Results 19,481 to 19,500 of 23232
28-01-2014, 10:37 AM #19481
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 #19482
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.
28-01-2014, 03:33 PM #19483
Playing Defender's Quest, which I find unexpectedly appealing."He has anointed me to bring good news to the poor. He has sent me to proclaim release to
the captives and recovery of sight to the blind, to let the oppressed go free". ~ Luke 4:18
28-01-2014, 03:50 PM #19484
Finished act 1 of Broken Age and I must say that I thoroughly enjoyed it. It's not as funny as previous schafer's work but it's lovely on its own way. Art is pretty, puzzles are well done, sometimes falling on the easy side of the spectrum but never obtuse or illogical.
Also continuing on my classic ironman of Enemy Within. I abandoned the training roulette option. I ended up having mostly useless builds and in a classic game is a terrible thing to get. Might try it again later on a normal game, just to have fun with it.
29-01-2014, 12:08 AM #19485
- Join Date
- May 2013
From what I remember it certainly did scale level wise and I'd assume as a result of that, also for multiple players.
29-01-2014, 10:33 AM #19486
The whole DayZ mod thing passed me by completely really as I could never get it to work with my original physical copies of Arma II and OA. However after reading the endless news about the SA version I persisted with it over the weekend and after an hour or so got it working (in a fashion). What followed was an hour of possibly the most compelling game play I've had in many years (perhaps starting out in Eve Online c2003). I died of course, but it was an amazing story, entirely unique to me.
I love my gaming with proper consequences which can only come from investing time, energy and emotion into building something knowing it can all be lost in a second around the next corner in a fashion which is often entirely unpredictable. A brief lack of attention or concentration, (usually the case in Eve), bad luck, bad skill, whatever.
I like the growing tension, and I also like the rebuild and new story after each inevitable loss.
That all said, have bounced off virtually every 'rogue-like' I've ever tried. Something that puzzles me. I think I need the human factor. It's not so much my own loss that I'm thinking about, it's the loss that can be inflicted on others, it's being the sudden end to someone else's story that stays with me for a couple of days.
Anyway, bought the SA version instead of re-subbing three Eve accounts. Dumped some 10+ hours into DayZ in last couple of days and loving it. Easily the most significant 'thing' to happen in my gaming-life since 2003 and I'm going to enjoy the journey.
I enjoy the lone-wolf style in DayZ and will avoid conflict if possible - bizarrely enough I like to track and observe other players and watch their stories un-fold, and assist from a distance if I feel its deserved.
I was forced to bludgeon someone to death with a wrench two days ago, and it has really stuck with me. It was a pretty bleak and desperate ending to what was a promising partnership. And then they were gone, killed in a desperate struggle entirely against my own will.
This article sums it up well for me.
29-01-2014, 11:10 AM #19487
29-01-2014, 01:06 PM #19488
29-01-2014, 05:08 PM #19489
29-01-2014, 06:16 PM #19490
However, it occurs to me that Sub Rosa is basically the short-form equivalent of DayZ and it's free.
29-01-2014, 06:35 PM #19491
SpaceChem & Me: a game started twice and never finished once; I liked it, a lot; but maybe I was just burning myself out on optimization of solutions instead of progressing. So what do I do? Decided for a 'functional' style of play, only concentrate on beating the level and then move on. This must be the perfect plan to finish the game right?
Except when I go back to it, I find out that, by not playing it, I've actually become a better player in the meantime (surely the effect of all the Omega 3): I've retained the stuff I've learned about the game, and I'm coming up with better solutions to the same levels I'm replaying because I need to get back into the groove.
Before I know I'm spending hours again on optimizing the solution to one single level. Coming up with the solution to a puzzle that's actually challenging to me can be a strain, and what comes out is hardly elegant; refining the design or redesigning part s or the whole thing is what feels really pleasurable to me.
So now I can comfortably accept that I'll never finish that game. Ever.
The Cave. I played my three picks, the Knight, the Monk and the Hillbilly. I was having fun, the writing was good, the voice work top notch, the atmosphere conjured by the Cave great. All along I was wondering, it can't possibly be the same game the reviewers played: problem with the controls, where? it's funny and 100% an adventure game even though it looks like a platformer (which is totally serviceable, not a complaint about that)
Then it ended. Maybe I should've seen it coming, but it took me by surprise. And I was, oh ok, now I see why they said some of those things. The Cave is essentially a game by Double Fine, and even though you can see the hand of Ron Gilbert, it still has the same problems Double Fine games often have. Plus, I have this feeling the original concept must have been far more ambitious and was somehow squeezed into this, with a relatively limited budget, the only reason I can figure out to explain why the character models look that way - unpolished, not to mention the paintings.
I've enjoyed my time with the game, but now it's like the game's missing an important part, and early on during my second playthrough I lost interest. Kind of a shame, really.
29-01-2014, 06:38 PM #19492
29-01-2014, 07:20 PM #19493
- Join Date
- Dec 2011
29-01-2014, 07:58 PM #19494
- Join Date
- Jun 2011
I have this weird issue with SpaceChem. I played it for a little while, until I got the first level that requires two reactors, with all the apparent increase in complexity that would seem to produce. So I put together a process in each reactor that seemed to work, at least for each reactor. I sat back to watch a run, figuring the timing was probably going to be all shot and I'd have to spend forever tweaking. The run was near perfect, with every component arriving just as it was needed and getting processed and sent on its way. The graph showed my solution was in the top 10 or 20% in a couple of different ways. All luck.
I decided that I would never do any better than that, and the best thing to do was to stop playing. I haven't gone back. I'm intimidated.
29-01-2014, 08:51 PM #19495
I've never got past Spacechem's seventh boss fight. The first time I saw it I just gave up outright, a few times after that I tried to devise a solution but couldn't see where I should even begin, and today I came up with an astonishingly inefficient design that uses an entire reactor just to accept one methane molecule and bring it to one of two pipes, and I don't see how I could do that better. I have to use the final reactor to accept one nitrogen atom and three hydrogen atoms, and return dihydrogen and nitrogen trifluoride. If the solution I'm thinking of is even possible, it's gonna take a lot of juggling atomic numbers around to make it work.
29-01-2014, 09:04 PM #19496
Once you are accepting molecules in 7 or 8 different states and performing quick passes to slap on a few extra parts and dont depend on specific inputs space chem opens up a great deal.
29-01-2014, 09:05 PM #19497
29-01-2014, 09:29 PM #19498
Had to stop playing Spacechem as it kept me awake for half the night trying to mentally solve whatever I had last been stuck on. I'd just be lying there playing things out in my head over and over, dreading the sleep deprivation but not being able to do anything to stop it.
29-01-2014, 09:52 PM #19499
Since I only have 4 other friends in my friends list who have played SpaceChem for more than a handful of levels, if you're playing it or plan to play it and would like to make your leaderboards more lively too, feel free to add me on Steam.
29-01-2014, 10:47 PM #19500