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MaZZeo

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Treść opublikowana przez MaZZeo

  1. MaZZeo odpowiedział(a) na Mastah odpowiedź w temacie w Rockstar☆ Games
    Polecam obejrzeć ten gameplay w 720p i przestać bzdurzyć że wygląda niemożliwie. Nie chce krytykować grafiki, ale w żaden sposób nie wygląda to ani next-genowo, ani pecetowo. Wygląda dobrze, a biorąc pod uwagę wiek konsol i ogrom świata to można powiedzieć że grafika jest super. Ta sama gadka co filmik z GTA V, Rockstar oszuści. Heh, gdyby to był pokaz z PS4/X1 to byłbym srogo zawiedziony.
  2. MaZZeo odpowiedział(a) na cichy_ odpowiedź w temacie w Xbox 360
    Po miesięcznej przerwie odpaliłem girsiki i zauważyłem tendencje rosnącą w populacji, ciekawe dlaczego jest playlista z longshotami, ale grają kosmici ;(
  3. MaZZeo odpowiedział(a) na Lucek odpowiedź w temacie w Graczpospolita
    Halo 2 ma sporo więcej różnorodności, bardziej się spodoba. Ja przeszedłem dwójkę tuż przed wydaniem Halo 4 i dobrze się bawiłem.
  4. MaZZeo opublikował(a) odpowiedź w temacie w Gry Sportowe
    zauważyłem brak tematu. W tym roku legenda na okładce. Co do zmian to znalazłem taką długą listę. After building a reputation as one of the best sports games in the EA stable this generation, the NHL franchise's skates have lost their edge a bit the past few years thanks to a stagnant Be A Pro mode, troubled Be A GM mode, and tweaks to the gameplay that have irked some fans. Though NHL 12 and 13 many not have had first-line form, the core of this hockey sim is still solid, so a return to Conn Smythe contention isn't entirely out of the question if EA Canada addresses its weaknesses. We spoke with NHL producers Sean Ramjagsingh and Andy Agostini about what changes the team has in store for NHL 14's gameplay and GM modes. GENERAL GAMEPLAY As expected, NHL 14 is not headed to next-gen consoles. The only platforms the game supports are PlayStation 3 and Xbox 360. According to EA Canada, the overarching focus for NHL 14 was properly balancing aggression, speed, and skill - the three qualities the studio believes make hockey a standout sport. Given the increased focus on checks and dekes, some fans have expressed worry that NHL 14 will be too arcade-like and lose the sim aspects that drew them to the series. Ramjagsingh assured us this is not the case. "All of the great gameplay depth and the creativity that we talked about through this entire generation about giving players the tools, we focused on all of that stuff as well," he said. "The stuff you're hearing about right now is just focused on trying to make the game more accessible so people are able to have fun with our game, without sacrificing any of the depth. All that depth is still there, and there is a lot more new depth as well that people will see as they play the game." EA Canada says its spent a lot of time working on the AI and systems to make sure the core gameplay experience on top of the new features continues to improve. Though the primary focus for NHL 14 is on cleaning up player physics with the introduction of FIFA's Player Impact Engine, EA Canada has tweaked the puck physics as well. You won't see as drastic a change as you will with the players, but EA is working to make more realistic bounces, tip-ins, and deflections. To improve neutral zone play, EA says it spent a lot of time tweaking puck support. The Real AI introduced in NHL 12 is being tweaked to script sequences and breakouts for two- and three-man play through the neutral zone so they get more realistic motion. This should result in more varieties of approach. EA felt the poke check was too powerful last year, and now that hitting has more of a defensive tool they are dialing back the effectiveness of the poke check. Large players may benefit more from being physical, and smaller more agile defenders have a better success rate sticking with the poke check. EA Canada hasn't made any tweaks to the faceoff mechanics for NHL 14, though they are making it easier to win draws on lower skill levels. Puck pickups and pass targeting are being tweaked as well. The passes should be more in line so it should be easier to lead a player properly if you aim correctly. SKATING/DEKING For its second year, True Performance Skating is being adjusted to address some fan complaints. When a players reaches his top speed it should no longer feels like you are turning the Titanic when turning. Defensive players have been given more mobility to allow them to better shade attacking skaters. More mobile defensemen Kris Letang can pivot more quickly to change directions faster than they could in NHL 13, and you can strafe to cut off angles of attack. The main reason EA added the one-touch deke system was to make dekes more accessible. The loose puck deke system, which is still in the game, requires you to plan your move in advance. The new system is much easier to use in a read-and-react situation. If you can tell the defender is going in for a big hit, you can quickly deke out of the way. This makes stickhandling more of a game within the game. Don't expect to deke your way down the ice like Pavel Datsyuk every play with every player, however. Players with less stick handling ability won't have the efficiency of movement that danglers have, resulting in more turnovers. Tapping the left trigger results in