Maybe I'm just staring a circle jerk here, but I was reading their their review of The Division, and a line in it absolutely blew my mind.
When you shoot enemies in The Division, damage numbers fly off as loot drops and experience is earned. Other games have tried this model with varying success, two of the best examples being Gearbox’s Borderlands and Bungie’s Destiny. Both of these examples often struggle to make their shooting feel properly responsive, meaty and powerful."
I'm sorry but what? Did we play the same games? Taking The Division completely out of the equation, but the shooting in Destiny feels better than basically any other FPS ever made. That's pretty largely undisputed, even by folks that absolutely abhor Destiny. I can maybe see the argument for Borderlands, but it doesn't feel that way for me personally.
So, yeah, I guess there's maybe not much of a discussion to be had about this, but I had to pick my jaw off the floor after reading that.
And . . . just to start the argument and keep beating that horse I've been wailing on since the closed beta: The Division's shooting sucks. Spec Ops: The Line feels better than The Division.
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To be fair...
by CyberKN
, Oh no, Destiny 2 is bad, Wednesday, March 16, 2016, 00:07 (3269 days ago) @ cheapLEY
Destiny's enemies can feel really bullet-spongy (mostly the yellow-health-bar guys). When I have to reload my gun after emptying a full clip into a knight's head, you've lost points in my book.
Not to mention boss fights.
Long live Halo 3.
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That also happens in The Division
by ZackDark , Not behind you. NO! Don't look., Wednesday, March 16, 2016, 00:11 (3269 days ago) @ CyberKN
And they're humans. Most of them without any sort of head protection. So while a valid argument against Destiny, it can't be used to praise The Division.
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I'm not.
by CyberKN
, Oh no, Destiny 2 is bad, Wednesday, March 16, 2016, 00:11 (3269 days ago) @ ZackDark
- No text -
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To be fair...
by cheapLEY , Wednesday, March 16, 2016, 00:16 (3269 days ago) @ CyberKN
edited by cheapLEY, Wednesday, March 16, 2016, 00:53
Destiny's enemies can feel really bullet-spongy (mostly the yellow-health-bar guys). When I have to reload my gun after emptying a full clip into a knight's head, you've lost points in my book.
Not to mention boss fights.
Long live Halo 3.
While I can't necessarily disagree with that, I'd argue that it doesn't really apply to the quote. Maybe that's exactly what he meant, but it's not worded properly if so (and definitely not applicable as a reference to something The Division does better than Borderlands or Destiny, as the exact opposite is actually true).
Destiny's guns feel plenty responsive, meaty, and powerful, regardless of the actual damage they're dealing, due largely to the fantastic animations and absolutely incredible sound design. The Division feels like a game of Airsoft by comparison.
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Borderlands is the best.
by ProbablyLast, Wednesday, March 16, 2016, 11:40 (3268 days ago) @ cheapLEY
edited by ProbablyLast, Wednesday, March 16, 2016, 11:58
lol me, tried to edit and hit reply.
Textbook Bad Donging, there.
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You tried to edit someone else's post?
by Funkmon , Wednesday, March 16, 2016, 11:45 (3268 days ago) @ ProbablyLast
- No text -
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Tried to edit my post, accidentally replied.
by ProbablyLast, Wednesday, March 16, 2016, 11:58 (3268 days ago) @ Funkmon
Then I deleted the extra one and edited the original.
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Yes.
by narcogen
, Andover, Massachusetts, Wednesday, March 16, 2016, 00:53 (3269 days ago) @ cheapLEY
Maybe I'm just staring a circle jerk here, but I was reading their their review of The Division, and a line in it absolutely blew my mind.
When you shoot enemies in The Division, damage numbers fly off as loot drops and experience is earned. Other games have tried this model with varying success, two of the best examples being Gearbox’s Borderlands and Bungie’s Destiny. Both of these examples often struggle to make their shooting feel properly responsive, meaty and powerful."
I'm sorry but what? Did we play the same games? Taking The Division completely out of the equation, but the shooting in Destiny feels better than basically any other FPS ever made. That's pretty largely undisputed, even by folks that absolutely abhor Destiny. I can maybe see the argument for Borderlands, but it doesn't feel that way for me personally.
Yeah, I was scratching my head at that particular paragraph.
Destiny isn't perfect, and has its problems, but making the shooting "feel properly responsive, meaty and powerful" is NOT one of them. If anything, that describes the Division, where hoodies are apparently bulletproof and people with high powered rifles are constantly in danger of being hit with baseball bats.
The Division's fictional construct means it can't have anywhere near the variety of Destiny's guns and enemies, while at the same time asking us to believe that people in street clothes can take a hail of bullets and keep running.
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Wait...
by Ragashingo , Official DBO Cryptarch, Wednesday, March 16, 2016, 01:38 (3269 days ago) @ narcogen
One of the few videos of The Division I've sat through was a guy hunkered down with an SMG just unloading on two or three AI guys rushing him with knives or clubs or something... It looked and felt odd to say the least. I figured the fiction had to be that the virus that cleared out New York made the survivors super tough or something. Is that not the case?!
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Wait...
by narcogen
, Andover, Massachusetts, Wednesday, March 16, 2016, 02:49 (3268 days ago) @ Ragashingo
One of the few videos of The Division I've sat through was a guy hunkered down with an SMG just unloading on two or three AI guys rushing him with knives or clubs or something... It looked and felt odd to say the least. I figured the fiction had to be that the virus that cleared out New York made the survivors super tough or something. Is that not the case?!
Not as far as I can tell. Without taking the plunge and actually committing to buying the thing, it seems the scenario is that we should all be thankful for the fact that sleeper cells of secret police who are armed to the teeth are all around us every day in normal society (not causing any problems of course) because when a weaponized virus decimates the population, the army and police will be powerless and we'll need ordinary men and women with military weapons and secret training, hiding in plain sight, to stem the tide of hooded thugs who are going to start looting.
Nevermind that the competitive multiplayer aspect is basically being a looter.
You're supposed to be helping the city residents, as the Polygon review mentions, but mostly it's shooting.
Blackstar and I played. A homeless person asked for some water. We gave it and they called us part of the problem. Blackstar shot them.
