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notbov

Joined: 14 Feb 2009
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Posted: Sun Jun 12, 2011 1:51 pm |
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While I don't mind the concept of cover, I don't want a button press to glue my character against a wall. I'd much rather have leaning or some kind of dynamic system in place that still allows blind firing and peeking (although I like what Deus Ex HR is doing).
Also, why the fuck am I leveling up and unlocking guns and shit in multiplayer games everywhere all of a sudden. _________________
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Ymer

Joined: 05 Oct 2009 Location: PAL region
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Posted: Sun Jun 12, 2011 2:55 pm |
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| Reset game and reload a save when dying instead of just hitting "continue" to avoid scoring penalties. |
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drobe My Brothers!

Joined: 25 Jul 2008
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Posted: Sun Jun 12, 2011 5:11 pm |
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| notbov wrote: |
| While I don't mind the concept of cover, I don't want a button press to glue my character against a wall. I'd much rather have leaning or some kind of dynamic system in place that still allows blind firing and peeking (although I like what Deus Ex HR is doing).. |
Cover systems are just emulations of the things that players already do, but in a way that makes it more interesting for the player because they are not looking straight into a wall. This was implemented because development studios wanted to pay their texture artists less.
Maybe.
I'd be okay if I never had to look at a texture that appeared wet again. _________________
http://i.imgur.com/9ATgokP.gif |
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Loki Laufeyson fps fragmaster

Joined: 05 Dec 2006 Location: Beneath the Mushroom Kingdom
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Tlon

Joined: 25 Sep 2008
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Posted: Mon Jun 13, 2011 9:10 am |
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| spinach wrote: |
| arcade games tend to have checkpoint systems or else allow you to pick up where you left off after getting killed, until all lives are lost and a continue is used |
It's in Scott Pilgrim that I just encountred this. Obviously its a tribute to old arcade tropes but it just made me play the game on Easy mode and cheese my way through, spamming my easiest attacks. OTOH it did force me to get good at the game, and if I could just credit-feed it would be even shorter. _________________ Someday somethings coming
From way out beyond the stars
To kill us while we stand here
It will store our brains in mason jars |
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Isfet

Joined: 05 Dec 2006 Location: A New York
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Posted: Mon Jun 13, 2011 1:09 pm |
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| Tlon wrote: |
| It's in Scott Pilgrim that I just encountred this. Obviously its a tribute to old arcade tropes but it just made me play the game on Easy mode and cheese my way through |
people did the same thing way back when!
it's called missing the point!
just kidding; not everyone likes frustration factors in games, i suppose. |
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Talbain

Joined: 14 Jan 2007
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Posted: Mon Jun 13, 2011 2:50 pm |
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| Jujyfruits wrote: |
| choosing morality through a completely obvious and ridiculous choice. like in Mass Effect. |
_________________
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L ⌐
Joined: 05 Dec 2006
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Posted: Mon Jun 13, 2011 4:04 pm |
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| Ymer wrote: |
| Reset game and reload a save when dying instead of just hitting "continue" to avoid scoring penalties. |
What's great about Hydorah is if you ragequit a level by mashing Esc as soon as you die, a voice cries "Retreat!"
(Actually it says that regardless of your motivation, but whatever.) |
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extrabastardformula millmuck holecutter

Joined: 01 Jan 2007 Location: The Nearest Faraway Place
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Posted: Mon Jun 13, 2011 8:46 pm |
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I totally always do that. If a game sends you back to a checkpoint with all your powerups gone I usually go into the options screen and set it for one life no extends if I can. _________________
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Iacus

Joined: 04 Dec 2006 Location: Stockholm
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Posted: Tue Jun 14, 2011 10:21 am |
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Not be able to change basic settings like text speed unless you start a new game. Especially if they are long games like RPGs
On the same note, not be able to change difficulty levels during the game, particularly since most (all?) difficulty levels have qualitative names like Normal or Hard that don't mean nothing outside that game. _________________ Guayaba 2600 |
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Talbain

