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The elite vanguard of the AJSA, the Expeditionary Force (EF) chooses a new PC game every week! Join us for weekly events and help decide if the game has a future in the AJSA.
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Globalnet liked a post in a topic by Gwaedoliaeth in Invoker
Some time ago, I would say that Invoker is the hardest hero in the whole pool because of his versatility. But now it's just too easy. Everyone can own with QW Invoker, Tornado EMP is simply so easy to land and ridiculously OP, QE is a bit harder, but against people who don't know how to play properly he is just as OP as his QW build.
There is a reason he is first ban / pick material in nearly every pro game right now. Simply way too strong. Nerfs incoming.
Globalnet liked a post in a topic by Gwaedoliaeth in AJSA Tournament no2 FEEDBACK
Most +: I guess Variloh doing the "talk stuff" thingies.
Most - : Seriously, there is no other way I would not mention this and I think everyone knows it, but nobody will say it - The last stream, especially the combination of "casters" - Craig and Delrith. What was the point of that? Put two absolutely clueless persons together to 'fun cast' (but there was no fun in that even) finals of something that is supposed to be a bit more serious (or is it not? Did I get something wrong?) - I feel like this is a big insult to all the players trying their best when casters are talking shit (and moaning) and stuff like "After all, fun is all that matters, but dagons." Really? My dog would do better job.
What could we do: Captain Draft tournament.
EDIT: Adding picture of my dog: https://dl.dropboxusercontent.com/u/41063133/IMG_20120214_134030.jpg
Globalnet liked a post in a topic by Gwaedoliaeth in Forward Onto March! - AJSA March Tournament Details(in a thread)
Congratulations to Lombard Gaming int! Nooova went 3rd place into 2nd place, so I can assume that next time it will be congratulations to them!
Fun tournament, I enjoyed getting stomped by TBA and Nooova.
Gonna build a statue of Kraken in my garden and sacrifice my firstborn child to it, so my Doto skills will be like KanKrakens, the God of Gods.
Globalnet liked a post in a topic by ' in Starting off with the Joystick. Any advice?
I Simply can't get my x52 pro to work properly with this game for some reason, the planes wont move properly around with the joystick. Having a joystick adds some sort of wobble as well. I found a couple of videos on youtube that might help you out : http://www.youtube.com/watch?v=SlRhnY55CZ4 and
I hope they were of some sort of use to you, they didn't really help me ><
Globalnet liked a post in a topic by Cybermat47 in Starting off with the Joystick. Any advice?
I find that joysticks work better in flight sims like Rise of Flight (which is free, you should try it, WWI planes are really cool) and the IL-2 Sturmovik series (those games have great communities, I highly recommend them), but if you want to fly in War Thunder with a joystick, I'll do my best to help you
I'm at school right now, so I can't really be any help, but when I get home I'll check my settings and post them, so that you can use that as a starting point.
I use a Logitech Attack 3, which won't be the same as yours, but it'll hopefully help.
Just remember, if you have a mouse-wheel like thing on your joystick, that's for the throttle.
Baccarat liked a post in a topic by Globalnet in Reason for the hate on newer C&C games?
Have some Alpha footage of Westwood's version of Tiberian Twilight. Tell me if that didn't look awesome for 2001.
There are several reasons why Westwood is beloved by fans of the Command and Conquer games, and will often shun EA for not being able to provide a Command and Conquer to reedem themselves. That's not to say that any of the new games are bad, their decent. They fail at trying to advance the series, and therefore are not worthy of the Command and Conquer game. Because every command and conquer sequel ON THEIR TIMELINE (Because Red Alert was mostly just a reskin of the original, just with rebalanced multiplayer.
Westwood was ahead of their time. They took a lot of risks with Command and Conquer. in 1995, Command and Conquer Sone Survivor got released, a CnC game where you control only one unit. Westwood released Renegade, a FPS Command and Conquer game (that got rushed hard from EA)
Tiberian Dawn was drastically different from Tiberian Sun. Tiberian Sun introduced SO many new elements to the series, such as Subterranian units, a larger and more expansive tech tree, Unit stances, dynamic defensive structures and more. It was supposed to have several features that never got included in the game, including orbital reinforcements, dynamic weather/time cycle and other random events. A third faction known as the Forgotten, which was scrapped and reworked as neutral enemies.
