kenniWORLDPEACE's forum posts

#1 Edited by kenniWORLDPEACE (68 posts) -

@kenniworldpeace said:

i am an advocate for not pre-ordering games, but i understand my position is different from others.

im just against the idea of giving people money before something is delivered. doesnt matter to me if the game will sell out, or if i think its going to be good. the fact is you dont know. you never actually know until the game is out and in your hands. when you couple that with the fact that you cant get a full return on your product, its just a shit deal for consumers in my opinion. i think pre-ordering just encourages a culture where people are rewarded prematurely based on promises made on products that have far too many times not even come close to being delivered upon. then again, people in other places are given the choice of pre-ordering or having to wait what they would deem as an unreasonable amount of time, or possibly not have it at all. its fucked on all sides honestly, and im at a loss for what solution there could be (if you even deem this a "problem" to be solved in the first place). paying for something that far ahead of actually getting to have what you pay for isnt the smartest of things to do in my opinion. and then what you get might not even be what you thought you were paying for. idunno, to each his own i guess. ive never taken to pre-ordering, but im curious to hear a well-constructed argument for those in the US who are strongly for the practice of paying for things long before you get them. maybe im just doing it wrong...?

That's a pretty well-reasoned argument not to pre-order, but I'll tell you a few reasons why I often do. First off, sometimes I absolutely know I'm getting a game, so why not get it ASAP? This is especially true for online-heavy and/or "big" releases. Playing it and discussing it with everyone else is half the fun. Secondly, sometimes the incentives are well worth it. For example, with Halo:MCC, MS gave $10 to your Xbox account if you ordered through them. Good stuff there. I could typically take or leave some of the fairly pointless pre-order bonuses like weapon skins, outfits, and other bullshit like that, but money is a different story. Furthermore, spreading out expenses is kind of nice. I have the money to where $60 isn't a big deal, but with several new games showing up around the house right now that would normally get the wife bitching about my spending around the holidays, I can honestly say that I budgeted for and bought this shit back in June to make her STFU. So that's fun.

It seems like your concern is that you'll get stuck with a shitty game. Well, that's certainly possible, but it's also possible to be cautious with what you pre-order. I'm yet to get really burned on a game I pre-ordered. The MCC is about as close as I've come because of the current matchmaking issues, but there's no way MS won't get those fixed, and there's more than $50 worth of game on the single-player campaigns alone. I do feel for the people who got the shaft in situations like Aliens: Colonial Marines and #DRIVECLUB where the final product isn't anything close to what was promised, but the gaming community probably needs to learn some patience, humility, and perspective from stuff like that anyway. I mean, Forza Horizon 2's VIP stuff didn't work right for a few days and people acted like Playground Games was Bernie Madoff, even though it was fixed quickly, in addition to FH2 being a fucking great game. Some of the entitlement is out of control. That's not to defend publishers releasing inexcusably buggy/unfinished games *cough* AC:Unity *cough*; I'm just saying it isn't the end of the world if a game isn't what someone hoped it would be. No one made them pre-order it.

The way I look at it, everything you buy is a bit of a risk. As long as you do your research and know what you're getting into, you can usually protect yourself. For those who are deathly afraid of getting a bad game and can't handle it emotionally or financially if that happens, yeah, I'd advise them to wait until a week or two after it comes out. For those who just want the game on the cheap, I'd tell them to wait as long as they can. For those who want to play the game as soon as they can and aren't going to flip their shit if it's not instantly perfect, I'd tell them to pre-order away. It's just a matter of personal preference.

oh okay. yea man i had not considered the budgeting aspect of it all. if you are going to get it anyway, why not spread the cost out? makes sense. and yea, not all pre-order stuff is nonsense. the halo:mcc is a damn good example of the bonuses being pretty awesome.

lol, youre right about some of the entitlement issues gamers tend to have at times. i try to not to be so irritable when it comes to those things, but my younger self wasnt always so reasonable unfortunately. nobody put a gun to anyone's head and forced anyone to buy anything, so a bit more caution would go a long way in protecting yourself from potentially bad products. gaming is a luxury after all.

thanks for answering man. you made some good points buddy.

