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BropolloCreed79

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Everything posted by BropolloCreed79

  1. There's a political joke in there somewhere...
  2. Not that surprising, given how chill everyone is for the most part. I'd expect most of the forum users here skew towards the more "experienced" end of the spectrum.
  3. Because they need to find a way to make it work across every character model permutation. Nobody wants to see a bandoleer stretched to accommodate some of the larger character models. Also, I've been pining for a monocle for awhile now.
  4. I. WANT. FAT. I've been waiting for this day. Being a lazy bum, I don't feel like combing through >1k posts, but I've said in the past that I was looking forward to playing as a fat barefoot moonshine enthusiast bedecked in the most resplendent overalls available at my local haberdashery. Now I just need the ironic monacle to complete the ensemble...
  5. Not going to lie, I'm looking forward to "Fat Bropollo Creed" online tonight. I'm going to eat like, 15 steaks and 8 cans of beans. Then I'm going to wash it down with a stick of butter. Oh, sticks of butter aren't a thing online? I guess I'l have to settle for whiskey at the saloon. I was sick of my character looking like he was strung out on meth. Bring on the fat!
  6. I've been targeted, but I never blame the players for doing what the game tells them to do, I just curse R* for making up an idiotic system that is inevitably going to chase players away. Because it's so fun being around level 15-20 and having people four times higher in level grouped up and just running you down like a wounded gazelle being chased by a pack of jackals.
  7. Fair point. I'd also add that a lot of folks, such as myself, are hesitant to throw money at anything with a "beta" tag still attached. The way I look at it, I'm not going to pay for micro transactions when I have no idea what the final, launch price of the items will end up being, or how the economy is going to end up skewing. Once they go 'official launch', I'll revisit and make a determination, but I've been burned way too many times in the past when it comes to titles in "beta" to feel comfortable ponying up more money for a hat or boots.
  8. That's a fair assessment, I'd say. Most of the changes have been to some of the core mechanics to increase the value of tactics in the phrase "tactical shooter", and it's going to be interesting how endgame builds develop once players progress to that point.
  9. I intentionally limited how much I delved into both betas. Reason being, I pick my copy up next Monday (3-days early for the edition, and GameStop has a "get it at 9pm the day before" policy), so I didn't want to spoil too much of what would unfold once I got into it. What I can say, based on my limited time with it this past weekend, is that it feels good. The play mechanics were strong, a lot of the bugs from the closed beta got cleaned up, everything was noticably smoother, and the enemy AI is markedly improved from TD1. It's not without flaws: the menu layout has been reconfigured and had buttons reassigned, which, for TD1 vets, is mildly annoying. The sound mix on the guns and gunfire still feels "off"--too cartoonish. They need more bass and resonance because, at least to my ears, they sound largely fake and over-processed. I'm also curious as to the depth of the Agent Creation suite, and how exacting it is going to be. The "randomized" options from both betas were completely underwhelming (which, to be fair, is understandable, if the goal was to test performance issues and mechanics), and I hope they allow for greater detail than TD1. The number if mins in the open world probably needs to be tweaked a bit. Still feels too sparse. I know it sounds like I'm nit-picking, but those things are small potatoes in the grand scheme of things. It felt good overall, and I adored the story from the first one. If that narrative is continued (and all indications are that it is) then I will be hard-pressed to allocate time to other games once I get my hands on it in a week.
  10. The Division 2 has an open beta this weekend. I know that's where I've been.
  11. Which is why I always roll a Barbarian (Booyah the Barbarian, if you must know). Because if anyone can RP a filthy savage, it's me.
  12. I havent found or received a single map after the first mission, apart from level reward maps. And I have had fewer than a dozen hideout spawns. After the first patch, they pretty much dried up for me.
  13. No.
  14. Can confirm. I had multiple instances where I joined a lobby, but even when it was full, the timer never counted down, and players could not ready up.
  15. I see folks say this a lot, here and other places, and I maintain the position that giving everyone a toggle (with a cool down) does nothing to diminish that enjoyment if the status is not flagged on the map or HUD, but kept private. If anything, I could argue that it enhances this "excitement" and adds a layer of strategy and complexity to the game. Literally the only downside is that Griefers will have to actually put in some effort to grief. Cheap, easy thrills are their stock in trade, and eliminating their main avenue of aggrieving would be a step in the right direction for all parties.
  16. Undoubtedly. Metallica slowed their pace of play down considerably after Cliff was gone.
  17. I must have missed the historic part of the battle of Wounded Knee when Custer was shot in the back of the head by a varmint rifle when exiting a cutscene.
