GreyBeard Comments

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  • CD Projekt tackles The Witcher 3 downgrade issue head on

  • GreyBeard 21/05/2015

    When people are more hung up on a two year cold trailer than the finished and almost universally praised final build, its time to give up. Reply +12
  • Homophobic and transphobic game removed from Steam Greenlight

  • GreyBeard 06/05/2015

    Crappy, "shock" video-games are nothing new (From "Custer's Revenge" to "Paki Bash" and so on). The only thing that's really changed is the amount of attention given and seriousness with which they are treated... mostly by an internet media that runs on sensationalism.

    The hypocrisy is kinda nauseating really; be appalled by the contents, but not so much that it prevents them from putting up videos showing it and gathering the clicks/attention.
    Reply +8
  • Lost Planet 3 developer Spark Unlimited shutters game development

  • GreyBeard 05/05/2015

    Its amazing, people don't seem to realize making games is an art, not an exact science and those making them often need to make mistakes in order to learn and grow.

    Just because their track-record wasn't great it doesn't make it any less of a loss, its one less employer that could be the first stopping point for someone really talented.
    Reply +4
  • Square Enix challenges the uncanny valley in DirectX 12 demo

  • GreyBeard 01/05/2015


    Wow... Your post proves that some people will complain about literally anything!
    Reply +4
  • Video: The doors in Bloodborne are horrible and brilliant

  • GreyBeard 29/04/2015

    "The doors of Darkplace were open. Not the literal doors of the building, most of which were closed. But evil doors. Dark doors. Doors, to the beyond. Doors that were hard to shut because they were abstract and didn't have handles. They were more like portals really." - Garth Marenghi Reply +8
  • Steam to receive its first AO-rated game in June

  • GreyBeard 28/04/2015

    I think the writer of the sub-header was looking for the word "grisly", as "grizzly" is just a type of bear, and I don't imagine Hatred has too much ursine action going on. Reply +7
  • The top 15 Final Fantasy 15 demo complaints addressed, one by one

  • GreyBeard 28/04/2015


    Only someone tragically repressed would find something so mild as faux-cleavage "masturbation fodder".

    You are projecting this behaviour based on what evidence exactly?

    As I've pointed out, given the highly sexualized nature of our culture is this really a battle worth fighting for?

    Like I wrote before, I just cant see any rationale beyond you trying to impose your moral/political will on the rest of us.
    Reply +1
  • GreyBeard 28/04/2015


    That's utterly nonsensical as an argument. What you are saying is that a REAL person who is vastly more famous and influential has less cultural relevance than a fictional construct of textured polygons.

    Cidney as an entity has no feelings and no future, she's a mannequin with no agency of her own.

    Yet somehow, her non-choices have more social bearing than a real-life person's real choices?

    It just shows me all you actually care about is the supremacy of your taste and viewpoint over that of the creators - its nothing to do with any higher purpose or value judgement - you're just another little Cartman who's trying to impose his will on somebody else.

    That's gross.
    Reply +7
  • GreyBeard 28/04/2015


    No you fool, I live in the real world where artists like Miley Cyrus sell millions of records off the back of far more sexually aggressive imagery.

    Go picket her, go hang out on most any beach across Europe and harangue any woman selling out her gender by having the temerity to sunbathe topless... why not whip your balls out as a protest and see how far that bullshit anatomical equivalence gets you!
    Reply +5
  • GreyBeard 28/04/2015

    Personally I'd simply disregard the complaints about Cidney's appearance as the rantings of a noisy minority who are desperately trying to make gaming conform to standards of political correctness utterly alien to all other forms of popular culture and art.

    They won't succeed, in the end because this sort of moral authoritarianism always rubs too many people -of all races, genders, and political persuasions- the wrong way and brings about a backlash.
    Reply -1
  • The 33 Batman: Arkham Knight Season Pass

  • GreyBeard 28/04/2015


    It'll take the same cosmic event that shuts up every self-entitled whiner on the internet.

    i.e. Never.
    Reply -18
  • GreyBeard 28/04/2015

    You don't want it, don't buy it.

