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  • Pseudopsycho
  • Member Since Feb 20th, 2009

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VIDEO: New Gran Turismo 5 trailer confirms new courses, general awesomeness {Autoblog}

Dec 28th 2009 11:04PM I should add that my above comment was aimed at Gruv >.>
Sorry for the double post.

VIDEO: New Gran Turismo 5 trailer confirms new courses, general awesomeness {Autoblog}

Dec 28th 2009 10:54PM Except to the rest of the world (you know, a majority of it) NASCAR is a joke. I'm going to take a guess and say that Polyphony didn't think it was worth the time.

VIDEO: New Gran Turismo 5 trailer confirms new courses, general awesomeness {Autoblog}

Dec 28th 2009 10:51PM See my reply to Gruv on the first page of comments, it will explain a lot.

VIDEO: New Gran Turismo 5 trailer confirms new courses, general awesomeness {Autoblog}

Dec 28th 2009 10:42PM Polyphony dropped the ball a bit here, they really should've put a more accurate and informative description of GT5 TT (time trial) on the PSN.

GT5TT is a competition. That's it. It's a demo, with the difficulty stuck on maximum, purely for the purpose of finding the best drivers. If you post in the top 20 in your country (america not included, amongst others) you then go to a special meetup where you race the other 19 people in your country. The winners of these heats then go on to join a race school/camp with the winners of every other country involved. The best two people from this join team Nissan as a professional race driver, in real life. This was run last year and the winner came second in a race with career race drivers.
You need to look something up called 'GT Academy'.
This demo is aimed solely at race sim fans, the kind of people who play LFS etc and dont notice the dated graphics. This was not designed to show off any of the features that they've listed so far for release, ONLY the physics. Even then, the track is made for the competition so that you can't cheat: touch a wall and the current and next lap is invalidated, the grass is lice ice so you can't cut, and if you cut too much your lap is invalidated. It's all in place so you're forced follow racing rules.

Your complaint (ie "in a turn, at full throttle, with no slipping. Then, suddenly your rear end slides out. For no reason") about the physics has its roots in a few main things:
-Lack of feel: in a real car you would probably start to feel the back go a tiny bit on a sweeper before it completely lets go but in a game you have no indication of it.
-Lack of observation: both cars never reach their top speeds. They are accelerating in every corner. If you're flooring it around a sweeper, and at the start of the turn doing so didn't spin you, but later in the turn it did, then the thing that's changed that you hadn't noticed was the fact that you were going faster later in the turn.
-Lack of understanding: If you floor it around a corner, and that doesn't upset the car but it 'randomly' slides later on, do you think that the car might have revved to peak power or torque? In both cars you need to be careful of what revs you are doing around each corner.
-Lack of knowledge: There is a limited amount of friction force available at each wheel. Accelerating, braking, turning, and lateral loads (not to be confused with turning) all use this available friction. They are all vectors and vector addition isn't as straight forward as adding magnitudes. "Friction Circle Theory" is simple physics for car people, go learn about it.

"As soon as you stop turning, the front wheels snap TOTALLY STRAIGHT, INSTANTLY" This shows A) you're using a controller and B) that you dont realise that the wheels are linked to your movements of the analogue stick. If you just let the stick snap back to centre, the game thinks that's what you want to do, and it does it.
Also, you did not place 118th. Getting that far up takes a lot of skill and insight.

To surmise, GT5TT is not supposed to be pretty, entertaining, fun, or a good demonstration of the new features they were talking about (damage etc). It's ONLY there for serious sim fans to compete with each other.

P.S. The menu delay is infuriating... it's a strange oversight that i have no explanation for.

BlizzCon 2009: Class panel #2, the good parts version {WoW}

Aug 22nd 2009 11:00PM Everyone seems to have this so very wrong. On the live stream, they said that draneis "CAN BE TOO MANY CLASSES ALREADY" NOT that there are too many draneis.

Breakfast Topic: Your best instance run ever {WoW}

Jul 30th 2009 2:30PM Played wow on and off for a year or two... never raided, never made it to level cap (stream of 'mains' across various servers as i tried wow again to play with different real life friends)...dinged 80 and 4 hours later I was OTing Naxx10 on my prot pally. Felt great that all my planning so that i was def capped from quest gear and one pot, all that reading EJ/tankspot/maintankadin on tanking theory and boss runs all paid off. I was loading the tank spot videos on my other monitor as we pulled trash... severely taxing our healers with my 22k HP. It was cool that 7 friends and 3 pugged dps, only two of the group had raid gear, had actually achieved something. We downed Patch first attempt, healing me through a few seconds of the enrage due to our very skilled healers.

First time wow felt like more than MSN with an interractive background (since i actually use wow to keep in touch with friends that have moved around and stuff)

Rage as a liability {WoW}

Jul 29th 2009 10:12PM @ jtrain

toddcore was right. You weren't thinking of an innovative and creative solution to warrior rage issues, you were thinking of another class. Warriors essentially ARE barbarians. They get angry, they smack things... which makes them angrier because you're not dead yet... so they smack you harder.

Do not confuse creativity with irrelevance.

Are there bad talents? {WoW}

Jul 29th 2009 8:44PM @ The Scarlet Mathematician
"it still relies on other players to work effectively, and I think that is a poisonous design decision."

Wait...let me get this straight:
Your argument against lightwell is that because it needs other players to be aware and work as a team? ...and that is somehow poor game design?

THAT'S THE WHOLE POINT OF RAIDING....in fact it's pretty much the whole aim of the game. Everything in wow is geared towards teamwork. MMO = Massively Multiplayer.

Not only that, you missed the point of the thread: that talents perceived as 'bad' are merely situationally good.

The Queue: Guest introduction {WoW}

Jul 19th 2009 7:01AM I have a question: (apologies in advance if this was answered somewhere in wow.com, i couldn't find it)

If you're on a pvp realm, and you get a paid faction change on one of you characters, what happens? Do you get a realm transfer as well? Do you have to change all your chars?

The Queue: I'm back. It's me, DP. {WoW}

Jul 10th 2009 6:12AM I have a question:

If I get a BoA item such as +XP hierloom shoulders, and send it to an alt (and equip them obviously), then I pay for a transfer of that character to a different realm, is the item transferred with the alt? Or are hierlooms bound to the realm of the character that purchased them?

Long version:
Friends are planning to change from Horde on pvp realm to Alliance on pve realm (because the wife of one of them hates both horde and pvp-realms, and the rest of us are indifferent to both) using the upcoming paid-faction-change feature. I'll be sending over an alt because i've lost interest in my pally main. The alt is up to the awfully slow 70-80 section of levelling and i wish to speed it up so i can raid with all the 80's my friends are bringing over. +10%XP hierlooms seem to be the way to do it.