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Old 01-06-2010, 11:54 PM   #61
alphapyro alphapyro is offline
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Yeah, you became about as annoying as I am with mines later on (you definitely became more of a flyer later - I remember you telling me you were a Miner also before going more into the pilot role). Even AlphaPyro got in on the mining action.

I'm not the best player so I have to rely on sabotage and strategy (strategy, meaning, stopping the flag carrier with well placed mines).

I thought it was funny how everyone learned to never land their plane on the ground to take my pack after they killed me - everyone in our Clan new me well enough to know that I ALWAYS had mines on me - and my last act before I died was to throw a mine down. Always fun to see someone come running up to grab your pack. . . and then go flying through the air, or a smug pilot land to take my pack and get blown to smithereens. There is simply nothing better.

Hope to see this game soon - it will be great to have everyone playing again.

I started carrying a flamethrower so after your body got blown to bits I'd run up and sweep your corpse to take your pack.

You were ALWAYS guaranteed to have mines in your backpack after you died, in fact I remember an occasion or two where I relied on you dying to grab some in the heat of battle to make some strategic moves against your team. And YES, I called on my team to snipe your ass once in awhile just to get that done

our clan battles were the BEST!
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Old 01-07-2010, 12:10 AM   #62
JonD7 JonD7 is offline
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They really were the best still my favorite online gaming experience.
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Old 01-07-2010, 02:15 AM   #63
Nerdkiller likes BD Nerdkiller likes BD is offline
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They really were the best still my favorite online gaming experience.
Yeah, same here. It was just about the only online game that I just kept on playing. I want my memories back.
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Old 01-07-2010, 03:13 AM   #64
CYMBOL CYMBOL is offline
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Originally Posted by alphapyro View Post
I started carrying a flamethrower so after your body got blown to bits I'd run up and sweep your corpse to take your pack.

You were ALWAYS guaranteed to have mines in your backpack after you died, in fact I remember an occasion or two where I relied on you dying to grab some in the heat of battle to make some strategic moves against your team. And YES, I called on my team to snipe your ass once in awhile just to get that done
Funny. I was playing a game that Jon joined - he ended up on the other team. I ended up getting kicked out. I got right back in. He told me later that they kicked me cause my mines were getting annoying.

Quote:
Originally Posted by alphapyro View Post
our clan battles were the BEST!
Quote:
Originally Posted by JonD7 View Post
They really were the best still my favorite online gaming experience.
Quote:
Originally Posted by Nerdkiller likes BD View Post
Yeah, same here. It was just about the only online game that I just kept on playing. I want my memories back.
The Roster
http://www.youtube.com/watch?v=4L3mkYYau3Y

Picture Day (Love the caption on this one - plus, I threw my mine down - and come running out of the debris with mines in hand. )

http://www.youtube.com/watch?v=AJ1LeBvRGyQ

Our Clan was the best, cause everyone was in it for the fun.

Last edited by CYMBOL; 01-07-2010 at 01:50 PM.
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Old 01-07-2010, 03:57 AM   #65
doctorD doctorD is offline
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Hey Cymbol, your links have 1 too many "http://" in them.
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Old 01-07-2010, 01:51 PM   #66
CYMBOL CYMBOL is offline
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Hey Cymbol, your links have 1 too many "http://" in them.
Fixed it. . . I think. Thanks.
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Old 01-07-2010, 11:19 PM   #67
JonD7 JonD7 is offline
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Sadly, I don't think I was there for that one video.
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Old 01-08-2010, 01:29 AM   #68
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I'd like to see this game disable auto-aiming. Kind of an old gaming thing these days and it limits play.

As to planes only allowing home town flyers, one issue is if you fly it and land it somewhere, it's there (unless blown up) until you need it. Perhaps they could make it so the 1st flyer must be friendly, but after a plane is flown, it's fair game.
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Old 01-08-2010, 01:51 AM   #69
Shin-Ra Shin-Ra is offline
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I'd like to see this game disable auto-aiming. Kind of an old gaming thing these days and it limits play.
Our thumbs are incapable of taking advantage of all the degrees of analog over such a short push distance.