a spin move. From here the game reads the left stick and the direction you are going and then picks the right direction for you to spin. All the other one-touch dekes are on the left bumper. Depending on how you are using your left stick and the situation on the ice, the game picks from a variety of moves. You can string moves together as well, but at the sacrifice of speed. For instance, if you attempt more than two spin moves in a row your forward essentially comes to a standstill. SHOOTING A lack of goal scoring was once again an area fans called out in NHL 13. For this year's game, one of EA's big focuses is goal-scoring balance. One engineer has spent the entire year working on goalies so users see more realistic goals. EA says you can expect to see more pucks squeak through under the goalie's arms and in the five-hole. The other big change in goal scoring is EA wants the players to be rewarded more often for reading the goalie and shooting in the right spot. The default skill level now allows players to score more frequently to bring the goal total up to a realistic level. CHECKING The developer diaries previously told us that speed and momentum were accounted for in the new collision system. EA Canada confirmed to us that size matters just as much. The dev team uses Boston Bruins big man Zdeno Chara as the test case to make sure he's an immovable force when tiny forwards try to throw a check. The size differential requires you to play the game a different style if you are in control of a smaller team like the Montreal Canadiens or a large team like Chara's Bruins. The board play remains largely the same as last year, but EA Canada said the new collision system makes it tougher for little guys to win pucks if they get pinned against the boards. Listening to fan requests, EA Canada wants penalties to be more realistic in NHL 14. Expect boarding and interference to be called more frequently, and to see a bigger variety of penalties called in general. FIFA's player impact engine was a positive addition to the franchise, but the strange player animations it sometimes delivers also has created some of the most embarrassing (but mainly hilarious) glitches we've seen in years. In porting the system to hockey and tuning the game, however, the NHL teams says they have seen very little of the crazy limb flailing. The development team spent over a month focusing on unrealistic hits from behind and awkward hit animations when both players are going the same direction. This should hopefully clean up this frequent point of contention we had with NHL 13. FIGHTING EA's biggest focus for the new enforcer engine was to make fighting more realistic and more within the moment. The players not engaged in the fight now stay on the ice and the players on the bench no longer disappear. The new fighting engine has a better understanding of why players drop the gloves in real life and thus does a better job of making fights happen naturally during the course of the game. You can still pre-plan a fight or get into a post-whistle scrum, but if you target a star player for a check and leave him a disheveled heap on the ice your antagonist may not have the option to avoid the fight with his on-ice bodyguard or another player that takes offense to the hit. Once a fight starts you see all players on the ice react accordingly. If tough guys are on the ice they start to pair up. Less violent players may go down on one knee to watch the skirmish. Some fighting mechanics are integrated directly from EA's excellent Fight Night franchise. Tall guys like Chara could get in a fight with a smaller player like Martin St. Louis. You can now throw punches before the players enter a clinch. Once you are tangled up, you can throw uppercuts, rabbit punches, and hooks. Your offhand can be used to tug the player into position for a knockout punch. This is an especially effective tool if a long-armed guy is matched up against a much weaker player. To properly balance the fight, the enforcer engine looks at fighting ratings, size, and strength of the player. Bigger, stronger players drain more of their opponent's health meter when landing a punch than a smaller guy like Henrik Sedin would. However, EA says a really skilled user who masters the fighting mechanic could still pull off a David vs. Goliath upset. The fighting system works the same in the EASHL as well. EA isn't sure yet if the players outside of the central fight will be able to pair up and drop the gloves, but it's something they want to include if possible. GM CONNECTED The troubled GM Connected online experience is coming back with a few tweaks to improve usability. One NHL developer spent almost all year working to improve the cripplingly slow menu navigation. GM Connected now runs at a much faster speed comparable to what you see in the front end of the offline Be A GM mode. EA added several tools to improve the minute-to-minute experience of being in an online league. GMs now have a schedule that shows who has played games in the league instead of depending on the messaging system to check that. The revamped messaging system now allows GM-to-GM as well as GM-to-commissioner messages. You can also counter-propose trades directly from your mailbox or refresh the mailbox without exiting the menu. You can now decline and accept trades from the trade detail screen. New commissioner