    However, as per usual complaining without knowing what you are getting in the base game, or in each individual DLC component is just spoilt brattishness.

    Yes dears, I know you "want it all", on principle. But at some point you have to accept that you aren't entitled to extras that you haven't paid for.
    Reply -52
  • Does Scholar of the First Sin make Dark Souls 2 worth returning to?

  • GreyBeard 10/04/2015


    You are clearly completely clueless about technological matters. I'm done trying to educate you.

    Just next time you play the game, try asking yourself why the game doesn't play twice as fast on PC/X1/PS4 compared to on PS3/360 despite running on average at over double the frame-rate.
    Reply 0
  • GreyBeard 09/04/2015


    Look, its really stupidly simple.

    The end result of the degradation process is the reduction of a single integer variable to zero over a space of time.

    This number can be reduced using either fractional (upshift/downshift) or floating point values.

    The point is that it only causes breakage when the decrement caused by the degrading action is APPLIED to the durability variable. The frequency with which this happens does not need to be tied to any sort of visual cue because it really doesn't need that much precision.

    Ultimately its not that critical a system that it needs to be run on a per-frame basis. Noone would notice a 16ms delay between the value hitting zero and the break state being applied, especially as the break state only really comes into play as part of the damage calculation for any subsequent action!
    Reply 0
  • GreyBeard 09/04/2015



    Look the way that its typically explained as a bug is that degradation is processed on every rendered frame.

    Ergo changing frame-rate modifies the effect, right?

    Here's the thing though: the time taken to complete a strike is frame-rate independent. Doubling the frame-rate does not make you hit twice as fast! You don't suddenly swing slower when the frame-rate falls, the only difference is the number of frames displaying the action varies.

    This proves that time-relativism is already factored in, so simply changing the point at which the degradation function is called would rectify the issue. Simply processing it at the conclusion of every striking motion would suffice.

    Alternatively, if the function is getting called more frequently on average, then simply reducing the decrement would fix the problem. This could be achieved by either scaling up the durability variable (in data or within the function), or scaling down the unitary degradation decrement.

    This would certainly suffice on the current gen consoles where performance is constant and predictable. And given that any DX11 class hardware should easily run the game on PC, I can't see that being much of an issue either.

    Its trivial, whichever way you slice it.
    Reply 0
  • GreyBeard 09/04/2015


    They repopulated the entire game! How do you "skimp" on playtesting that?

    Reply -1
  • GreyBeard 09/04/2015


    It would take less than 5 minutes to change the degradation rate. It's a simple function that ultimate modifies only a single variable.
    There is no conceivable way that reducing its rate could pose a technical challenge.

    And as I keep saying, there is literally no way that this behaviour hasn't been flagged across multiple builds both of which include extensive base-code and data asset modification making a full QA cycle mandatory.

    Occam's razor slices the argument so heavily in this direction it basically leaves no rational basis for them not to have addressed it by this point UNLESS its intentional.
    Reply 0
  • GreyBeard 09/04/2015


    Maybe they just think that the advantages gained by higher framerates need compensation in terms of weapon degradation?

    I mean seriously, even you have to admit that them being unaware of the problem through 4 separate new builds strains credibility. And that being the case, if they haven't fixed it, why wouldn't they for any other reason than its their desired result?

    Bottom line, if its their choice for it to work that way, it by definition isn't a bug.

    Show some common sense!
    Reply -5
  • GreyBeard 09/04/2015


    Even if what you describe was the case -and honestly I'm not entirely convinced it is - fixing that behaviour would simply be a matter of adding a constant multiplier to all weapons durability rating.

    Its an utterly trivial thing to compensate for. That they haven't done anything, despite it having clearly gone through multiple QA passes since the original PS360 builds, makes it rather obvious that the mechanic is known and is working as intended.

    Either way, the practical response to the accelerated degradation of weapons is to use a more varied offence. Use that extended range of weapon slots you have, mix in some magic and ranged attacks, use gear most suited to the terrain you find yourself in.

