Barry Bonds, Roger Clemens, Mike Piazza and Craig Biggio have been elected to the Hall of Merit!
The timing for our first year electing 4 candidates could not have worked out better, since class of 2013 is the strongest in terms of electees that we’ve ever had. The top of the 1934 ballot included Ty Cobb, Tris Speaker, Eddie Collins, Pop Lloyd, Smokey Joe Williams and Cristobal Torriente, but only 2 were elected.
Bonds and Clemens were each unanimous at 1 and 2. I believe that’s the first ...
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1 2 >Not really. I think he just doesn't want to be hunted down and bugged, so he'd rather not answer.
He's a legitimate video game celebrity. He's not the Bill James of video game nerds, but he's at least a Thorn or Palmer.
I'm fairly familiar with development studios and/or publishers though which is probably more important than individual designers.
I rented Dead Island for a week. It's fun, but I'm not sure how much it will be over an extended playthru. After a week's worth of trying it out, it seems it could end up being a soulless boring game or a really enjoyable experience. I loved borderlands, actually I still play that one occasionally, and it never got boring to me. Dead Island seems different though, it's almost like it was forced at times. I guess deep down I don't want to play a zombie/horror game where you have to worry so much about looting, upgrading gear, leveling up, scalable enemy levels, etc.
Been playing Demon's souls for the 1st time ever the past week. What a ####### awesome game. I'm thinking of dropping it and going to pick up Dark Souls to experience more of a "live community".
Anyone tried id's new shooter, Rage, yet?
Who?
The graphics were amazing though!
John Romero as well.
sigh
sometimes with youse geek/nerds honestly i feel like the (only one) Black sperm in that woody allen movie about all you everwanted to know about sex - like WHAT am i doing here?
except it is really tough to imagine myself as a sperm you know what i'm saying
BB: Dude, I only know who you are because you keep sexting me. That's really got to stop man.
We are only maybe 15% through the game (it certainly is a long game!) Right now, we are basically swinging sticks, with maybe some nails on the end if you're lucky. So it seems very possible that once you get better weapons and skills, it gets more interesting with more variety. Again, it's still fun multiplayer, but other than the sheer amount of content, I dunno if I'm going to end up feeling I got way more than my money's worth like I did with Borderlands.
¹ Of course, if realism is the goal, one could very fairly ask why a zombie in a bikini is carrying around $12, or why you then need to pay that money to an empty workbench in order to fix your weapons.
This drove me crazy playing the game. Not the fact that zombies had money, but why the #### am I worried about picking up cash? There was a zombie outbreak on a tropical island, no communications, and no way off the island. I could care less about collecting cash. That's a perfect example of the game feeling forced.
We are only maybe 15% through the game (it certainly is a long game!) Right now, we are basically swinging sticks, with maybe some nails on the end if you're lucky. So it seems very possible that once you get better weapons and skills, it gets more interesting with more variety.
I think I was ~10% through when I took it back, and yes all I had was sticks, bats, crowbars, etc. The one thing that drove me crazy was I'd find a "uncommon" strong stick, upgrade it twice, add some nails to it and then 30 min later I would find another weapon that was already better than my upgraded strong stick. Made it completely worthless for me to upgrade any weapons. Maybe that doesn't happen as much as you progress and the level curve spikes. Since borderlands didn't have the weapon upgrade/repair concept, the constant looting for weapons worked better. I wish there was no upgrade/repair of weapons (which would also reduce the need for in-game currency), but your weapons still degraded in quality (at a much slower pace obviously). That would make it a lot more fun of a survival adventure, having to decide when to bring out the badass crowbar, and when to just use a pipewrench.
Again, it's still fun multiplayer, but other than the sheer amount of content, I dunno if I'm going to end up feeling I got way more than my money's worth like I did with Borderlands.
I didn't get to try the multiplayer because of the buggy launch. Despite all of the things I hate about it, I still had some fun playing it. I definitely don't think it's worth $60, but I imagine it will be reduced a lot around Christmas, and I might pick it up then. Depends on how large my back log has grown by that point.
Not sure if you're a fan of Tom Bissell's game reviews he's doing on Grantland, but he had a great take on Dead Island. I think he hit on a lot of the points I disliked about the game, though his opinion of hate was a lot stronger than mine.
P.S. I haven't seen it for $60 or so since the first week of it's release, it's been as low as $45 New on Amazon as recently as a few days ago.
Cute.
