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Messages - DestroyerOfBlocks

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841
if you go into amir's post history you can see him actively stuffpost every time hes been dramad to try and derail so when he does it again just quote this post

842
amir is a general piece of stuff known to associate with cca and others and will probably just baselessly deny everything like in every other drama on him ever

843
General Discussion / Re: Scenery's SUBURBIA [TAX AND JAIL IS DONE UPDATE]
« on: December 18, 2016, 02:24:01 PM »
Two things:
Do you still need loops?
Secondly,I demand drug fraud market
1.yes

2.tell us how drug fraud would work

844
General Discussion / Re: Scenery's SUBURBIA [TAX AND JAIL IS DONE UPDATE]
« on: December 17, 2016, 05:03:37 PM »
people get hurt. health regeneration is slower. one can buy tiers of medical aid (bandaids, pills, hospital care) to heal themselves. players get money from the government if they go around healing people for free if welfare is activated (or if people buy at a hospital, the government subsidies the costs to a certain point).

people retain items/clothes/food/money if they are picked up by an ambulance and don't expire (critical damage will still make people die). still costs money, but less so. money given to hospital or government or pope depending what the laws are.

forms of hospitals include:
welfare hospital, capitalist hospital, and church clinic or some stuff.

hospital has a ceo/government official/pope (if laws dictate that pope runs hospital).

some laws may be able to dictate if players can open their own hospitals with their own perks. this creates a hospital lobby and will be interesting. but im just thinking another part of government/society and there is a head of the hospital that gets to distribute crap to stuff like supercar ambulances



since you guys like to focus on largely dumb stuffinteresting ideas like alligators with guns i dont see why this wont work.
hospitals as you suggest them would need to be restricted to government only lots as player lot hosptials would swarm the server and make hospitals largely an upgrade to a traditional, non-hospital lot unless there is a form of upkeep, but any significant upkeep would drive hospitals out of business due to the inconsistent nature of their income. the alternative, a world of gov or church only hospitals, would be exceptionally unfair to anyone wishing to be a criminal as they are effectively barred from revival when down due to being forced to use hospitals. this both allows cops to camp hospitals in case anyone tries to revive their criminal buddy or forbid criminals from getting revived at all if hospitals won't revive them outright. similar situation with government spawned health items which would give government workers, for example the police, a distinct advantage over everyone else. healing items will instead be craftable by everyone and if you get downed all it would take to revive you is some other guy holding left click.

845
Have you considered that in this day and age, calling someone out on rape, no matter who, will warrant you even more attention from the news media, even if it is false?
This stuff, this stuff is what ruin's peoples careers, and on top of that, no name was given, and therefore, you want to base a rape case, with no victim, and really no evidence either.
considering Annoying Orange is dealing with actual rape cases right now that nobody gives a stuff about ill have to call that out
But, NAH! He's rich, so forget 'em.What, do you think Annoying Orange literally went around and pulled women literally by the vagina? This stuff just doesn't work with physics, unless they're naked, otherwise the clothing gets in the way. tighten a piece of cloth over the top of a cup, and try and stick your finger in the cup, how does that work out?It's a sad but unsurprising day when people flip stuff to work in their direction, ignoring context and important information and taking stuff to an autistic level where every word is said and meant literally, (Unless its someone from your side, then 'it wasn't like that.')


They're loving laughing in joking, and if you think this justifies this stuff more because 'OMG MEN RUN THE forgetIN' WORLD, THEY LAUGH AT IMMATURE JOKES AND-" blah blah blah, you're literally insane.
you continue to outdo yourself in every post

846
Games / Re: off loving sucks
« on: December 17, 2016, 02:52:22 PM »
That game is what helped make the Unreal engine and Unreal Tournament exist, but judging from your first paragraph you'll say the game was overrated back then.

Then again I shouldn't jump ahead - Let's wait for your opinion first.
i review games based on how they held up in the modern day instead of at release as i lack sufficient experience for that

847

have you considered they may have been forced to let him lest they lose careers due to his billions of dollars of influence

848
just do not engage matthew he actually believes anyone who disagreeing with him is quote "brainwashed by the liberal media". you will not get through to him, he has already labelled all potential criticisms invalid

849
Games / Re: off loving sucks
« on: December 17, 2016, 03:35:58 AM »


unreal gold or just unreal i havent actually played the gold levels yet

   unreal is an old ass first person shooter about some guy loving around and shooting aliens made a billion years ago. it is mostly a singleplayer experience and differentiates itself from games like doom and other "horde shooters" in that combat is centered on duels or small battles between intelligent foes who are as strong and fast as the player. think of it as single player multiplayer where both guys are trying to shoot and dodge simultaneously instead of a mob mindlessly charging the shootdodger. while the fights are pretty good, the rest of the game hasnt aged too well and suffers from some rather outdated map design, genericy graphics, and repetition due to lack of variety. it isnt terrible but it really is an early shooter and its pretty obvious they were loving around with a lot of concepts that were fidgety or half-implemented. also it spawned the unreal series of tournaments and engines.

   i want to go out on a limb to say how enjoyable the combat is because i have never seen anything like it done for an entire game. the closest comparison would be bot games but even then they are usually of lower quality ai and often are not being designed for singleplayer. it helps greatly that the player the ai imitates is blessed with old school fps super speed so every shootout requires the player to be aware of enemy patterns and aim appropriately and stuff. bots who use weapons the player has are a staple as well so it really does feel like youre throwing down with body doubles. the combat is easily the best and defining feature of this game and it sets an enemy design benchmark that lasts to this day.

