Experienced in a lot of games, at playing games. Now is helping out with a friend's game.

Comment History  (180 - 210 of 547)
Dra6o0n Dec 1 2009, 11:47pm says:

Please no Nukes, Lazeh, and absurd RP modes...
They've been done to hell...

+2 votes     article: Fretta Gamemode Coding Contest
Dra6o0n Dec 1 2009, 10:07am replied:

The zombies are more of silent hill than resident evil...

+1 vote     mod: Out Of Hell
Dra6o0n Nov 30 2009, 11:17pm says:

Now that Unreal Engine 3 is free in a UDK format, people could try to "Evolve" their current game, with a sequel maybe...

+1 vote     engine: Unreal Engine 2
Dra6o0n Nov 30 2009, 11:14pm says:

UDK is now free, so if you got enough resources and decide to have that as a stepping stone, feel free to try to gather up a new team and attempt it...

Who know's It might even work out extremely well...

Wait... What engine is the LOTD game based on? Unreal 2.5?
... It's unreal engine 2.0... So it should be possible for you to move it to Unreal Engine 3...

+2 votes     article: Explanation
Dra6o0n Nov 27 2009, 11:51pm replied:

I still prefer the narutimate series though for it's fighting style...

+1 vote     article: Milestone Update #3
Dra6o0n Nov 26 2009, 12:22am says:

Now you need an advanced gibbing system if you want to see the zombies be mowed down...

But a gibbing system isn't needed to animate your tractor to shoot out chunks so you can save resources...

+1 vote     media: The Mortewood Plaza - Combine Harvester
Dra6o0n Nov 26 2009, 12:09am says:

I wonder if you guys ever tried to give us some nice realistic poses using the models, and not screenshots of them laying/pushed about ragdoll style lol...

+1 vote     article: Volumetric heat diffusion skinning
Dra6o0n Nov 24 2009, 9:13am says:

Oh great... Last thing people need is 7 year old screaming at their ears... :P

+5 votes     game: Combat Arms
Dra6o0n Nov 24 2009, 9:12am replied:

It doesn't deserve a 10, because it isn't well developed enough... There's quite a ton of flaws in the game...

At best, 8/10. At minimal, 6/10.

Said flaws are:
- Hackers and cheaters, because they always exist.
- Bugs and apparently broken balance in the game.
- Fail sense of game development into first person shooters, as they focus on the guns too much rather than the player (for customization)...
- Waste of NX on the cash items, so don't bother (everything is time based, not durability like in AVA)...

+1 vote     game: Combat Arms
Dra6o0n Nov 24 2009, 9:09am says:

Free but I personally find AVA to be better for a better reason, at least they don't impart slow movement in the game...

This game tends to side with paid players more, so don't complain if you get killed by a HMG wielding player 10 times in a row, or from a grenade launcher...

They use specialist as a way to overpower you...

Nexon's "Good" Games I'd recommend:
- Mabinogi
- Maplestory
- Dungeon Fighter Online

Other publishers:
- Ijji's AVA, etc.
- Might also be some other publishers that I didn't mention because they are so clouded by the bigger ones... Like Aeria games, which fails for being a "good" publisher...

+1 vote     game: Combat Arms
Dra6o0n Nov 24 2009, 9:03am buried:


Gmod is old now... They come up with crazy stuff but said ideas only satisfies them for a few seconds before they get bored again...
The community became elitist and out of a percentage of people you meet ingame, 30% of em are usually scumbags or minges...

-5 votes     game: Garry’s Mod 10
Dra6o0n Nov 24 2009, 9:00am replied:


.... This page is more of a recruitment page, since there is only 1 person in the team as of now... A lead designer?

Programmers nowadays (including beginner programmers like me) who get into video games are more likely to be in game development, and not likely mod development... The UDK release just presses them further that way...

+1 vote     mod: Fallout 3 Online
Dra6o0n Nov 24 2009, 8:57am says:

I'm curious to see how far they will attempt to progress in this... I lost track of tracking oblivion online mod...

And Oblivion had more than 1 multiplayer mods, there's actually 2, it's just that the origin of the mods comes from a single team... And said conflict between them led to creating a new team...

+1 vote     mod: Fallout 3 Online
Dra6o0n Nov 20 2009, 8:25am says:

Err... It looks like it's made in mspaint...

+4 votes     media: Milestone Update #2
Dra6o0n Nov 19 2009, 10:04am replied:

You do know that technology is much faster than you expect it to develop? With some slow and fast speeds goings on, the results are unexpected.

In less than one year, Euphoria will be outdated already...
In under 3 months, technological advances will be a heap of times better than before... It's just the physical aspect of it being developed, as we humans are too clingy to our money...

and to top it off:
YAY for Open Source industries!
Double YAY for freebies!

+1 vote     game: Overgrowth
Dra6o0n Nov 19 2009, 10:01am says:

This is like someone hacked darwinia, and raped it...

+2 votes     media: SYNTH video game screenshots
Dra6o0n Nov 18 2009, 4:20pm says:

What if there's a version specifically for role players, and meant for multiplayer?

This is so then people can play RPG or just roleplay in any aspect, and manipulate their work, and not having it like gmod where guns, drugs, and alcoholics are involved etc...

I'd rather a roleplay with interesting elements, like exploration or even RPG with life aspects (crafting and constructions etc).

+3 votes     media: Trainmap and Bastion
Dra6o0n Nov 18 2009, 12:42am says:

Just hope this doesn't work like the Modular Combat ones lol...

