Ahh, Transhuman maybe
This is a fun/exciting book which explores our Transhuman future
http://www.amazon.com/dp/0857662937/?tag=neogaf0e-20
Sounds like a decent book.
Ahh, Transhuman maybe
This is a fun/exciting book which explores our Transhuman future
http://www.amazon.com/dp/0857662937/?tag=neogaf0e-20
An query about the bullet-sponge boss complaint: How long are we talking about to take one down in time terms? I'm just thinking through what I regard as acceptable on a WoW scale. Patchwerk, the absolute canonical 'bullet sponge' boss equivalent in WoW explicitly has a six minute enrage timer. In a sense it's a dull fight, but it's a fight based entirely around the DPS getting the absolute maximum they can out of their abilities to meet that enrage timer (at least on first kills). I think six minutes is acceptable. At the other end of the scale there's a rather interesting, challenging, complicated fight, which I think just about holds up even though our (mediocre) guild takes a good fifteen to twenty minutes to take it down, because the other mechanics of the fight keep us alert and interested.
For a first kill of a good example of a bullet sponge Destiny boss, how long are we looking at?
Diablo isn't really that big. It's just the same thing over and over (which I love). I just thing bungie 's messaging was way off.
I've already explained why I doubt you. I'd wager you have the most posts in this thread by a country mile. That's pretty weird for someone who has spent exactly zero time with the game.
Youre really just trolling with comments like Destiny doesn't have as much content as pso. If you actually played Destiny you would know that comparison is ridiculous. It's like saying super meat boy has more levels than super Mario world.
It's super-disappointing as a fan who is loving this game. A ton of work, craft, refinement and polish went into this game, and these premature reviews aren't doing it justice. It is Bungie's responsibility to hook people into this world from the beginning, however, and the story was really just a prologue, it felt like. Every design here feels built for the long term, but the nature of the review system we have is built for short term: movies, books, etc. What does a review of World of Warcraft mean now?
For a first kill of a good example of a bullet sponge Destiny boss, how long are we looking at?
Around 25 Minutea for the spider tank within the suggested level range.
Super Meat Boy apparently has 307 levels. Super Mario World has 96.
Whoopsies! How can I ever trust you again after making such an assumption like that?
EDIT: After a little more research, I was wrong, there are 72 levels. How can I trust myself now?
Diablo 3: UEE is way huge in comparison if only because every single level of the game is open and available to play at any level and difficulty - since it always auto-balances. And with Nephalem rifts all of that content (areas, enemies, bosses, affixes) gets further randomized to make "endless" dungeons.Diablo isn't really that big. It's just the same thing over and over (which I love). I just thing bungie 's messaging was way off.
The point that I thought was obvious is that super meat boy content is far easier to produce and less costly to produce than super Mario world. Therefore comparing the content of the two simply because they both have platforming is nonsensical when you are trying to paint one in a negative light.
Remember those ??? guys in Old Russia that were near the dead ship yard that we saw in the Beta? went there yesterday to investigate as a level 18..was so fun just going deeper into that area and getting surprised.
i would be happy if there was no story, just more and more of these long caves and temples to investigate and get random drops in - love it.
multiplayer was ok, but I have beef with the same maps being used for the 6 person deathmatch...some of the maps are HUGE and its really tedious and boring when you are not really good and don't have all the abilities unlocked and are not decked out with purps. But its nice that there are a lot of game modes so you dont need to play that multiplayer deathmatch.
anyway, I like it and who cares about reviews?
It wasn't obvious at all, and I'm confused with what you're saying.
Think there are three planets and the moon, main missions and strikes (co-op side missions) at each location. Phantasy Star Online has better socializing elements, and has a lot more content compared to Destiny.
I mean, some people are happy with Destiny and some aren't, it is what it is.
what do reviews do for you?
what do reviews do for you?
I'm sure you are. You make so many claims about destiny in this thread without ever even playing it I'm sure you have trouble keeping it all straight. Let me refresh your memory:
Comparing Destiny to PSO in this way is totally pointless and irrelevant. Pso and destiny play completely different and the content of pso is much easier to put together than the detailed worlds of destiny. Expecting pso level of content in Destiny is ridiculous. Why not just complain that FF7 has more content than Destiny or some other old game. It's silly.