A great shooter should magnetise the aiming reticule on a target you've covered just enough to assist tracking the moving target if you're pushing the stick in the same direction within a reasonable range to match the target's speed.
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Old 01-08-2010, 02:21 AM   #70
Copywriter Copywriter is offline
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Our thumbs are incapable of taking advantage of all the degrees of analog over such a short push distance.

A great shooter should magnetise the aiming reticule on a target you've covered just enough to assist tracking the moving target if you're pushing the stick in the same direction within a reasonable range to match the target's speed.
I don't have a problem with lightly assisted aiming for targets that are close.

Warhawk was a great game. I don't think I played any other game as much. Really, there's just a couple things that got very old after awhile for me (camping, etc). Loved playing CTF.

I'd love to see a space version.
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Old 01-08-2010, 07:44 PM   #71
Shin-Ra Shin-Ra is offline
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Somebody appreciates my research!

Shame they didn't stick to what Dylan's said/hinted at, had to add some pretty out-there speculation.

Last edited by Shin-Ra; 01-08-2010 at 07:53 PM.
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Old 01-09-2010, 09:27 PM   #72
CYMBOL CYMBOL is offline
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Somebody appreciates my research!

Shame they didn't stick to what Dylan's said/hinted at, had to add some pretty out-there speculation.
Yeah, it got difficult figuring out what was speculation and what was fact. I couldn't really care if there was a single player aspect to Starhawk - I'd rather they go online only and keep the price down.

A game should only have single player if it has an awesome story to tell and if the gameplay is taking it to the next level.

Starhawk doesn't need to be bigger and better - just bring some fresh ideas. Hope they don't try to re-invent the wheel here.
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Old 01-09-2010, 10:10 PM   #73
JonD7 JonD7 is offline
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Quote:
Originally Posted by CYMBOL View Post
Yeah, it got difficult figuring out what was speculation and what was fact. I couldn't really care if there was a single player aspect to Starhawk - I'd rather they go online only and keep the price down.

A game should only have single player if it has an awesome story to tell and if the gameplay is taking it to the next level.

Starhawk doesn't need to be bigger and better - just bring some fresh ideas. Hope they don't try to re-invent the wheel here.
I agree, I don't care for campaign in Warhawk, I just want online and would pay anything for it.
I wouldn't mind if they changed the controls(for ground combat anyways) and polished it more but it's actually good as is.
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Old 01-13-2010, 11:49 PM   #74
Shin-Ra Shin-Ra is offline
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Quote:
Just got back from a great dinner with Mark Cerny and looking forward to our design meeting tomorrow and demoing our latest build.
https://twitter.com/DylanJobe/status/6720672053

http://www.giantbomb.com/mark-cerny/72-18965/

Certified extra awesome.
Recognised extra awesome.

http://blog.us.playstation.com/2010/...ame-developer/

A Different Path: Mark Cerny To Be Inducted Into Hall of Fame of The Academy of Interactive Arts & Sciences

CALABASAS, Calif., Jan. 13 /PRNewswire-USNewswire/ -- The Academy of Interactive Arts & Sciences (AIAS) has announced that Mark Cerny will be the 13th inductee into the Academy's Hall of Fame, which is bestowed upon individuals who've contributed a significant advancement within the industry while demonstrating proven success and leadership.

The Hall of Fame Award will be presented by Brian Allgeier, Creative Director at Insomniac Games, at the 13th Annual Interactive Achievement Awards®. The Awards, hosted by actor, comedian and avid video game player Jay Mohr, will take place during the 2010 D.I.C.E. Summit on Thursday, February 18, 2010 at the Red Rock Resort in Las Vegas, and broadcast on IFC-TV February 25.

"Mark Cerny is the closest we have come to a modern-day Da Vinci," said Joseph Olin, president, AIAS. "He is a diversely accomplished game designer, producer, programmer and technologist. Fluent in Japanese and one of the foremost Western experts on the Japanese game market, he's also one of the only top-level independents in a business dominated by institutions. His contributions to projects have been phenomenally successful, with sales of almost two billion dollars and over a dozen titles each exceeding two million units in sales."