There's a weird, inverted GTA sensibility to this. It postulates a world in which the breakdown of basic services leads not just to unrest or even anarchy, but what seems suspiciously liked organized, armed incursions inside American cities that can only be countered by a group that I have a really hard time not equating to a private militia.
It's like playing a GTA game as the police. You're wandering around like Dirty Harry, asking everyone if they feel lucky, and looking for any indication that that guy in a hoodie has a gun, as opposed to that other nearby guy in a hoodie, who just wants a soda.
There also appears, unlike in GTA, to be no consequence whatsoever for shooting unarmed civilians.
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This sounds like a terrible game
by Beorn , <End of Failed Timeline>, Wednesday, March 16, 2016, 15:16 (3268 days ago) @ narcogen
I know nothing about The Division other than what DBOers have told me about it (most of whom are actually enjoying the game), and my interest level is floating somewhere around zero.
I'm not quite to the endgame yet, so I'm reserving my final judgement, but the leveling has been fantastic and I'm having a blast. Replaying old missions just because of how fun they are is totally a thing again, and I don't believe I'll be going back to Destiny any time soon. Possibly never.
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I'm liking it. Only level 12 so far
by Schedonnardus, Texas, Wednesday, March 16, 2016, 16:22 (3268 days ago) @ Beorn
judging by this board, the game's a bust. I'm really enjoying it.
I've been playing the crap out of The Division, so I'll shed some light on the situation:
First, to the original topic, Destiny's guns are the best feeling guns from any game ever. I consider that an objective fact.
Moving on:
The Division has level-based enemies and items, which means that if you shoot a level 10 bad guy with a level 1 gun, you're pretty much not going to hurt him. There are a whole lot of other things involved and I'm really oversimplifying here, but that's the general gist of it. Against same-level enemies you should generally be able to down basic (red health bar) enemies with a single sniper headshot, two DMR headshots, two shotgun blasts (or one if you're point blank to the head) or 4-8 rounds from your automatic weapon of choice, depending on range.
Against purple health bar enemies (armored), you have shoot down their armor first, and then they have about twice as much health as red health bar guys. Against yellow health bar enemies (heavily armored), you have to shoot down their armor first, and then they have about three times as much health as normal red bar guys. I don't have real numbers for this info, it's just what I've witnessed during gameplay (I'm currently level 29, the cap is 30).
So the yellow guys are definitely bullet sponges. They're a lot like yellow health bar enemies in Destiny. The purple guys can be spongey, but more often than not they're really just able to take a couple of extra shots, but not so many that they feel overpowered. It's like shooting a captain instead of a vandal.
One last note: Enemy health scales up as more players join your party. I can one-shot body shot when I play solo, but in a group of four it takes two headshots to kill a guy. This is good, as it keeps the encounters interesting instead of just having you and your team mowing down hordes of enemies that stand no chance.
As for the gun feel, it's actually really awesome. Not only do the weapon classes themselves feel good (sidearm, shotgun, smg, AR, LMG, DMR), but within those realms the individual weapons do have fairly unique feels. The way that feel is achieved is that the weapons differentiate more as they increase in level. A level 2 MP5 feels almost the same as a level 2 MP7, but a level 20 MP5 is noticeably softer hitting with smoother recoil than the chunkier level 20 MP7. The SCAR-H DMR at level 2 feels like a sniper rifle with a 20 round mag, but at level 20 it's clearly not going to be 1-shotting anyone (more like 3 headshots per kill) whereas a level 20 M44 is a true sniper rifle (bolt action, even) and will dome any red bar with a single round.
The result is that, as you play, you're encouraged to experiment early on as almost all weapons are interchangeable, but as you progress, you find that you like how certain weapons feel to the point where you're just not going to swap them for something with higher DPS because it doesn't handle the way you prefer.
Last note: There's not cannon about enemies being tougher as a result of the plague or anything like that. Those baseball bat guys are "rioters" who are the most basic enemy faction (all of the other factions' rusher type units have shotguns instead of baseball bats), and in the videos you're seeing, the player is in a full group and is a little underleveled, which is why that baseball bat guy can soak up two full mags from an SMG.
I hope this explains things!
As for the gun feel, it's actually really awesome. Not only do the weapon classes themselves feel good (sidearm, shotgun, smg, AR, LMG, DMR), but within those realms the individual weapons do have fairly unique feels. The way that feel is achieved is that the weapons differentiate more as they increase in level. A level 2 MP5 feels almost the same as a level 2 MP7, but a level 20 MP5 is noticeably softer hitting with smoother recoil than the chunkier level 20 MP7. The SCAR-H DMR at level 2 feels like a sniper rifle with a 20 round mag, but at level 20 it's clearly not going to be 1-shotting anyone (more like 3 headshots per kill) whereas a level 20 M44 is a true sniper rifle (bolt action, even) and will dome any red bar with a single round.
The result is that, as you play, you're encouraged to experiment early on as almost all weapons are interchangeable, but as you progress, you find that you like how certain weapons feel to the point where you're just not going to swap them for something with higher DPS because it doesn't handle the way you prefer.
That all sounds terrible, and I'm of the belief that it's really bad game design. I only played the beta, so that's where my opinions of terrible shooting comes from. Sounds like maybe I would actually enjoy high-level The Division play. But at the beginning, all the guns are the same (and boring) and it feels bad, so I'm not going to play it for ten or fifteen hours just find out what high-level play is like. It's bad design.
Last note: There's not cannon about enemies being tougher as a result of the plague or anything like that. Those baseball bat guys are "rioters" who are the most basic enemy faction (all of the other factions' rusher type units have shotguns instead of baseball bats), and in the videos you're seeing, the player is in a full group and is a little underleveled, which is why that baseball bat guy can soak up two full mags from an SMG.
I hope this explains things!
It does, but it doesn't make it any more appealing.
Sorry, I'm not trying to be that fanboy that just shits all over. I'm glad folks are enjoying The Division, and I truly hope some of the concepts from the Dark Zone spread beyond The Division, because it is interesting. If anything else, I hope people really love it and play it for a long time if only so Bungie really comes out swinging with the expansion this fall and for Destiny 2.