    Most of all don't overuse a weapon like a katana which in its description has a warning about how fragile its blade is!
    Reply +1
  • GreyBeard 09/04/2015


    For a "bug" its kinda odd that it exists in 4/6 versions of the game across 3 platforms!

    Seems pretty intentional to me.

    Honestly given the large number of auto-repairing bonfires and the availability of repair powders, it strikes me as a total non-issue. Especially given that virtually every time its brought up the examples of how bad it is are from situations at the very start of the game!
    Reply -2
  • GreyBeard 08/04/2015


    Well, to be fair Fume Knight makes Sir Alonne look like a fluffy bunny! Damn that's a mean boss, the only one I'd ever consider summoning help almost a requirement on for all but the most skilled players.

    That being said, pretty sure I killed his regen before facing him... somehow.

    Been awhile, and there so much stuff in DS2 its hard for me to remember!
    Reply 0
  • GreyBeard 08/04/2015

    It really needs to be stressed that the strongest areas in DS2 were/are all in the DLC, and shows how much the team learned over the course of development.

    Its known that they ran into a situation where they had to very significantly revise the design of the game a fair way in, and as a result in the original release you clearly see the "joins", i.e. areas that were quickly repurposed/fixed.

    Fortunately, as most of these were in the first third, people who stayed the course were rewarded with a game that gets better the further you get in. That being said, the most glaring step up is in the DLC areas which have an intricacy and density of design that rivals the very best in the entire Souls trilogy.
    Reply +7
  • Dark Souls 2: Scholar of the First Sin's PC upgrade priced

  • GreyBeard 03/04/2015


    What should have been in the original game exactly?

    You can't argue with performance because the DX9 PC build ran well on relatively modest hardware, not to mention was easily mod-able with existing tools (not available on DX11) if you wanted to gussy up the visuals.

    So the framerate/graphics improvement is only relevant as a selling point on the PS4/Xbone builds.

    However, that's not all that's in the package. There is additional content, enhanced content and revamped enemy placement that significantly changes the flow of the game.

    Most importantly part of the population modification relies upon the game having access throughout to assets found across all 3 DLC expansions - meaning that it would otherwise only be available to those who had bought those add-ons.

    In summation, what they are offering is basically a new and revised version of Dark Souls II. A "director's cut" if you will.

    DC editions generally are new stand-alone SKU's, and in fact its kind of rare for a publisher to offer any sort of discount to buyer of the original release.

    Bamco, to their credit have offered 2 reduced price upgrade options just for pampered PC owners, and yet here we are...
    Reply -2
  • GreyBeard 02/04/2015


    Well, as I wrote earlier, if you think remixing enemy placements, changing item locations, modifying AI, adding new enemies and expanding the multiplayer capabilities across a 100+ hr game is a trivial -and valueless- change, you have zero respect and understanding of game design and development.

    i.e. an over-entitled clown who I have zero compunction about expressing my disdain to, and in no uncertain terms.

    What's more 12 is a pittance for what amounts to a very substantial amount of new gameplay. That you blanch at the prospect of paying the cost of a take-away for dozens of hours of new content, just shows me how little you value the playing experience.

    Tell me why I or anyone else should give a damn about you being "denied" additional content you deem overpriced at 12?


    The point is they'd probably invest a lot more if so many PC gamers weren't such cheap asshats.

    You get a better deal than the rest of the gaming scene and yet still you whine like spoilt brats...
    Reply -1
  • GreyBeard 02/04/2015


    12 too much for you... /facepalm.

    And people wonder why they don't bother investing too much in the PC ports...

    If its not worth it to you, don't buy it. Just don't act all butthurt because you're "missing out".
    Reply -4
  • GreyBeard 31/03/2015


    And once again I have to point out the very obvious changes in item/enemy placement and the new 6 multi-player capacity.

    Hardly minor changes, and certainly enough to make inter-operation with the original builds an impossibility.

    And that lack of interoperability is the important part; it is essentially a remixed version of the game, *not* a patch.
    Reply -2
  • GreyBeard 30/03/2015


    First of all, I'd just like to say that I don't have an issue with PC gamers generally, what irks me are the spoilt-brat contingent who expect the moon-on-a-stick and act out when they are asked to *gasp* pay for it.