Cerny's legacy is more than just an impressive list of games; through his work he was also instrumental in fostering the development of some of the video game industry's top stars.

"Mark is one of the only individuals who have managed to stay on the cutting edge of game development from the heyday of arcade games all the way up to the current generation of gaming consoles," said Evan Wells, co-president, Naughty Dog. "Each step of the way he's redefined how the industry thinks about game design, technology, and production philosophies. The franchises he's helped launch are some of the most influential in the business."

Cerny made an early start in games. In 1982 at the age of 17, he left his studies in math and physics at the University of California, Berkeley to become a programmer and game designer for Atari Games. There he created Marble Madness, an early arcade classic still remembered for its Escher-esque graphics and physics-based gameplay.

In 1985 Cerny joined Sega, relocating to its Tokyo offices and transitioning from arcade games to cartridge-based games for home systems. At the time, he spoke no Japanese, however he quickly became proficient in the language. In addition to creating conventional games such as Shooting Gallery for the Sega Master System, Cerny worked in the extreme high-tech end of the 1980's console business, setting up a line of 3-D games using active shutter glasses, and an online games network – both projects ahead of their time. After three years in Tokyo he returned to the US, where he founded and managed the Sega Technical Institute and oversaw the development of Sonic the Hedgehog 2.

Cerny joined Universal Studios in 1994 to set up product development at their interactive group, as VP and later President. Shifting to a producer role, Cerny managed the design and development of the Crash Bandicoot and Spyro the Dragon series for PlayStation, focusing on enhancing the games' appeal for the Japanese market. The games were blockbuster hits, selling over 30 million units internationally. In Japan, the Crash Bandicoot series became the most successful foreign developed, character-based video game of all time, a distinction it still holds today.

In 1998, Cerny founded Cerny Games where he consulted on behalf of Universal Studios of subsequent Spyro the Dragon and Crash Bandicoot titles. He then worked with Insomniac and Naughty Dog on their debut titles for PlayStation 2 as engine programmer for Jak & Daxter: The Precursor Legacy and game designer for Ratchet & Clank.

At the inaugural D.I.C.E Summit in 2002, Cerny first spoke in public on his unique production methodology, which he calls Method. "Mark's thinking on how best to create games has been truly influential," states Bruce Shelley, 2009 inductee into the AIAS Hall of Fame. "The Cerny Method, with its emphasis on creative freedom and risk taking, has informed the debate on the proper role of preproduction in video game development."

In recent years, Mark has continued to work as an independent, contributing in various ways to Resistance: Fall of Man, Ratchet & Clank Future: Tools of Destruction, Resistance II, Uncharted: Drake's Fortune, and God of War III, as well as a number of technology initiatives at Sony Computer Entertainment.
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Old 02-25-2010, 04:43 AM   #75
Shin-Ra Shin-Ra is offline
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LBI's looking for a Technical Game Designer

Quote:
...
Implementing mission logic and game rules, also in Lua, in both single- and multi-player environments.
...
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Old 02-25-2010, 06:24 AM   #76
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Single player better be friggin' awesome, haha
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Old 02-25-2010, 12:14 PM   #77
Shin-Ra Shin-Ra is offline
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I'll probably need the Starhawk flying practise.
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Old 02-25-2010, 12:15 PM   #78
THE_JUDGE THE_JUDGE is offline
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My whole question with this starhawk thing is if LBI is making a new Hawk game what is Incognito working on??
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Old 02-25-2010, 12:45 PM   #79
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Quote:
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LBI's looking for a Technical Game Designer


epic win
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Old 02-25-2010, 12:53 PM   #80
CYMBOL CYMBOL is offline
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Originally Posted by JonD7 View Post
Single player better be friggin' awesome, haha
You never know - Star Wars Battle Front 2 had a pretty cool Single Player option. The bots were done pretty well, "almost" felt like an online game.

By the way, Single Player doesn't necessarily mean "story", like Halo. I expect it will be more like Battle Front 2 - basically, bots on each planet/map.
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