As for the gun feel, it's actually really awesome. Not only do the weapon classes themselves feel good (sidearm, shotgun, smg, AR, LMG, DMR), but within those realms the individual weapons do have fairly unique feels. The way that feel is achieved is that the weapons differentiate more as they increase in level. A level 2 MP5 feels almost the same as a level 2 MP7, but a level 20 MP5 is noticeably softer hitting with smoother recoil than the chunkier level 20 MP7. The SCAR-H DMR at level 2 feels like a sniper rifle with a 20 round mag, but at level 20 it's clearly not going to be 1-shotting anyone (more like 3 headshots per kill) whereas a level 20 M44 is a true sniper rifle (bolt action, even) and will dome any red bar with a single round.
The result is that, as you play, you're encouraged to experiment early on as almost all weapons are interchangeable, but as you progress, you find that you like how certain weapons feel to the point where you're just not going to swap them for something with higher DPS because it doesn't handle the way you prefer.
That all sounds terrible, and I'm of the belief that it's really bad game design. I only played the beta, so that's where my opinions of terrible shooting comes from. Sounds like maybe I would actually enjoy high-level The Division play. But at the beginning, all the guns are the same (and boring) and it feels bad, so I'm not going to play it for ten or fifteen hours just find out what high-level play is like. It's bad design.
Last note: There's not cannon about enemies being tougher as a result of the plague or anything like that. Those baseball bat guys are "rioters" who are the most basic enemy faction (all of the other factions' rusher type units have shotguns instead of baseball bats), and in the videos you're seeing, the player is in a full group and is a little underleveled, which is why that baseball bat guy can soak up two full mags from an SMG.
I hope this explains things!
It does, but it doesn't make it any more appealing.Sorry, I'm not trying to be that fanboy that just shits all over. I'm glad folks are enjoying The Division, and I truly hope some of the concepts from the Dark Zone spread beyond The Division, because it is interesting. If anything else, I hope people really love it and play it for a long time if only so Bungie really comes out swinging with the expansion this fall and for Destiny 2.
You're good; you don't sound like complaining just to complain or anything - no worries there!
The way the guns are, it makes me think they designed them like classes in a fire emblem game. Like all level 1 DMRs have the exact same base stats (this is not true at all, but the feeling is sort of like this), so in my made up numbers world let's say they start with 20 range and 50 damage with a RPM of 200 and then as the weapons level up, maybe the M1 gets +2 range and +5 damage per level while the SCAR-H gets +1 range and +1 damage, but also gets +10 RPM. ***It does not work this way*** but if you picture it in your head, you can see how higher level guns are more distinct from other high level guns vs. lower level guns being more similar.
Each class of gun is really distinct on its own, so there's not going to be any confusion between an SMG and an LMG. One is an always ready, fast reload, short range bullet hose while the other is a high capacity hard hitting medium range support weapon that takes a while to reload. Of course, the RPK-40 is an LMG that feels like a slightly heavier and slower assault rifle, and the MP7 is a SMG that feels like a slightly lighter and faster assault rifle - this is by design. You really can find a weapon that you like, but it takes a lot of experimentation to see what's good. So where you see poor design I see good design. You need to be able to generalize "I like sniping vs. I like shotgunning" (though those two are not mutually exclusive at all) before you can get specific with "I prefer a Custom SRS to a Military M44" because you probably have never seen those two weapons at the same time with the same level. As you play through the game, you are replacing your weapons after almost every mission, so having them be basically interchangeable early on is good - if they weren't, you'd potentially be using underpowered gun A because you like it more than overpowered gun B, which could create bottlenecks in progression.
I admit, twice in my leveling path I had guns that were so great I wished I could keep using them after I outleveled them. At level 8 I had a M1 sniper and an RPK-40 LMG which gave me great flexibility and effectiveness against every enemy I faced. I was really kind of bummed when I got a better sniper rifle and my old one was ineffective. More recently, at level 25 I had a FAL burst-fire assault rifle that was extremely accurate as well as a M60 LMG with 145 rounds in the mag and a 10% chance to instantly reload itself on a kill. I felt like Rambo and was able to solo several levels higher than I was because of how good the guns were. But now I'm 29 and those weapons are all long gone. It's okay though - I've played enough to know what I prefer when two weapons are closely rated, and also to know which combinations work well for me. The evaluation process for me is no longer about pure DPS, but now factors in all of the weapons' perks as well as per-shot damage, TTK etc etc... The weapons have differentiated as I've grown more knowledgeable about using them, and the result is that I don't feel like I need to go online to find an optimizer in the same way that I do with Destiny - this game is far less about twitch reaction and millisecond differences and far more about the element of surprise and minimizing windows of opportunity for enemies (reload time, mostly).
Honestly, you'll just become more aware of the weapon differences as you play, and I feel like the curve was great. Remember, most of the time you're going to be using the best available weapons no matter what they are. If you had a 1000 DPS AR and a 2500 DPS SMG drops, you're changing guns regardless of feel. That's the early game. Remember when you leveled up a whole bunch in Destiny? Higher light level? Okay I'm using that. I've yet to get into the Division's true endgame, but I can safely say that around level 22 was the first time I kept using a gun because I felt like its perks outweighed the diminished DPS. And even that gun was gone by 24.
Nope. Just looters. (So far, only up to a Level 8 Character).
Some have heavy thick bio-suits but nothing that could slow a long-gun round. The rounds from an AK in this game (if it were more accurate) would go through a cinder block. Here you need half a clip to kill guys wearing hoodies. They are very bullet-spongey.
I think they did this to combat the fact that if they were to make all the weapons and armor be practical and real-world specific, the main character (that would be you, the player) would be dead 2.5 seconds after staring to walk down the street by a random headshot.
Since dying every 2.5 seconds is not a 'fun' game, the designers tried to balance the dynamic of having a player and enemies that were not susceptible to the same damage one would sustain if it were designed to be real, while keeping it 'fun'. This however goes against the realistic present day setting the game tries so hard to show the player. Firing six 357 magnum rounds into a twenty-something covered in nothing but jeans and a t-shirt only to discover, not only is he not dead, but still coming at you. It takes you out of that thinly veiled 'realistic' gameplay.
In any event, The Division is very flawed, but I am enjoying it because I know deep down it's just a facade to give the player the excuse of running and shooting at New Yorkers after the Big Apple has gone to hell in a handbasket.
The 'Dress-Up-Barbie' options are pretty extensive, and I could get an even more perverse pleasure if I could get my character to wear a 'Boston' T-Shirt; just to piss off the locals even more. The ones I saved would hate me; being rescued by their biggest rival. And the ones I killed would hate me for the same reason. Being killed by one. Ah... what fun.