#2 Edited by kenniWORLDPEACE (68 posts) -

i am an advocate for not pre-ordering games, but i understand my position is different from others.

im just against the idea of giving people money before something is delivered. doesnt matter to me if the game will sell out, or if i think its going to be good. the fact is you dont know. you never actually know until the game is out and in your hands. when you couple that with the fact that you cant get a full return on your product, its just a shit deal for consumers in my opinion. i think pre-ordering just encourages a culture where people are rewarded prematurely based on promises made on products that have far too many times not even come close to being delivered upon. then again, people in other places are given the choice of pre-ordering or having to wait what they would deem as an unreasonable amount of time, or possibly not have it at all. its fucked on all sides honestly, and im at a loss for what solution there could be (if you even deem this a "problem" to be solved in the first place). paying for something that far ahead of actually getting to have what you pay for isnt the smartest of things to do in my opinion. and then what you get might not even be what you thought you were paying for. idunno, to each his own i guess. ive never taken to pre-ordering, but im curious to hear a well-constructed argument for those in the US who are strongly for the practice of paying for things long before you get them. maybe im just doing it wrong...?

#3 Posted by kenniWORLDPEACE (68 posts) -

ubisofts' gonna ubisoft...

#4 Posted by kenniWORLDPEACE (68 posts) -

@hassun said:

Tropical Freeze is a likely candidate. Although the fact that most of the Bomb Squad have not spent a lot of time with it will probably affect its chances.

i LOVED that soundtrack. its been in heavy rotation since i made the purchase. shovel knight also comes to mind. this year, i did not play as many games as years in the past, so im a bit under-qualified i suppose. that being said, im still confident in saying tropical freeze is a strong candidate. im biased though. ive bee a fan of dave wise and his particular style with the dkc franchise for years. =p

the last time i heard a game soundtrack that moved me the way tropical freeze has in recent years was the scott pilgrim vs. the world game soundtrack.

#5 Posted by kenniWORLDPEACE (68 posts) -

please reconsider the practice of pre-ordering games. it gives those behind them incentives to release unfinished products, and "fix" them later. the practice of pre-ordering, among other things, rewards them for a product that has not even been released yet.

people are motivated by money. it isnt a bad thing, but when the money starts rolling in before you even did your work, what is your incentive to finish your work? how motivated would you be if you knew you didnt have to show up to your job to get paid? how hard would you work if you were still paid, despite being horrible at your job? i urge you all, to think about what you say as a consumer when you allow companies to take your dollars before delivering on the products they offer.

we will continue to get broken, buggy, and unfinished games, with review embargoes and all the like, until we collectively demand otherwise. one way we can do that is by voting with our dollars, and refusing to pay for products before they are finished.

#6 Posted by kenniWORLDPEACE (68 posts) -

Which games will the Dewritos Pope canonize this year????

When green smoke rises from the chimney, the GOTY has been chosen.

LOL. thanks for the new desktop background.

seriously though, good luck to mr keighley. im sure he'll get it right one of these days.

@choffy said:

Godspeed, Geoff Keighley. Apparently he's going to keep tinkering and rebooting this formula until he gets it right.

^^

#7 Posted by kenniWORLDPEACE (68 posts) -

while the internet does have a bad habit of being hyperbolic, especially about things that it doesnt like, this is one of the rare instances in that the 'hate' or however you want to label it, for uplay, is more than justified.

-the ubisoft catalog is not good enough, nor large enough to justify the uplay platform

-uplay is missing a large amount of features, already available to players on steam

-cant join friends games from uplay overlay/main menu (have to manually go into game, then hope the game allows that feature.but guess what, far cry 3/splinter cell blacklist/or the rayman games didnt have that option. i have no reason to believe future games will)

-no group text/voice chat independent of games - you have to be in the same game to chat with multiple friends simultaneously

-servers are slow to download content. unreliable online play, dropping connections for no reason at all.

