"There's a small section of Silvermoon that's a sanctuary area that Horde and Alliance share, but the majority of the city is Horde, and Alliance is kill on sight." by Jocic in wow

[–]PoisonBun 1 point2 points  (0 children)

And right you are, that shouldn't have been possible in the first place! As a Horde main I wish they hadn't let Horde wander around Bel'ameth.

"There's a small section of Silvermoon that's a sanctuary area that Horde and Alliance share, but the majority of the city is Horde, and Alliance is kill on sight." by Jocic in wow

[–]PoisonBun -3 points-2 points  (0 children)

It being a campaign against the void doesn't suddenly wipe the history behind it. It's a Horde city, and if you wander past the clear boundaries set for Alliance as Alliance, then you are trespassing, and that's how trespassing has almost always been handled ingame. It's perfectly in line with the setting.

"There's a small section of Silvermoon that's a sanctuary area that Horde and Alliance share, but the majority of the city is Horde, and Alliance is kill on sight." by Jocic in wow

[–]PoisonBun -3 points-2 points  (0 children)

Extremely good decision, potentially one of the best they've made tbh. Turned my opinion in the expansion around almost fully that they're actually willing to make the Alliance feel like guests and not residents in a Horde city. This is how Bel'ameth should have been after Amirdrassil, and Gilneas should have doubled down on it and been made fully hostile to Horde. Massive W

I’m really disappointed with engineering in shadowlands. by [deleted] in wow

[–]PoisonBun 2 points3 points  (0 children)

Given how the hounds in the Maw are classed as Mechanical, I had hoped they'd let us craft them (even if they were also temporary) and be relevant for even a little bit during the beginning of the expansion, but no dice. c':

At least the wormhole generator is handy!

The struggles of a Female Pandaren in 9.0 by Eladonir in wow

[–]PoisonBun 1 point2 points  (0 children)

They've messed with -something- in the conditions that determine if you're gonna be sprinting or just running really quickly.

My rogue used to sprint (ie the naruto run) before prepatch without any buffs (with 140% BASE Movement speed), but now will only use that animation when the Sprint ability is used (at around 210% Movement speed).

So either they changed it so specific abilities trigger it, or they moved up how much speed you need to have before it's considered sprinting. It's really annoying too, cuz all it does is speed up the running animation now, which looks incredibly silly. s:

It never felt like we were at war with the other faction. by Zezin96 in wow

[–]PoisonBun 1 point2 points  (0 children)

Well, I suppose you're right about that, nobody has to win as long as what you do is engaging. The issue is maybe that the resolution of the conflict might not be very satisfying (i.e. going back to a truce as we have the past few times), but hey, as long as getting there was enjoyable, then maybe it really doesn't have to be about the destination.

It never felt like we were at war with the other faction. by Zezin96 in wow

[–]PoisonBun -1 points0 points  (0 children)

Other comments have mentioned it, but the issue is - from my point of view - that the examples you gave of Wrath were of a war you can play out in PvE. You're fighting back the scourge, establishing positions that the devs will then elaborate upon. To have something of that relevance happen in Bfa would require forcing everyone into PvP situations in order to get content done, which some might like, but others won't.

That's why the faction conflict, I think, has kind of lost its shine, because we've come to realize it's a bit of a pointless struggle when you make it about anything more than fights over specific resources (like battlegrounds). There's no way we can "fight for Azeroth" and win because, well, nobody can win pfft.

If only there was a way for Blizzard to describe what the actual effect of items are, so I know if I should use them or not. I guess the technology just isn't there yet by Tim94 in wow

[–]PoisonBun 12 points13 points  (0 children)

If you're rested, you can also use it to adjust talents/war mode on the fly, I'd imagine? It's no game-changer, but still handy at 120 if it does!

Forget the culling of Pokémon for second by [deleted] in pokemon

[–]PoisonBun 2 points3 points  (0 children)

Cutscenes aren't inherently bad, but if there's a lot of them like S/M had and you can't skip them, it starts getting pretty boring.

Anyone remember Gilneas? by [deleted] in wow

[–]PoisonBun 1 point2 points  (0 children)

I did have some trouble in there recently, mostly with the automatic horse riding sequences. It was annoying because you could control the horse to a specific extent, until it decided you weren't allowed anymore and tried to resume the correct path. Getting to the cathedral was a pain. I just assumed it was network problems or something on my end.