It's hard to implement a working jetpack everyone likes in a first person shooter... Well Gmod made it work but it takes tolls a ton on the controls...

+3 votes     media: The Mortewood Plaza - Jetpack!!
Dra6o0n Nov 18 2009, 12:40am says:

Ah I got it... For things like Pine Trees where leaves are seen on the bottom, and covers up a lot, use 2 or 3 tri just for the outside and bottom areas... For the top use 1 or 2 tri since players can't really see it that well...

+1 vote     article: Xtreme plant optimization
Dra6o0n Nov 18 2009, 12:37am replied:

Also, they can add a optimization method where things very very far away won't be rendered to save resources, but may ruin some aspect of it when it comes to Depth of Field...

Maybe a illusion of rendering can work, having it so the game quickly renders what the player sees and semi-renders the things around him (or in this case, unrendering parts of it to save resources).

+1 vote     article: Xtreme plant optimization
Dra6o0n Nov 18 2009, 12:35am replied:

6 triangles seems a little when you use 1 piece, but since we're talking about hundreds or thousands of plants, we could guess in this formula:
( [Sets of Triangles] * [Number of sets] ) * [Number of plants]

If a plant has an average of 5~30 different sets to form a plant according to it's size, consider the smallest plant using around 5~7 sets of triangles:

5 * 6 = 30 * 100 or 1000 plants... You'd have around 300 to 3000 Triangles or poly JUST for the small plants...

The best idea is to mix 1 triangle with 2 triangle to create a illusion without them all using 3 or greater triangles each...

That means each plants needs to be customized...

+1 vote     article: Xtreme plant optimization
Dra6o0n Nov 18 2009, 12:30am says:

You can try to see if you can create illusions of it using more than 1 triangles when it is actually one...
Might take a bit of work though...

To create such illusion, lighting and reflection might be needed in it but might also cost resources from those respective uses...

+1 vote     article: Xtreme plant optimization
Dra6o0n Nov 17 2009, 1:33pm replied:

They not only need to focus on a:
Attack <> Parry kind of motion
But what about ambushes or surprise attacks and counter moves?

Aligning attacks to the movement is one thing, but forcing players to use it too much leads to a big gap in skills...

So what I suggest is a quick use Punch or Kick move, that mainly is used to push or knockback a foe into whatever situation you want it to occur, and make it unblockable and unparryable, except these moves are kind of slow so it makes it easy to dodge.

A well put kick on the back of the opponent will send them flying further than you think and works as a way to knock them to their deaths.

Pirates - Kicking and Punching
Knights - Shield Charge and Kicking
Vikings - Tackling, Punching, and Kicking (different uses)

+2 votes     mod: Pirates, Vikings, & Knights II
Dra6o0n Nov 15 2009, 5:10pm says:

Somehow, the usual phrases I read like "we are gamers/passionate/hardcore gamers" ticks me off somehow... Their goal isn't as far as I see them (They see it as a job, I see it as an excuse for example)...

Maybe it's because the current game industry is dropping like crap...

0 votes     article: On The Future Of Panic
Dra6o0n Nov 15 2009, 5:08pm says:

I think zombies should be able to crawl as their advantage... The lower posture allows them to hide their faces so in the dark their eyes aren't seen by survivors...

Zombies needs a sort of ability to drop on unsuspecting survivors from a higher grounds, in a sort of "dive-bombing" posture to land on them and grabbing them.

+2 votes     article: On The Future Of Panic
Dra6o0n Nov 15 2009, 5:05pm says:

The thing I don't like about these kind of mods is that it's too specific with certain skills when it comes to certain sides of the team... Humans must be accurate to score headshots, and zombies must be rapid to close the distance...

There doesn't seem to be any more aspect for both teams to use to their advantage...

Plus I doubt people would like better variants of zombies, since they all want slow shamble ones (to shoot through the head), they usually think on the human side because that's normal for them...

The lack of new abilities or even strategy brings it down for me, since you can't play it in any other ways (because doing so usually = death).

0 votes     article: On The Future Of Panic
Dra6o0n Nov 13 2009, 1:58pm says:

Good thing this game doesn't exactly count as a mmo thus no monthly subscriptions for it.

+2 votes     game: All Points Bulletin: Reloaded
Dra6o0n Nov 13 2009, 9:26am says:

It fun for a while, but gets boring when all you have is a pseudo RE5 movements and your foes can manage to move perfectly fast throughout the level, and everyone CAN JUMP... That's what broke the game a bit... People being able to jump...

Climbing is one thing, but being able to rapidly jump forward to help you gain a distance is a bit unrealistic... Monsters can't really bunny hop too since they might lose speed over each jump.

There needs to be some adjustments, like weapons actually feels strong and you really feel overwhelmed, so it makes the weapons feel more important than running around the map, jump kicking everything...

Monster needs spawn adjusting, but it might be dependent on the pacing of the game.... I'm thinking of a 10 minute long round but the makers probably aimed at less than 5 minute round...

+1 vote     article: The Haunted: v3.0 Final Released!
Dra6o0n Nov 12 2009, 11:03pm says:

biomechanical ai, they say? Basically its rag dolls with a ton of math in it's physics and calculation for the ai...

+1 vote     article: Why we are not using Euphoria
Dra6o0n Nov 10 2009, 10:17am says:

Unfortunately, some people will end up leaving HL2 for UT3 mods and games but some may return lol...

I stopped playing HL2 Mods once I'm able to access and play other new games...

-2 votes     mod: The Mortewood Plaza
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