This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Topics - CJmango
« on: January 11, 2014, 02:00:49 AM »
Anyone out there playing this Diablo spoof? It's free-to-play and I've put a good deal of time in. I definitely recommend it if you were disappointed with D3 but want something in the genre.
The skill system is great. All characters share the same passive skill web(which is massive); each character type starts in a different region of the web. During the game, you pick up socketable gems that contain the active skills you use. The gems can be unsocketed and re-socketed for free and they level with your character.
Economics and crafting is interesting in its own right, no gold involved which is interesting. You also share a stash across all characters, a nice touch.
The "story" has more of a Diablo 2 feel than the clusterfuck that was D3, so that was a plus.
I'm currently favoring a lvl 40-something blood mage (using health to cast spells rather than that mana stuff) and it has been a blast.
« on: November 30, 2012, 08:56:38 PM »
I'm here to fix your brain.
First, when you make a chart, time always goes on the x axis, horizontal along the bottom of the graph.
Therefore, any measurement you make that varies with time will be measured along the vertical, y axis.
In the case of performance evaluation, time spent playing is along the x and skill level is along the y. We often use attempts at some task vs. success rate at the task.
So as you improve in performance, you are able to achieve more success in each attempt and the graph increases in value as it moves to the right. This creates a sloping line at a rate defined as skill change/time.
Faster learning implies less time for the same skill change or more skill change in a set period of time. Conversely, slower learning is seen by longer periods of time required to increase skill.
A STEEP learning curve is one where you learn very QUICKLY. An easy game has a steep learning curve.
A SHALLOW learning curve is one where you learn SLOWLY. A difficult game has a shallow learning curve.
Here is an example of a common trend showing a difficult beginning, accelerated learning and a maximum skill attained with the given training:
Learning is not climbing!
« on: November 07, 2012, 01:02:41 PM »
I have a few spare keys if anyone has been waiting or is interested in taking the leap.
« on: November 04, 2012, 09:46:04 AM »
My wife has a Toshiba Satellite A500 that will spontaneously click off. Battery or plugged in doesn't matter, and the battery is new 4-5 months ago. It is on a cooling pad and doesn't appear to become exceptionally hot. The vents are clear and there is no major dust buildup.
Running event viewer shows a ton of things happening around the time it dies. I attached the log here, beginning with when it turned on (from a previous random shutdown). I also installed HWMonitor (immediately after install and 10 minutes later) to check out temperatures just in case.
Seems like a fairly large range of temperatures given that I wasn't doing anything on the computer.
« on: October 19, 2012, 08:17:59 PM »
Free to play this weekend on Steam.
You play as a crew pulling off a heist. Basically, kill lost of swat/police/fbi while completing objectives. Seems fun. Plungie and I played for a bit today.
« on: October 12, 2012, 12:07:16 PM »
My laptop is grinding to a halt. I've been running experiments with MATLAB/Simulink/xPC Target all night and things got progressively worse as the night wore on.
Right now, it takes many minutes to do anything in Windows. There are no programs running, no CPU usage, minimal RAM use (~2/8), disabled wifi, no peripheral monitors, no heating issues, no other external devices, no network drives, one internal hard disk.
Symptoms began when things were very slow to load and my ethernet connection to my robot would die every 10 minutes or so (resetting the robot fixed the issue but it would happen again shortly thereafter). I had to rebuild and re-load code every time this happened. This isn't terribly unusual, but it was way worse than normal last night.
Moving on, at some point the whole system got so bogged down that nothing was working and the computer reset itself. When it loaded Windows again, it took forever to do anyting, even clicking the start menu, CtrlAltDel, opening windows explorer, browsing files, launching any programs... everything is miserably slow.
I reset a few times to no avail.
I ran chkdsk/r on reboot and no issues were found.
I'm trying to run Spybot, but it suffers the same dilemma of every other program, they launch and stop responding.
Thoughts? I'm exhausted and frustrated and have to be running experiments; I need to fix this!
« on: October 01, 2012, 11:13:35 AM »
Mangus, Funky and I are trying to get the server going but it's stuck on Tazer rounds. None of us even set the tazer round to begin with, I thought one of you were trolling us at first. But now it's stuck and people aren't going to stay!
« on: September 29, 2012, 11:26:13 PM »
We had a great impromptu OFPR vs All tonight. Thought it would be a good idea to start up a thread to get feedback from everyone.
We didn't have any issues sorting out the teams and everyone seemed to enjoy it. The regs had a good time stomping us the first 9 rounds and we came back from 4-9 to tie it up at 10 as CT. I didn't finish the T side, but it was going great when I left.
More than anything, it was fun having so many of us on and socializing with fellow OFPRs. Nice having everyone in Vent, too, I think you know how much I love shouting to anyone who is forced to listen. We need to hang out like that more often!
« on: September 27, 2012, 01:41:47 PM »
Would we be interested in doing things like pistol only, knife, tazer or shotgun rounds? The weapon restrict stuff already has a menu, but the only thing there is the bomb drop.
People ask about things like this in the server all the time. Thoughts?
« on: September 27, 2012, 12:50:47 PM »
Should we add commands for admins to give money? Might help with team balance too if you can give whoever is getting pummeled some cash. Give T 5000, for example.