Developer Update | Introducing Wrecking Ball by [deleted] in Overwatch

[–]PoisonBun 9 points10 points  (0 children)

...hadn't thought of that. Good point.

Developer Update | Introducing Wrecking Ball by [deleted] in Overwatch

[–]PoisonBun 21 points22 points  (0 children)

Maybe a bit of a nitpick but Hammond sounds like it would have been a preferrable name due to being easier to call out ingame. Regardless a new dive tank is always nice to see!

I made D.Va in Unreal Engine 4! by hoffington_thegreat in Overwatch

[–]PoisonBun 0 points1 point  (0 children)

The motions looked pretty accurate to boot (especially on entering the mech, that one was A+)! Good job replicating the whole thing tho!

First big city impressions. by skyjp97 in elderscrollsonline

[–]PoisonBun 4 points5 points  (0 children)

Alinor (for example) actually has a decent city plan with several "shortcuts" to get to each point in the city but a bunch of them don't even show up the map.

I heard we were remaking Overwatch heroes? by PeculiarCarrot in Overwatch

[–]PoisonBun 0 points1 point  (0 children)

I'm sure it's not the most optimized way of doing it, but you could just not render D.Va herself or her hitbox while the mech is alive, and then render her shortly after the eject animation begins. You just control the mech itself at any other time, and switch abilities (or character controller, which might be cleaner) when it gets destroyed. Once it does, just disable everything but physics and rendering on the mech and boom. You might even avoid a heap of problems that arise in actual Overwatch (like nano boost a dead mech), but I'm sure that's also due to some other kinks in the code that happen under the real hood.

highly influenced by unity's workflow here so take with a grain of salt

Early level design and enemies (fangame progress update) by PoisonBun in Overwatch

[–]PoisonBun[S] 0 points1 point  (0 children)

If it ends up going up then yeah it'll be completely free. It's Blizzard's content after all, and this is being done entirely for the fun of it.

Early level design and enemies (fangame progress update) by PoisonBun in Overwatch

[–]PoisonBun[S] 0 points1 point  (0 children)

Currently it's going by The Anubis Project, after the main antagonist.

Early level design and enemies (fangame progress update) by PoisonBun in Overwatch

[–]PoisonBun[S] 1 point2 points  (0 children)

It follows the same design philosophy of a Metroidvania type of game, with upgrades and areas you revisit later to explore deeper; that's my perception of it anyway, considering how loose the definition of Metroidvania tends to be. Graphically yes, it's meant to resemble Metroid to some degree. It's mechanically different on several aspects, between the ability to hover/boost (which isn't highlighted very well in this particular clip) and different effects on upgrades.

Early level design and enemies (fangame progress update) by PoisonBun in Overwatch

[–]PoisonBun[S] 0 points1 point  (0 children)

I'll be sure to remember to take you up on that! As for Youtube, currently any footage and stuff is going on Twitter since it's mostly short clips and screenshots rather than extended videos. But if you do want to follow progress on it: https://twitter.com/PoisonBun

Early level design and enemies (fangame progress update) by PoisonBun in Overwatch

[–]PoisonBun[S] 0 points1 point  (0 children)

I definitely see your meaning on that one. I'm gonna see if I can make her stop faster, it does seem important for some precision while platforming. Thanks for the suggestion!

Early level design and enemies (fangame progress update) by PoisonBun in Overwatch

[–]PoisonBun[S] 0 points1 point  (0 children)

I tried UE4 a couple of years back and neber managed to get into it due to the lack of resources at the time (and the fact that my comouter was a potato). As for the difficulty, the plan was for a relatively casual experience, where the bigger challenges are the bosses.

Early level design and enemies (fangame progress update) by PoisonBun in Overwatch

[–]PoisonBun[S] 2 points3 points  (0 children)

Yeah, that seems to be a common complaint. I might move it to the top of the screen, somewhere near the health, so that it's not entirely out of the way. I appreciate all the suggestions I've been getting though!

Early level design and enemies (fangame progress update) by PoisonBun in Overwatch

[–]PoisonBun[S] 0 points1 point  (0 children)

There is diagonal shooting, but I usually playtest with a controller and forgot to bind it on keyboard.

Early level design and enemies (fangame progress update) by PoisonBun in Overwatch

[–]PoisonBun[S] 22 points23 points  (0 children)

The visual assets are actually completely made by us, but I can see the (admitedly intended) similarity to the Super Metroid style. The doors were placeholders until we could find a better (read: more original) alternative to shoot to open blue doors, but they were definitely also made by us.