Joined: 14 Jan 2007
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Posted: Tue Jun 14, 2011 10:34 am |
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That was a rather strange feature I found with the Persona series. Due to the voiced nature of so much of the text, the text speed being fixed is partially understandable. But not being able to change difficulty level if one is presented? Kinda silly. Valkyrie Profile had one of the wackiest of all difficulty curves, where the "easy" mode was easier to figure out (i.e. more linear) but the game was actually harder. I personally just think that difficulty levels either shouldn't exist at all, or exist via dynamic-difficulty adjustments that happen real-time in the game (the latter is difficult though, while the former is easier).
Is Square or Tri-Ace or whoever owns the Profile IP ever going to finish the trilogy? VP2 was trash, but I still want to see how the story resolves (just too much nostalgia built up into the first one I guess). _________________
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Iacus

Joined: 04 Dec 2006 Location: Stockholm
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Posted: Tue Jun 14, 2011 10:51 am |
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For the text speed thing I was mainly thinking of Opoona. The text speed in the Persona games didn't bother me much but the default speed in Opoona is excruciatingly slow.
Some developers can't even balance fixed difficulty levels, let alone a dynamic system.
But yeah, names of difficulty levels don't mean anything so at least let me get a feel of how the game behaves and then let me adjust the level to my preferences. _________________ Guayaba 2600 |
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Talbain

Joined: 14 Jan 2007
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Posted: Tue Jun 14, 2011 11:03 am |
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My problem with difficulty levels at all is that it's almost always a core mechanics change, which makes each difficulty a completely different experience. I like consistency in that at least I know we're all complaining about the same problems, not a problem with a certain difficulty version of the game (a problem of patching as well, but patching has made the games industry lazier in general and I don't think it's going anywhere, difficulty questions are typically up for debate). _________________
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Iacus

Joined: 04 Dec 2006 Location: Stockholm
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Posted: Tue Jun 14, 2011 11:20 am |
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| Talbain wrote: |
| My problem with difficulty levels at all is that it's almost always a core mechanics change, which makes each difficulty a completely different experience. |
I don't really think this is almost always the case at all. In fact, I enjoy when different difficulty levels are different experiences instead of just plain number scaling (eg. you have less ammo, enemies have more health etc) which is much more frequent. That's why I like playing Deus Ex in Realistic mode instead of the basic Easy/Normal/Hard modes because it changes the way you approach the game. I love that in the Hard and Expert modes of Gunstar Heroes not only are some bosses bigger, but all of them have different and more complex attack patterns. When all a harder difficulty offers me is that enemies are now bullet sponges, I don't have any real motivation to play it that way.
I'm ambivalent about patching. Of course I love that modern infraestructure allows micro-patching of bugs and whatnot as soon as they are fixed. About game balance patches, I think they are quite important in multiplayer games, though in the case of big rule changes the ideal would be to let the player choose which ruleset they want to play on (I think some Armored Core games do this?). On the other hand, blatant retcons and forced changes can be debatable. Like the elevator zombie fight in HL: Episode 1 (I beat that part before they adjusted the difficulty and yeah, it was hard, but not THAT hard).
I guess as long as the player has the option to go back to previous versions to see how they were, It wouldn't bother me. But that's pretty complex to implement so I doubt we'll be seing anything like it. _________________ Guayaba 2600 |
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Tulpa

Joined: 31 Jul 2008
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Posted: Tue Jun 14, 2011 12:25 pm |
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Talbain how did you feel about GoldenEye/Thief style difficulty levels meaning totally different sets of goals/restrictions in a level? _________________
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CubaLibre the road lawyer

Joined: 02 Mar 2007 Location: Balmer
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Posted: Tue Jun 14, 2011 3:24 pm |
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| Iacus wrote: |
| Like the elevator zombie fight in HL: Episode 1 (I beat that part before they adjusted the difficulty and yeah, it was hard, but not THAT hard). |
You know I replayed this recently to do the gravity-gun-only thing, and I thought that fight seemed a whole lot easier, but I had no idea they patched it that way. _________________ Let's Play, starring me. |
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ninjafetus