In any event, it's just a video game. And time will tell if I (or others) feel they got their money's worth of fun out of it.
Nope. Just looters. (So far, only up to a Level 8 Character).
Some have heavy thick bio-suits but nothing that could slow a long-gun round. The rounds from an AK in this game (if it were more accurate) would go through a cinder block. Here you need half a clip to kill guys wearing hoodies. They are very bullet-spongey.
I think they did this to combat the fact that if they were to make all the weapons and armor be practical and real-world specific, the main character (that would be you, the player) would be dead 2.5 seconds after staring to walk down the street by a random headshot.
Since dying every 2.5 seconds is not a 'fun' game, the designers tried to balance the dynamic of having a player and enemies that were not susceptible to the same damage one would sustain if it were designed to be real, while keeping it 'fun'. This however goes against the realistic present day setting the game tries so hard to show the player. Firing six 357 magnum rounds into a twenty-something covered in nothing but jeans and a t-shirt only to discover, not only is he not dead, but still coming at you. It takes you out of that thinly veiled 'realistic' gameplay.
In any event, The Division is very flawed, but I am enjoying it because I know deep down it's just a facade to give the player the excuse of running and shooting at New Yorkers after the Big Apple has gone to hell in a handbasket.
The 'Dress-Up-Barbie' options are pretty extensive, and I could get an even more perverse pleasure if I could get my character to wear a 'Boston' T-Shirt; just to piss off the locals even more. The ones I saved would hate me; being rescued by their biggest rival. And the ones I killed would hate me for the same reason. Being killed by one. Ah... what fun.
In any event, it's just a video game. And time will tell if I (or others) feel they got their money's worth of fun out of it.
A boston jacket would be amazing. It would need custom audio for the passers-by to say things like "oh what the F?" or "First the world ends and now sox fans are running around here?" "Go back to beantown!" Stuff like that would be awesome.
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On that note...
by CruelLEGACEY , Toronto, Wednesday, March 16, 2016, 03:35 (3268 days ago) @ cheapLEY
On the latest episode of Rebel FM, Arthur Gies said that the story missions in The Division are like raids in Destiny (they're actually fairly close to strikes, but nothing remotely resembling a raid). He also said there is a lot more meaningful content to do between story missions in the Division than in Destiny (there isn't by any stretch of the imagination).
I generally really like and respect Arthur, but I find he and a couple of the writers at Polygon have such a relentless bias against Destiny that they have a very distorted idea of what the game is, or how other games compare to it (which is the key point here, I think).
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On that note...
by Kermit , Raleigh, NC, Wednesday, March 16, 2016, 13:13 (3268 days ago) @ CruelLEGACEY
On the latest episode of Rebel FM, Arthur Gies said that the story missions in The Division are like raids in Destiny (they're actually fairly close to strikes, but nothing remotely resembling a raid). He also said there is a lot more meaningful content to do between story missions in the Division than in Destiny (there isn't by any stretch of the imagination).
I generally really like and respect Arthur, but I find he and a couple of the writers at Polygon have such a relentless bias against Destiny that they have a very distorted idea of what the game is, or how other games compare to it (which is the key point here, I think).
Yep. Check out this clickbait headline for an article about a game most Polygon readers probably will never play.
How Fragments of Him tells a tough, tearjerking story — and why Destiny should, too
The game actually looks interesting to me, but the gratuitous insertion of Destiny into the conversation made me roll my eyes.
To be fair
by electricpirate , Wednesday, March 16, 2016, 14:17 (3268 days ago) @ Kermit
To be fair the designer did bring it up on his own. It is kind of an unnescary place to bring up destiny though.
Fwiw I played the original gamejam version of this (Hipster gamer over here :-p) and it's quite good, but it's model of storytelling is only partially suited to destiny.
I think Destiny has a lot to learn from this 10 year old promotional ARG. http://areacodeinc.com/projects/chain-factor-numb3rs-arg/ but that's for another post...
To be fair
by Pyromancy , Thursday, March 17, 2016, 02:52 (3267 days ago) @ electricpirate
I think Destiny has a lot to learn from this 10 year old promotional ARG. http://areacodeinc.com/projects/chain-factor-numb3rs-arg/ but that's for another post...
This is an awesome idea for a game, or a Destiny Event. Sparrow racing event(s) was really downright fun, but an event with some meat to it would be great. A 6 week limited event that was interactive like an ARG would be so flipping cool. If our interaction actively changed and shaped the game as we played it?
The downfall is that it probably wouldn't be very replayable or as much fun to replay. So if you missed it or couldn't attend everyday you would really miss out on something great.
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On that note...
by stabbim , Des Moines, IA, USA, Thursday, March 17, 2016, 02:36 (3267 days ago) @ CruelLEGACEY
On the latest episode of Rebel FM, Arthur Gies said that the story missions in The Division are like raids in Destiny (they're actually fairly close to strikes, but nothing remotely resembling a raid).
I've heard more than a few journalists who have played Destiny, but not a lot, refer to its strikes as "raids." Usually in a generic context to just mean some kind of team PvE thing, one of them even said they were about to go do a "strike raid." I don't think they knew that "raid" meant a specific activity OTHER than the strikes.
Reviews of The Division are just going to praise it for doing things right that Destiny also did right and they forgot about, and bitch about it doing things wrong that they didn't like in Destiny. They're just going to shit on Destiny no matter what.
I haven't read many others; I don't want to deal with that crap.
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Journalists are not very smart part XXIII
by Durandal, Wednesday, March 16, 2016, 09:51 (3268 days ago) @ Funkmon
I've been playing The Division off and on and I have to say that their AI is both dumber, and the enemy interactions worse. Enemy difficulty is created just by adding health, there is no shield mechanic as near as I can tell. Boss battles are like the Y1 strikes, a big health enemy that just kind of wanders around shooting.
The gunplay is ok, but not anything special. it lacks the character of ME3, which I'll argue it's more closely modeled after then Destiny. Why the random thug rushing me with a baseball bat takes 10 hits with my LMG to kill is another weird thing. My "marksman" rifles really seem to have laggy bullets and don't hit moving enemies at times, and the right shotgun kills at Fellwinter's ranges.