  18. Oh, so you're a Cliff-guy? I get it. Music is so subjective that it's almost impossible to not have an eclectic palette these days. But #1 for me hasn't changed in 25 years: Sure, there's newer stuff, but nobody's done it better. I listened to that song in the church before my wedding ceremony got started. I listened to it on the way to the hospital when my wife was in labor. In college writing papers, or even today if I know the day's going to be a rough one, I start my day with this song. My emotional attachment to it is borderline unhealthy--tot he point that if I'm lucky to be coherent enough to have something play me off into the sunset as I get ready to shuffle loose the mortal coil, it's going to be this. My guilty pleasure music? Movie scores. Not soundtracks, but the scores themselves. James Horner, Ennio Morricone, Basil Poledouris, and so many other talented composers have given me the soundtrack to my own life that's far more intimate and memorable than any popular music selection.
  19. Purely situational. If you're shot in the back of the head coming out of an interaction lock (like a cutscene) or someone is using an exploit to circumvent the system as intended and kill you without being killed themselves, then yes, that meets the qualifications to be labeled a "griefer". Killing people whom are not actively engaging in PvP playstyle and are just minding their own business are ostensibly being targeted just be aggrived by the offending party. Hence the term "Griefer". PK'ers is inclusive of legitimate activities as designed by the game. "Griefing" or "Griefers", as stated above, are labeled as such when the sole driving force for the action of PK'ing is meant to aggrieve another player--hence "situational" labels, as I said. Not true. I'm an avowed "PvE Bunny" because of my diminished skills brought on by advanced age and chronic alcoholism, but I understand the sentiment and have no desire to rain down. I will say that it seems disproportionate to have TWO dedicated PvP play modes (Showdown and Gun Rush) but ZERO PvE dedicated zones. Free Roam should give players who want a more genteel experience that option if they so desire. Me personally? I'm just sick of spawning in and being headshot within fifteen seconds by some delta bravo with nothing better to do than harass other players. It's cherry picking. If they wanted a REAL challenge, they'd go up against people who were prepared for them in a Showdown Series or Gun Rush game, as opposed to being a yellow-bellied, cake-eating, candy-ass, wuss who shoots people in the back of the head or from afar who's 100+ levels lower than them in progression. Having a toggle does nothing to diminish anyone's enjoyment of the game, apart from these human sacks of road apples. Not trying to argue, but I do not seem to recall any claims by R* promising PvE gameplay. I could be wrong, but that's just my recollection of the marketing. I'd also argue that the game being in "beta" gives them a level of protection against claims that they have yet to deliver what you are alleging they have promised. But Griefers are still Delta Bravos, regardless of what was advertised. Then Uncle Bropollo walks across the street in ten days for The Division 2. Though to be fair, what I want is to have the game be playable--the recent update has exacerbated the disconnect issue and created innumerable interaction locks--every time I open my catalog, and about half the time I open a store owner's catalog, I get locked into it and all I can do is zoom in or out (Literally have to restart). When matchmaking in Free Roam for missions, the lobby has an interaction lock that won't start the mission--it prevents people from "readying up" or the timer from counting down--even in full lobbies. The PvE PvP thing is tiresome but it's far from the most pressing issue they have. They need to stabilize this thing. Badly. Does my definition meet your requirements? We can make it a forum rule! Like not releasing this hot mess to begin with. They should have waited, clearly, because updates have made things progressively worse overall, not better, especially from a performance perspective. I really wish someone from R* would explain to us just exactly why they felt AA was a necessity out of the box. I get it for, say, Free Roam, because shooting rats and chipmunks from horseback to finish daily quests is quite ridiculous. But having it in SHowdown and Gun Rush? "Pure Garbage" isn't harsh enough a term.
  20. I've said it before and I'll say it again: have each player determine their status with a PvE/PvP toggle in the player menu. Subject it to a cooldown once out of combat (two minutes or so) before it can be toggled again. Everyone gets what they want: Players who want the thrill of "having to watch their back lose nothing" and players getting bushwhacked when they spawn or exit a cutscene have piece of mind. No bounty systems. No penalties.
  21. What if the bear was asking for it the way it was dressed? It wouldn't surprise me in the least if they overlooked this when they rolled out the bounty system. Of course! A dead wolf can't fight back. I'm no fan of those missions, and I've yet to try and stop someone else who's in one because, frankly, I'd be pissed if the shoe was on the other foot.
  22. Can confirm, though my experience is limited to deer hunting. When I take the deer to the butcher, it's 30% less if I already have it skinned (which I'm more than happy to do myself, considering I've already field-dressed it).
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