"what sort of controls would you initially want to be available? do you have any examples of other games which provide you the control you want while making it very easy to understand and use?"
- keith thornhill
"the variety of abilities and weapons we already have aim to provide those "differences in play". (vamp-beam vs overheal, crater vs shockwave, etc) the plan has always been to keep making more of these and provide lots of options so players can create the loadouts they like the best. (i.e. "horizontal progression") we recognized that our progression had gotten too linear and vertical. to me these changes are more about giving the players more interesting tradeoffs up-front without requiring dozens of hours of play to unlock the fun choices. the aspect of item constraints allows players to put even more emphasis on gameplay choices that they feel are interesting and fun. (i.e. having a very powerful gun but giving up all ability modules to support it)"
- keith thornhill
"i'm surprised that the texture quality did not change for any setting. HQ textures are streamed in on-demand. but your SS shows that even on ultra-high the apple fruit box next to you is blurry, when it should be crystal clear and readable. this seems like a bug to me. what happens when you set it to ultra-high and put your crosshair on a blurry texture. does it sharpen after a short delay?"
- keith thornhill
afex on Here's a link to Shay Pierce's game Connectrode. How about we let him kick some ass, since his former CEO called him out by name? - http://www.reddit.com/r...
"after reading this article about that, i was even _less_ tempted to check his game out. what kind of weirdo writes that email about a game he didn't work on? seems like a horrible co-worker. http://articles.businessinsider.com/2012-03..."
- keith thornhill
"the point of an infographic is to make a bulk of information easily consumable through the use of visual representation of the data. this is just a big image with a shit ton of text on it."
- keith thornhill
"email-to-SMS (on att at least) uses a different "from" number for each message. makes it impossible for the receiver to create a named contact for it."
- keith thornhill
"as the model for games become services rather than products, the games industry will learn that the goal is not the ship date but instead sustainable development over the life of the service. when your game is a service, launch is day one."
- keith thornhill
"yeah this threw me for a loop when playing this weekend. i played a game with Martyr, who has some healing, but is definitely not what i'd call a healer in the LoL soraka/taric sense."
- keith thornhill
"i dug into the code last night. it is really exciting and i plan to use it for deployments in my current project. it also is a great example of a pragmatic ruby project and i recommend everyone to read the code. but it is not ready for somebody to just install and begin deploying, since there are no docs and it assumes you are familiar with how build a stack. it injects a bunch of helper methods into your stack class, and those methods assumes you will define certain methods, like "{STACK}_head_build", which is supposed to implement retrieving a build number for the head of your repo. stacks are centered around defining a "{STACK}_rsync" method, which should use these helper methods to coordinate updating your servers. figuring out which servers to update, and implementing the update process is left as an exercise for the reader. looks to be a good fit for chef here. (query chef to find all servers with role X, iterate running "cap deploy" on each, etc) the thing that is not clear to..."
- keith thornhill
"the author misses the fact that not all the benefits of these non-relational datastores are based on scale, some are operational and development efficiency. achieving fault-tolerance and high availability with cassandra takes very little effort, while doing the same with mysql means additional application-level code to deal with read slaves or sharding. also the schema-less nature of some of these databases allow for rapid development of new features."
- keith thornhill
"i've been thinking about single-player LoL ever since i played the first protoss bonus mission in SC2. i think it would be great fun, and would be willing to spend a few bucks here and there for campaigns."
- keith thornhill
"the development process which you are arguing for is not sustainable. people being able to pay developers more than once every 3 years is what is currently saving the game industry. see: free to play games."
- keith thornhill
"i wrote the external crawler for [raptr.com](http://raptr.com) using [SEDA](http://en.wikipedia.org/wiki...) which is used to track almost realtime status of your xbox activity. it uses memory queues for inter-process staging, and network queues for receiving commands from the rest of the application as well as posting results back to the datastore."
- keith thornhill