I can see exactly how they messed up. If you work in secret for five years on a project you love everything about it. You never hear any real feedback, just a lot of positive reinforcement. And the point where you fall in love with your own game, where you become your own fanboy - that's when things go wrong. And Bungie never had a strong leadership to stay cool and see things objectively. Bungie got lucky once with Halo. It was originally supposed to be an RTS. LOL. Then they thought they were the kings and deserved more than what they had at Microsoft and walked away.
Diablo 3: UEE is way huge in comparison if only because every single level of the game is open and available to play at any level and difficulty - since it always auto-balances. And with Nephalem rifts all of that content (areas, enemies, bosses, affixes) gets further randomized to make "endless" dungeons.
Destiny on the other hand is a stepping stone of missions, a few on each planet, gated by player level, which culminates in a handful of replayable strikes to grind/hone/acquire loot for a singular raid. Levels aren't the only gates either considering there is no matchmaking for campaign missions - which can at least be solo'd, though tuned for co-op (considering the death penalty) - and raids, which have no matchmaking at all.
Size isn't just a matter of gamespace, but how much of that gamespace is playable and worthwhile at any given time. Destiny actually gets smaller as you play and former enemies become useless grays to speed past.
I'm still having a fun time with Destiny in co-op, and would recommend it for people who love stuff along the lines of Spartan Ops. But I'm not sure what staying power it'll have once we hit 20. These overlong boss battles that all follow the same template can really wear on you, so the idea of marathoning those for random gear isn't really something I'd call fun. Not as is.
To be fair, you're comparing D3 years and a full expansion after release to Destiny day 1. Game could be a lot more content heavy a couple years down the line with updates, expansions and/or a retail sequel by then.
Diablo 3: UEE is way huge in comparison if only because every single level of the game is open and available to play at any level and difficulty - since it always auto-balances. And with Nephalem rifts all of that content (areas, enemies, bosses, affixes) gets further randomized to make "endless" dungeons.
Destiny on the other hand is a stepping stone of missions, a few on each planet, gated by player level, which culminates in a handful of replayable strikes to grind/hone/acquire loot for a singular raid. Levels aren't the only gates either considering there is no matchmaking for campaign missions - which can at least be solo'd, though tuned for co-op (considering the death penalty) - and raids, which have no matchmaking at all.
Size isn't just a matter of gamespace, but how much of that gamespace is playable and worthwhile at any given time. Destiny actually gets smaller as you play and former enemies become useless grays to speed past.
I'm still having a fun time with Destiny in co-op, and would recommend it for people who love stuff along the lines of Spartan Ops. But I'm not sure what staying power it'll have once we hit 20. These overlong boss battles that all follow the same template can really wear on you, so the idea of marathoning those for random gear isn't really something I'd call fun. Not as is.
When a title like this can get 6/10, we really have entered another world of 'entitled gamer' moaning.
The first boss-type fight on Venus did me in.
Or maybe the game really just isn't all that amazing.
Again, a lot of this has to do with playing with random people and not knowing what to do. I have no issue with a strike boss lasting 3-5 minutes with a 'fairly' geared and competent group. The problem occurs when you take the exact same boss and toss it at three random people who are not working together in a group setting.
I can't blame you - its crazy. The big boss comes out, has some kind of ranged attack that'll usually whittle your health down in milliseconds and a close quarters ground pound that's an instant kill or close enough - all in an arena where every spot where you can take cover to set up firing positions are also spawn points for endless minions and sub bosses of all flavors. When players die enemies also like to cop a squat over their ghosts for good measure, and each of these bosses has metric gadzillion shittons of hit points and takes fucking forever and a day to down, even when you know the critical hit locations.The first boss-type fight on Venus did me in.
I'm so confused. Everyone loved the beta right? I didn't play it, but I was expecting a 90% from the impressions I read on GAF.