It is a very different game from Destiny. The game is slower, movement is difficult and clunky, gunplay is also somewhat slow and doesn't feel solid. Like I mentioned earlier basic thug enemies with a bat take half a clip to take down sometimes and the stagger mechanic seems to be somewhat random. You can get shot by NPC snipers for 90% of your health and not know where the shots are coming from. You generally can't see grenades being thrown, but the game highlights in red the area they will land in.
Amusingly, your gunsight turns red on enemies and green on civilians. My brother has been running around shooting any random person on the street with a red sight saying "the gun has declared you guilty!" "question not the firearm, for it knows your sins!" Truly a person just minding their own business is in a dangerous situation in The Division if they are holding a bat.
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Journalists are not very smart part XXIII
by Kahzgul, Wednesday, March 16, 2016, 15:37 (3268 days ago) @ Durandal
I don't think we've been playing the same game, or maybe you're only like 2 hours into it?
I've been playing The Division off and on and I have to say that their AI is both dumber, and the enemy interactions worse. Enemy difficulty is created just by adding health, there is no shield mechanic as near as I can tell. Boss battles are like the Y1 strikes, a big health enemy that just kind of wanders around shooting.
The AI is far smarter than Destiny, with enemy units behaving more tactically if they have a commander unit nearby, grenadiers chucking all their stuff at once at you while rushers charge you with shotguns, and LMGers providing suppressing fire. Snipers actively retreat to gain range and seek elevation for better angles, and you can hear the enemies communicating with each other to coordinate attacks or warn of danger. It's not genius level, but it feels like real AI interactions vs. Destiny's "every enemy of X type always behaves the same way no matter what is going on" AI. I have heard an enemy sniper yell out "he's reloading, charge him" and then a different enemy with a shotgun broke cover and charged me. That's AI on a level you have never seen in Destiny.
The gunplay is ok, but not anything special. it lacks the character of ME3, which I'll argue it's more closely modeled after then Destiny. Why the random thug rushing me with a baseball bat takes 10 hits with my LMG to kill is another weird thing. My "marksman" rifles really seem to have laggy bullets and don't hit moving enemies at times, and the right shotgun kills at Fellwinter's ranges.
Definitely more of a ME3 gunplay system than Destiny, I agree. That being said, the guns become more differentiated at higher levels. It's a very interesting system. It feels like each gun type has base stats that match its entire class, and then gains more or less in each stat area with each level of the weapon, or something. low level SMGs all feel the same, but at high levels they are very different. Same with all the other guns.
It is a very different game from Destiny. The game is slower, movement is difficult and clunky, gunplay is also somewhat slow and doesn't feel solid. Like I mentioned earlier basic thug enemies with a bat take half a clip to take down sometimes and the stagger mechanic seems to be somewhat random. You can get shot by NPC snipers for 90% of your health and not know where the shots are coming from. You generally can't see grenades being thrown, but the game highlights in red the area they will land in.
Yes and no. I find the controls incredibly smooth and satisfying, but they did take some getting used to. The hardest part has been training myself to use the cover-to-cover movement instead of take cover-break cover-take cover elsewhere which is what you had to do in ME3.
Amusingly, your gunsight turns red on enemies and green on civilians. My brother has been running around shooting any random person on the street with a red sight saying "the gun has declared you guilty!" "question not the firearm, for it knows your sins!" Truly a person just minding their own business is in a dangerous situation in The Division if they are holding a bat.
That's hilarious. The trick being, of course, that there are no enemies "minding their own business" in this game. Walk up to anyone who had a red reticle and you'll see that they immediately start attacking you as soon as they notice you.
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I feel like you'd love "The Order: 1886".
by Korny , Dalton, Ga. US. Earth, Sol System, Wednesday, March 16, 2016, 16:00 (3268 days ago) @ Kahzgul
I don't think we've been playing the same game, or maybe you're only like 2 hours into it?
I've been playing The Division off and on and I have to say that their AI is both dumber, and the enemy interactions worse. Enemy difficulty is created just by adding health, there is no shield mechanic as near as I can tell. Boss battles are like the Y1 strikes, a big health enemy that just kind of wanders around shooting.
The AI is far smarter than Destiny, with enemy units behaving more tactically if they have a commander unit nearby, grenadiers chucking all their stuff at once at you while rushers charge you with shotguns, and LMGers providing suppressing fire. Snipers actively retreat to gain range and seek elevation for better angles, and you can hear the enemies communicating with each other to coordinate attacks or warn of danger. It's not genius level, but it feels like real AI interactions vs. Destiny's "every enemy of X type always behaves the same way no matter what is going on" AI. I have heard an enemy sniper yell out "he's reloading, charge him" and then a different enemy with a shotgun broke cover and charged me. That's AI on a level you have never seen in Destiny.
I only played it on Hard difficulty, so I don't know how it would work on Normal, but this sounds a lot like combat in The Order. I could work out enemy movements, weapons, and strategies just by listening to them. They would work to flank me and open up holes for their shotgunners, while snipers would pin me from higher areas.
The gunplay is ok, but not anything special. it lacks the character of ME3, which I'll argue it's more closely modeled after then Destiny. Why the random thug rushing me with a baseball bat takes 10 hits with my LMG to kill is another weird thing. My "marksman" rifles really seem to have laggy bullets and don't hit moving enemies at times, and the right shotgun kills at Fellwinter's ranges.
Definitely more of a ME3 gunplay system than Destiny, I agree. That being said, the guns become more differentiated at higher levels. It's a very interesting system. It feels like each gun type has base stats that match its entire class, and then gains more or less in each stat area with each level of the weapon, or something. low level SMGs all feel the same, but at high levels they are very different. Same with all the other guns.
In The Order, there were only a handful of weapons (akin to Halo 1), but there were no "bad" weapons. Each gun had a place in combat, and each weapon was as satisfying as the last.
Amusingly, your gunsight turns red on enemies and green on civilians. My brother has been running around shooting any random person on the street with a red sight saying "the gun has declared you guilty!" "question not the firearm, for it knows your sins!" Truly a person just minding their own business is in a dangerous situation in The Division if they are holding a bat.
That's hilarious. The trick being, of course, that there are no enemies "minding their own business" in this game. Walk up to anyone who had a red reticle and you'll see that they immediately start attacking you as soon as they notice you.
