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Icil

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Icil's forum posts

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Icil

750

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20

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#1  Edited By Icil
@torus said:
" @CL60 said:
" I'm pretty sure it wasn't necessary to flame this guy and call him names. "
They think it's witty and ironic; it's not- a fact which proves his point, in a meta kind of way. "
I agree.
 
Also, "QFT"? Is it default to quote liars?
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Icil

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#2  Edited By Icil

For a robot, your character has nice calves =)

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Icil

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#3  Edited By Icil
@hamlaser said:
" I have been using ESDF since the first quake. It's just like you said: the 3 extra keys to use with the pinky. I can't stand WASD. "
I swear by EDSF. Left fingers never move when you switch to chatting.
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Icil

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#4  Edited By Icil

Bethesda, Volition, and Valve for me. Pretty normal choices.
 
PS: Also Ubisoft Montreal (no Shanghai)

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Icil

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#5  Edited By Icil

Force a user/pass on the app's calls to the API and problem solved.

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Icil

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#6  Edited By Icil

I don't believe the "if I'd rather look at someone, have it be female" line. It's not like you're trying to multitask between oogling at female bodies while playing a video game. I believe it comes down to whether you want to admire your character or be your character. It makes sense that you'd admire a PC more if it were the opposite gender (or whatever your specific orientation is). Personally, I try to have my character act as I would, and when I play female characters, I lose a sense of immersion because its more difficult to place myself in their shoes.
 
There are some exceptions to what I believe, I'm sure. Some people would rather watch an ass they like because it means so much to them (somehow). In some RPGs (Oblivion is one for sure), I've made a female character after I've had a few males, but I could only really do it in story-driven games.

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Icil

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#7  Edited By Icil
@jukezypoo said:
"I see where you're coming from, but how would tracking by a DIFFERENT persistent statistic (kills per clip of sniper rifle, combo hit %) avoid the issue of skilled players creating new accounts to play lower-skill players?  On the other hand, I think that's unavoidable, and I think that a system combining hit accuracy with kills/death and wins/losses would be the preferred system. "
Word. I figure that it would be more like: "here's your skill level. Did you just play above or below that level? Jump accordingly."
The best possible solution would be one where someone who creates a new account would be skill-measured in a single match and instantly shot up into expert ranks. Win/loss could never do that. However, a system like I proposed would probably have more 'outlier' players (and imagine the really good player who can drop his own skill to game the system while winning, always staying just slightly above the newbies).
 
A more practical system would probably require both concepts working in harmony to create a more refined matchmake. Conceptually, though, i think that because my suggestion is a lot more complicated (I presume**), it has the potential to do better than our conventional matchmaking is today (simply because it would create and analyze more complex data).
 
 
**Then again, TruSkill is complicated as shit.
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Icil

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#8  Edited By Icil
@MC_Izawa: Well said. Kurt Kobain's just a guy, fuck. People create likenesses of famous people and sometimes they do ridiculous things. To have him 'immortalized' is just plain culture greed.
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Icil

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#9  Edited By Icil

I popped in BlazBlue after deciding to take a little hiatus from Street Fighter IV, and so far I like it. The combat's a little more ridiculous and the characters are nice and varied.
 
Anyways, to the point. As an avid online player, it's becoming more and more clear to me that online titles these days still have matchmaking issues. Personally, I think the whole system is flawed and is shit, to put it bluntly. Judging players by win/loss or any other persistent statistic is a bad idea, as it easily leads to "skimming" (that's the wrong word, for sure; I mean the slang term where you create a new gamertag etc just to fight noobs?). Halo had this problem, Street Fighter IV suffers terribly from it (I think because there is an extremely distinct segregation between combo-users and non-comboists in terms of skills).
 
So my question is this: can games do better? My opinion is 'yes'. I think devs need to focus on analyzing actual gameplay rather than relying on statistics and metagame values. If, for example, someone's playing a Ryu who's average combo is 4 hits and has an 90% success rate in connecting his ultra (or whatever, I'm no game dev), then you'd assume he's in a higher skill level than most. In Call of Duty, if a sniper gets 4 kills per clip of his 5 shot sniper, his skill rank should reflect that.  So basically, the game should judge you by how you actually play, not by generalities like wins, experience, or the like.
 
How do you feel, GB? Do you find yourself equally matched whenever you play online? Do you not?

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Icil

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#10  Edited By Icil

It shouldn't change anything. One thing you learn in econ is that the buying company in a merger will almost never change the product of the bought company because they wouldn't want to gamble with their current MO and screw profits. As for new IP's, though, I think it would be great if Disney commissioned some of those guys for making children's comics. Comics will die in our culture pretty soon, surely in two generations or so.
 
This may also mean some Marvel rides at Disneyland (how cool is that?).