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Comment: Distracting Screensaver? (Score 1) 804

by KyoMamoru (#34708508) Attached to: Should Colleges Ban Classroom Laptop Use?

Seriously? What would you do if someone was doodling on their notebook in front of you? I'm not claiming to be the best artist in the world, but I've drawn countless scenes in my notebooks when I couldn't bring a laptop to school that would be infinitely more distracting than any screen-saver, baring the use of nudity. If people want to squander their money while in class, that's their fault.

Comment: At least they aren't charging... (Score 1) 89

by KyoMamoru (#34512918) Attached to: Top <em>Final Fantasy XIV</em> Devs Replaced, PS3 Version Delayed

Though it's abundantly clear that they released a product that wasn't ready, at least they aren't forcing the players to pay. Of course, this would have been the death of any game if it didn't have the vast backing of a major company. Square would prefer to write this off as a loss rather than a failure, but it appears that they simply have lost touch with their player base.

Comment: Re:Someone doesn't like second hand market? (Score 1) 461

by KyoMamoru (#31197712) Attached to: Sony Joins the Offensive Against Pre-Owned Games

To be honest, the PSP has always been a playground for Custom Firmware since the initial 'Fat PSP.' The ease at which the console works when hacked with games and what not is simply astonishing, and so I can see why they need to do something about it. This is a situation where the desire to conquer the 'Free Frontier' and the 'Used Games Market' are overlapping strategies. The benefit to the consumer here [in their eyes] is that the servers won't be bogged down by players not paying, and the reduction of hacks in game play.

Comment: Re:Demon's Souls is a bad example (Score 1) 204

by KyoMamoru (#31025948) Attached to: Game Difficulty As a Virtue

The thing with Demon's Souls is that though the game is initially difficult, you find the design holes and exploit them. After all, you remind yourself, the game is hard, so I should use every cheap method of winning that I can think of. For example, every guide and player swears by using a Thief Ring [reduces aggro range] so that you can always have the first hit on your opponent at a range. In fact, many enemies won't even react to the first hit. Many guides suggest abusing this hole in AI/Game design as much as possible from the first foe to the final boss.

Comment: Re:Relative memory versus time (Score 1) 252

by KyoMamoru (#31005526) Attached to: Why Time Flies By As You Get Older

I've always felt this way as well. Also, all things in time tend to be rather relative. When I was younger, I used to feel that a car ride that took two hours was FOREVER, but now that I've endured a twenty hour drive [Hurricane Katrina evacuation], I can comfortably ride for ten hours without even being bothered.

Comment: Re:Notice how they try to cast second sale as pira (Score 1) 214

by KyoMamoru (#30382876) Attached to: Pirates as a Marketplace

It's not just that, what about the friends that share games with each other? I've purchased maybe ten games over the past five years, and borrowed over one hundred from friends. We always ask our friends if they have anything that we want to play before we purchase it. Overall, this group of seven friends has probably saved thousands of dollars by avoiding purchasing a copy of each single player games. Maybe we're just cheap, but it's how we grew up: sharing, and waiting your turn.

Comment: I already know what happened... (Score 4, Insightful) 258

by KyoMamoru (#29624707) Attached to: PSP Go Debuts, Disappoints
Sony is competing with multiple markets that people aren't going view as legitimate. To them, the PSP isn't directly competing to the DS. They see it as something that is better than an Ipod Touch [same price point for a 16 gb unit]. So they view that a wise consumer is going to see 'I could get a DS, and an Ipod, or I could get a Psp!' The real world isn't working out to be that way though. Sony has classic tunnel vision.

Comment: Re:and baking is just knowing the recipe (Score 1) 463

by KyoMamoru (#28613433) Attached to: The Dilemma of Level vs. Skill In MMOs
Also there is a great deal in surviving at high percents. Whenever a player is hit they have what is known as DI [Directional Influence]. Around the level is more or less a giant bounding box typically a rectangle. You're goal is always to DI in a direction perpendicular to the direction that you are flying. Furthermore there's utilization of attacks that allow to stall the momentum of a hit. Rather in depth actually.

Stamina mode is a completely different game. The main reason I say this is the game no longer accounts for the knockback being added for future attacks. Everything has set knock back, which can create many dumb situations. I don't see why you fear the % sign so much in the game. All it governs is the amount of knockback you are taking. Initial knock back of a move x percent = total knockback power.

Comment: MMORPGs and the 'Something Shiney Effect.' (Score 2, Insightful) 424

by KyoMamoru (#27553913) Attached to: Game Developers On Gold Selling
MMORPGs as a whole are designed to spread content through the level range, where equipment is relatively scaled to what you need at the time. In WoW, you can easily survive till level 50 by just using the loot that you find on enemies you defeat. If you stick with the quests that are given, you get great level specific hand outs. Unfortunately, once through in the existence of a higher level, players will not care about the content that they are already in. It is this style of player that is prayed upon by the Gold/gear sellers. They want to experience the high end of a game, and don't care at all about the low end. They do no care about the quality of the level 10 quests, or anything else that doesn't gratify them instantly. No matter what a game developer does, they will never be able to prevent this manner of thinking without abolishing the entire working model of an MMORPG. People love progress. They love the thrill of leveling up and gaining near gear. Gold Farming is just an byproduct of the system.

Work expands to fill the time available. -- Cyril Northcote Parkinson, "The Economist", 1955