There are nowhere near enough games with Neutral enemies. Bioshock always holds a special place in my heart because of this for the Big Daddies... But yeah, The Order. Look for it on Redbox, as it only takes eight hours to get through the (darn solid) story.
Eight is pretty generous
by someotherguy, Hertfordshire, England, Wednesday, March 16, 2016, 16:42 (3268 days ago) @ Korny
But a good prelude to the inevitable Order 1887 nonetheless. You should definitely give it a shot now that it's out of the >$40 range.
Edit: Or just rent it. Its probably not a game you'll want to re-play a lot.
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Eight is pretty generous
by Korny , Dalton, Ga. US. Earth, Sol System, Wednesday, March 16, 2016, 16:54 (3268 days ago) @ someotherguy
But a good prelude to the inevitable Order 1887 nonetheless. You should definitely give it a shot now that it's out of the >$40 range.
Yeah, I loved the storytelling, but my big complaint was that far too much of the game was setting up for the sequel (though it did have its own arc).
And like I said, I only played through on Hard difficulty, so I definitely took a bit longer than the average person, as some firefights were particularly difficult (but memorable).
Edit: Or just rent it. Its probably not a game you'll want to re-play a lot.
Yeah, It was on a Flash sale for $10 a while back, but I would still recommend renting it, Since it so heavily narrative-driven that there's very little replay value (though I do want to go through it once more at some point).
I wish they'd make it a PS+ game at some point. Definitely an underrated experience.
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Eight is pretty generous
by CyberKN
, Oh no, Destiny 2 is bad, Wednesday, March 16, 2016, 16:56 (3268 days ago) @ Korny
I wish they'd make it a PS+ game at some point. Definitely an underrated experience.
You're literally the only person I've ever heard say anything positive about this game other than "It looks sorta pretty".
I mean, it's mostly pretty.
by someotherguy, Hertfordshire, England, Wednesday, March 16, 2016, 17:02 (3268 days ago) @ CyberKN
The world/universe is fun to be in though. It's pretty well realised, there's a good bit going on in the background and yeah - it's real pretty.
To clarify, it's not a super deep or intricate universe, but good enough that I feel like something really cool could be done with a longer running time. 5-8 hours just wasn't enough to realise its potential.
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Eight is pretty generous
by Korny , Dalton, Ga. US. Earth, Sol System, Wednesday, March 16, 2016, 17:11 (3268 days ago) @ CyberKN
I wish they'd make it a PS+ game at some point. Definitely an underrated experience.
You're literally the only person I've ever heard say anything positive about this game other than "It looks sorta pretty".
The most common complaints that I've heard come from the fact that the developers intentionally made the game to run at 30fps, and that it takes five hours to beat. I'm pretty sure that at least 90% of these complaints come from people who never played the game (the anti-30fps crowd was super vocal when it was announced, and the reviewers lamenting the length of the normal-difficulty campaign doomed the game to a DoA status).
I decided to give it a shot anyway and I found a lot to love about it (and the 4 Star average from 11,611 people who bought and rated it on the PSN store shows that folks who actually did play it can have nice things to say as well).
Heh, community ratings
by someotherguy, Hertfordshire, England, Wednesday, March 16, 2016, 17:17 (3268 days ago) @ Korny
Salt required.
I mean, I still agree that it's not terrible. A 6.5 or 7 I'd say (on a real 1-10 scale that is, not the popular 7-10. Which is to say I liked it).
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Heh, community ratings
by Korny , Dalton, Ga. US. Earth, Sol System, Wednesday, March 16, 2016, 17:33 (3268 days ago) @ someotherguy
Salt required.
I mean, I still agree that it's not terrible. A 6.5 or 7 I'd say (on a real 1-10 scale that is, not the popular 7-10. Which is to say I liked it).
Yeah, the community ratings are telling in the sense that most of the time when someone bothers to review a game, it's because they have something negative to say. That the ratings aren't at 1 star averages should speak volumes. I think I gave the game a 7.5 when I reviewed it, though I'd have to look for it to be sure (might have been higher if I was still on the experience high).
Definitely eight hours well spent, even if half an hour was spent in the final Catacomb's firefight (you're a proverbial fish in a barrel for that fight... A well-armed fish, but still).
Strange
by someotherguy, Hertfordshire, England, Wednesday, March 16, 2016, 17:45 (3268 days ago) @ Korny
I've always assumed the opposite - that community ratings skew high. The only time I tend to see 1-stars are when anyone can vote, at which point people who have never and will never play it will give it a 1 because "waaaah framerate" or "waaaaah graphics" or "waaaaaah Phil Fish". It's more rare to see low scores where a reviewer has to have purchased the product before reviewing.
But then you get all sorts of people with all sorts of outlooks and rationales, rating for all sorts of reasons. Not to mention the sometimes questionable taste of society at large (at least vs my own. Not to say theyre wrong and Im right or vice versa). Without an accompanying written review it's generally hard to glean what a numerical score actually means to a reviewer. It's why I prefer finding a traditional reviewer who lines up with your own views, rather than trying to read everyone.
Tl;Dr - people are weird, unpredictable and hard to interpret. Unreliable is an understatement.
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Eight is pretty generous
by Cody Miller , Music of the Spheres - Never Forgot, Thursday, March 17, 2016, 17:10 (3267 days ago) @ Korny
The most common complaints that I've heard come from the fact that the developers intentionally made the game to run at 30fps, and that it takes five hours to beat.
The complaints about 30 fps were because they chose it as a stylistic choice. Ready at Dawn had said they would have run it at 24fps to mimic the cinematic experience, except that not everyone had 120hz TVs. If the choice were about a tradeoff between graphical / simulation complexity and framerate, you can at least make those arguments. But to say you ran at a lower frame rate because you wanted your game to look cinematic is completely inept and laughable.
And of course a 5 hour game is not in and of itself cause for criticism. Game reviewers are terrible though, and just go down the checklist instead of actually examining length critically.
Hard was refreshingly difficult
by someotherguy, Hertfordshire, England, Wednesday, March 16, 2016, 16:58 (3268 days ago) @ Korny
Even if most of my deaths came from coach gunners.