Joined: 23 Jul 2009
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Posted: Tue Jun 14, 2011 11:55 pm |
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| Tulpa wrote: |
| Talbain how did you feel about GoldenEye/Thief style difficulty levels meaning totally different sets of goals/restrictions in a level? |
I'm not Talbain but these were great. |
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Tulpa

Joined: 31 Jul 2008
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Posted: Tue Jun 14, 2011 11:56 pm |
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Yeah I think so too which is why I ask _________________
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Talbain

Joined: 14 Jan 2007
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Posted: Wed Jun 15, 2011 1:20 am |
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| Tulpa wrote: |
| Yeah I think so too which is why I ask |
To a certain degree I enjoy them, but I will say that playing Goldeneye on 00 Agent was an absolute chore at times (seriously, fuck Aztec and getting sniped by enemies a screen away-what made this really aggravating was that you couldn't fire back because of the fog of war that was implemented to get over the N64's technical limitations). The fact that enemies become meat shields in the worst possible way was really aggravating. I like that you're more fragile, I don't like that the enemies aren't also more fragile despite there being more of them. It's a balancing issue, but there's got to be a better way to do achievements. I think I enjoy the Super Meat Boy philosophy a bit more, where the difficulty is already there and it's up to the player as to whether or not they fully explore it. In a more open game, Demon's Souls should be the model with a modal tendency system that occurs within the game itself. A tendency system would be interesting if it weren't so obvious (and didn't require stuff like suiciding to take active part in it).
Alternatively, it's sort of like comparing La Mulana and Hell Temple (in La Mulana). They're really fundamentally different things (despite being within the same game), each of which will have a certain audience. _________________
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Youpi

Joined: 01 Mar 2011
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Posted: Wed Jun 15, 2011 3:35 pm |
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Watch the intro twice to understand every line because I can't enable subtitles before starting the game.
It's made worse with the cinematic audio dynamic range fashion that every game involving guns feels required to follow.
A pet peeve as a ESL guy who picked up the language primarily in its written form, but also a real insult to deaf players. _________________ Twitter: @youpi |
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protoblax bootleg pokemon

Joined: 08 Mar 2011 Location: MARIOZONE
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Posted: Wed Jun 15, 2011 11:41 pm |
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not jump _________________
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Sniper Honeyviper
Joined: 30 Aug 2009
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Posted: Wed Jun 15, 2011 11:48 pm |
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This is why they made BC Rearmed 2. :( |
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protoblax bootleg pokemon

Joined: 08 Mar 2011 Location: MARIOZONE
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Posted: Thu Jun 16, 2011 12:37 am |
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not jump *unless the game is specifically designed around not jumping* _________________
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Talbain

Joined: 14 Jan 2007
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Posted: Thu Jun 16, 2011 12:59 am |
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I think designers need to concede that if the character is humanoid, jumping is part of what they can do. _________________
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protoblax bootleg pokemon

Joined: 08 Mar 2011 Location: MARIOZONE
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Posted: Thu Jun 16, 2011 1:03 am |
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For instance, Brutal Legend would have been a whole point better on any game rating scale if Eddie Riggs could jump. This includes reviews which gave Brutal Legend a perfect score. (sup, Samuel Kite) _________________
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Tulpa

Joined: 31 Jul 2008
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Posted: Thu Jun 16, 2011 1:04 am |
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a mere ten years ago everyone could jump in video games _________________
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cake

Joined: 11 Aug 2009
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Posted: Sat Nov 12, 2011 12:30 pm |
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- TAKE THE FIGHT TO THE TERRORISTS (i was really interested in your game up until that point)
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RT-55J maverick

Joined: 15 Mar 2010 Location: Elsewhere
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Posted: Sat Nov 12, 2011 10:37 pm |
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| 1CC wrote: |
| use a continue |
oh how i wish |
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cake

Joined: 11 Aug 2009
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Posted: Wed Dec 18, 2013 12:40 pm |
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