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Thread: TTLG coop Saturdays

  1. #226
    Member
    Registered: Apr 2001
    Location: Switzerland
    I agree on the competitive thing, henke; movement does have an impact on overall balancing. At the same time, Rec Room isn't a finely tuned, balanced game as it is; it's mainly a playground for people to have fun in, so I don't think that (at least for the cooperative modes) it would change the game in major ways to offer more options. I could imagine that having free movement could cause latency issues, though; as it is now, the player's exact position only changes every second or though. Anyway, for me it'd be more important to have the option of smoother turns, because most of the game spaces are rectangular, yet their orientation was off with respect to the orientation of the space I have available for playing, so I'd always end up against a wall or in a corner. If I could've fine-tuned my in-game orientation, it would've worked much better with the space I have to play in.

    I also agree with you that save points would make it too easy to beat the quest, but I honestly got a bit bored with the D&D-style quest after a few restarts. There'd be different ways of improving this, e.g. a better quest design, or simply more variety, but replaying the first 1 1/2 stages got old for me. I didn't mind in the sci-fi mission, because I thought that the different guns and their strengths and weaknesses made for more interesting and fun gameplay than the sword/shield and bow options in the quest. What would improve replayability would be procedural generation; the levels are simplistic enough that it'd be possible to auto-generate variations. I think that's my main thing here: I greatly enjoyed our Rec Room session, but IMO it's very much a case of the combination of VR and coop being great fun. The game itself isn't particularly well designed (it's functional but kind of awkward), and it most definitely isn't polished; take something like this and polish it and you'll have an absolute winner on your hands.

  2. #227
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Quote Originally Posted by Thirith View Post
    Anyway, for me it'd be more important to have the option of smoother turns, because most of the game spaces are rectangular, yet their orientation was off with respect to the orientation of the space I have available for playing, so I'd always end up against a wall or in a corner.
    Ah, that sucks. The orientation of things worked out quite well for me.

    Anyway, here's the vid of... THE TIME WE FACED JUMBOTRON!



    Just like you, Thirith, I ended up crouching through most of it. Part of the reason I think teleport works well for it that this feels like it's really just an evolution on the cover-shooter genre. Most of the moving you're doing is going from cover to cover, so largely you're stationary in the playspace.

  3. #228
    Member
    Registered: Apr 2001
    Location: Switzerland
    I'd definitely say that teleporting worked better in the Jumbotron mission - though sometimes the distance you can actually teleport meant that I'd just about not reach the next bit of cover.

    How was the bow and arrow for you guys? I found it pretty difficult to handle, but perhaps that's because I was simply bad at it.

  4. #229
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    It was ok! Definitely took a couple rounds to get used to it, but towards the end I had killstreaks where I felt like a reglar Legolas.

  5. #230
    Member
    Registered: Apr 2001
    Location: Switzerland
    Quick update re: Rec Room: I wrote to the developers with some feedback - and they're now putting in save points and stick movement, completely ruining the balancing! Mwahahaha!

    Actually, they are thinking about refining the quests and having to restart from scratch every time, but they haven't decided anything yet. However, with respect to movement and turning they told me that while they're sticking to teleport only for the moment (which makes sense from the point of view of balancing versus modes), you can switch the turns to 45 in the options, and there's also an option (grip turn, I think) that allows for smooth turns. Gotta check in the menu how to activate them.

  6. #231
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Oh cool.

  7. #232
    Thing What Kicks
    Registered: Apr 2004
    Location: London
    Bought some upgrades
    Got the best CPU I could fit to my old motherboard, the i7 3770k, and a nice new GTX1070. And I no longer have Oculus Home whining that my computer's under spec! Okay, sounds like an expensive way to kill a message, but I reckon these upgrades will give me at least another 2-3 years out of this system. Can't say I'm unhappy with the slowing pace of PC development

  8. #233
    Member
    Registered: Apr 2001
    Location: Switzerland
    It's back to the Greek islands on Saturday. Will we again be foiled by our nemesis, the fiendish antenna?

    Date: Saturday, 17 June 2017
    Time: 4-6pm UK time
    Game: Arma 3


    Things to note:
    • Please note that we're switching back to Teamspeak 3 for voice chat, because we like to screw with you. Bring a headset and make sure to install the TS3 client. Login details will be posted on Steam before the session.
    • No mods required, but for quality of life I'd very much recommend Shacktac UI and CBA_A3 (the latter is required for the former to run). Easiest way to add them is using the Steam Workshop. Any client-side mod should be fine, really.
    • I'll be online a bit before 4pm to set up the server and check who's on Steam, and I'll launch a server shortly before the session. I'll post the IP and password on the Steam group (http://steamcommunity.com/groups/ArmaTTLG) under Events.

    Hoping to see you there!