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I'll check it out if I have time, it sounds good (if short)
by Kahzgul, Wednesday, March 16, 2016, 18:45 (3268 days ago) @ Korny
- No text -
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Journalists are not very smart part XXIII
by Durandal, Wednesday, March 16, 2016, 16:35 (3268 days ago) @ Kahzgul
The AI is far smarter than Destiny, with enemy units behaving more tactically if they have a commander unit nearby, grenadiers chucking all their stuff at once at you while rushers charge you with shotguns, and LMGers providing suppressing fire. Snipers actively retreat to gain range and seek elevation for better angles, and you can hear the enemies communicating with each other to coordinate attacks or warn of danger.
I've not seen any of this. Rushers always rush, hand gunners take cover, then pop out to fire. Snipers always go for the high ground. They don't seem to duck into cover when I'm aiming like Destiny.
Definitely more of a ME3 gunplay system than Destiny, I agree. That being said, the guns become more differentiated at higher levels.
I'll have to keep an eye out while I level. Right now i'm pretty low.
That's hilarious. The trick being, of course, that there are no enemies "minding their own business" in this game. Walk up to anyone who had a red reticle and you'll see that they immediately start attacking you as soon as they notice you.> >
Several times I've been able to "return the crates" while the enemies are just standing around talking. Or wander very close to a group looting a body. So you can get close without really triggering a response. I can stop and shoot mobs that are just kind of standing there and haven't noticed me, which is kind of immersion breaking. I mean if this was real life and a guy just rolled up and popped two punks Deathwish style I think the onlookers would freak a bit.
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Journalists are not very smart part XXIII
by cheapLEY , Wednesday, March 16, 2016, 16:56 (3268 days ago) @ Durandal
Several times I've been able to "return the crates" while the enemies are just standing around talking. Or wander very close to a group looting a body. So you can get close without really triggering a response. I can stop and shoot mobs that are just kind of standing there and haven't noticed me, which is kind of immersion breaking. I mean if this was real life and a guy just rolled up and popped two punks Deathwish style I think the onlookers would freak a bit.
I haven't played, so I can't comment, but I've been soaking up coverage on The Division (and talking to friends that play), and it seems like that's one of the bigger issues. The gameplay doesn't seem to make a whole lot of sense from a story perspective. It all kinda seems like it devolves into "Shoot those looters!" and then once they're dead, you just carry on doing the exact same thing they were doing. It seems like you're pretty objectively just as bad as the people you're killing, and that's without taking anything that happens in the Dark Zone into consideration.
Now, maybe that's not true at all, and I'll likely never know for sure, but that's the impression I get from everything I've heard.
Shoot those looters, then loot their stuff.
by someotherguy, Hertfordshire, England, Wednesday, March 16, 2016, 17:19 (3268 days ago) @ cheapLEY
People like to show off and use the term ludonarrative dissonance for all kinds of things that don't deserve it (Bioshock Infinite for example). But I'd say the Division probably deserves it in this respect.
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Journalists are not very smart part XXIII
by Kahzgul, Wednesday, March 16, 2016, 18:51 (3268 days ago) @ cheapLEY
Several times I've been able to "return the crates" while the enemies are just standing around talking. Or wander very close to a group looting a body. So you can get close without really triggering a response. I can stop and shoot mobs that are just kind of standing there and haven't noticed me, which is kind of immersion breaking. I mean if this was real life and a guy just rolled up and popped two punks Deathwish style I think the onlookers would freak a bit.
I haven't played, so I can't comment, but I've been soaking up coverage on The Division (and talking to friends that play), and it seems like that's one of the bigger issues. The gameplay doesn't seem to make a whole lot of sense from a story perspective. It all kinda seems like it devolves into "Shoot those looters!" and then once they're dead, you just carry on doing the exact same thing they were doing. It seems like you're pretty objectively just as bad as the people you're killing, and that's without taking anything that happens in the Dark Zone into consideration.Now, maybe that's not true at all, and I'll likely never know for sure, but that's the impression I get from everything I've heard.
There are in-game narrative reasons why looters are bad guys. Spoilers below:
Looters
CCTV of them chasing down a couple of unarmed civilians and beating them to death with baseball bats just for fun, laughing the whole time.
Cleaners
Literally burning anyone and everyone alive in a misguided effort to stop the spread of the plague. Audio recordings of one of them burning his neighbor alive... Ugh.
Rikers
These are escaped rapists and murderers, they do all the most fucked up things you can think of. In one mission, you come across a table with a captured cop who is just crying uncontrollably. Behind him is a pile of dead cops. And there's a sign, painted in blood, that says "Make us laugh or join your friends." Lots of other stuff with these guys, too.
LMB
These guys are sort of intentionally in a grey area. They're both thinking they're doing the right thing and clearly being led in the wrong direction, but they're true believers so they shoot at you first and ask questions later. Even in this spoiler I don't want to spoil everything.
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Journalists are not very smart part XXIII
by Durandal, Wednesday, March 16, 2016, 19:11 (3268 days ago) @ Kahzgul
But your character really doesn't know it's these guys half the time. I mean I'm just walking around and there are two guys standing over a body, and the reticle is red so I gun them down and then walk over and loot stuff.
Or a bunch of guys standing in a circle talking all the sudden BOOM HEADSHOT from me down the street.
It is odd and a bit out of character considering you can come across civilians scuffling over food or pushing each other around but can't actually hurt them.
I mean there is little to visually identify most of the random thugs from innocent people. At least the cleaners and LMB have uniforms so you know they are evil bad guys.
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Journalists are not very smart part XXIII
by Kahzgul, Thursday, March 17, 2016, 15:59 (3267 days ago) @ Durandal
But your character really doesn't know it's these guys half the time. I mean I'm just walking around and there are two guys standing over a body, and the reticle is red so I gun them down and then walk over and loot stuff.
Or a bunch of guys standing in a circle talking all the sudden BOOM HEADSHOT from me down the street.
It is odd and a bit out of character considering you can come across civilians scuffling over food or pushing each other around but can't actually hurt them.
I mean there is little to visually identify most of the random thugs from innocent people. At least the cleaners and LMB have uniforms so you know they are evil bad guys.