« on: September 21, 2012, 11:45:19 PM »
Alright, here's one for you web gurus. For research, my wife needs to track who downloads files from a website. Ideally, the files are in a big list (usually pdfs) that people can click on like links. Thing is, they really want to know something about who is downloading the files. Is there a way to do that without requiring people to join the website or something like that?
I'm hoping for a gut reaction here and we can talk more specifics and details if anyone has some ideas. I believe most of the web management is done via Joomla.
« on: November 08, 2010, 10:41:05 PM »
As per Agent's request, I've put together a brief look at a very complex game. Hopefully it'll help some of you decide if you're going to invest or not.
At the time of writing this review, I have yet to finish a game of Civ V. Mostly because I'm working my way through all the ages and taking my time, but the game is certainly a long one. I do have two simultaneous games and the second one is picking up pace, so I attribute it mostly to the learning curve with the complexity of the game.
I can't speak for the game for new players, but coming from Civ IV there are a few game changers. On the whole, these changes have been fantastic, pushing the game in a great direction.
First, the biggest thing you'll notice as you move your armies is that you can only have one unit on a space. No more swarms of camel archers from Genghis Khan. To compliment this, ranged units actually have range and tiles are now hexagons. This adds a level of complexity and strategy to the game that is more reminiscent of an RTS and very much not a part of Civ IV. On the whole, I'm a huge fan and I can say that my artillery is decimating my foes. EDIT: I should also mention that this, taken with the way boats (and battleships in particular) work in the game, I'm heavily reminded of the old Command and Conquer games as far as the military strategy goes. (i.e. lots of destroying things with a long range navy)
The second change that I find to be fairly large is the shift to global happiness. Buildings in your cities contribute a few happiness that adds to your empire happiness total. Positive happiness builds you toward a golden age and negative happiness greatly stunts population growth. When I first read about this, they pitched it as a way to prevent rapid expansion as additional cities add to your unhappiness, but I haven't seen it as a problem yet and am happily conquering the world. Obviously this has a big impact on various buildings and you'll have to play to really get a feel for it.
The last major change is culture. Cities no longer grow in concentric circles. As you gain culture, you annex a single hexagon at a time. The hexagon annexed is pseudo-random based on the AI's feel for what would be best (it gives advanced notice of what tiles are next). You can also purchase tiles for your city for a fair rate. This is actually a much more natural evolution for the cities and generates maps that look much more realistic. It also changes defensive city posturing, but with some cash you can easily close gaps and block off non-ally passage.
Culture is also used to purchase social policies that offer various improvements to your civilization. No longer do you select various policies and government civics. Cultural victory is attained when you complete 5 tracks of civics (quite difficult). I'm a fan of not having anarchy to change civics, but you're no longer balancing the pros and cons of various civics, so the game loses some complexity. You're also stuck with your selections for the entire game, as far as I can tell, so know your strategy early because some of these are mutually exclusive.
I was going to skip over this, but I'll briefly mention that there are also rogue civilization states. These are single-city AIs that you can ally with or complete missions for. They're not incredibly useful and are sometimes just annoying, but good for picking up a few extra resources here or there.
As for the timeline/game speed, the turns can drag even more than Civ IV if you're not paying attention. In reality, however, I feel like you have more leeway to click through turns than in IV. Once you get a grip on playing the game, you can queue things up in advance and not have to check in on your cities constantly. Especially during wartime, turns can come quickly and the game will play like a pseudo-RTS, or you can really drag it out and work on strategy.
Finally, and this may be my favorite change, every city now has hit points and can FIGHT BACK. Towns get a ranged attack and no longer die immediately to raiding barbarians. This is the biggest early-game change. No longer shall we fear that stupid turn 5 loss of the capital because of random chance barbarians wandering into your city.
All-in-all... the game is a HUGE time sink (just like Civ IV), but I've enjoyed it. It would definitely be difficult to multi-player because of the length of the games unless you were well organized like a weekly game of D&D. I recommend the game for sure, assuming you can afford the time sink or be judicious with it.
Hope that was helpful!
« on: July 24, 2010, 03:31:05 AM »
Per Agent's request, here's a bit more about Heroes of Newerth. Their website definitely does not have an about tab... interesting and odd.
The gameplay is very near to DotA in that you're given 5 heroes on a team and you play against 5 others. You select from strength, agility and intelligence heroes each with a unique repertoire of skills and play a mini RPG, leveling your character as you battle it out. Items work similar to DotA except with more stacking options.
HoN is based on the Savage 2 engine - it's much more aesthetically pleasing than DotA and way more graphically violent. It's not the cartoony strangeness that you find in something like LoL.
There are huge improvements over DotA, too. One of the best is being able to rejoin a game if you time out or disconnect. There's also an extensive statistics tracking system, even segmenting your stats on a hero-by-hero basis.
Unfortunately, it does have a very similar cultural feel as DotA, in that there is limited tolerance for the un-gifted or for simply losing. There is a ranking system to pair players of allegedly equal status, called public skill rating (PSR). It's based only on wins/loses and the PSR of your opponents, so it doesn't take into account the other stats, but it's something.
I think I've played original DotA once since starting HoN and, despite trying some of the other DotA knock offs, HoN seemed to offer the best game-play experience.
My ingame is CJmango if anyone does end up joining in. And fear not, I won't rag too hard on your noob ass. I'm a little more gentle with it than some of the other kids in there.