  9. #234
    Thing What Kicks
    Registered: Apr 2004
    Location: London
    I really liked that Oculus and/or the RecRoom devs nailed positional audio in RecRoom. Bohemia could learn a thing or two from them

  10. #235
    Member
    Registered: Apr 2001
    Location: Switzerland
    I'm a big fan of good positional audio for voice chat; I wish they'd had it in GTA Online. It makes it so much easier to know where everyone is relative to your own position, and it's immersive (yes, I used the "i" word!). The TFAR mod that I'm hoping to introduce to our Arma sessions (after some more testing) does a good job too, but let's see how it works in practice.

  11. #236
    Thing What Kicks
    Registered: Apr 2004
    Location: London
    Apparently Mumble supports positional audio for GTA V

  12. #237
    Member
    Registered: Apr 2001
    Location: Switzerland
    Fantastic session today, with henke, Jeshibu, Malf, Lord Penney and myself. First mission, penned by Lord Penney, had us trying to find a weapons cache on Altis while evading mortar fire; most of us died pretty soon, but then we watched henke kill all the enemy infantry... except one. He died barely 50 metres from the cache.

    The second mission sadly used some defunct scripting and didn't work - and Windows 10 deciding to auto-update on the server didn't help either - but we then played Escape, an Arma classic, which was fantastic. And ridiculous. Let's just say that Jesh got stuck at the bottom of the sea and drowned, while the rest of us got stuck in an attack boat captained by henke... who was shot and slumped over the wheel with his foot still on the accelerator, so we're probably still on that speeding boat zooming off into the distance.


  13. #238
    Member
    Registered: Apr 2004
    Location: Netherlands
    Our first mission went pretty disastrously. Besides inaccurate mortar fire, the first sign of trouble was Malf getting gunned down by a technical, though Henke did blow that up (along with the building beside it). Then the mortar fire was suddenly not so inaccurate, and wiped out all of us except Henke. We tried to guide him with our cheat-o-vision spectator mode, but eventually there were just too many guys. Here's shots of all of us dead, and Henke and a baddie just out of each other's sight.

    The escape mission was really good. The mission starts out with the players in a small 2-man-high sandbag enclosure with a fence gate in it and a backpack in the middle. The backpack contains a random gun, which in this case was a single shitty revolver. The baddies come swarming the "prison" pretty soon, and we all cowered in a corner, with the exception of Malf (I think) who could shoot back. After five-ish minutes with lots of dying and getting revived (and somehow duplicating the revolver so we had 2 gunmen), we finally managed to get some rifles and armor off the dead enemies and set off on an adventure. Thirith even found an anti-air missile launcher. We cleared a factory with 3 baddies and a roadblock with about 5 (with judicious use of grenade launchers). With the long distances and the injuries we got from the start of the mission, we ran out of stamina frequently, and Thirith decided to drop the missile launcher to get rid of the weight.
    The objective of an escape mission is to leave the island via boat or helicopter, so when we saw a coastal town we hoped to find a boat there. There was indeed a boat, but it had guns and angry men in it. It approached us at the coastline, with only a waist-high rock wall between us and it, when a helicopter decided to show up - just as was predicted the moment the missile launcher was dropped.
    Thankfully it did not get a good shot at us before we murdered the boat-men (though they did get Malf once, and then again when I revived him while he was poking half through the wall). Dodging a tank and another attack boat, with grenade launcher rounds from another boat whizzing past, Malf got knocked unconscious again. We stopped next to the shore, and he was dragged out of the boat in order to revive him. Since the boat was still in shallow water though, he sank to the bottom at about 2 and a half meters deep. I waded in to save him, but dear reader, my altruism was not to be rewarded. Nay, it would be punished with an eternal curse!
    Reviving Malf, the animation played out as if we weren't on the bottom of the sea. Casually, his wounds were dressed, with me kneeling on the sea floor as if my breath wasn't running out. For a moment, Malf disappeared, though his armor remained - perhaps an early hallucination caused by oxygen deprivation. He swam to shore, thanking me, but I could not move. Anchored to the bottom of the shallow water, the surface nearly at arm's reach, I drowned as my compatriots could only stand and watch. To this day, I stand there, upright but drowned, dead yet unconscious, aiming my gun at the real enemy - the sea.
    What is dead may never die.

  14. #239
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    I wasn't gonna make a video this week, but that finale does need to be saved for posterity.


  15. #240
    Member
    Registered: Aug 2004
    Lol. Threaded that needle. There's no way for someone else to jump in the driver seat?

  16. #241
    Member
    Registered: Apr 2001
    Location: Switzerland
    henke's aim was impeccable, even in unconsciousness. Also, I think yesterday was the first Arma session without any friendly fire whatsoever. Success!

  17. #242
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Quote Originally Posted by Pyrian View Post
    Lol. Threaded that needle. There's no way for someone else to jump in the driver seat?
    Alas, no. Seems when there's an unconscious body in the seat no one else can move there. The only chance we would've had was to run aground, then Malf could've jumped out and revived the rest of us.

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