Red Alert 2 was made by Westwood Pacific, which is a subsidiary start up from Electronic Arts, I do not recall the specifics, but it was mostly inhabitted by Electronic Arts Developers. The advancement from Tiberian Sun was rather limited. But the game was fun. It was, in fact one of the best Command and Conquers (Which sort of removes, at least for me , the notion that EA cannot release a proper Command and Conquer game)
Renegade was flawed, but it worked IMHO. There are several fans of that game. Where else can you play a first person shooter where the structures can be used to build vehicles, upgrade classes and or switch classes. What other game has the objective of COMPLETELY DESTROYING THE BASE. What other game has a set of destroyable AI controlled defenses guarding the base? The closes one to come to mind was Planetside 2. A game that was critically acclaimed, release recently.
Command and Conquer Generals was Westwood Pacific. That game was great, although like the rest of the games developed before, and eventually after, through this team (as they held majority of the positions in Electronic Arts Los Angeles) the series didn't really progress. Generals was set on the real world to avoid conflict with the rest of the story, as Westwood Pacific was mostly detached from the main branch,[Citation Needed] and they where having troubles tieing together the rest of the story. (Tiberium Wars/Tiberian Twilight/Tiberian Incursion went through several rewrites.)
When Westwood's Tiberian Twilight (later renamed Tiberian Incursion) was under development, the game was supposed to feature dynamic Tiberium map manipulation. You can see the map deterirorate as crystals expand, contract etc. Complete with weather effects that would occur during it. (PS: The Scrin was written in the story by Westwood long before EA developed the plot for Tiberium Wars) In fact, this game was supposed to tie in the universes of Red Alert 2 and Tiberian sun. Yuri is a disciple of Kane, who got thrown out of time through tacitus experiments [Citation]
Furthermore, Command and Conquer had a MMO in development! It was highly anticipated by fans, being one of the first MMORPG's to include..
Bnstanced "crisis zones", hubbed flight routes, and scripted boss battles GDI, Nod, Mutants, CABAL, and Scrin as playable factions Los Angeles half underwater, Area 51, Dino island, Newark airport, and a mutant city as known areas in the game Fluid and movement-oriented combat, unlike most MMORPGs; range was important for weapons use, and there were layers of counters for the weapon types. Creatures that had many console-game-boss sensibilities, in that you could expose weaknesses and hit them for extra damage A moving and evolving Tiberian world, where players could play a role in the entire story Another first person shooter for the series on top of another RTS that was in development during the late 90s, early 2000s
Command and Conquer Tiberium Wars was generally a good game. There was some massive tech regression that was never fully fleshed out and a lore that was mostly forgotten, but the gameplay has been reworked to be more balanced. HOWEVER it feels as if a sequel to Tiberian Dawn and not Tiberian Sun with the removal of many features such as Subterranian units., and the lack of new features. In fact, this would explain the tech regression that appears to have happened. The removal of Walker based units for threaded units seems counter intuitive to me, since locomotion through appendages access more areas than any other means. The expansion pack answered quite a few of these concerns, but not comprehensive enough.
Command and Conquer Red Alert 3 is more like the last game. I was personally excited for it, but again i found my self massively disapointed like the last game. The tech regression was written into the story line, the blatant promotion of sex appeal when casting the game and the lack of fun units. YOU KNOW THE LACK OF FUN UNITS KILLED THIS GAME FOR ME. Red Alert 2 started a standard for the RA series to have hilarious units that just worked and was balanced. Concepts like Mirage Tanks, Chrono legionaires. Again, features have been removed, no longer are you able to steal technology from a tech center and augment it to your arsenal. A blatant lack of mind control and a over emphasis on Naval Combat (Which was already a great strategy in Red Alert 2) Replacing Boris with Natasha was infuriating on my part. The standalone expansion pack was... Wat. Command and Conquer had a very good multiplayer, period. It could be competitive and it could not be. So a epxansion pack full of epicly hilarious units would have worked! It's not a game you could do matchmaking for, probably but still. It would have been nice. No Command and Conquer game was crippled by this.
Electronic Art's work with Command and Conquer 4, Tiberian Twilight was medicore. The story was disapointing, and mostly unmemorable. The gameplay was solid in some parts, but the tech progression leaves absoultely no protection for new players. Tier 3 and 4 units are exceddingly better than any tier 1-2 units which means that the elite of the player base, with their experience advantage has a natural innate advantage with units. The small unit cap prevents any sort of unit mixxing, as mixing units will most likely weaken your overall combat potential and the lack of a resource that limits unit production and a mobile base means that there is little incentive to unit perservation. This means that the only strategy for that game is to spam whatever unit can deal the most damage accross the board, or whatever unit counters the most prevalent unit in the game.
