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Messages - Rally

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5401
General Discussion / Re: A movement to fix blockland vehicle physics
« on: December 20, 2015, 11:22:36 PM »
I would argue your jeep getting flung into low Earth orbit because you accidentally impacted a door the wrong way like the bad driver you are is a key selling point of the game.

I disagree. We removed maps and terrain (the only thing vehicles reliably work on) because they made the game "look broken". Right now the only thing making the game "look broken" is the vehicle physics. If someone can do it with a hamfisted DLL injector, Badspot could probably do it easily. It's extraordinarily frustrating trying to make complex driving mechanics and maps that involve vehicles when they get stuck on every corner they come across.

5402
Gallery / Re: Blur's City RPG Update 2
« on: December 20, 2015, 11:22:07 PM »
Whats up with all the national socialist Germany themed CRPG's lately?

5403
Voting for Zeblote because his contribution this year was vitally massive, regardless of his personality

5404
Off Topic / Re: chopsticks loving suck
« on: December 20, 2015, 02:58:32 PM »
I really don't see the point in using chop sticks in 2015. A fork and a knife is just simply more advanced.

project your chopstick insecurity

I'm legitimately concerned whether or not this is a serious post

5405
Forum Games / Re: me irl 2
« on: December 20, 2015, 12:22:16 PM »

5407
Off Topic / Re: (UNDERTALE) people are gone. post dogs!
« on: December 20, 2015, 12:06:27 PM »
This fandom is getting worse than the FNAF fandom

5408
General Discussion / Re: A movement to fix blockland vehicle physics
« on: December 20, 2015, 11:58:18 AM »
It's not gonna happen.
Sorry, nice try.

I've never seen people talk out of their ass so confidently until I came here.

Anyway to answer OP's question, it's very possible. Unfortunatley badspot has stated in the past he has 0 inclination to fix the vehicle physics, and actually prefers them to be broken.

5409
Games / Re: how do i install smod redux
« on: December 20, 2015, 11:48:51 AM »
the one bad thing about this is that it does get very bloated as it has to like copy over allllllll the hl2 files into itself
but hey, it works

SMOD: Redux basically requires most if not all of the files it copies. Since Valve broke the way mods mount files for no discernible reason, this is pretty much the only way it could be done. After all, it is a 'stand-alone' modded version of Half-Life 2.

5410
Games / Re: how do i install smod redux
« on: December 20, 2015, 11:31:08 AM »
Valve has broken SMOD in probably 5000 different ways over their last few steampipe updates. It was almost completely broken and dead until like half a year ago

You can find a stand-alone modular version made by some of the geniuses over at BSNOOCH in this link here. Instructions should be relatively straight forward. After you've done that you can use OneManShow's redux version found here with the standalone launcher.

5411
Games / Re: [MEGATHREAD] Fallout 4
« on: December 19, 2015, 02:19:34 PM »
The any weapon attachment mod is badass btw


5412
Games / Re: [MEGATHREAD] Fallout 4
« on: December 19, 2015, 01:36:46 PM »
Um, you can beat the game without killing a single person.

I can make a game like that too. It's called "watching paint dry". You ever played Goat Simulator?  Stupid stuff like this doesn't make it a good game. If the story requires literally 0 characters, then the story might as well have no characters. Somebody might be able to make it work, but most of the time it probably just sucks. Wouldn't expect much out of a story that starts with an amnesiac character, however.

Since you somehow misinterpreted it, "Why do you have to kill everybody" wasn't a question geared toward NV, it was geared towards you.

I already did all this "look for your family" bullstuff in Fallout 3. It's the exact same story all over again in 4.

I'm not sure what this has to do with the post you quoted, but whatever. You've posted the 1 = son 0 = dad thing like 3 times now. You're not a genius for figuring this out. Fallout's 3 story made no sense, I'll give you that, but at the same time it was so vastly different from Fallout 4's story line they're hard to compare. In one your father leaves the vault you grew up in to save the world. In the other your son is kidnapped and your wife is shot after you're cryogenically frozen. Not gonna spoil anything, but the outcomes are also incredibly different. I feel like you're just simplifying it on purpose to make it easier to bitch about.

5413
Games / Re: [MEGATHREAD] Fallout 4
« on: December 19, 2015, 12:23:29 PM »
New Vegas still knew how to write a story

New Vegas' story was basically "you wake up and must kill". Like I don't get it. Why do you have to kill everybody, that's stupid and unrealistic. New Vegas' story was boring, linear and incredibly repetitive, like hey go impress these guys and kill everyone who opposes them. oh also get some help from these guys i guess. I think it's kinda stupid that when an essential NPC 'dies' they get down on their ass and start taking pot-shots, it would be cooler if they rag-dolled and re-spawned after you left the area. But expecting developers to throttle the stuff out of their story line and forget it in the ass just so you can run around blasting people like a moron is, well, moronic.

Either way, since we (very thankfully) live in a world where everybody gets a good game, and Lord Tony gets to play his stuffty perspective of said game, it was very easy to google a mod that probably suits your interests. http://www.nexusmods.com/fallout4/mods/837/?

Also I like how you say "since fallout 3" as if there hasn't been literally a single game between Fallout 3 and the one you're currently complaining about.

5414
Games / Re: [MEGATHREAD] Fallout 4
« on: December 19, 2015, 11:54:38 AM »


I feel like you're the type of dude to murder every character in the game and then complain about not having enough side-quests to do.

Here's an idea: if you want to kill stuff, go into the wasteland and find bad guys. Don't go into major settlements (which are clearly marked as settlements) which have HUGE roles in the main story line (the entire point of the game) and go blasting everybody. Like, seriously, if you were actually able to kill everyone in Goodneighbor, the storyline would probably be a 1/10 of the length.

5415
Off Topic / Re: Why don't storm troopers shoot bullets?
« on: December 19, 2015, 04:30:23 AM »
Ballistic/gunpowder weapons were used pretty often in the SW universe. Qymaen jai Sheelal used slugthrowers all the time because of how (canonically) effective they were against Jedi. Rapid fire ballistic guns were used by mercs and bounty hunters all the time to forget up Jedi because they couldn't be deflected and they knew it.

The difference is that those bounty hunters and mercenaries work on an infinitely smaller level and fund themselves. The stormtroopers weren't at war with the Jedi, they were at war with the rebels. Yes, it would be beneficial to use a rapid fire slugthrower against Jedi. However it would be handicapped to give every storm trooper in the empire a loving firearm because it would only be tactically advantageous like 0.01% of the time. The weapons they use would depend on the tactical advantage. A good example of this would be Stormtroopers using ballistic weapons on Haruun Kal, due to the jungle atmosphere causing unreliability in blasters.

There's a million reasons why storm troopers could find usefulness in ballistic weapons but there's an equal amount of reasons why they just simply don't need it. The stormtroopers were made to serve the galactic empire and keep massive systems in line. They are not specifically geared to hunt and kill Jedi, so there's no reason to exclusively arm them with Jedi hunting equipment.

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