I'm pretty sure they actually killed a child on set in that black and white production of Lord of the Flies, the special effects for Piggy taking a big rock to the dome are suspiciously effective
At the very least they put the fear of god in those kids
I haven't seen a child actor that good since let alone like 10 of them at once
Break out your scheduling calendars if you plan on raiding in Destiny.
Raids are “extremely crafted,” six-player, friends-only gauntlet runs that might best be described as gut-checks. Yes, they will be difficult, and they will absolutely require communication and cooperation. That’s why Bungie isn’t supporting matchmaking for them; the developers don’t want them to be played by disparate groups of strangers. But Smith is quick to point out that they’re not like Strikes – the instanced dungeon-like runs that might take a mere 20-60 minutes – but more like MMO raids in that you’re going to want to buckle up and get comfortable for a couple hours.
“The activity is going to take you and your group of five buddies into a place that you’ve never been,” Smith explains. “A place that you will return to frequently. And [it will] demand of you things you’ve never even really been asked to do in a shooter before.”
Break out your scheduling calendars if you plan on raiding in Destiny.
Raids are “extremely crafted,” six-player, friends-only gauntlet runs that might best be described as gut-checks. Yes, they will be difficult, and they will absolutely require communication and cooperation. That’s why Bungie isn’t supporting matchmaking for them; the developers don’t want them to be played by disparate groups of strangers. But Smith is quick to point out that they’re not like Strikes – the instanced dungeon-like runs that might take a mere 20-60 minutes – but more like MMO raids in that you’re going to want to buckle up and get comfortable for a couple hours.
“The activity is going to take you and your group of five buddies into a place that you’ve never been,” Smith explains. “A place that you will return to frequently. And [it will] demand of you things you’ve never even really been asked to do in a shooter before.”
Six people seems pretty reasonable, at least.
The problem with "raid" content generally isn't that it takes a couple hours, it's getting a significant number of people together all at the same time for a couple hours.
Speaking personally, because I am a borderline antisocial bastard, six might be pushing it a bit. But I can probably see myself doing the raid content at some point with those numbers.
Which just left me making runs that often ended up with no real progress
And then I just got bored/annoyed
I'll give it another shot sometime, but it's definitely not something I'm in the mood for right now
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MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
You're misunderstanding
In large scale old school raids, people would have a healer sit outside of the fight just so that they could start a resurrection chain in case of wipe
They couldn't participate at all, because then they would end up on the threat list
This is an interesting little piece that made me think about Dota 2, and some of our previous thread discussions on the virtues of pausing.
As people who play games get older, more and more of their time is claimed by real-world responsibilities. I think this means that being able take short breaks (and play in short bursts) is going to become even more important to that swath of the marketplace, and I think pausing is an important part of that.
One of the things the article calls out is that Destiny doesn't allow you to pause (even in situations where no PVP is going on). This makes it notably more difficult to play and progress if you have something outside the game that periodically requires your attention (even for a moment).
For a (mostly) co-op experience like Destiny, I think that a pausing system like (god help me) Dota's would make a TON of sense. Dota has something akin to "democratic pause", which is to say that you can pause the game, but if you're doing so maliciously, or unnecessarily, the other team can overrule you (I believe after a brief, set period of pause time).
So, if you're playing with actual human beings, they can allow you the privilege of pausing while also allowing you to avoid public co-op players interrupting your game with frequent/interminable pauses by "voting down" those pauses when they occur. An even more idealized/customized version for Destiny would be that - if your pause is "voted down" - you are removed from that "world node" and put in your own for the duration of the pause. As soon as you unpause, it returns you to the public matchmaking pool and begins repopulating your world with players.
I think there are some games where a system like this is frankly not feasible (maybe multiplayer shooters, fighting games), and there are others where the lack of pause has a stylistic/tonal component that's important to the game (Dark Souls), but I do think these systems will become increasingly worth exploring as gamers age and stop accepting games that insist on holding you in place for hours-long sessions.
This has been: John Ham's Game Design Minute, with your friend, John Ham
Which just left me making runs that often ended up with no real progress
And then I just got bored/annoyed
I'll give it another shot sometime, but it's definitely not something I'm in the mood for right now
Maybe I'm just bad at it (Read: I am bad at it)
But after a certain point I felt like I was having too many runs where I wasn't accomplishing anything, because I wouldn't end up with enough money to buy any upgrades
Dota's pause system is able to be instantly overridden
because you can actually pause scum, which is when you're about to be killed you can open the shop and put something in your quick buy and then spam the Purchase Quick Buy key while they unpause on you so that in the instant before you die you can buy your items and lose less / no gold
there's always the 3 second countdown, but anyone can unpause the instant you pause
Aaaand you have a limit on your pauses, i think it's like 5 minutes or something where you can't pause again after doing it once
It's a very elaborate system, but at its core (the Democratic Pause) it's not a bad idea at all
I have never used shaving cream, and I very rarely use water when shaving
I've only ever used electric razors, though
Well yeah I don't use water with my trimmer either but if you got blades on your skin that shit will hurt without proper lubrication.