On a hilarious sidenote, Petrologlyph's latest RTS, End of Nations, currently suffers the same problems whilst being a RTS where the units are spawned with no base building. Figure that one out. (although that game is still in beta and has probably been retweaked since i've last played it, 1 year ago)
To me the difference between a good video game developer, and a great video game developer lies in how much they risk for innovation. It's when they experiment with new concepts, and if you can't work it properly then try your best to work the mechanics. Rinse, repeat until you have a masterpiece. Until you spawn a new genre.
Sources : (Note: For Clarification : Petrologlyph was formed by founders of Westwood shortly after the merger between Westwood and Westwood Pacific into Electronic Arts Los Angeles. Ishmeal was one of the lead developers of Command and Conquer)
And a lot of other sources that I recall from reading Petrologlpy cira 2008-2010. (This was written in 2:33 AM. Can't be bothered to dig more than what I already have)
Gwaedoliaeth liked a post in a topic by Globalnet in Magicka : Wizard Wars
Magicka Wizard Wars
Magicka: Wizard Wars is a fast paced action PvP game that utilizes the humor and dynamic spellcasting system of Magicka, tasking players to form teams of four and blaze their way across the battlefield together, combining elements to cast hundreds of different spells to generate a broad variety of offensive and defensive effects. Each player can design a persistent and personalized wizard with hundreds of unique items and guide them to glory.
Wizard Wars is a Fun-to-Play Team-based PvP experience, filled with tongue-in-cheek references to popular media and current events. With short rounds and unpredictable strategies, Wizard Wars gives both novice players and experienced MOBA veterans a unique tactical depth in every encounter.
- From Paradox Official Website
Note: Owners of Mount and Blade received alpha keys for Magicka Wizard Wars. It's binded on your steam account right now.
The game will release as Free To Play, but currently 12.95 on steam for Early Access which includes some snazzy robes and useful weapons.
I recently got accepted into the early access alpha, and I am loving this game. Currently, it only has a game mode similar to Dominion from League of Legends, but Duel (1v1 with a party of 4, tournament elimination bracket style) was announced recently and I'm excited about it.
Veterans from the original Magicka will see some massive improvements, and some major tweaks, from the original game. The engine doesn't look dated, having some incredibly satisfying effects. Bugs and crashes exist still (It's not Magicka without it.) but in early alpha it's excusable(unlike the original). Gameplay wise, the spell system has been minimized and streamlined for ease of access and just balancing in general. You may only combine three elements instead of five (getting rid of a lot of over powered spell combinations in the first Magicka game [ I'm looking at you QR E A S A.] but balancing it) and Magicks or advanced spells use a system akin to the Hyper Combo System from MvC. Where a bar will continuously fill up, and depending on it's level you can cast Magicks corresponding to the spell through hotkeys 1-4. They removed the normal air blast spell and replaced it with the sword attack (whilst disappointingly removing the sword enchantment feature) as well as made self cast and aoe cast one thing[which means certain armor and wards or wall combinations no longer work and/or apply.]. And finally, you can move while channeling spells and norma shields can no longer be charged and/or channeled.
For the uninitiated, Magicka has a revolutionary gameplay system of combining elements on the fly to create spells that you need. A fire boulder can be casted by pressing QQF then channeling it by holding down the right click to increase it's power and potency. The elements you selct become the focal point of the gameplay. It's all about knowing when to use certain spells and when to avoid cetrain elements. Each element has a natural opposite, Fire beats frost and Ice but not water, Water beats fire and amplifies lightning but is useless against rock (Exception of inducing a burn status effect on a rock armored wizard)
There are currently 8 elements and 2 advance or composite elements
Q - Water
W - Life(Healing)
E - Shield (or Wall)
R - Cold (or frost, not to be confused with Ice)
A - Lightning
S - Arcane (or Beam)
D - Rock
F - Fire
QF - Steam (used to create the highest DPS beam in the first Magicka game, retains a impresssive DPS in this game)
QR - Ice (Commonly used or refereed to as a shotgun, machine gun type spell that fires a volley of ice shards at the opponent)
*Note : For Magicka vets, Ice and Steam no longer combine as one element in the bar. Reducing overall spells you can create with them.
If you have this game, Feel free to add me. Just click on the Steam profile signature I have below.