I think the frustrations you are getting are from HOW you are going through the game. At 10% I was picking up really cool stuff like Axes, Machetes, etc. How/when you upgrade, the side quests.....your level of enjoyment seems to hinge on these aspects f the game that most seem to be overlooking. Is it due to a rush to finish the game quickly? If so, take your time. You'll find it's quite enjoyable with the right approach.
I was doing primarily side quests and just random personal adventures into the environment. It was not enjoyable to drop $x into a weapon then 20 minutes later find a weapon far greater, and have that repeat itself over and over and over. Plus it was mildly aggravating having to constantly repair weapons, the better the weapon the more the cost. There was no "oh #### there are a bunch of zombies I have to run", or "I've been playing for 5 hours and I've found one healing item". Survival was all tied to money and managing your weapon's level/condition, and to me I'm not sure how that works in a zombie game.
I could name a few...but I couldn't name console guys these days. I don't even remember the last time I played a console game and my most recent system is still the PS2.
Right, but then you take the then obsolete item and sell it for more money....there are several places to do this. You get a decent return on your investment. Don't just "drop" the useless item. Sell it. I get the point that money really ought to be obsolete as far as the theme of the game goes, but it makes sense as a way to be able to upgrade continiously. Part of the game is knowing WHEN to upgrade or not. You can tell because if you are doing the quests in a somewhat coherent order (there is an order), you'll get weapons about a level or two before you can even use them. This gives you an idea of which of your weapons will be obsolete soon if you compare the ratings. Sell the worthless weapons and acquire new, more powerful ones. Basically, I found it is essential to focus on the "Survival" upgrades to eliminate some of the frustrations you speak of. It increases money earned, gives you lockpicking abilities (finding better weapons, sooner) and the ability to carry more in your inventory. Once you get access to Axes and the like, decapitating the bastards is an awful lot of fun....then the Molotov Cocktails come into play and it's LOADS of fun.
I agree with that. Even though I was the "blunt weapon" character, I still carried around a machete just to remove heads/limbs on one swing. My favorite thing to do was to surgically remove both arms on a thug and watch him fall over trying to headbutt me. I love the analog controls for combat, made the game that much more engaging.
I don't even remember the last time I played a console game and my most recent system is still the PS2.
There are so many great games for the PS2. I still have mine (it does lock up from time to time), and couldn't imagine getting rid of it.
I did read the Grantland review, and didn't really agree with it. I thought some of his criticisms (weird inventory system, not being able to drown yourself swimming) were technically correct, and yet wouldn't make the game any better if they were changed. His larger point seems to be about the skills and D&D-style damage. The thing there is that, if anything, the game errs on the side of being too stripped down as it is. Sure seems to me that taking away skills and damage would leave you with a game that literally consists of "here's a stick, let's count how many zombies you can kill before they kill you." The only thing that he identified that bothered me was the "money" aspect. It really makes no sense, and I feel like it would have been easy to get to the same goal with a different, more logical mechanism.
(PN: Lockpicking is worth it? I keep reading otherwise :) Haven't tried it myself, for that reason.)
Re: how geeky it is to know who wrote a video game: Lemme just quickly note that ever since the Internet and whatever the hell else, all "behind-the-scenes" people in entertainment are much more household names than they used to be. Television/movie screenwriters, TV showrunners, comic book writers, video game producers, baseball general managers... they're all much bigger celebrities than they were a couple of decades ago. And it makes perfect sense, since, y'know, they all have extremely important jobs in their fields. So if you care about that field, you want to know about them, and maybe follow particular ones whom you think do good work.
I like you.
Thanks. I burned many, many hours on that game.
I don't console much nowadays. My kids do (they've got a PS3 and a 360, as well as older consoles), but I have trouble finding the time. I tend to stick to PC gaming (I can even play while we're watching some mediocre cop show), and I tend to stick to games that aren't real-time so that I can pause and take care of whatever I need to take care of. (I love my wife dearly, but one thing I'll never get her to accept is, "Can you hang on a minute? I just need to finish this battle.")
My major exception to that is Star Trek Online, which is threatening to consume my life in a fairly unhealthy fashion. But I mostly solo, so I can still bail if I need to take care of something for work or home.
And of course, I play Out of the Park Baseball. Wish I could take my record as Cubs GM and somehow upload it to Tom Ricketts so he'll consider me.
I don't know if I would say it's stripped down, I mean the zombies have levels, and randomized loot, and there are different classes of zombies. When you think about it, that's robust for zombies. I guess it could be stripped down compared to an Elder Scrolls type of game.
