Haba
Harbinger of Decline
Case in point.
While I agree with you generally are you seriously suggesting that NIN's completely inappropriate* and boring Quake 1 soundtrack is better than Quake 2's? Quake 2's soundtrack is one of the best ever and is by far the best thing about the game.Petersen didn't randomly join id - Romero brought him along, and their designs synergized beautifully together (and Petersen left for the same reason - unhappy with the direction Carmack took with Quake). Same with the music - with Romero there you have Bobby Prince and fucking Nine Inch Nails, with Carmack you have.... who again?
And this is a bad thing?
Is this abija guy trolling?
That depends, did you actually pay attention during shooters instead of feeling awesome? Ever asked yourself why the AI has obvious patterns, or why they do evasive actions (regrouping, cover fire, shouting a lot, poking a bit then waiting)? Have you experimented with changing AI behavior when modding was possible or at least take a look at how aggressive mods were done and how gameplay changed? Have you thought about what's different in your gameplay (and why) when AI difficulty changes?
As for tactics, cautious play, a simple example: imagine you don't have area of effect weapons and all enemies in the room/arena group up and then attack at same time. "Tactics" your way around that... People would get frustrated and call bullshit design, but that's how proper AI would behave, that's how human enemies would handle advantage in online play, rush down and overwhelm.
You've got it backwards, though.I think what he's trying to say is that it would be the easiest thing ever to get an AI to hit you in the head the moment it sees you 100% (this is what aimbots do, for instance - and people complained about getting headshotted across half the map in Crysis on the harder difficulties)
I prefer the "how cool is this, I'm fucking awesome" feeling I get by actually being awesome.But that it is much harder to balance AI so that player has a chance and can use various ways to beat a scenario and maybe gets a "how cool is this, my character is really powerful!" feeling out of it.
If they are playing on PC, they already have KB&M, so any inefficiency introduced by fagpad is self inflicted.I think what he is trying to say (again) is that a lot of games are meant to be played with controllers by a bunch of popamolers
"Are" and "should" should never be conflated (but often are).Don't shoot the messenger, he's kind of right that games are often designed that way nowadays.
I replayed my first fight in STALKER.i remember my first fight in stalker.
outnumbered, outgunned, i needed perfect aim and a bit of luck but i kept dying repeteadly because enemies always surrounded me and approached from the only angle i wasn't covering.
damn, THAT was fun!
They don't balance it for different platforms that was the whole point. You get on PC AI designed for the slower actions of someone playing with a controller. They don't even take the time to adjust for that so expecting a special AI mode for hardcore players is wishful thinking. Damage numbers, accuracy of enemies those are sometimes tweaked but are not enough.What bullshit is this?
You shouldn't rebalance games for different control interfaces. Sure you should try to use every possible control method optimally but if some control method is clearly inferior there is no point balancing for it, unless specifically when porting, for platform's default controller.
If the player is so strong that it wins a properly engaged fight by the AI, you'll get complaints of game being too easy. This is the whole point, the player needs to feel he is fighting against odds and winning, not strolling around as robocop vs enemies with basic peashooters.If you want to pit player against otherwise overwhelming odds, you must give or allow player some sort of in-universe advantage enabling the possibility of their victory and survival - be it HEV suit, cybernetic implants, Thu'um or just enough wiggle room to use guerilla tactics effectively, not inexplicable enemy derp.
AI can and should have weaknesses, but they should be weaknesses corresponding to the weaknesses of stuff it stands in for (humans or otherwise) - limited awareness, accuracy and reflexes, and so on.
If anything, player will always have the PC psychopathy on their side (the fact that PC generally is immune to in-universe fear and has no qualms against killing people).
And that's one of the reasons why we get mostly shit games.They don't balance it for different platforms that was the whole point. You get on PC AI designed for the slower actions of someone playing with a controller.
Accuracy, aiming speed and reaction times can be easily adjusted if you're smart enough to load them (or just multipliers) from a configuration file instead of burrying magic numbers all over your code.They don't even take the time to adjust for that so expecting a special AI mode for hardcore players is wishful thinking. Damage numbers, accuracy of enemies those are sometimes tweaked but are not enough.
You're assuming that properly engaged player will be unable to use any tactics, just stand there and clickclickclick.If the player is so strong that it wins a properly engaged fight by the AI, you'll get complaints of game being too easy.
The harder id has tried at single-player since, the more spectacularly they've failed -- even when it comes out as decently as Rage. And it's usually led their tech too far in whatever direction suits the game (although with impressive, forward-thinking results.)
