Metro
Arcane
- Joined
- Aug 27, 2009
- Messages
- 27,792
You wouldn't have a choice.I wouldn't say no to that guy on the left.
You wouldn't have a choice.I wouldn't say no to that guy on the left.
Yep, my way of dealing with Nigthmare earlier was usually - hide someplace (usually under something) it has no way of reaching due to its size, go make a fresh cup of tea. Pretty intense stuff it was. Then later on Nigthmare simply becomes a pushover so I welcomed any opportunity to kill it. Didn't even do the quest to get rid of it, because why would I, it would just lower monster variety. It could've been scarier if it was smaller size and could follow you to more places.
He isn't much more threatening in Mooncrash either, I bumped into him all of one time and simply ran away, not worth dealing with him when you're on the clock.
He's in Mooncrash? You mean the different boss thingy in the central area or Nightmare? Cause I finished Mooncrash without seeing Nightmare.
I like the way you frame the level design philosophy in terms of the raw geometry of the levels and the paths afforded to the player, but I feel you glossed a bit over the enemy composition, which is one of my key points of criticism for the game. In the GDC talk on Dishonored 2 entitled "An Approach to Holistic Level Design", Arkane Studios' Steve Lee discusses one of their key principles for Dishonored's level design, namely that of fostering "player intentionality". One of the main purposes of Dishonored's verticality and open layouts, then, is to present clear and consistent affordances to the observation of obstacles so the player can formulate plans about how to tackle them -- I have a clear memory of perching myself far above enemy patrols and planning how to take them out (Warren Spector has also said similar things about Deus Ex, though in less technical terms). I assume that the same goal was present in Prey's level design, as seen with a few notable encounter designs, like the first Phantom you encounter in the lobby, or the Telepath in the kitchen area in the Crew Quarters. However, I often felt that this goal was taken to an extreme, with some levels built with scant enemy presence beyond a lone Phantom or two patrolling the main hub you've identified, which the player can safely observe and often from a vantage point they've climbed to with the open-ended traversal mechanics. While the early game has mimics hiding in every corner, by the end of the game I recall feeling less and less tension as I was exploring, I think because I had become accustomed to the lack of danger associated with the sequential exploration of spokes that you point out. Obviously, this isn't universally true, and in fact some of my favorite moments in the game were exceptions to this rule (the poltergeist in the darkened passage to the Volunteer Quarters legitimately spooked me). But I wonder if Prey would have been better served by more deliberate attempts to make players react on their feet, in the same vein as the Mimic surprises. This was perhaps the most enlightening component of your System Shock 2 video (which hooked me on your channel) -- the way that game sets up expectations about encounters such as with the Maintenance Bot in the access corridor in Medical, only to pull the rug out from under the player and force them to adapt is genius. It's not quite a Doom monster closet where you have to twitch react, since the encounter was already teased and in the back of your mind (I have absolutely no problem with complete ambushes in that type of game, by the way), but it doesn't give the player a totally safe position from which to observe, plan, and execute like nearly all of Prey's encounters. I don't think that's a bad goal in isolation, but I wish Prey had thrown some surprises into the mix, which needn't sacrifice the whole concept entirely as demonstrated by SS2. The chair-isn't-a-chair trick can only go so far.
Vanilla Chipset Descriptions with Actual Numbers said:Suit Chipsets
- Backlash Reactor S-p58 Backlash I/II/III has a 15% chance to return 20/30/40 psychic damage to the attacker.
- EMP Shielding (*) 19.24GHz Removes the effects of EMP damage on your suit and weapons.
- Care4Yu S-i34000x Decreases the chance of trauma infliction by 25%.
- D.F.A. Falling on an enemy or ally will deal 80 damage (not tested if this is accurate yet).
- Battery Optimizer IMI7 Increases the battery life of the flashlight by 2x.
- Heavy Gear Optimizer CRU [y1] Increases movement and aiming speed while firing the GLOO Cannon or Q-Beam by 20%.
- Kinesthetic Assister CRU[x1] Regenerates stamina more quickly (+143%).