I think the point of the game should be to survive and explore (more correctly in the reverse order), not to level up nor to kill an arbitrary number of enemies. I do enjoy RPGSs, ones that can engage me beyond just trying to increase my level. That's why I can't get into MMOs. I've tried a few and everyone of them boil down to reach level 30 so you can reach 31, repeat!. Outside of the awesome combat gameplay, Dead Island feels a lot like those number grinding RPGs/MMOs.
I didn't hate the game, I was extremely uninterested & mildly disappointed after I started playing it though. I would like to give it another chance sometime. I have a PS3 also DA, I might hit you up if I ever do pick it back up. Maybe some co-op would help.
Weird, I'm replaying FF VII. Might do VIII after, if nothing better has popped up to waste my time on by then...
I'm far from an MMO expert, but I totally get where you're coming from. Thing is, MMOs often end up catering to different types of players.
When I play STO, I almost always play solo. I play story missions. These started out fairly simple but have gotten more sophisticated, with some eschewing combat altogether for diplomacy or other things. One in particular involves solving a murder mystery.
Of course, the vast majority still involve combat, because that's what the majority of players still want to do. And that's cool; starship combat is a blast.
Anyway, my point is that MMOs don't have to be grindfests. Good MMOs should be working to continually add interesting stuff to do to reduce/eliminate the grind.
On the other hand, I have little or no interest in PvP, which is what a lot of players live for, so maybe you can't go by me.
What one was VIII again? I seem to remember one of them sucked really bad in that SNES-PS range.
VIII was the storyline about the group of orphans trained to be fighters. The storyline is absolutely epic, but a glitch in the replayability is that you can't skip through the movie scenes that advance the plot. It's especially annoying since this time around, I'm playing with a walk-thru and trying to complete all the side quests, and when I forget something, I have to go back to a previously saved game and sit through them yet again.
I liked the GFs in VIII, but could not stand the characters and didn't care for the spell cards. My memories of IX are hazey and incomplete.
Speaking of...I am very excited for Skyrim. Love those games. Don't really care about the main quest, I just like getting to a point where I am omnipotent.
I do enjoy RPGSs, ones that can engage me beyond just trying to increase my level. That's why I can't get into MMOs.
I prefer RPGs because I just don't want to have to deal with others. At times I don't mind the interaction, but I play games for my own personal time, I don't want that messed with by someone trolling.
I think many MMOs will more or less allow this. I know I play STO for hours on end unmolested. I can interact with others if I want, and every once in a great while I will get a team or fleet (a.k.a. guild) invite, but I just ignore them.
Except when teaming with my kids, I pretty much treat STO as a solo RTS/RPG game.
That's kind of the flaw with all of those games, right?
I lost interest in Final Fantasy when they stopped making the characters adorable.
This is actually one thing I dislike about RPGs (though on the whole I love them and am looking forward to Skyrim as well. Or rather, looking forward to when I can buy a used copy for $10). I'd like a game where as your character develops along certain lines, others are shut off from him/her. It's kind of boring just being super man. Of course, you can just do this yourself. I've played a characters in Oblivion where I won't allow him to use weapons, or another one never used magic (aside from heals). But it would be cool to have a game where time spent learning spells is time not spent maintaining your body, or a brawler wears his body down as the game progresses. I actually haven't played a lot of modern RPGs aside from Elder Scrolls stuff so maybe there are games like this.
I get where you are coming from, and I agree, but I am a completionist - I must finish all the quests (except for the main, because everything else must be done first damnit) - so that tends to lead towards domination. At the start when I am really into the game I tend to focus on one or two of the 'guild' lines (fighter and thief or assassin typically) so those associated skills tend to advance ahead of the others. By the time I get to the, say, mage quests I just bash my way through.
I have tried to play with self-limited roles, just so hard to willingly gimp myself. And as a fairly athletic, fairly intelligent RPG gamer in high school I guess I got a little annoyed with all the typical game archetypes - skinny mage, strong but dumb fighter, small thief, etc. I prefer a nice bow to snipe someone from at far, toss a fireball as they charge and then crush them with a sword as they get close.
Prepares to wax enthusiastic about EVE Online...
Nevermind.
Elder Scrolls games are probably some of the worst RPG offenders in terms of allowing players to turn their character into an omnipotent superman. Morrowind and Oblivion in particular require purposeful acts of will to avoid doing just that... you pretty much have to intentionally limit yourself as you describe above.
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