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xelander

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Posts posted by xelander

  1. People that have to win every argument no matter what.

    People that does memes at the most random times, seriously, "xD random" humour is not fun unless you're like 12, especially if it's overused already, I could rant about this for hours.

    When I'm playing a game and people defend themselves to death about something stupid they did.

    People who spend more time talking to other people when playing a card game with me, no matter how casually I'm playing, I should not have to ask 3 times if they are done with their turn after they have not done anything for 30 seconds, I should not be having to raise my voice just to ask something about the current game state(unless it is just an environment that forces me to), and I should not be hearing your friend more than I should be hearing you.
  2. My mom found a guy 10 or 11 years younger than her, age difference become less of a thing as you grow, however I understand them reacting at it when you're 19\. Remember to take it slowly with your partner, I am not sure how you both look(Who is/is there a dominant, is it a same sex relationship, etc), and it sort of matters how you want to move after that.

    While age does indeed matter, and I personally think that serious relationship before you're 25 sort of ruins you, since you do not get the best out of your youth, it does not always matter, and it is only you who can choose over your life and if it's right or wrong.

    Edit: Adding some onto this.

    I think that while people differ a lot, usually if you are "in love", it does not always last, especially when you're still a teenager.

    15 year olds dating people 20+(no matter who is what sex) is in my opinion rather odd, but in Sweden, that is still legal, so I can only really just accept it happening and move on, I do not see it as straight up wrong, however I do think that relationships before you're older are more likely than not going to fail, and I believe that most ones will do this before 20 anyway, so just be careful, and don't do anything hastily.
  3. > It bothers me that there is no "body/background" Behind the main content.

    I thought I was the only one, please put a background of some sort, it's annoying to read, and it seems very messy otherwise.

    The buttons seems out of place as well, the colour of them, as well as the banner for that matter does not really fit the background, and the text on them is not centred well. The background is scaled poorly, causing unwanted pixels to stand out, and making the colours seem off, especially in the sky around clouds, and the grass. The image also doesn't reach all the way to the bottom for me, so it cuts off and loops itself.
  4. > Literally 99.99% of the people on this site (myself included) have absolutely no reason to use Linux and would not see any benefit from using it.
    >
    > (I hope we can all recognise hyperbole when we see it. Still, 99.99% probably isn't far off.)
    >
    > Aside from the technical advantages Linux has, it also has the advantage of freedom.
  5. Eclipse Worlds is clean as far as I know, not sure what gives off that it isn't, some information on this would be great.

    Prospekt is a very buggy engine, and generally you want a very stable engine that is fail proof.

    Eclipse Origins has varying results depending on the version, EO4 is rather unpolished, but feature-rich, while previous versions have some more stability, but lacks features and some other optimizations.

    I have not used Renewal, can't say much about it, but you can change movement speed in the source. It's rare for an engine to have diagonal movement.

    I still stand for Eclipse Worlds, but since you are stating that it has a virus, it is needed that you give us some information on this, since it has not really been stated before. I'm not sure on how well any engine can handle 100 players capacity, but if any of them is able to, it's probably Eclipse Worlds.
  6. The most recent event in Dota 2, where you play games with a Beast that spawns at 5 minute intervals, has ability points that allow you to upgrade your beast, you gain Ability points from playing, and there's a base amount that is steadily increasing, but you may also purchase these points for actual money, something that a lot of people have been very upset about, because you may buy a lot of it, and power up your beast a lot, and win the game from that.

    While there's a lot of hate for this, TotalBiscuit, who is famous, or rather infamous for having strong opinions on many things happening within the gaming industry, stated that he does not care that you can buy yourself a victory, because _in the end, you just win virtual hats_. Some people argue that this is barely the beginning to something much worse, where you somehow can purchase a victory in a Ranked game, and increasing your MMR and so on. While this is doubtful, it is not impossible because _money determines your success_ in a way, people could easily end up as a slave for more money.

    Almost all games has a way of income, whenever it is a one payment to access the game, such as with most games on Steam, or if it is a monthly subscription, a very good example of that is World of Warcraft, and then there's the games that have free access to it, but you are able to buy additional things inside of the game for real money, whenever it is purely cosmetic or not. When you create your game, it is of great help if you know beforehand how you want to do it. Game who have one way of gaining profit, is built differently from the others.

    An MMORPG may have to combine some of these things, while a game could use a one time payment, it is rare that it is sustainable in the long run, since less and less people will buy it, you need to have a consistent way of gaining an income after that, usually in form of in-game benefits or items, generally it is frown upon to have items or benefits that isn't cosmetic in a game that they already payed for, and should be avoided. Cosmetic items are generally a good idea with most ways, and can be added on a lot with more of these items. When considering the amount you will put up your game for, you do not want it to be to low, because while high prices are not good either, a high enough price that a player pays, will almost put the player at guilt and it will make sure it plays to get its value back, and they will play more and might get hooked, this applies for monthly subscriptions as well, you make them pay a bit, and then allow for longer subscriptions of 6 months perhaps, where the price is somewhat lower. There's a lot of ways to keep a player hooked, and generally you want a good negative curve(as in, starting high, goes lower, and then up again), the start is most important part of your game, and a majority of players who does download your game and looks at it, if they were not going to play for long, they will stop the instant they get in game if the start looks bad. After that you sort of want to build it up, and it might be slightly slow, but by this time they should already be somewhat inserted into your story, and then you make it very interesting for the player again, these kinds of bursts of interests causes a player to imagine that the game is better than it is, because it compares these moments to the most boring ones, and sees the difference, a straight line of incremental "excitement" will make the player compare it to just a bit before, and see that there's less difference, also it will force you to continuously make it better, which is not realistically possible while having a solid start on the game.

    Whenever items that actually matters is bad for the game or not, depends a lot. While looking at it quickly, most people would say that it is not a solid idea and it doesn't work, however if done properly, it can be good for the game. World of Warcraft quite recently announced that you can soon _buy and sell gametime_, much like you can in EVE online, for those who have played that. With other words, you can buy a month in game, and turn it into gold. Currency is very important in the game, yet it still does not brake the game. The reason for this is while a person may have seemingly unlimited amount of gold, to reach end game, as in, kill the hardest boss in the current patch, or whatever other goal you may have, you still have to invest time into it, and effort. Gold will make it easier, but you can only buy so much with gold in there, and in the end, the one who learned to fish, caught it. If one makes items or other things you can purchase with real money, it's a good idea to make sure they feel like they matter to begin with, but it will not make them above those who actually invest effort.

    Don't be afraid to make money out of your game, you put a lot of effort in it.

    Sorry for the rather unorganized article, any sort of feedback on this would be great.
  7. I play Magic, I have a budget BWR warrior deck that I want to build on some more.

    Your site does not really seem that attractive, the extremely narrow style of the site and big font, as well as the use of buttons, especially on both sides make it seem very cluttered, the banner also sticks out by a few pixels, also using two of the exact same picture of a pile of cards is not the best either. Make the site wider and change the buttons to either pictures or just normal hyperlinks. The colour choices is pretty oldschool, the blue of different kinds does not really feel like it would attract people who play Magic a lot, consider something lighter, and more fresh, a fresh and modern look will attract a lot of fresh people, and will make your site seem more legit and clean.
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