    Whichever way you slice it, PC owners are getting a better deal than their console counterparts with this, and yet that's not good enough somehow!

    The worst aspect though for me is this sheer lack of respect for anyone but themselves; console gamers are suckers with "lower standards", the developers are greedy bastards, while they - solely by the Holy right bestowed on them owning a gaming PC - deserve to be treated like the special snowflakes they are and get everything and more while paying less!

    This is the "Master Race" mentality, and it's reprehensible.

    Thanks for the polite and reasonable response btw.
    Reply -5
  • GreyBeard 30/03/2015

    Its amazing... Rebalancing 100hrs worth of content, packing in 3 excellent expansions, and expanding multiplayer options and still it's all apparent "worthless" to the hideously over-entitled twats of the self-professed "master race" .

    Jesus wept, talk about an utter lack of respect for the time and effort required to make games. You people really should be ashamed of yourselves.
    Reply -10
  • Battlefield Hardline fends off challenge of Bloodborne in UK chart

  • GreyBeard 30/03/2015


    Timing on stuns is animation dependent, so its best to learn each enemy type by itself. Brick Trolls are pretty easy, executioners much less so.

    A couple of maybe useful tips, I found helped me a lot:

    I know a lot of people swear by the blunderbuss, but I prefer the pistol as it seems to fire a little quicker. This is important as timing rather than damage is key when stunning.

    Don't forget stealth: Walking slowly creates less noise so you can sneak up on enemies and stagger them with a charged heavy attack, then follow up with a visceral. This is very, very important by mid-game.

    Initially, just stack up on Vit and Endurance. Points put into these aren't wasted and they improve survivability a lot while you get a feel for the timings.

    Lastly, try and make a mental note about how many quick hits it takes to drop an enemy. If you buff your damage output but it still takes the same number strikes to drop an enemy, its not really helping that much as the amount of stamina it cost you isn't going to change. However once it increases to the point where the enemy dies a blow sooner... you not only get a higher kill-speed but you will also have gained a chunk of stamina to dodge or attack again. Think of fights as lasting x number of hits.
    Reply +3
  • GreyBeard 30/03/2015

    I actually found Bloodborne a lot less difficult than the Souls games to begin with, to the extent I've now dropped 5 of the first 6 bosses on my first attempt. As with all RPG's the trick is getting yourself levelled appropriately before taking on anything too challenging.

    With a decent sized hp pool the game is actually pretty forgiving, so long as you watch your stamina usage you always have the option to evade or strike back instantly and regain your lost health.

    Interrupts/visceral attacks are great, but only worth using on certain foes as there is an additional degree of risk involved. Stun-locking is actually more effective for the first few areas provided -as always- you don't overcommit and leave yourself in a bad spot with your stamina drained.
    Reply +1
  • Is Bloodborne the next-gen Souls you've been waiting for?

  • GreyBeard 29/03/2015


    This in a nutshell is the tragedy of the pixel/frame counting trend.

    Why experience anything? Why bother formulating an cogent argument, when you can just go LOOK AT TEH NUMBAHS!

    Its so sad.
    Reply +1
  • GreyBeard 29/03/2015


    Because releasing them with "better visuals" (beyond upscaling/incresing performance) would involve creating new assets/content which if taken to its fullest extent could balloon the production cost, rendering moot the primary commercial imperative I mentioned in my post.

    "Remastering" is a synonym for porting to a higher performance system. It's a carefully chosen descriptor as "remake" would be an actionable misrepresentation of a product that contains no freshly re-created material.
    Reply 0
  • GreyBeard 29/03/2015


    The only difference is that I'm right, and certain enough in my position and reasoning to dispense with the passive-aggression and just call it as is.

    Graphics whores were the lowest of the low back in the 80's, and the same is true today. The only difference is that nowadays there's a dismal trend for cynical media outlets to pander to the idiot brigade because a click-is-a-click.