I have sensitive skin too so I use a DE safety razor now since disposable razors hurt even with gel or cream.
EDIT: I advocate for everyone to try an old style safety razor now if you normally use disposables and especially over the cartridge razors.
It works out to something like 30 cents a shave for me, which is better than the disposables even since it would often take three or more of them to do my face once. And it's so much more comfortable than any cartridge or disposable I've ever tried, but you know everyone has a different face. And it does take a bit more effort than your average shave but
a bit more effort and three times as long for a shave that's half as good
Which just left me making runs that often ended up with no real progress
And then I just got bored/annoyed
I'll give it another shot sometime, but it's definitely not something I'm in the mood for right now
Maybe I'm just bad at it (Read: I am bad at it)
But after a certain point I felt like I was having too many runs where I wasn't accomplishing anything, because I wouldn't end up with enough money to buy any upgrades
Yeah I just wasn't good enough at Rogue Legacy to have fun with it for very long.
Break out your scheduling calendars if you plan on raiding in Destiny.
Raids are “extremely crafted,” six-player, friends-only gauntlet runs that might best be described as gut-checks. Yes, they will be difficult, and they will absolutely require communication and cooperation. That’s why Bungie isn’t supporting matchmaking for them; the developers don’t want them to be played by disparate groups of strangers. But Smith is quick to point out that they’re not like Strikes – the instanced dungeon-like runs that might take a mere 20-60 minutes – but more like MMO raids in that you’re going to want to buckle up and get comfortable for a couple hours.
“The activity is going to take you and your group of five buddies into a place that you’ve never been,” Smith explains. “A place that you will return to frequently. And [it will] demand of you things you’ve never even really been asked to do in a shooter before.”
boss mechanics??? in a shooter???? doubt they will be fun at all if they're anything like the god awful borderlands "raid bosses"
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MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
At least one boss already has "boss mechanics", in a sense.
With the Devil Tank you are supposed to blow up its legs to expose its core to deal a bunch of damage.
And I think that fight could be tightened up a lot and retuned to be shorter.
This is an interesting little piece that made me think about Dota 2, and some of our previous thread discussions on the virtues of pausing.
As people who play games get older, more and more of their time is claimed by real-world responsibilities. I think this means that being able take short breaks (and play in short bursts) is going to become even more important to that swath of the marketplace, and I think pausing is an important part of that.
One of the things the article calls out is that Destiny doesn't allow you to pause (even in situations where no PVP is going on). This makes it notably more difficult to play and progress if you have something outside the game that periodically requires your attention (even for a moment).
For a (mostly) co-op experience like Destiny, I think that a pausing system like (god help me) Dota's would make a TON of sense. Dota has something akin to "democratic pause", which is to say that you can pause the game, but if you're doing so maliciously, or unnecessarily, the other team can overrule you (I believe after a brief, set period of pause time).
So, if you're playing with actual human beings, they can allow you the privilege of pausing while also allowing you to avoid public co-op players interrupting your game with frequent/interminable pauses by "voting down" those pauses when they occur. An even more idealized/customized version for Destiny would be that - if your pause is "voted down" - you are removed from that "world node" and put in your own for the duration of the pause. As soon as you unpause, it returns you to the public matchmaking pool and begins repopulating your world with players.
I think there are some games where a system like this is frankly not feasible (maybe multiplayer shooters, fighting games), and there are others where the lack of pause has a stylistic/tonal component that's important to the game (Dark Souls), but I do think these systems will become increasingly worth exploring as gamers age and stop accepting games that insist on holding you in place for hours-long sessions.
This has been: John Ham's Game Design Minute, with your friend, John Ham
I don't think a Dota-style pause would work especially because of Destiny's map sizes -- people connected to the same game world may not be anywhere near you and may have no idea who you are. I mean, Jenn's boyfriend was mostly being a jerk. He could have warped to orbit within a couple of minutes in most scenarios -- he might have lost his progress on that mission but the entire column is about how he just. kept. playing. it. so if he has to play a mission again...oh no? Like, I think having a pause or the ability to save and quit quickly is really important (and I'm sure it will become even more important to me whenever I have kids) but....
At least one boss already has "boss mechanics", in a sense.
With the Devil Tank you are supposed to blow up its legs to expose its core to deal a bunch of damage.
And I think that fight could be tightened up a lot and retuned to be shorter.
But the idea is there.
the one you fight as a random event in explore mode is pretty manageable and fun.
Though towards the end of the beta I kinda got used to the devil tank fight in the strike, especially once I figured out you can take off its second worst weapon.
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They did 50 turns for 5, the one they all liked the most
It did not go well.