improvements include an "invite to league" functionality and surfacing gamertags so it's easier to tell who is controlling which team. EA has added a time period in before the league starts so teams can make trade offers and other roster alterations before stepping on the ice for their first game. BE A GM Even though Be A Pro is getting the biggest makeover of all the game modes, EA Canada claims it has done quite a bit to the GM mode as well. Both GM Connected and Be A GM add many of the changes implemented in the new collective bargaining agreement between the NHL and NHLPA. The changes include new salary cap and floor calculations and the ability to trade part of salaries. Since the development team doesn't have many real-world examples of how teams plan to use these new rules, they are working with the NHL directly to understand the parameters of the new guidelines. You can still buy players out, but EA is still discussing whether or not to include the special buyouts that NHL teams can enact this offseason and next to get under the downsized salary cap. NHL 14 is not adding the free agent interview period like the real league is implementing. Last year's questionable trade logic isn't being scrapped, but EA has added new trade difficulty slider that should lessen the restrictiveness of the GMs who last year would only willingly part with prospects and over-the-hill players in the last year of their contracts. EA is still tuning the trade logic on top of the new slider functionality as well. Players now improve during the season, though some only grow in the offseason. This adds another layer to the progression system. This should help you see young players' skills progress more steadily instead of waiting for the offseason to know if he's NHL ready. First-round draft picks are more likely to get skill jumps much earlier in their careers. Like last year, lower-round players won't likely reach the NHL skill level until they are in their mid-to-late 20s. Skill progression doesn't take into account player performance on the ice or the amount of playing time they receive in the minors as much as EA Canada would like it to in the future. This means you don't have to worry nearly as much about high-round draft picks sitting behind career minor leaguers on your AHL team as you would in real life. EA isn't doing much to change player regression, so the older players won't have a major drop-off in skills. The GM firing option is now a league setting. You can turn that off or on at any time. EA has some plans for tweaking the front-end menu system, but it isn't going into details on that right now. That's everything we know about NHL 14 thus far. Stay tuned in the coming weeks as we learn more about changes to the Be A Pro (now dubbed Live the Life) and online modes.
  5. MaZZeo odpowiedział(a) na Kris77 odpowiedź w temacie w Gry Sportowe
    Możesz sobie w opcjach ustawić żebyś zawsze grał z kamerą do góry. btw tu mój ładny karniak zrobiony ostatnio http://www.easports.com/media/play/video/158653245
  6. MaZZeo odpowiedział(a) na Raptor odpowiedź w temacie w Archiwum
  7. MaZZeo odpowiedział(a) na Fenikz odpowiedź w temacie w Graczpospolita
    heheszki
  8. MaZZeo odpowiedział(a) na Raptor odpowiedź w temacie w Archiwum
    Just announced on the RTX stream. You can watch the archive of the presentation and the map demos here. Comes out August 20th, 800mspts for everything below, but you can buy stuff individually too. Details forthcoming. The Champions Bundle (800 mspts): The Bullseye Pack Infinity Armor Pack Steel Skin Pack Bundle-only bonus contentNew Armor Skins New Stances New Weapon Skins The Bullseye Pack (480 mspts): Map: Pitfall (The Pit remake) Map: Vertigo (Made by Certain Affinity) Sports-themed Spartan Armor Gametype: Ricochet (will become free to everyone in matchmaking after 2 weeks)5v5 Fight for ball at the start, have to throw or run it into opponent's goal zone to score it in the opponent's goal Goals stay the same for both teams, but the ball spawn changes Infinity Armor Pack (240 mspts): Prefect Mark V ODST Steel Skin Pack (240 mspts): Steampunk skins for all loadout weapons (UNSC, Covenant, Forerunner)
  9. MaZZeo odpowiedział(a) na Texz odpowiedź w temacie w Xbox 360
    Kooorwa, chce Tomb Raidera a mam 1260msp :FF Sprawdzi ktoś ile kosztuje on np. na węgierskim XBL?
  10. MaZZeo odpowiedział(a) na winner odpowiedź w temacie w Gran Turismo
    To jest właśnie to. Wiecie co jest najbardziej żałosne z GT5/GT6? Żeby odczuć zayebistość gry to musisz ustawić specjalne auto, specjalną trasę, specjalny wyścig, specjalną porę dnia i jeszcze zadbać o klasy pojazdów przeciwników by ci standard przed oczami nie walnął brzydotą. Inaczej będziesz się irytował i śmiał z durnot tej gry. GT6 oczywiście odpaliłem z ciekawości, ale po tym jak ujrzałem w kabinie 30-40fps to wyłączyłem. Jak widać motto panów z PD to robić wszystko byle jak. Ale oczywiście znajdą się osobniki które będą zasłaniać ułomność tej serii jakimiś bullshotami z photo mode albo gifem z kłębami dymu.
  11. MaZZeo odpowiedział(a) na Texz odpowiedź w temacie w Xbox 360
    J/w, kupiłem zdrapkę i wyszło po 30zł za gierkę.
  12. MaZZeo odpowiedział(a) na Texz odpowiedź w temacie w Xbox 360
    Krzysiek napjerdalamy w bordery w weekend razem z easye? Tomb raider tez po 960msp? :o jak będzie to dajcie znac najlepiej na pw bo boje sie ze mi umknie.