I disagree. Not only does every enemy group have a specific look, but each enemy type within that group has a specific look. Looters are maybe the most generic, since most of their looks are variations on ski mask + red hoodie (melee guys have grey ski masks, pistol guys have black ski masks, for example). It's the same as gang colors. You see a guy dressed that way and you know he's trouble. Also, let's say you don't shoot them and just walk up behind them while they're distracted. Ever listen to their conversation? It's pretty clear that they just killed this guy and they're disappointed he doesn't have much on him.
Also, the Rikers wear black and orange ski masks (a'la Deathstroke), with the shotgunners having reddish full face masks, the grenadiers wearing motorcycle cop gear, and the snipers have capes with hoods.
My point is that every enemy type looks unique and you can tell at a glance, just from the artwork, which faction they are and what their role is.
initially, when you're first getting your bearings, it's understandable that you don't know right away who is who, but as you grow familiar with the enemy factions it becomes pretty obvious.
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Journalists are not very smart part XXIII
by Kermit , Raleigh, NC, Wednesday, March 16, 2016, 17:27 (3268 days ago) @ Durandal
Several times I've been able to "return the crates" while the enemies are just standing around talking. Or wander very close to a group looting a body. So you can get close without really triggering a response. I can stop and shoot mobs that are just kind of standing there and haven't noticed me, which is kind of immersion breaking. I mean if this was real life and a guy just rolled up and popped two punks Deathwish style I think the onlookers would freak a bit.
GTAV gets this right. Since I tried it the only thing that still interested me about The Division was the world building. World building is something I can respect even if I have problems with the rest of the game (like GTAV). If the NPCs are this dumb, I'm out.
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Easy fix. Stop reading reviews.
by ProbablyLast, Wednesday, March 16, 2016, 10:10 (3268 days ago) @ Funkmon
- No text -
Weird
by Avateur , Wednesday, March 16, 2016, 23:56 (3268 days ago) @ cheapLEY
Most of my friends say that The Division isn't even a shooter. They say it's an RPG with guns, and the guns aren't really that important. They enjoy it as an RPG for the most part.
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Doesn't sound very far from the truth
by ZackDark , Not behind you. NO! Don't look., Thursday, March 17, 2016, 07:54 (3267 days ago) @ Avateur
Even more so than Destiny, the stats of a gun or an armor piece are fundamental to its effectiveness.
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Weird
by narcogen
, Andover, Massachusetts, Thursday, March 17, 2016, 11:25 (3267 days ago) @ Avateur
Most of my friends say that The Division isn't even a shooter. They say it's an RPG with guns, and the guns aren't really that important. They enjoy it as an RPG for the most part.
What role are they playing?
1)Deploy turret.
2)Deploy little rolling bomb.
3)Hide behind cover.
4)Profit.
Added bonus, equip the talent that increases turret duration by 10% for each kill while turret or bomb is deployed.
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Turret Deployment Role
by ZackDark , Not behind you. NO! Don't look., Thursday, March 17, 2016, 15:35 (3267 days ago) @ Durandal
Added bonus, equip the talent that increases turret duration by 10% for each kill while turret or bomb is deployed.
Damn. If BL2 had that perk, my Commando would never get out of cover.
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Turret Deployment Role
by MacAddictXIV , Seattle WA, Thursday, March 17, 2016, 15:37 (3267 days ago) @ ZackDark
Added bonus, equip the talent that increases turret duration by 10% for each kill while turret or bomb is deployed.
Damn. If BL2 had that perk, my Commando would never get out of cover.
I was thinking the exact same thing.
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Turret Deployment Role
by Korny , Dalton, Ga. US. Earth, Sol System, Thursday, March 17, 2016, 15:43 (3267 days ago) @ ZackDark
Added bonus, equip the talent that increases turret duration by 10% for each kill while turret or bomb is deployed.
Damn. If BL2 had that perk, my Commando would never get out of cover.
The Mechromancer's Deathtrap had that perk. It would stack duration on kills, up to 999 enemy stacks; and since it went after enemies (even through walls), you had very little to do, assuming it stayed alive long enough...
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Turret Deployment Role
by MacAddictXIV , Seattle WA, Thursday, March 17, 2016, 16:33 (3267 days ago) @ Korny
Added bonus, equip the talent that increases turret duration by 10% for each kill while turret or bomb is deployed.
Damn. If BL2 had that perk, my Commando would never get out of cover.
The Mechromancer's Deathtrap had that perk. It would stack duration on kills, up to 999 enemy stacks; and since it went after enemies (even through walls), you had very little to do, assuming it stayed alive long enough...
Not on the Mechromancer's deathtrap. If you get that ability that allows deathtrap to stay alive for longer, you can actually set him up at the very end of the game and have him farm rak's permanently for experience cause they keep farming and Deathtrap has like a half second kill time on them.
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Turret Deployment Role
by Korny , Dalton, Ga. US. Earth, Sol System, Thursday, March 17, 2016, 16:51 (3267 days ago) @ MacAddictXIV
Added bonus, equip the talent that increases turret duration by 10% for each kill while turret or bomb is deployed.
Damn. If BL2 had that perk, my Commando would never get out of cover.
The Mechromancer's Deathtrap had that perk. It would stack duration on kills, up to 999 enemy stacks; and since it went after enemies (even through walls), you had very little to do, assuming it stayed alive long enough...
Not on the Mechromancer's deathtrap. If you get that ability that allows deathtrap to stay alive for longer, you can actually set him up at the very end of the game and have him farm rak's permanently for experience cause they keep farming and Deathtrap has like a half second kill time on them.
Up until he hits 999 and can no longer stack them, at which point he goes away, but you can summon him again and start the fun once more. Easy way to level up your weak friends (even after they normalized XP gains). The game would get super laggy at that point, though. No idea why his duration stacks had a direct impact on game performance, but once he lost the 999 stacks, the game would run nice and smooth again.
*DING*
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A version of The Division I would actually play . . .
by cheapLEY , Sunday, March 20, 2016, 00:33 (3265 days ago) @ cheapLEY
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+1 so HARD!
by Korny , Dalton, Ga. US. Earth, Sol System, Sunday, March 20, 2016, 01:16 (3265 days ago) @ cheapLEY
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Yes.
by Ragashingo , Official DBO Cryptarch, Sunday, March 20, 2016, 01:36 (3265 days ago) @ cheapLEY
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Dear god, please
by ZackDark , Not behind you. NO! Don't look., Sunday, March 20, 2016, 03:01 (3264 days ago) @ cheapLEY
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