XSI
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Re: The Ranting/Debate Thread
Yes, coming from someone that plays on lunatic, and even finished the game on that setting, it is, it's good.
No, not yet, though I'm starting school for programming in a few months, so I think I'll find out in the next few years.
That was my point, if the difficulty of a mission lies in the "Friendly" AI shooting the player, or the objective that should be defended, then something is wrong, very, very wrong.
I liked that game, EvE online, great game, has it's issues, and I really don't like the direction it's going, they should make the world less safe, not safer, last I checked the economy partially collapsed because not enough people were losing equipment, so there was a very large supply, and very little demand.
I have plenty of stories like that from it too, since it was -not- illegal to sell game items on ebay or other sites, and it happened a lot. This means that someone comes from WoW or something, buys high-end things with his real money, and then expects to be the best in the game as soon as he gets it.
Instead, he gets shot down and looted because he fails to understand even the basic controls.
Besides that, more ranting time, today's topic, invisible walls.
I understand you have to somehow limit the player's movement, even if just to save on trying to get an entire world mapped, but there are much better alternatives to being chased by something tough and then running headfirst into an invisible wall, only to get slaughtered seconds after that. it's the same kind of thing as giving the player a missile launcher, explosives, and then having a small, wooden fence mark where the player can't go. So I can use my mininukes to blow up 3 buildings in one shot, but a wooden fence is invincible? I can't even..you know, step -over- the knee height fence?
It's really the same as giving a player special doorbuster explosives, but requiring a key to have him pass the wooden door that leads to the boss, it doesn't make any sense! But ok, that's to keep the story intact I guess, as long as the story is good, that's fine.
But really, even Valve is guilty of the invisible walls, L4D's Dead Air and Death toll campaigns in versus for example, on my first play as infected(Hunter), I jumped against at least 15 invisible walls, not marked, easily reachable, and each tactical spots. I died from dropping mid-air at least 10 of those 15 times. At one point I even found a rooftop without invisible walls around it to pounce from, make the perfectly timed jump, and then in mid-air I bump into an invisible wall that's there for no reason at all, and harmlessly drop down in front of the enemy team. Now, I've played those maps before they 'fixed' them by using the console votes, and the invisible walls weren't there, the map in the 'unfinished' state was better then the finished map. I've already given up on finding a good spot to jump from on those maps, just find the obvious spots and wait to be shot down.
Next topic, sort of fits in a little with the L4D part, making games simpler for the retards to play, and protection for morons.
Of all the things a game can do to fail, this is the worst it can do, sure, simpler controls is good, but changing a large part of the game to make it better for new gamers is not going to work. Nearly every online game did this, or is going to do it, yet they never learn, a few examples.
WoW, it used to be ok, it was a nice game, -War-craft actually had war, and then they decided to change that, because the lower levels(And dumbasses) were getting ganked by a systematic problem that they conveniently overlooked. So, enter the 'honour system', massive guardspawning, and just forget that most of the ganking never actually happened in the towns, and the best part of the game was suddenly impossible. Welcome to World of Peacecraft.
EvE, ok, this is a lot less then the other games, but from what I've seen from updates and chats with friends it's getting fucked over slowly, and it started long before I even joined the game(So I'll skip that part, I wasn't there). Anyway, defence gets a huge bonus already, since they prepare everything, have extra guns(Turrets/platforms), choose the time, and are closer to home. There is more, but I won't list it all. The point is, once a suitably large group takes over an area, it's there to stay and won't move without a gigantic investment of the attackers. So smaller groups of people stop caring for area's, and instead, they just go around, have a good time, maybe shoot some of those idiots that didn't see them coming since 10-30 minutes ago, and in general just have a nice time. But nevermind that, everybody now gets to instantly warp to safety(Unless they really, really fuck up). It was possible before, but add that to the removing of fast ships and there's really nothing that can be done about a group of people living in the so called 'unsafe' areas. And sadly, the most dangerous parts of the world are the places marked as "Safe".
Darkfall
(I only played this one in the beta, a large part of it, and this did not change as far as I know, and I've looked into it)
While being one of the best games for just the ideas used, there are a few parts that aren't really done right.. Like a safe zone in a game that declared it had no safe zones, or having an entire town, but only put in a single NPC, and give that NPC the functions of, but not being limited to:
Quest giver
Quest target
Crafting trainer
Crafting shop
General shop
Guard
Eyecandy
...That's not really a good thing to do when people expect a kind of lively world.
And finally, SWG, a game that wanted to 'be more attractive to new players'. It did so by taking out a lot of features, and completely changing the game, what could possibly go wrong? (Hint, it died a quick but still painful death)
(Extra note on L4D, it actually has a storyline that ties all the campaigns, and even the last survivor map together, but it was removed for some reason, there are still hints, but a lot just got taken out, more details will be provided if asked.)
(...) Touhou series, I've only played embodiment of scarlet devil, and even though I can't beat the thing on normal (easy doesn't count), I can still see that it's a good, well-rounded game.
