 12:24 AM #19473
- Join Date
- Jul 2011
28-01-2014, 12:29 AM #19474
28-01-2014, 01:01 AM #19475
I played Witcher 2 with a gamepad when it very first came out, and it felt the most natural to me.steam: sketch
28-01-2014, 01:21 AM #19476
I'm currently playing MKB, everything seems to be fine. I could see where a controller has an advantage, but given that the gameplay is fine, I'd rather use a mouse in the menus.
28-01-2014, 02:29 AM #19477
- Join Date
- Aug 2012
I wouldn't recommend it, personally. Rather than proper 360 movement, Geralt snaps to one of what I'm pretty sure is only 16 directions, with noticeable input lag to boot. Menus are also a PITA, the only way to access them is through a list in the pause screen which gets tiring fast. M&K is clearly what the game was designed around, and it works surprisingly well, considering the genre.
Edit: As far as the game itself goes, while I didn't play the first, I can say that it's much less of a slog than, say, Dragon Age: Origins. Definitely worth playing, despite the flaws.
Last edited by wrestledwithgod; 28-01-2014 at 05:08 AM.
28-01-2014, 05:05 AM #19478
You don't have to get his armour down to zero. You just need to get his armour rating below the arrow firer's strength rating.
Also, I think the reason you couldn't use the arrow is because you'd run out of willpower. You needed at least one point of WP to use it as it was counted as a special ability but that's been patched now.
Having said that, even with that knowledge I've played through it twice now and had to knock the difficulty down to easy both times.
28-01-2014, 10:37 AM #19479
Playing a bit of:
Far cry 3: The Rakyat are using Jason, this is pretty obvious, but i don't how the character can go that deep in his fantasy... I feel like he hasn't lived enough to make him join the cult... The fact that I am not buying Citra and Dennis' crap distance me even more from what's happening.
I just met Riley, I guess I am nearing the end. I think my final jugement will be: "I see what you tried there. It just didn't work..."
FFXII international zodiac system: I've never completed FF XII but I thought it was their best try in a long time. So I wanted to play it with enhanced graphic and the Zodiac system. I am at the beginning and, i dont know why, i find Vaan less irritating this time around. The story seems pretty interesting and the places are Epic but not completely stupidly huge, useless and broing like in FFXIII.
I also Started broken Age and Banner's Saga. So far I am glad I backed those two. Both are unique and interesting.
28-01-2014, 11:20 AM #19480
that the armour thing just meant it had to be low enough that I could guarentee a hit, but seeing as it was made out to be a one-shot only deal and the game often implied his armour had to be zero (I think Juno straight shouts this several times) I didn't want to take the chance. The other problem was that due to some of those asshole slinger guys the arrow-bearers strength was too low to beat the armour Bellower would regenerate each turn.
Willpower wasn't the problem: I used the Magical Horn Thing to replenish some and it still showed only their usual special ability instead of the Silver Arrow one. No idea if it had bugged from the start or hitting zero and then replenishing willpower confused the game somehow.
The whole problem I had could be solved by adding a 'Wait' action which would send the current unit to the back of the initiative queue for that turn. No idea how it would affect the balance but it doesn't seem like the sort of thing that can break it. That said it can turn out to be a remarkably important tactic - Disciples 2 had a "Wait" option in combat that worked this way, and using it intelligently often prevented units dying.