-constant pop-ups, being bombarded with ads before and after every launch. steam does this as well, but it only pops up when you launch steam for the first time. no need to close an add after every subsequent game is exited, like i did while playing splinter cell blacklist. i get booted from the ubisoft servers, causing blacklist to freeze up, i have to alt-tab quit out, and then you have the nerve to make me close an ad for dlc for the same game that just broke itself? and then you disguise it by putting the message "thanks for playing splinter cell blacklist" no, im not doing that.

-that ugly blue ui is, well, ugly. admittedly this is a personal preference, but id bet im not the only one to say it would do them well to change that...

steam just makes all games better. the overlay is HUGE for me. one simple keystroke and i have access to my friends list, messages, other apps, my music library that i can play during game with steam's built in music player, links to game news and updates that launch in steams own web explorer (its not great, but its more than enough), steam forums, i can change my settings, view other player profiles, add/remove block people..and more, all without having to alt-tab out of the game....like really, uplay aint got shit on steam, its not even close. this isnt the "coke vs. pepsi" scenario people like to paint it as..its coke vs 'that bottle of warm urine thats been sitting in the sun for a few days'...there is no comparison. and we havent even mentioned the super restrictive uplay DRM, or the fact that valve sells all kinds of games from all kinds of publishers. this would be a different argument if steam only sold valve games, but they also sell damn near everything else. and even if they did only sell valve games, this would still be a losing fight, as uplay doesnt even come close to offering a feature set comparable to steam. and uplay further segregates players' gaming libraries. the inconvenience of having to manage multiple gaming libraries isnt worth it.

if youre going to force players to use your proprietary nonsense, at least have something worth me downloading your bloatware. i mean come on, no feature comparable to big picture mode, no greenlight equivalent, no curators, the games arent organized in a clean, user friendly way like steam, the uplay community is nonexistent, no gaming news related to the game when highlighted..i could go on and on. i also forgot to mention, steam works.

look im all for competition. generally speaking, it forces companies to compete for consumer attention, and when companies compete for consumers, the consumer always wins...but this aint the way to do it man. you gotta come correct if youre going to do this, and all i see is ubisoft going "hey guys, i know you like your Ferrari, it looks really nice and performs well, but come check out my honda civic...i mean yea, its missing a wheel, the paint is chipped, and the oil needs changing, but you should totally check out these spillproof polyester seats!!"...gtfoh with that nonsense...

#8 Edited by kenniWORLDPEACE (68 posts) -

so ive got 25 hours logged into the co-op exo survival mode (pc via steam), and i thought id share some, what i thought to be, crucial information ive gathered that isnt explained in the game, or any wiki ive seen online. this was written on 11/7/2014, so if youre reading this long after that, things may or may have not changed.

classes:

-can be swapped at any point in the game

-changing classes will completely refill your exo power bar. switching back to the previous class will cause your exo power bar to return to whatever state it was in before you switched classes the first time. ex: if you have the heavy class and switch to the specialist after your power bar is depleted, the power bar of the specialist class will be full, but if you return back to the heavy, your bar wil be empty as it was before you switched to the specialist.

-scorestreaks can be activated in one class, then if you switch classes, the previously activated scorestreak will remain active until it is depleted. ex: you can call in a UAV with the light class, then switch to the heavy, and the UAV will remain up..or call in your mech, switch classes, then hop into your mech in the new class, etc. switching classes while a scorestreak is active will not result in a new scorestreak, as players will still have to wait until the cooldown timer is over before accessing the new scorestreak.

-the heavy and specialist exo movement abilities are the same. the language used in the description leads you to believe the specialist class has more exo maneuverability, and while the player movement speed is quicker, it has no effect on the exo movement abilities available to you.