Yes, coming from someone that plays on lunatic, and even finished the game on that setting, it is, it's good.
(...)As for AI.... have you ever tried to program an AI for anything?
No, not yet, though I'm starting school for programming in a few months, so I think I'll find out in the next few years.
(...)fail at programming AI. Just skip the escorts altogether -_-
That was my point, if the difficulty of a mission lies in the "Friendly" AI shooting the player, or the objective that should be defended, then something is wrong, very, very wrong.
@ that one guy... ROFL. You made a guy sell his account because he was so bad? That's the funniest mmo story I've heard in a while.
I liked that game, EvE online, great game, has it's issues, and I really don't like the direction it's going, they should make the world less safe, not safer, last I checked the economy partially collapsed because not enough people were losing equipment, so there was a very large supply, and very little demand.
I have plenty of stories like that from it too, since it was -not- illegal to sell game items on ebay or other sites, and it happened a lot. This means that someone comes from WoW or something, buys high-end things with his real money, and then expects to be the best in the game as soon as he gets it.
Instead, he gets shot down and looted because he fails to understand even the basic controls.
Besides that, more ranting time, today's topic, invisible walls.
I understand you have to somehow limit the player's movement, even if just to save on trying to get an entire world mapped, but there are much better alternatives to being chased by something tough and then running headfirst into an invisible wall, only to get slaughtered seconds after that. it's the same kind of thing as giving the player a missile launcher, explosives, and then having a small, wooden fence mark where the player can't go. So I can use my mininukes to blow up 3 buildings in one shot, but a wooden fence is invincible? I can't even..you know, step -over- the knee height fence?
It's really the same as giving a player special doorbuster explosives, but requiring a key to have him pass the wooden door that leads to the boss, it doesn't make any sense! But ok, that's to keep the story intact I guess, as long as the story is good, that's fine.
But really, even Valve is guilty of the invisible walls, L4D's Dead Air and Death toll campaigns in versus for example, on my first play as infected(Hunter), I jumped against at least 15 invisible walls, not marked, easily reachable, and each tactical spots. I died from dropping mid-air at least 10 of those 15 times. At one point I even found a rooftop without invisible walls around it to pounce from, make the perfectly timed jump, and then in mid-air I bump into an invisible wall that's there for no reason at all, and harmlessly drop down in front of the enemy team. Now, I've played those maps before they 'fixed' them by using the console votes, and the invisible walls weren't there, the map in the 'unfinished' state was better then the finished map. I've already given up on finding a good spot to jump from on those maps, just find the obvious spots and wait to be shot down.
Next topic, sort of fits in a little with the L4D part, making games simpler for the retards to play, and protection for morons.
Of all the things a game can do to fail, this is the worst it can do, sure, simpler controls is good, but changing a large part of the game to make it better for new gamers is not going to work. Nearly every online game did this, or is going to do it, yet they never learn, a few examples.
WoW, it used to be ok, it was a nice game, -War-craft actually had war, and then they decided to change that, because the lower levels(And dumbasses) were getting ganked by a systematic problem that they conveniently overlooked. So, enter the 'honour system', massive guardspawning, and just forget that most of the ganking never actually happened in the towns, and the best part of the game was suddenly impossible. Welcome to World of Peacecraft.
EvE, ok, this is a lot less then the other games, but from what I've seen from updates and chats with friends it's getting fucked over slowly, and it started long before I even joined the game(So I'll skip that part, I wasn't there). Anyway, defence gets a huge bonus already, since they prepare everything, have extra guns(Turrets/platforms), choose the time, and are closer to home. There is more, but I won't list it all. The point is, once a suitably large group takes over an area, it's there to stay and won't move without a gigantic investment of the attackers. So smaller groups of people stop caring for area's, and instead, they just go around, have a good time, maybe shoot some of those idiots that didn't see them coming since 10-30 minutes ago, and in general just have a nice time. But nevermind that, everybody now gets to instantly warp to safety(Unless they really, really fuck up). It was possible before, but add that to the removing of fast ships and there's really nothing that can be done about a group of people living in the so called 'unsafe' areas. And sadly, the most dangerous parts of the world are the places marked as "Safe".
Darkfall
(I only played this one in the beta, a large part of it, and this did not change as far as I know, and I've looked into it)
While being one of the best games for just the ideas used, there are a few parts that aren't really done right.. Like a safe zone in a game that declared it had no safe zones, or having an entire town, but only put in a single NPC, and give that NPC the functions of, but not being limited to:
Quest giver
Quest target
Crafting trainer
Crafting shop
General shop
Guard
Eyecandy
...That's not really a good thing to do when people expect a kind of lively world.
And finally, SWG, a game that wanted to 'be more attractive to new players'. It did so by taking out a lot of features, and completely changing the game, what could possibly go wrong? (Hint, it died a quick but still painful death)
(Extra note on L4D, it actually has a storyline that ties all the campaigns, and even the last survivor map together, but it was removed for some reason, there are still hints, but a lot just got taken out, more details will be provided if asked.)