Globalnet liked a post in a topic by Sundaecat in Coach proposition (Top 10 team of Pro ladder of Starladder player)
tbh I do regularly get to play with the dota 2 guild peoplez that are usually on the Teamspeak servers(Wei, Mantarias, Globalnet, Shnook, Portal, Tabosa, Rubi, Ziggy, etc etc). Being usually on around the night time of US for dotaz does mean ive only really played in a couple events or a couple events that other guild members have decided to keep going . From the events that ive attended ive had some really good events where i knew atleast two rooms were bumping heads in a Same Hero only Mid catastrophe of same morphlings and such. Ive also had some really good inhouses such as where i realized wei could play wisp and that i didnt have a strat or the experience to counter a proper wisp play.
Im not saying that there might have not been botched events or events where people werent informed well in advance or anything but here are some of the problems i see with the guild is:
dont really see chat being too much of a discussion or party invite front(neither is it a spam trade front which is good ) i occasionally see people talking on chat but for the most part it feels empty to me. Though i usually do play around US night times and later usually so i know some of the guild will be asleep. I do know that most people can be ingame and thus not repond till they are finished with their game but even then the few times i did type in there(unless joe was streaming dota 2,) it was mostly occasional responses here and there.
since the current officers are both EU based(Derwisj and Mr Fool are both EU based)(as the original Guild started of EU centric) its kind of hard for them to set up events for those of us in US timezones. I did chat with Fool sometimeback and he has stated that he wants to atleast have a officer on hand during events but for the moment hasnt found a suitable US officer at the time when i asked him. So hopefully they get a respectable officer for US so the people on US timezones can have more facilitated events in the future.
Also I believe sometime back(maybe around a month back) I remember Mr. Fool posting on the guild steam group page that the group had hit 400 peoplez and atm we still have only 3 officers(1 guild leader + 2 officers). And as much as good as I see that Derwisj and Mr Fool and Craigr do with the Guild, im definitely hoping they do eventually expand the roster to have more around the clock officers
As For Events I usually dont check the steam guild group page regularly and steam tbh only gives a pop up when the event is about to happen which makes prior planning to attend certain events really hard without checking the guild group page often. And since Events atleast havent been really regular i doubt most people check the guild calender too often in a week. So I think it would be nice if we can have a Forum thread that can be updated whenever a new event is planned thus letting more people know about the event as well as if they might attend or not. a Eventual feedback thread might be also useful in seeing if the community wants more inhouses or Wraith Nights or Pudge war style stuff during a given month.
And Technically the guild is still pretty fresh thing for most of us, if im not wrong it hasnt been more than 2 months since the guild became a part of the AJSA community thing so yeah i think there is more to improve upon and i think the new year is a good time as any to set up some goals, discuss what could be better done and such.
Definitely would love some discussion and opinions from the Officers about what i pointed out and if im wrong in anyway.
Globalnet liked a post in a topic by Sundaecat in Shitty Wizard question
The shitty wizard courier refers to two items atm i think:
Dolfrat and Roshinante(dota2gamepedia.com/Dolfrat_and_Roshinante)
This courier was available with the purchase of a currently unavailable(atleast from the valve stores) donkey courier plushie.
Garrad Drywiz and Garactacus (dota2gamepedia.com/Garrad_Drywiz_and_Garactacus)
This courier was available from the Microplush blindbox(though it was more of a Gacha pon like Circular ball than a box) series and you needed to have found a shitty wizard plushie to get it. Needless to say microplushies are sold out atm once again
There are a couple of other couriers and items that are exclusives online codes to buying certain items(some include the lifelike replica of the Vanguard or statue of AXE). buying a shirt on the valve store for one usually will get you an item or in case of CHaos Knight shirt an entire set. They will always be genuine in item quality and if you look on the steam market you will see they go for quite the pretty penny
Svyaga liked a post in a topic by Globalnet in So Joe Plays Dota 2...
Well, watching Joe stream has inspired me to draft a basic guide to Doto 2 (With some collaboration with some AJSA Guild members). If Joe or Delrith is reading this, I do request that Joe be taught how to use the built in, In Game Guide system that takes a popular community build and integrates it with the HUD.
There, now Delrith can focus on playing his gema while Joe can focus on learning the mechanics, before the hero, first.
About Game Mechanics
Here's my favorite guides in existence. it's a comprehensive guide to Dota 2 Mechanics, very detailed and pretty pictures to back it up. Easy to understand language, too.
Globalnet liked a post in a topic by mrfool in So Joe Plays Dota 2...
Okay I'm just gonna list what I thought about it all.