    It doesn't make it any less retarded or regressive as an issue.
    Reply -2
  • GreyBeard 29/03/2015


    Remasters have fuck all to do with this. They are mainly for people who missed the game the last time around (new players, non-owners of last gen systems) or who want the convenience of not having to keep multiple systems in use at the same time. Many more reasons than just "better performance".

    They are also cheap and cost-effective products with proven pedigree's of success and popularity. So there are very solid commercial reasons for their existence.
    Reply -1
  • GreyBeard 29/03/2015

    Look, here is what some folks around here apparently don't seem to grasp:

    If a game is really good to play, its doing it right. End of story.

    Performance doesn't enter into it, unless you are a shallow dickhead who arbitrarily makes a decision that below x level of performance they simply aren't going to like something.

    In which case, the problem lies with their stupidity, which is typically expressed with patronising, passive aggressive bullshit about "standards" and "sub-par" performance. Things that exist only in their own mind, and thus are of zero use or interest to anyone.
    Reply -3
  • Performance Analysis: Bloodborne

  • GreyBeard 28/03/2015


    Visually the game is on a whole other level to DS2, if you disagree you really ought to get your eyes tested.

    No joke
    Reply +4
  • Bloodborne dev working on a patch to improve load times

  • GreyBeard 24/03/2015


    The way QA works is to enter specific bug entries into a database and categorize them by type and severity. These are parcelled out to the dev team so that the appropriate member can deal with it under a process of triage where the most severe bugs are prioritized.

    This sort of micro-stuttering is, at best a class C bug, even if it were to be logged in the first-place which is far from certain. Indicating that the game displays a variable frame-rate isn't particularly helpful as that's an entirely normal situation for many console games!

    Either way, with a deadline looming the triage process I mentioned earlier will almost certainly guarantee that all C-class bugs are downgraded to KS status.

    Which simply stands for Known/Shipped, the meaning of which is self-evident.

    This is why this sort of bug is likely to make it onto a final build.
    Reply +2
  • GreyBeard 24/03/2015


    Funnily enough, the default behaviour of tape loading on the C64 was to load the program data in twice, the second load being to confirm the integrity of the first pass. This is why when combined with the horrific baud rate of the c64 datasette, early c64 games would take up to an hour to load 32k of data!

    Software fastloaders and the 5.4" disk-drive obviously didn't do this, but still things have come on a long way over the last 30-odd years!
    Reply +2
  • GreyBeard 24/03/2015

    Frame pacing issue sounds like a legitimate bug that's slipped through, its kind of a hard one for QA to detect/flag as after all performance "is what it is". Its easy for a tester to note distinct circumstances where the frame-rate falters, but these sort of small fluctuations aren't easy to quantify.

    Load times may be trickier to fix though depending on why it takes so long in the first place. Without seeing precisely what and how much data is being loaded and how its organized its difficult to judge quite how much they can optimize.
    Reply +2
  • Don't forget to download Bloodborne's 2.69GB day one patch

  • GreyBeard 23/03/2015


    Where are people getting this shit about chalice dungeons not being on the disk from?

    There were streams showing people trying the first chalice dungeon prior to the patch going up last week, the key item for it drops from an early boss.

    Are people getting confused with the guide book getting delayed to add an extra hundred odd pages of additional info?

    EDIT: I see its in the article, which I assume is basically just a fuckup on Wesley's part (confusing Chalice dungeons for Covenants), given the actual content of the patch were stated to be:

    - Online functionality
    - Game performance and stability improvements
    - Bug fixes
    Reply -1
  • GreyBeard 23/03/2015


    Anyone who buys a game where such a large proportion of its content requires an online connection, and then concern-trolls over it requiring a day 1 patch is a fool and and a moron.

    That's a simple factual statement right back at you, fuckstick.
    Reply -5
  • GreyBeard 23/03/2015


    What a stupid post.

    Online play is also a publicised feature, but if you stay offline you obviously aren't going to be able to access that either.

    Who buys an online integrated console, and better yet buys software that has online features integral to its function, and then whines about its offline performance?