- Beam Shielding (*) 19.4GHz Reduces damage taken from laser attacks (-50%).
- Last Chance CoREV1 Blows that would otherwise kill you will leave you with one health instead. 5 second cooldown.
- Leverage Assist CRU [q1] Reduces the time it takes to pick up heavy objects (-75%).
- Hepatocytic Amp S-m186 Eliminates drunken effects of alcohol.
- Cell Refurb 00q-x1 Collect more disruptor and Q-beam ammunition from robotic corpses (+10%).
- PolyShield CRU[v2] Grants increased protection against physical damage (-20%).
- Recycler Shielding Specialized shielding makes you immune to Recycler Charges.
- ARTX Propulsion Gen 1 Increases the Artax Propulsion System's glide speed by 40% and glide duration by 267%.
- ARTX Propulsion Gen 2 Adds a jet boost to the Artax Propulsion System.
- Impact Dampener CRU [v1] Reduces damage taken from crashing during flight in zero-g (-50%).
- Grounding Resistor (*) 19.4GHz Grants resistance to electric damage (-50%).
- Etheric Shielding (*) 19.4GHz Grants resistance to ether damage (-50%).
- Thermal Shielding (*) 19.4GHz Grants resistance to fire damage (-50%).
- Radiation Shielding (*) 19.4GHz Grants resistance to radiation (-50%).
- fSlide infBS_99 Reduces damage sustained while sliding (-50%).
- Prowl S-6400 Increases your movement speed while sneaking (+43%).
- V-Amp .23 Performing a Sneak Attack restores 10 health.
- INTegral Structor b5nm Your suit is more resistant to environmental hazards that degrade its integrity (-50%).
- Impact Amp S-390 Wrench swings have a greater chance to knock back an opponent (4x).
- Adventurer's Toolkit v1.X Your Game Master is proud of you! As a reward, you get the following: Increased recycler yield (+10%) Increased wrench critical hit chance (+5%) A more efficient flashlight (+33%) Crawl through tight spaces more quickly (+13%) Everything you need for a successful dungeon excursion. - A. Foy
- Game Master's Ire v1.X For shame, adventurer. Your reward for taking shortcuts in the treasure hunt is as follows: Reduced recycler yield (-10%) Diminished flashlight capacity (-50%) Reduced speed while crawling through tight spaces (-13%) Install this as your penance and remember valor above all else. - A. Foy
Scope Chipsets
- [O] Governor 1400Si Increases the duration of Machine Mind and Mindjack Abilities (+50%).
- [O] Aggressor Amp 1337Si Increases the damage of all psi attacks by a small amount (+20%).
- [O] Coral Detector 64Si Modifies the Psychoscope to be able to scan Coral.
- [O] Pistol Critical++ Increases the critical chance rate when firing pistols (+10%).
- [O] Shotgun Critical++ Increases the critical chance rate when firing the shotgun (+10%).
- [O] Wrench Critical++ Increases the critical chance rate when attacking with a wrench (+10%).
- [O] SpeedScan 001Si Decreases the amount of time needed to complete a scan (-33%).
- [O] Mimic Detection Gen 2 Allows detection of hidden Mimics and Greater Mimics.
- [O] Mimic Detection Gen 1 Allows detection of hidden Mimics.
- [O] Electrostatic Amp +6qw5 Boosts the amount of damage done by Electrostatic Burst Ability (+10%).
- [O] Potentializer 23-0948Si Increase maximum psi pool by 50.
- [O] Fear Reactor 0322Si Upon killing a Typhon, there is a 10% chance to trigger a Fear blast on other nearby Typhons (haven't figured out damage).
- [O] Fear Shielding (*) 21.4GHz Grants resistance to Fear (-75%).
- [O] Zero Point Psi 19-03weOS You have a 10% chance to cast a Psi power for free.
- [O] FarScan 002Si Increases the range at which Typhon can be scanned with the Psychoscope (+33%).
- [O] Kinetic Amp +6qw5 Boosts the amount of damage done by Kinetic Blast Ability (+10%).
- [O] ESP Targeting 163xf Increases weapon damage to marked enemies (+10%).