They didn't have a proper AI set to kill, not even close. Those were just scripted to make them look awesome and player reception was great..
People in an entirely different market, maybe. CoD in particular, they could save a lot of money if they could axe the campaigns -- the days of it being "cinematic" relative to other games, or making a media hubbub, are fairly over. But then they'd lose out on a convenient "sequel justifier" beyond what (sometimes clever) tweaks they add to MP. Really, I think a lot of people would just stick to their favorite version, like you see with fighting games, if there weren't so many CoDs that the servers get thin (unless you buy the new one, muah ha ha ha.)Maybe if they made campaigns that weren't complete utter shit, then people might care again?Nobody gives a fuck about those campaigns except reviewers and 12yos.
Was it really that the team in total was that good?
Or was it just a decent idea at the right time that, despite all the behind the scenes bullshit and obvious drama (because there was a ton of it, still is), still managed to be a good game? Kinda like the stars were aligned for the right task at the right moment type of dealio.
Do you have any problems with Blood?it is either this or playing Blood
Might as well ask in this thread; where can I download the original games already moded and ready for modern PCs? I have this urge to popamole old skol, it is either this or playing Blood
Might as well ask in this thread; where can I download the original games already moded and ready for modern PCs? I have this urge to popamole old skol, it is either this or playing Blood
Does it matter?point to someplace on the doll, DraQ. tell us where Q2 touched you
You COMPLETELY missed the point and, I suspect, didn't read the rest of my previous post. If you had you'd have seen I have no problem with targeted development and even justified it in the case of UT, perhps for the exact same reason you can justify Q3's or COD's. In any case targeted development was unrelated to my own problem with id, which was to do with the quality of what they provided, not whether it was targeted or not. Fact of the matter is, if you provide a highly cinematic SP campaign that you spend a vast amount (perhaps most of) the budget on, it will get judged as part of the game. Don't want that? Don't put in the game. Want it to be judged as a good campaign? Make it good. It's as simple as that. And in any case, this whole argument once again has little to do with id so... why did you bring it up as a defense for id in the first place?So is targeted development bad now? Because the first 10 years of this site were spent bitching about decline via developers trying to stray from what they're good at, trying to please everyone instead of picking a point on the spectrum and nailing it. PC Gamers, 1999: "Oh no, two of the finest multiplayer FPS of all time came out, and they're balanced so they could sit on the head of a pin! What will we do if we want a campaign, besides play any of the glut of single-player FPS currently flowing out of publishers asses, many of which happen to be fantastic?"
Actually, the point is not to let a programmer who's top at programming and understands design as well as I understand Chinese calligraphy do the frikkin design. And if you think this is still a good idea, well, have fun replaying Doom 3 or something.Just keep throwing money in; hopefully you'll "only" end up with Daikatana instead of an unreleased Doom II-themed CoD clone. Just whatever you do, don't let a programmer at the top of his game, the only "big name professional" in character modelling, and a razor-sharp team of DM mappers do what they're good for.
I didn't, and it's not "a defense for id" just a reality check directed towards one of the many sentiments in this thread. Making Q3 was a good move, and one that produced a game a lot of people enjoyed, some of whom wore monocles. It didn't kill id's already-dead SP, just sidestepped its corpse. Building a SP design team from nearly-scratch with their fingers crossed is what made Doom3, and what didn't make Doom4.why did you bring it up as a defense for id in the first place?
I apologize for mistaking this thread for some kind of vehicle for industry discussion, instead of a long-winded alternative to a "do you like modern id games yes/no" poll. "Missed the point," "didn't read," indeed.Actually, the point is not to let a programmer who's top at programming and understands design as well as I understand Chinese calligraphy do the frikkin design. And if you think this is still a good idea, well, have fun replaying Doom 3 or something.
Excerpt from Carmack To-Do said:
- Write Unified Lighting System
- Fire Steed for Agreeing with Me
- @ Willits re: Engine; Could We Please Not Use Features?
- Refactor GUI System; Allow on Surfaces
- @ Willits re: Monsters; Must Be in Closets
- Merge Editor, Runtime renderers
- Fire Reznor, Hire His Former Oompa Loompa
It'd be a little bent to demand we all have little mini-discussions which pertain only to your points and opinions.themy point... my post... I have... my own problem (...)
Might as well ask in this thread; where can I download the original games already moded and ready for modern PCs? I have this urge to popamole old skol, it is either this or playing Blood