-classes originally only have access to certain guns as per their class. however, there is a perk titled "weapons free" that does unlock all weapons, regardless of class. the perk only applies to the player that has it. 'weapons free' does not unlock all guns for all players.

maps:

-organized into tiers. lower tiers generally mean easier, more player-friendly maps. this has no effect on the difficulty of the ai, only used as a guide to how "survivable" the maps are.

-all maps (except for riot) are available to the player in public games from the start. however, if you wish to play a specific map in private, you must unlock the tier it is in first.

-maps of higher tiers are unlocked by playing lower tiered maps. you must survive a certain amount of rounds in maps of lower tiers, to unlock maps of higher tiers for private play. there is currently no way to manually choose what maps you play in public matchmaking (outside of the 3 options you are allowed to vote for in the pre-game lobby)

-rounds played on higher tiered maps do not count towards the lower tiered maps. ex: if you need 30 rounds on a tier 1 map to unlock access to the tier 2 maps, and play 30 rounds on a tier 3 map in public matchmaking, you will still need to play those 30 rounds on a tier 2 map in order to unlock the tier 3 maps for private play.

rounds/enemies:

-round progress is not saved if you quit the game early. you need to finish the game and return to the lobby in order for your completed rounds played in that game to be saved. does not matter if you manually quit or if the games ends early as a fault of something else (connection issues, game crashes etc.)

-joining a game already in progress will not result in you accumulating the rounds survived up to that point. you have to be in the game while the round is in progress in order to receive credit for that round. you dont need to be there when it starts, just there before it is over. this applies to both public and private matches.

-games played in private matches do count toward your total rounds played, as well as the counting towards rounds survived to unlock higher tiered maps.

-each map has 25 rounds. after surviving the initial 25, the locations of the upgrade stations will flip, and the rounds will reset back to one, only now the round count will have a mark indicating the number of times the map has flipped. ex: after you have finished your first 25, the next rounds will be marked as '1 squared' (written how you would in a math class). after the next 25, the 3rd set of rounds will be marked as '1 cubed', then '1 to the fourth power' etc.

-continuing to play a map after it has flipped will still count toward your overall rounds survived. ex: if you play up to round '25 sqaured' and die on '1 cubed', the number of rounds survived will be counted as '50'. (25 rounds of each flip up to that point survived)

-after flipping a map, the guns/equipment used by the enemies will be stronger. does not only effect the amount of health points given to enemies, but also increases their weapons and equipment power, as well as the frequency of use of the equipment (grunts on first 25 rounds will have a semi-auto shotgun and only boost to when needed. grunts on the next 25 will have the energy shotgun and boost more often, shoot while mid-air, and use grenades more frequently etc.)

-the seeker drones (drones that shadow enemy ast mechs and 'drone handlers') pursue the player around corners and into buildings. players can flee them if they run far away quickly enough. at that point the drone will return to its ai partner or seek another player. they can be shot down, but cannot be blocked with the exo shield ability. if the player attempts to destroy the seeker drone with a melee attack or by bashing with the exo shield, the player will still take damage as if the seeker drone had hit you. (cannot 100% confirm this, but it has happened enough times that i feel safe saying it here.)

-enemies using stealth can be seen through your sights if using the 'target finder' attachment. drones will not be highlighted in your sights while using 'target finder' attachment . ast mechs will also be highlighted in your target finder.

-ast mechs are always shown on the mini-map.

-dog attacks and enemy melee attacks do a significant amount of damage to player ast mech suits. (yea, its dumb right? a doberman biting a mech is super effective, because reasons!)

supply drops:

-supply drops will randomly drop a pod containing a set of perks, or a set of scorestreaks to choose one from. drops will never give the player a choice of both in one drop pod. drops either have one set of scorestreaks to choose from or one set of perks to choose from.