    That's just being fucking obtuse and whiny for the sake of it.
    Reply -2
  • The best PS4 games

  • GreyBeard 22/03/2015


    It never ceases to amaze me when I hear no-mark chuckleheads like you call developers "lazy".

    You want more and better than what's come before then you should reasonably expect it to take longer to create it in the first place.
    Reply +7
  • GreyBeard 22/03/2015

    You can't really compare the start of this gen to the start of last considering that there was a 12 month gap between 360 and PS3 launching. It takes a lot of manpower to support 2 new systems right out of the gate so seeing dev-cycles stretch out some should have been expected.

    The other thing I'd add was that critics were generally a lot more forgiving last time around, there are plenty of games for PS4 "not good enough" for that list that no doubt would have been fawned over at the launch of last-gen.
    Reply +2
  • Rich Stanton on: Other worlds and the inner eye

  • GreyBeard 21/03/2015

    Lets cut the crap for once. Different people value the same things to a greater or lesser extent according to their own preferences and prejudices.

    Articles like this are just masturbatory exercises in self-justification of the author's personal tastes.
    Reply +4
  • With the announcement of the NX, Nintendo admits defeat with the Wii U

  • GreyBeard 19/03/2015

    That picture above showing the stack of WiiU games worth playing compared to the PS4's single one is remarkably informative, although I suspect not in at all the way it was intended.

    There's a remarkable commonality there: Both "sides" have exactly one new IP in them!
    Nintendoland aside, the WiiU pile is made up entirely of sequels, remasters, and remakes.

    And that folks is Nintendo's problem in a nutshell. They've been selling, almost exclusively, variations on the same old themes forever. Somehow under the misapprehension that repeating the same tune over and over is going to attract a wider userbase!

    It's insanity borne of hubris.
    Reply +1
  • Battlefield Hardline's disappointing campaign is more Bad Boys than The Wire

  • GreyBeard 17/03/2015

    Christ. How jaded does Dan come across as being in this review...

    Give it up man, seriously find another line of work.
    Reply -1
  • Phil Spencer's new vision for the Xbox One

  • GreyBeard 13/03/2015


    What Sony missteps? They've been staying comfortably ahead despite most of their best internal devs not showing up to the party yet.

    That the likes of Polyphony, SSM, MM, QD and ND haven't released a new title yet this gen should be of real concern to MS, especially when a lot of development bandwidth is getting siphoned off to support upcoming hardware initiative like Hololens and Morpheus.

    The reality is that the AAA scene is extremely predictable because the sort of manpower and expense required makes it practically a "closed shop" where only a handful of studios can actually take part due to basic economics.

    MS have no way of hiding a ton of amazing AAA product under a bushel, so anyone expecting a sudden uptick in production is simply kidding themselves.

    Furthermore as Sony have established the PS4's userbase so strongly and quickly, the relative cost of purchasing a competitive advantage over them from third-parties is going to be prohibitively expensive going forwards.
    Reply +5
  • GreyBeard 13/03/2015

    The problem is you can't turn a console library around in a year; Given the length of game dev-cycles this gen that bad start is going to be felt on Xbone for the next couple of years, maybe longer. You cannot pull AAA titles out of thin air.

    Sony losing Uncharted for the holiday season is a bit of a PR flub, but its not going to matter one jot sales-wise as there will be plenty of third-party support to cover the shortfall. Pushing it back to Q1/Q2 2016 will just give it less competition when it does appear.
    Reply +11
  • How powerful is Nvidia's new 12GB Titan X?

  • GreyBeard 10/03/2015


    Yep. I think some people are sorely overestimating the size of the market for top-of-the-line hardware, and especially the impetus for developers to make titles that actively target that sort of spec.

    The big successes, the WoW's, the Minecraft's, the Hearthstones all aim for fairly modest system requirements because that's where the bulk of the market is.

    The irony is that the sort of expenditure needed to make the most of this level of tech would require that it must aim for a huge market to get a positive return on investment... which of course is essentially contradictory.

    It ain't happening outside of rare outliers like Star Citizen which let's not forget was a project that started in 2011, and is pencilled in for a release date sometime in 2016.
    Reply -4