- [O] M3cht3ch dx_2.0 Reduces the time it takes to repair an object (-50%).
- [O] Nullwave Shielding (*) 21.4GHz Shields the effects of the Nullwave Transmitter.
- [O] Psychoshock Amp +6qw5 Boosts the amount of damage done by Psychoshock Ability (+10%).
- [O] ReActivator x2t-00 Decrease the cooldown of Psi powers (-17%).
- [O] Psychoactive Charger S-i286 Slowly regenerate Psi over time (0.1/s).
- [O] Psychoshock Shielding (*) 21.4GHz Grants resistance to Psychoshock (-25%).
- [O] Optimizer (Energy) 00100z Reduces the Psi cost of Energy Abilities (-10%).
- [O] Optimizer (Morph) 00100z Reduces the initial Psi cost of Morph Abilities (-10%).
- [O] Optimizer (Telepathy) 00100z Reduces the Psi cost of Telepathic Abilities (-10%).
- [O] Superthermal Amp +6qw5 Boosts the amount of damage done by Superthermal Ability (+10%).
- [O] Coral Psi Extractor (*) 21.4GHz Regenerate Psi on contact with Coral (10/s).
- [O] PsiV-AMP .24 Performing a Sneak Attack restores 10 Psi.
- [O] Psycholitic Converter =/~ When the Psi meter is empty, powers will consume health instead, but at an increased rate (+50%).
Is it possible to remove the hacking minigame?
Would it be possible when interacting with an air lock to be given the option to directly fast travel (teleport) to air locks you have already unlocked? With the available options being displayed in an inelegant list.
even the lesbian romance one
If you have any niggling balance complaints with this game that you don't think would require a major overhaul, don't be shy about it. I skimmed through most of the thread again for ideas, and have a few more things lined up before I test it and put it out there. My goal isn't to rework any of the Neuromod skills or implement any missing systems (no on fabrication limits for now), just improve the balance of the core design as is, because that baseline is quite off. And that note, another fun fact from a fellow modder -- apparently some enemies have scaling resistances to Mindjack/Machine Mind, so the 10 seconds listed in skill description might actually be 2 seconds on some enemies. This isn't communicated at all, but it's there. I might be able to mess with Psychoshock
stunlock scaling on e.g. the Nightmare to get it in line in the same way (and update the darn descriptions so this isn't totally opaque to the player).
If you have any niggling balance complaints with this game that you don't think would require a major overhaul, don't be shy about it. I skimmed through most of the thread again for ideas, and have a few more things lined up before I test it and put it out there. My goal isn't to rework any of the Neuromod skills or implement any missing systems (no on fabrication limits for now), just improve the balance of the core design as is, because that baseline is quite off. And that note, another fun fact from a fellow modder -- apparently some enemies have scaling resistances to Mindjack/Machine Mind, so the 10 seconds listed in skill description might actually be 2 seconds on some enemies. This isn't communicated at all, but it's there. I might be able to mess with Psychoshock
stunlock scaling on e.g. the Nightmare to get it in line in the same way (and update the darn descriptions so this isn't totally opaque to the player).
Great breakdown, I'm glad to see what was going on under the hood all this time, I definitely did notice some stuff like laser resistance chipsets being powerful against the end bots, but the numbers should have just been there all along.
Here's my thoughts on chipset balance:
- maybe the 10% bonus chipsets were balanced around being multi-equippable at some point?
- think the Last Chance chipset is overpowered, it should either have its cooldown increased by a factor of 100 or so, or better, swap it with the removed Oxygen Capacity chipset
- the Psi Regen chipset is another one that feels impossible to balance, and could be swapped or completely redesigned into something more interesting
- Reactivator is a nice idea given the large annoying cooldown on the psi powers, but its effect is very weak, a nice twist would be a cooldown reduction of 60-70% tied with an increase in Psi cost, now that would be some fresh stuff
- Battery Optimizer is just pointless, feels like swap material
- can you use a 50% resistance chipset (electricity/ether) combined with the neuromod that gives you 50% resistance against that damage type to get immunity? or do they just get multiplied together so you get 75% resistance