   unfortunately the rest of the game is either bland or actively annoying, most notably the level design. maps often take a page from the older school of fps maps and can be quite maze-y, which is bad where the objective is find things to shoot. i can understand having levels where you can find stuff if you search around but there comes a point where a map transitions from linear with alternative paths to where the hell do i go. when combat is a game's best feature and a map prevents the player from going from firefight to firefight its a bad map.

   further aggravation is drawn from the game's lighting system which appears to exist only to show off a lighting system as the game was also the debut of the unreal engine. the game is dark as stuff to the point of actually obscuring where enemies are for no reason and the only way the player can light it up is with consumable items that last way too loving short to matter. any map that actually uses this goofy ass lighting stuff is immediately worse off because of it and every one does at least partially. some use it a lot, those are not fun maps. imagine a multiplayer game about ducking and weaving where the only light source is gun flashes. hell just imagine any popular shooter like counter strike or tf2 as being dark as stuff and the uselessness and annoyance of the lighting system is immediately understandable.

   there is also a slight issue with one specific movement mechanic, the dash. dashing propels you rapidly in a direction of your choice and is enacted by pressing a movement key twice in rapid succession. rapidly pressing a movement key twice in a game about strafing and repositioning causing a usually unexpected and potentially dangerous reposition is the dumbest stuff ive ever heard and the developers should feel bad for this mechanic still being in the unreal series circa the newest unreal tournament. there is no option to rebind it to something like a dash button. the only fix is turning it off but dashing is important as it is the fastest way to move around so you cant even do that.

   unreal is a decently long game clocking in at more than a few hours and the unfortunate reality of long games is that they can suffer from repetition. doing the same thing over and over again eventually wears down the enjoyment it brought previously no matter how good it is. although unreal's battles are good they are all very similar to each other due to the small amount of types of enemies. its got around four total, two of which are dumb mobs that functionally serve to place more projectiles on the screen and get shot, two are intelligent and fight extremely similarly in a straft/dodge style. as a result the player is fighting battles that have been fought before for most of the game. while fighting is certainly more entertaining than average, the long periods of repetition can be grating especially when combined with the other annoying stuff.

   fight format also factors heavily into the feeling of repetition. rarely does the game ever step away from its 1-2 intelligent mobs or 3-4 dumb mob encounter format and almost never does it combine dumb with smart. the player will basically be repeating the same encounter with the same mobs for hours on end, an error able to end games of lesser quality. unreal tries to power through it anyway and mostly does but mileage may vary.

   graphically the game shows the most age. everything looks boring and all the environments are bland and blue-green-brownish. the themes are indoors with rock walls, outdoors, and spaceship. all of the outdoor and spaceship levels look identical but there is some variation on rock indoors. normally i would give less of a stuff except the whole length and repetition issues before make this a more pronounced problem than i would like. same deal with the music although its less left behind by technology and more just ass in general. the entirety of the soundtrack is boring electronic ambient stuff that is dull beyond belief.

   in summary its an alright singleplayer experience with interesting ai weighed down by everything else around it. the multiplayer is dead so i dont give a stuff about that. theres a story but its irrelevant.

decent tier
  lisa: the painful
  chrono trigger
  station 37
  skelemania
  the witch's house
  unreal
  out there somewhere
  warhammer 40k dark nexus arena
  sluggish morss
  space funeral
  planetside 2

850
General Discussion / Re: Idea: 100+ player life simulator
« on: December 15, 2016, 08:27:58 PM »
sounds awful

-grind to build
-grind to buy guns
-5 minute respawn times
-a bunch of ambiguous stuff

youve made city rpg but worse but think that giving it 100 players will make it work somehow

851
General Discussion / Re: Scenery's SUBURBIA [TAX AND JAIL IS DONE UPDATE]
« on: December 14, 2016, 07:29:25 PM »
hospital
doctors

now
explain how they will work mechanically and if it works it will be added

854
General Discussion / Re: Scenery's SUBURBIA [TAX AND JAIL IS DONE UPDATE]
« on: December 12, 2016, 04:44:59 PM »
Does this mean you get 3 perk slots one of them taken by the faster hunger or just 2, because if you get one extra slot with it, this is useless
buff slot are slots for food buffs

855
General Discussion / Re: Scenery's SUBURBIA [TAX AND JAIL IS DONE UPDATE]
« on: December 11, 2016, 12:11:01 PM »
first, farming is changed into something baseraiders-esque as now you draw from some global farmland thing to plant crops because they became to important to be freely generated by everyone. the beginning money maker that was farming has been replaced with a junk crop which is independent of any restraint and explicitly made to be sold to the japanese. more details on the new farming mechanics later.

second, we ran into a problem with items as they could be used as a bank because you can't drop them and they were easily stored risk free. to fix this 20% of item worth is now dropped on death. item worth is the sum of all items stored and an individual item's worth is the price you sell it to the japanese for which is very close to the price of the materials. the cheapest items are dropped first. if an item can't be divided up into cash while maintaining the 20%, such as if a guy has only one gun in a shop or something, the item disappears and cash equal to the percent that would drop is dropped while the owner is compensated for the remainder. item drop percent is 10% higher than cash drop to make items a less viable wealth holder than money and so people will gank each other in the mines.

also we looked at the original city rpg job system which is mostly stuff like spawn with a gun and a different income and decided to apply it to this in the form of passive buffs anyone can take called perks. perks are minor buffs with a range of effects from increasing passive income to spawing with a stuffty gun or having two votes instead of one in elections and a stuffload more. everyone gets one perk that can be changed every five minutes.

some of the ones we have from memory
-always know where the mayor is
-increased alligator limit
-slower hunger
-one free cuff escape every few minutes
-faster hunger but another buff slot
-some more i forgot

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