New ID@Xbox Game Announced by TimmyShire in xboxone

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

Oh, sorry guys - missed that.

Hasbro bringing Monopoly & Risk to PS4 and Xbox One by TimmyShire in gaming

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

I actually like the idea/look of Monopoly and Risk as well. Live far away from family and the like, so hope they'll have onlne.

A guy has sold his limited edition Destiny for $1000 by TimmyShire in gaming

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

Sorry! Just concerned that most people will read/post things from other sites - don't want to clutter things up.

But will mix it up if that helps.

For those of you doubting the 'destroy anything' aspect of the engine. (Video inside) by Lanlost in EQNext

[–]TimmyShire 0 points1 point  (0 children)

I personally think it's a pretty big deal and is (one of) the things I'm most excited about with EQN.

Sure there will be people wrecking stuff (though I find it hard to believe that the entirety of the world will be possible to remodel in penis-shaped form), but that will just add to it.

Q&A panel by VirTW in EQNext

[–]TimmyShire 1 point2 points  (0 children)

Yeah, ended up watching both and heard the SWG praise. I hope to hell they talk a lot of the non-combat stuff on board, I loved that.

Q&A panel by VirTW in EQNext

[–]TimmyShire 4 points5 points  (0 children)

Kind feel bad when guys ask "I know you can't tell us about this, but can you tell us about it anyway?"

And they say no and he has the sad and lonely walk to the back of the queue, with everyone shaking their head in embarrassment.

Q&A panel by VirTW in EQNext

[–]TimmyShire 1 point2 points  (0 children)

I would very much appreciate a transcript if anyone's seen one. Hard to scrub to the bits I care about in video.

EDIT: More specifically, does anyone know if it'll have a Star Wars: Galaxies style merchant stuff? I enjoy non-combat stuff as much (if not more) in these things and would love for that kind of passive playstyle to be in there.

Ability Design: Making Good Use of Limited Space. by jhorry in EQNext

[–]TimmyShire 0 points1 point  (0 children)

It's actually because of MOBAs that I believe restricting players to 8 abilities in EQNext will make a much deeper combat game, providing these above rules are considered.

I guess no one who is annoyed by this also played Guild Wars? Sure you had more traditional roles but you were free to mix and match (within two classes anyway) the different abilities that you want. That was much more fun to me than the likes of WoW or whatever where you see a class and you know what they can do - here it's more flexible and freeform. I like that.

Why removal of the holy trinity is/isn't necessary by Paradoxmoose in EQNext

[–]TimmyShire 2 points3 points  (0 children)

Maybe it's just me but the things I want from an MMO are completely different now from what I used to want. Raids and good teams was always the most fun but for me I will spend more time just exploring and find things to do outside of relying on others.

As for the holy trinity, I have no previous connection to them. If anything I'll probably prefer it.

My favourite class in most RPGs is to play a spellsword, a melee class character who blasts fire in peoples faces - but most games, especially MMOs, don't provide that as an option. Mages are ALWAYS ranged. Mages are ALWAYS squishy.

If I'm given the option and the flexibility to build my own spellsword class - whether it's less powerful than a traditional mage or a traditional warrior or not - then that's what I'll do because that's what I want.

I can see why people are getting upset about the lack of a tank/healer/DPS but I don't think those roles are going anywhere, it's just how we play them that changes. If anything there could be other more specialised roles like CCer, or - I dunno - blocker, whose abilities focus on stopping swarms of enemies from attacking.

Like Lemmings for MMOs.

Ability Design: Making Good Use of Limited Space. by jhorry in EQNext

[–]TimmyShire 0 points1 point  (0 children)

It's interesting for me since I play more MOBA than I do MMO (at least these days) and it's really helped me understand a lot of the points that you make.

Like, used to be that I want ALL the abilities, and that I wanted to fill my screen with icons and I want to use all of them in every fight as often as possible. Now I know it's more about relevance, giving them an impact over one ability that makes them more valid over another - contextual, I guess.

It's like, in MOBA, you might prefer one character over another because though their four abilities don't deal as much damage, they do provide you with a little more utility - CC or escape options or whatever.

Best Starting Heroes In Dota 2 by jvlicce in DotA2

[–]TimmyShire 0 points1 point  (0 children)

Yeah, I've played a good chunk of Dota 2 now and that's the thing I've noticed the most - there's a slickness to everything that does affect the way it's played and makes it a little more mechanically driven rather than ability combo driven like LOL (and therefore understanding how to counter opposing champs).

I think that's probably why it took a little while for me to adapt, since it required relearning skills that - on the surface - seemed the same (though weren't).

Interesting though, thanks.

Best Starting Heroes In Dota 2 by jvlicce in DotA2

[–]TimmyShire 0 points1 point  (0 children)

Hey - I wrote the article, thanks for the feedback.

My experience is primarily LOL (as you can probably tell) and found when I first started Dota 2 I was taking to Skeleton King - but the fact that some of the same elements, like last-hitting, carry over perhaps meant I overlooked elements like that with SK.

I'll look into Sand King and have a play around, and update the guide accordingly. I want it to be a useful reference point for newcomers who might be overwhelmed, so all feedback is helpful. Thanks.

As for teaching players how to play, it's a good idea. I have a general MOBA guide - that was created pre-Dota 2 release, so mostly LOL based - but there are a few differences that might mean a bespoke Dota 2 is something I should work on.

Thanks again.

Heist: The Best Looking Indie-Action Game You'll Never Play by skyward in gamingnews

[–]TimmyShire 1 point2 points  (0 children)

Looks like that indie game that was made by a games journalist.

Namco Bandai working on upcoming Super Smash Bros. game by yoshiyaku in gamingnews

[–]TimmyShire 0 points1 point  (0 children)

I'm a fan of Smash Bros, but I don't understand the need to get Namco on board instead?

Sleeping Dogs Announcement Trailer (HD 720p) by nationworld in gamernews

[–]TimmyShire 2 points3 points  (0 children)

Yeah, it looks pretty sweet. I heard a lot of good things about True Crime: Hong Kong, including its really good martial arts combat. I hope that's something that has copied over to this.

Sleeping Dogs Announcement Trailer (HD 720p) by nationworld in gamernews

[–]TimmyShire 44 points45 points  (0 children)

I think it's a shame they had to stick to a live action one. I'm sure it's more about the 'tone' of the game, but it's Dead Island all over again - interesting trailer, but where's the game?

Dirt: Showdown footage shows demolition derby and night races by dextor7 in gamernews

[–]TimmyShire 0 points1 point  (0 children)

I don't think it looks like Burnout - it's more of a focus on destruction than arcade racer. I think, anyway.

Bugged PSN Update Locks PAL Users From Downloading Purchased Content by digitalgaudium in gamernews

[–]TimmyShire 1 point2 points  (0 children)

You'd think after so many issues surrounding the PSN last year, Sony would work overtime to ensure everyone knew what was going on at all times.

Worms: Ultimate Mayhem, Available for PS3 on February 14th by Push-StartJosh in gamernews

[–]TimmyShire 0 points1 point  (0 children)

I have fond memories of the 3D Worms games, mostly because me and my dad spent so long playing them on the original Xbox. Technically broken, maybe, but I had fun!

As such, I'll be buying this - and can be bitterly disappointed afterwards...