Patrick...
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At the very least they put the fear of god in those kids
I haven't seen a child actor that good since let alone like 10 of them at once
I don't think I like Rogue Legacy at all.
It's me
I'm the chunky guy talking about "all these ninjas" at the beginning.
whaaat
"... are you gonna accept the challenge?"
https://www.youtube.com/watch?v=VpZu69OB2KM
That movie has a goddamn original soundtrack with lyrics and shit, lyrics about fighting ninjas and the value of friendship, that is classy
I don't know if I disliked it outright, but I got bored of it pretty quickly.
Steam
It's okay, you're not alone. Though we are probably outnumbered.
The game always runs at like 10fps.
Not a lot of optimization going on over there I guess.
Not shooting?
Now ladies whip your dick out
whip, whip your dick out
Does Destiny have a character that heals?
Because if so, that guy could be delegated to stand in the back and not have any fun at all per MMO tradition.
Six people seems pretty reasonable, at least.
The problem with "raid" content generally isn't that it takes a couple hours, it's getting a significant number of people together all at the same time for a couple hours.
Speaking personally, because I am a borderline antisocial bastard, six might be pushing it a bit. But I can probably see myself doing the raid content at some point with those numbers.
now im not a healer in any mmo i've played because i'm bad at it, like real bad
but i can't imagine that Not Have Fun is a key tenet of being a healer
I think the 'joke' wears out real quickly
Which just left me making runs that often ended up with no real progress
And then I just got bored/annoyed
I'll give it another shot sometime, but it's definitely not something I'm in the mood for right now
In large scale old school raids, people would have a healer sit outside of the fight just so that they could start a resurrection chain in case of wipe
They couldn't participate at all, because then they would end up on the threat list
...joke?
This is an interesting little piece that made me think about Dota 2, and some of our previous thread discussions on the virtues of pausing.
As people who play games get older, more and more of their time is claimed by real-world responsibilities. I think this means that being able take short breaks (and play in short bursts) is going to become even more important to that swath of the marketplace, and I think pausing is an important part of that.
One of the things the article calls out is that Destiny doesn't allow you to pause (even in situations where no PVP is going on). This makes it notably more difficult to play and progress if you have something outside the game that periodically requires your attention (even for a moment).
For a (mostly) co-op experience like Destiny, I think that a pausing system like (god help me) Dota's would make a TON of sense. Dota has something akin to "democratic pause", which is to say that you can pause the game, but if you're doing so maliciously, or unnecessarily, the other team can overrule you (I believe after a brief, set period of pause time).
So, if you're playing with actual human beings, they can allow you the privilege of pausing while also allowing you to avoid public co-op players interrupting your game with frequent/interminable pauses by "voting down" those pauses when they occur. An even more idealized/customized version for Destiny would be that - if your pause is "voted down" - you are removed from that "world node" and put in your own for the duration of the pause. As soon as you unpause, it returns you to the public matchmaking pool and begins repopulating your world with players.
I think there are some games where a system like this is frankly not feasible (maybe multiplayer shooters, fighting games), and there are others where the lack of pause has a stylistic/tonal component that's important to the game (Dark Souls), but I do think these systems will become increasingly worth exploring as gamers age and stop accepting games that insist on holding you in place for hours-long sessions.
This has been: John Ham's Game Design Minute, with your friend, John Ham
I like healing in MMOs
I doubt there'd ever be any need for that kind of thing in the game
Maybe I'm just bad at it (Read: I am bad at it)
But after a certain point I felt like I was having too many runs where I wasn't accomplishing anything, because I wouldn't end up with enough money to buy any upgrades
Oh, I just meant the random traits of the descendants
because you can actually pause scum, which is when you're about to be killed you can open the shop and put something in your quick buy and then spam the Purchase Quick Buy key while they unpause on you so that in the instant before you die you can buy your items and lose less / no gold
there's always the 3 second countdown, but anyone can unpause the instant you pause
Aaaand you have a limit on your pauses, i think it's like 5 minutes or something where you can't pause again after doing it once
It's a very elaborate system, but at its core (the Democratic Pause) it's not a bad idea at all
Or possibly even big Wolfenstein: Enemy Territory style junk
a bit more effort and three times as long for a shave that's half as good
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Yeah I just wasn't good enough at Rogue Legacy to have fun with it for very long.
boss mechanics??? in a shooter???? doubt they will be fun at all if they're anything like the god awful borderlands "raid bosses"
With the Devil Tank you are supposed to blow up its legs to expose its core to deal a bunch of damage.
And I think that fight could be tightened up a lot and retuned to be shorter.
But the idea is there.
http://wod.wowhead.com/spell=171746#
the one you fight as a random event in explore mode is pretty manageable and fun.
Though towards the end of the beta I kinda got used to the devil tank fight in the strike, especially once I figured out you can take off its second worst weapon.