Here's another review, this guy rated it a 1:There's also the fact that gamers have become so used to being spoonfed by popamole slop that a game that actually requires you to manage ammo, hp etc is just incomprehensible to them
This is a real review
Started off really good but game got frustrating towards the second half of the game. Developers just decided to spam so many enemies throughout the maps while having a resource system that makes it impossible to have enough ammo or consumables to deal with it. It’s unfortunate and got too frustrating for me to finish it.
Yes it's 'Impossible' to deal with enemies while managing your resources
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ok game. Over rated by people. It is full of glitches and icky stuff, just does not feel right to play. Difficulties are a joke. I played on hardest with survival boxes checked. The game felt boring and easy You will have an overwhelming amount of resources. WHich what you can craft an overwhelming amount of AMMO. Enemies are very limited and all easy to take down. The most annoying are repeated and the hardest ones are easy escapable. ( you can ignore events) This game does not offer anything special or particular about games. If you have NEVER EVER played a game in your life and really could not care for a story, this is "maybe" for you
SS1 has always been the superior game. SS2 isn't bad tho, especially compared to 99% of currentday slop, but the respawning was really, really, really bad. So fucking annoying. There is respawning in SS1 but it's way more limited, tied to certain quests or states of the game, not the brainless "clear up the mobs, turn a corner and they instantly respawn behind your back".And in my opinion System Shock 2 was an endless backtracking and respawning gameplay nightmare and didn't deserve the hype it got!
Not really. In 30+ minutes of play time you ain't gonna see the respawn effect more than 3 times unless you trigger every alarm. And that is on the highest difficulty. I am not a fan of it but it is not a huge issue.Late stages are different but by that point the respawn enemies pose no threat.but the respawning was really, really, really bad
Not really. In 30+ minutes of play time you ain't gonna see the respawn effect more than 3 times unless you trigger every alarm.but the respawning was really, really, really bad
Why wouldn't I? The last patch wasn't even released a year after.Maybe you and MadMaxHellfire played the patched game
Weird. Unless you are going for exotics early, there is plenty of standard weapon ammo around and energy weapons have recharge stations. I used the wrench a lot because it is effective even though i had plenty of ammo.but I remember using the wrench most of the game because I had no ammo
It is controversial but i like hard restrictions in my rpg's. Plus, with the game balance, you really wouldn't have any incentive to just not fall back to standard the majority of times.Also another issue was that because of your character class you couldn't use all weapons
Maybe you and MadMaxHellfire played the patched game, where they toned the respawning down, but I remember using the wrench most of the game because I had no ammo and usually I have thousands of shots at the end of any game I play. This was especially stupid because they create this interesting SF setting and then force the player to fight with a contemporary tool. Also another issue was that because of your character class you couldn't use all weapons, because you obviously never learned how to spot and use a safety and a trigger! Yes, I can understand that without good stats you might be not good at using some weapons, but not being able to use them at all was another stupid SS2 gameplay decision! I can't remember SS1 or Prey doing that. Speaking of the later, I don't really believe it flopped because of the name, the original Prey wasn't that famous, but endless respawning and endless retracking through the same dozend maps became boring very fast...
"Yes, I can understand that without good stats you might be not good at using some weapons, but not being able to use them at all was another stupid SS2 gameplay decision!"
"Also another issue was that because of your character class you couldn't use all weapons, because you obviously never learned how to spot and use a safety and a trigger"
I can't remember SS1 or Prey doing that.
usually I have thousands of shots at the end of any game I play. .
but not being able to use them at all was another stupid SS2 gameplay decision!
I used it for the entire game, the wrench becomes so stupidly OP you don't need another weapon tbqhImagine having to use the wrench for the majority of SS2
Personally disagree, but I think both games are right up there. SS2 was just more fun for me, had more atmosphere.SS1 has always been the superior game. SS2 isn't bad tho, especially compared to 99% of currentday slop, but the respawning was really, really, really bad. So fucking annoying. There is respawning in SS1 but it's way more limited, tied to certain quests or states of the game, not the brainless "clear up the mobs, turn a corner and they instantly respawn behind your back".
I don't even know there was a patch but I can absolutely promise anyone the release version was one of the most frustrating gaming experiences I can remember because of the insane respawn mechanic.Not really. In 30+ minutes of play time you ain't gonna see the respawn effect more than 3 times unless you trigger every alarm.but the respawning was really, really, really bad
Maybe you and MadMaxHellfire played the patched game
I've got to say I never witnessed enemies spawning in front of me in SS2, having played it more times than I can count.