-the number of supply drops after each successful fill of the supply drop bar is 1:1 to the amount of players in the game at the time. ex: if there are 4 players, there will be 4 drop pods after each successful filling of the supply drop bar.. 3 drop pods for 3 players, etc.

-if a player joins while a supply drop is in progress, the number of drop pods will be equal to the amount of players present at the time of the successful filling of the supply drop bar. ex: if there are 2 players present when the bar is filled, then the other 2 join before the pods hit the ground, the number of drop pods will still only be 2. conversely, if there are 4 when the bar is filled and 2 leave before they land, the amount of pods dropped will still be 4.

-players can take as many drop pods as they like, regardless of how many players are in the game. ex: if 4 players are playing, and 4 pods are dropped, it is possible for one player to use all 4 pods. (but you probably shouldnt do that because its not very nice)

-upon accessing a drop pod, players can choose to not select a perk/scorestreak, and instead will be granted one upgrade point.

-once the pod is accessed, the player does not have the option to not use the drop pod. you cannot access a drop pod, then decide you do not want to use it. backing out of the prompt will result in you being rewarded one upgrade point as stated above.

other:

-players cannot revive downed team mates while in mech suits. players also cannot access supply drop pods, upgrade stations, disarm bombs or collect enemy intel while in mech suits.

-players cannot jump or acces higher ground in mech suits. however, mech suits can navigate up stairs and ramps . (the exception being the large stairs in the 'instinct' stage, as they are steeper than normal stairs.)

-players cannot reload while using exo boost abilities. if you are in the reloading animation and decide to boost-dodge/air-boost/air-boost dodge, the reloading animation will cancel itself. this also applies to sliding. if you have the "fast hands" perk, you can continue to reload, or begin the reload animation while using the exo boost abilities. the "fast hands" perk does not apply to sliding.

-the animation reload cancel trick (sprint-canceling the reload animation before it ends, but after the ammo has been put into the gun) does not work in this mode. (or in single player, cannot confirm for multiplayer)

-when the enemy calls in a hacking attack, in addition to not being able to use exo boost abilites, players will also not be able to call in scorestreaks.

-when the enemy disables your primary weapons, it has no effect on your scorestreak weapons. players can still use turrets/mech weapons etc. as normal.

-the grenade launcher weapon under the heavy weapons category, works exactly the same as your standard grenade in the exo launcher.

-single player exo survival allows for players to have one free revive. after you have been revived once, the next down will end the game. this does not matter if you originally started the game by yourself, or if you end up by yourself as a result of players disconnecting. note 1: if you start a single player game, get downed and self-revived, then a player joins your game, if after the player leaves and you get downed again, you will not receive a second free down, the game will end. note 2: if you are already down in a game with other players, and end up alone in the game mid-down before you can be revived, the game will end and you will not be revived. you need to be up before the players leave in order to receive your free down.

-upgrading your exo battery amount will result in a full refill of your exo battery.

-the homing missiles in the goliath scorestreak do not follow enemies around corners or behind cover. enemies using the exo shield will still be hit.

-the ping upgrade in the goliath scorestreak is limited to a small area around the goliath. does not effect all enemies on the map.(language used in pompt implies otherwise)

-players are not granted full health after being revived. players will still need to heal some damage after being revived.

-points currently mean nothing other than a way to gauge how well a player is playing.

im am not claiming to have any inside knowledge, just my observations during my extensive play so far, as well as testing things out, because of the large amount of bugs in the pc version, some things stated may not apply to other platforms.

anyway, hope this info helps some players get the hang of it. this mode has some potential, but some silly design choices keep it from being great, but thats another conversation for another thread i suppose. good luck and have fun getting your mech suits chewed to death by superhuman dobermans pinschers! =]

#9 Posted by kenniWORLDPEACE (68 posts) -

:jeff

#10 Posted by kenniWORLDPEACE (68 posts) -

i was looking forward to playing this on the pc. am sad. hopefully its just timed.