  13. MaZZeo odpowiedział(a) na Texz odpowiedź w temacie w Xbox 360
    No wlasnie, szkoda ze wiecej punktow wtedy nie kupilem to bym mial FC3 i Bordery za 15zl <ekstrakt z cebuli i buraka> Ale za 50zl tez w pytę. Wcześniej kupione Dishonored i Arkham City + te dwie = tona grania do końca roku.
  14. MaZZeo odpowiedział(a) na Tori odpowiedź w temacie w Szmaty
    jakiej firmy garniak i koszula? dobrze widzę że jest szara i ma czarny kołnierzyk?
  15. MaZZeo odpowiedział(a) na Kris77 odpowiedź w temacie w Gry Sportowe
    http://www.easports.com/media/play/video/159559904 Jajca, walnąłem spod niebieskiej linii slapshota obrońcą, krążek tuż przed bramkarzem zmienił tor odbijając się od kija (!) upadającego gościa (!!). Gra jest boska tak btw
  16. MaZZeo odpowiedział(a) na Fenikz odpowiedź w temacie w Graczpospolita
    A ja dam ci minusa, o.
  17. MaZZeo odpowiedział(a) na Fenikz odpowiedź w temacie w Graczpospolita
    Jesteś głupi, mówił Ci to ktoś? Przyganiał kocioł garnkowi. Nie trudno zauważyć tendencje sonybociarni do robienia z faktu bycia ekskluzywnym największego atutu gry. Potem czyta człowiek takie denne tematy jak ten na neogafie ostatnio pt. które studio Sony powinno kupić WTF ja się pytam? I ludzie wymieniają m.in. From Software. To jest smutne że fanom jednej firmy tak bardzo zależy na posiadaniu exclusivów i odcinaniu innych graczy od fajnych gier. Jakoś nie widziałem chociażby na tym gafie tematów typu "Które studio Microsoft/Nintendo powinien kupić" albo "która gra na PC powinna zostać exem". Smutne to. Tyle
  18. MaZZeo odpowiedział(a) na Fenikz odpowiedź w temacie w Graczpospolita
    Wiadomix. Demon Souls 2 > Dark Souls 2 z automatu będzie tylko z faktu bycia exem.
  19. MaZZeo odpowiedział(a) na Fenikz odpowiedź w temacie w Graczpospolita
    i mowi to typ ktory 4 dni temu cisnal na Uncharted Zastanawiające jest dla mnie jak do takich wniosków doszedłeś czytając moje posty. Raz, że PS4 mnie interesuje nadal - gdyby nie interesował to bym anulował pre-ordera. Dwa to kwestia Naughty Dog, który może zrobić znowu jakąś nową gierkę która będzie osom... albo Uncharted co będzie tragedią a poza tym to <polygamia_stalj> #nikogo </polygamia_stajl> Dlatego bawi mnie zamartwianie się przez klapków o Gearsy, nie widząc Sony które równie chętnie i często doi swoje marki i nie przestanie póki przestanie to być opłacalne (jak np. z Resistance).
  20. MaZZeo odpowiedział(a) na AumaanAnubis odpowiedź w temacie w Kącik Wyścigowy
    Nowy sezon już? wow, byłem pewien że gdzieś czytałem o kolejnej serii dopiero w 2014. Kiedy skończyła się 19ta? Mam nadzieję na test McLarena P1 i LaFerrari.
  21. MaZZeo odpowiedział(a) na Fenikz odpowiedź w temacie w Graczpospolita
    Nie ma to jak klapersy martwiące się o nową trylogię (o ile to o to chodzi) na konsoli która ich nie interesuje. Sonoklapy matki miłosierdzia takie. + Dodał MODERATOR To NIE jest Console Wars przypominam
  22. MaZZeo odpowiedział(a) na odpowiedź w temacie w Graczpospolita
    http://www.youtube.com/watch?v=0NYv3Sck708
  23. MaZZeo odpowiedział(a) na fightclub87 odpowiedź w temacie w PS3
    Przeszedł już ktoś na survivali (bez +) i się wypowie odnośnie poziomu trudności? Czy polega on na a) małej ilości życia Joela b) dużej ilości życia przeciwników c) małej ilości znajdziek d) kombinacji a+b+c? Drugie pytanie, jest gdzies filmik na YT przedstawiający z sensem założenia multiplayera? Bo oprócz tego że się zabijają Łowcy z Fireflies to nie rozumiem za bardzo o co tu biega.
  24. MaZZeo odpowiedział(a) na Fenikz odpowiedź w temacie w Graczpospolita
    gdzie zamówić żebym mógł aczika wbić ???///
  25. MaZZeo odpowiedział(a) na Obsolete odpowiedź w temacie w The Pit
    Dobry głos wyhodował sobie Corey przez tą przerwę