IamTerics's forum posts

#1 Posted by IamTerics (409 posts) -

If you mean strictly online then no. Offline, I've totally met and bonded through people with games.

#2 Posted by IamTerics (409 posts) -

Fireball spam is the oldest and easiest shenanigan to preform. This and 'cheap' stuff like shoryuken spam destroys new players.I'm pretty sure most players give up when they encounter it, which is kind of sad. Its not a real problem since there's almost always a counter, just most players don't know what to do and give up.

#3 Posted by IamTerics (409 posts) -

Alright, I got the game(thanks for the help John). PSN is dawades2000 and Challonge is iamterics. 7 years later I still regret my PSN name.

#4 Posted by IamTerics (409 posts) -

I always thought it was a Taco (like Potato Salad isn't salad either). I probably have a narrow view of salads.

#5 Posted by IamTerics (409 posts) -

I really want to get in on this and I'm all for splitting with anyone else whose interested.

#6 Posted by IamTerics (409 posts) -

The most obvious answer is ,"It depends on the game." If you want a greater disparity on the size of points earned, then obviously your end score will be bigger. This is why high scores end in the are usually over 6 digits. Also big numbers are cooler than small numbers and integers are used for simplicity sake. Its easier to compare your high score to someone else when your number is just larger. All that's pretty basic and most score-based games do this. In the end I think it was just because games before them did it so everyone just continued the (good) trend.

Now score-systems are really cool. Some score-systems are "optional" as in you don't need to high score to win the game. Personally I think score-systems should be used to show the player the perfect/optimal/developer oriented way to play(which ideally is challenging/more fun). Space Giraffe does this pretty well. Your multiplier is given for playing optimally and not dying. Also you need to play optimally since the game itself is very difficult. Waves on the other hand, its multipliers are given for not dying and are sometimes placed randomly in the arena, forcing the player to do difficult things to get them.

Crimzon Clover(one of my favorite games this year)has an optional score-system with ridiculously inflated. My high score is 119 billion which and the highest are in the 6 trillions. Playing for score versus playing for survival is a key component to most linear scrolling shoot 'em ups. The former is the most fun and challenging. Its totally possible to beat the entire game and still only get half my score. I'm 387th place in the world with that score and I only completed the second level. CC's score-system encourages you to seek optimal (and dangerous) play. Though it does boil down to memorization since they are essentially a scripted set of levels. Unlike Waves or Space Giraffe, its score-system isn't as spelled out and generally more complex. The rules are there, just not the side-notes or the strategies. This can be annoying to some people but encourages players to figure it out themselves (the fighting game philosophy).

#7 Posted by IamTerics (409 posts) -

This is unreal. I randomly bought this off PSN a week ago. It was between this and Trininty and I thought Trinity looked lame. It was a complete knee-jerk buy. Here I was thinking that no one will ever think to care about this 7 year old Koei game again. And then this happens. I'll be interested to see what they change.

#8 Edited by IamTerics (409 posts) -

I think Dark Souls is a bad answer to this question. It'd be way to hard as an introductory for videogames. My immediate answer was some type of fighting game. But even that can be hard(execution, practice partner/opponents, and general learning). Ideally I would still say fighting games if the person was willing to put in work.

So I don't know Skyrim or something.

#9 Posted by IamTerics (409 posts) -

I'm not in love as everyone else seems to be, but its definitely a pretty good game. It looks gorgeous and they have some great set pieces in the levels. Kinda bummed me out at how short and easy it is(regenerating health is OP). The low difficulty does let you focus more on the scoring aspect though, and I respect that in a way. Its still a really fun shmup and pretty approachable(good tutorials), so I find it super easy to recommend.

#10 Posted by IamTerics (409 posts) -

I don't have a strong affinity for P4A ,but I think the stick looks alright. Better then the Killer Instinct one at least.