1. They (Delrith and Joe) should have used their Teamspeak server to communicate, since around the 2 hour mark in that video I linked above Skype had problems. We have our OWN official TS Channels for Dota 2.
2. Neither Joe or Delrith joined the AJSA Dota 2 Guild (Infact, they're still not in it and I'd love to extend an invitation to the both of them). The leader of the guild (Craigr910) was in several of the games played in the above stream so I'm not sure why he didn't just invite them into it and make it a guild thing.
3. Since Delrith seems rather in-experienced in Dota 2, I can easily reccomend players in the guild to help Joe out if he seriously wants to learn to play Dota 2. I don't entirely agree with Delrith when he says you can't teach someone to fully play Dota 2 but I do think there needs to be someone who knows HOW to teach Joe.
I'm co-leader and one of the Officers of the AJSA Dota 2 Guild, so if there are any questions related to how the guild is run and how we can set up games involving Joe PLEASE get in touch with me on steam @ mrfool.
Phantom Forest liked a post in a topic by Globalnet in AJSA Game Development Team
Why engine first? That makes no sense to me.
Think about it. If the community picked Unreal Engine and wanted a RTS, or Unity and a Card Game on a scale of one to ten, the dev team is at a one to three "We Are Screwed" level.
I propose an alternative :
The writters/game designers construct game docs (incomplete ones.) for each genre
We present them to the community
Afterwards, whatever genre they want wins, we consider the game engines that are relevant to the genre.
We construct the game design doc to completion while the programmers get a chance to learn/experiment with the engine
We create our first prototype without much art asset and show the gameplay idea to the Council if the Council has not reached a judgement earlier on this team being official
Pre Production on our next endeavor.
I think this is a pretty solid general workflow. When designers work on their first draft, remember that Gameplay First, Charcters Second and Story Third. In fact, just general gameplay will work. Could be as easy as...
Singleplayer FPS with a twist, when you die, you go back 1 minute in the past and you play as a clone of yourself while the you that died still does what you did when you died.
It would have no way to lose The difficulty would scale because it's easier to cope with etc. etc. etc. until you have a game that when someone reads it, they can envision what game you want to make.
captainroyy liked a post in a topic by Globalnet in Cracked: 5 Reasons The Game Industry Is About To Crash
If a company like Riot still exists, where they have more players than Facebook has users or Estonia has citizens, then that's some pretty bold and baseless claims.
It's gonna die in a way where the money and wealth of the publishers are gonna get redistributed to smaller companies at most. And evenb that's rather baseless, Ubisoft has Watch Dogs for release next year, and the game is very innovative. Bethsheda and other various game developers continue to create new IPs, and Valve has been increasing Indie exposure exponentially by offering them on the Steam platform.
Robz Gamez liked a post in a topic by Globalnet in Capcom only has 152 Million US Dollars in liquid assets.
Note: Technically old news, but news that hasn't been posted yet.
Globalnet liked a post in a topic by ArchFrost in [Video] New series : Rubick's Laboratory
You may or may not know I really love Rubick. What I really like about him, apart from his hilarious manners, his is ability to combine spells from the enemy team in various ways.
Some are funny, some are really powerful, and there's a lot of them people don't actually know about.
So I started making videos showing you some of the best skill associations you can do. Here's the first episode of "Rubick's Laboratory"
Please tell me if you think I should change something, if you spotted an error our anything. I kept the design part to the absolute minimalism, but if you guys want more of these, i'll try and make something beautiful
Walrus liked a post in a topic by Globalnet in Elsword?
I just started playing it actually, not to long ago.
As a short review
I tried this game out for story, but a major problem with the game is how the story is conveyed. Mapping the mouse buttons to the continue button is rather counter-intuitive imho. And most of the time, key plot points are skimmed over because there is no indication that a plot point is relevant or important. I have to continually read where I am in the wiki, story wise and i might as well just read that page about the story. Shame that I liked the lore behind it though
The gameplay is nice. I'm a newbie, so I haven't unlocked any new combos yet (Started playing 4 days ago, and i only play like 30 mins a day or so). Level 9 with my Eve (gonna gun for Code Empress if I ever get that far). The combat is ok. Not boring like a point and click combat system from most MMOs so I'm happy with that. The fact that to customise my character, i need to essential blow a ton of money in the Item Mall (because the items in this game generally do not alter your apperances) for a eye pleasing costume is pretty annoying (the K-Chings are overpriced, I swear)
I haven't played enough to give a final verdict, so I'll just continue playing.