Strike bosses take far longer than that even if you know what you're doing. Also, matchmade fireteams cannot voice chat together so you can't expect randoms to be on the same wavelength.
I'm not sure which review said it, but when you finally take down the boss and see the end of mission timer, its not so much a sense of victory you feel as a sense of relief that its finally over. That's not the sense you want to have when these strike missions make up the endgame content.
Difficult scenarios are fine, but long slogs that all play out within the same template aren't.
Again, a lot of this has to do with playing with random people and not knowing what to do. I have no issue with a strike boss lasting 3-5 minutes with a 'fairly' geared and competent group. The problem occurs when you take the exact same boss and toss it at three random people who are not working together in a group setting.
re-affirm your stance
Again, a lot of this has to do with playing with random people and not knowing what to do. I have no issue with a strike boss lasting 3-5 minutes with a 'fairly' geared and competent group. The problem occurs when you take the exact same boss and toss it at three random people who are not working together in a group setting.
I can't blame you - its crazy. The big boss comes out, has some kind of ranged attack that'll usually whittle your health down in milliseconds and a close quarters ground pound that's an instant kill or close enough - all in an arena where every spot where you can take cover to set up firing positions are also spawn points for endless minions and sub bosses of all flavors. When players die enemies also like to cop a squat over their ghosts for good measure, and each of these bosses has metric gadzillion shittons of hit points and takes fucking forever and a day to down, even when you know the critical hit locations.
Having your group wipe when the boss is down to the last 10% of health is nothing short of demoralizing.
I'm not sure which review said it, but when you finally take down the boss and see the end of mission timer, its not so much a sense of victory you feel as a sense of relief that its finally over. That's not the sense you want to have when these strike missions make up the endgame content.
Difficult scenarios are fine, but long slogs that all play out within the same template aren't.
I'm actually fine with the amount of content so far, it's just that it's not designed very well. If they fix Strikes so that they aren't so draining to go through with very little reward then I'd be interested in playing the content.
What is draining about them exactly? there are several conflicts you come into contact with over the course of a strike and one major one. I think my average strike completion time is about 30 minutes. The Earth strike takes about 10-15 minutes now, but the others I've done have went from 20-30 on moon and venus. I've done all three of those at least two times and they've only decreased in play time.
Why does it matter how long it takes? Seriously? I don't understand, I find it to be pretty rewarding, so does the rest of my fire team, I'm just confused as to what the problem is.
What is draining about them exactly? there are several conflicts you come into contact with over the course of a strike and one major one. I think my average strike completion time is about 30 minutes. The Earth strike takes about 10-15 minutes now, but the others I've done have went from 20-30 on moon and venus. I've done all three of those at least two times and they've only decreased in play time. Why does it matter how long it takes? Seriously? I don't understand, I find it to be pretty rewarding, so does the rest of my fire team, I'm just confused as to what the problem is. I could do a Mephisto run in D2 in about 10 minutes, skipping all skirmishes except the ones that were unskippable, and in that time I could do 5 to 10 runs and get nothing of value. There is no terrible disparity for loot drops in destiny, I'm not sure which games you guys are playing that are coddling you into thinking otherwise.
Omg it would be amazing if Destiny gets a sub 70 metacritic score.
It is somewhere in between. No doubt the game is not living up to the expectations, but 6/10 is pretty absurd. Especially when you account for the scores of other games, which is one of the reasons I don't much merit to scores.
It's selling well on my facebook. The real world isn't gaf. People don't pay attention to stuff bungie said two years ago. It's a game to play with friends and even just people I only know on facebook are loving destiny. I run a restaurant and it's spreading like wildfire through my employees that game as well.
I'm not sure if this is a loud minority or if most people on gaf are unhappy with Destiny but my real life experiences are entirely different.
Absurd? But 6 out of ten is above average, it's not a bad score.
And right now the game does feel barely above average imo
Is this the point were we act like the game rating scale is truly 1-10?
Is this the point were we act like the game rating scale is truly 1-10?
This is why I prefer the 1-5 scale.
1/5 is unplayable, 2/5 is bad, 3/5 is average, 4/5 is good, 5/5 is great.
Poor Ricky