That's cool and all, but it did happen. In fact the Xerxes column on the med/sci is already where you can experience it afair. Like I said, that's supposedly a bug, but it doesn't really change anything in this particular context. Also, the second deck you visit already has spots where hybrids will just respawn retardedly quickly, which does not make the game difficult or anything, but is annoying and does spoil the tension.I've got to say I never witnessed enemies spawning in front of me in SS2, having played it more times than I can count.
Wait what. Prey has mods?Personally disagree, but I think both games are right up there. SS2 was just more fun for me, had more atmosphere.SS1 has always been the superior game. SS2 isn't bad tho, especially compared to 99% of currentday slop, but the respawning was really, really, really bad. So fucking annoying. There is respawning in SS1 but it's way more limited, tied to certain quests or states of the game, not the brainless "clear up the mobs, turn a corner and they instantly respawn behind your back".
Prey was very good, got some unfair hate and is far better than most things released these days. There are some fantastic mods to fix the balance issues, one by someone on this forum in particular.
Spawn rates were never patched in SS2. There was a patch that stopped monsters from spawning in your direct line of sight and provided config options to eliminate spawning and weapon degradation (for disgusting casuals), but the default rate was not altered.Not really. In 30+ minutes of play time you ain't gonna see the respawn effect more than 3 times unless you trigger every alarm.but the respawning was really, really, really bad
Maybe you and MadMaxHellfire played the patched game, where they toned the respawning down, but I remember using the wrench most of the game because I had no ammo and usually I have thousands of shots at the end of any game I play. This was especially stupid because they create this interesting SF setting and then force the player to fight with a contemporary tool. Also another issue was that because of your character class you couldn't use all weapons, because you obviously never learned how to spot and use a safety and a trigger! Yes, I can understand that without good stats you might be not good at using some weapons, but not being able to use them at all was another stupid SS2 gameplay decision! I can't remember SS1 or Prey doing that. Speaking of the later, I don't really believe it flopped because of the name, the original Prey wasn't that famous, but endless respawning and endless retracking through the same dozend maps became boring very fast...
ZylonBane said:So, some fun facts about ecologies that we've just discovered: They're supposed to work by executing at set intervals, usually every few minutes, to gradually repopulate the levels. But due to an oversight in the script that manages ecologies, every time the script starts, it starts a new timer for the next spawn interval, even if there's already a timer running. This means that every time you enter a level, or every time you save and load in a level, another duplicate ecology timer is created. So after a while it's pretty easy to get the game in a state where ecologies on some levels will fully repopulate all at once, due to the ecology script executing dozens of times more frequently than it's supposed to.
But wait, there's more! Somehow, all these duplicate timers end up scheduled for the precise same moment. This is important, because the decision to spawn, and the actual execution of a spawn, are handled by different scripts on different objects. When the ecology script decides it wants a spawn, it dispatches a message to the spawner object, which gets shoved onto the message queue. So when the ecology script gets called dozens of times in the same moment, it's looking at the current monster population every time. So it dispatches a spawn request every time it runs. When the spawn script finally receives all those spawn messages, it happily executes them, potentially pushing the monster population on the level far above the maximum defined by the ecology.
This doesn't affect all levels, because some have their ecologies set up to limit spawning to one active monster per spawn point, but it definitely affects some levels.
Anyway, it's fixed now (probably).
Wait what. Prey has mods?Personally disagree, but I think both games are right up there. SS2 was just more fun for me, had more atmosphere.SS1 has always been the superior game. SS2 isn't bad tho, especially compared to 99% of currentday slop, but the respawning was really, really, really bad. So fucking annoying. There is respawning in SS1 but it's way more limited, tied to certain quests or states of the game, not the brainless "clear up the mobs, turn a corner and they instantly respawn behind your back".
Prey was very good, got some unfair hate and is far better than most things released these days. There are some fantastic mods to fix the balance issues, one by someone on this forum in particular.
It has happened to me only once over a dozen or so playthroughs, where I experience much more protocol droid traffic in the Cargo Bays than usual. I never abuse save/load and don't backtrack to Med/Sci excessively for healing, but it's still possible to get unlucky and experience a sudden glut of enemies due to stacking respawn timers.This is so weird, even playing on Impossible I've never felt 'swarmed' (apart from set pieces where they wanted it to happen)... how can I have missed these bugs after so many years?
They want the game to yank control away from them so it can mash cutscenes in their faces. They can't really perceive storytelling unless this happens.
Also why the fuck does everyone hate the story so much?
Well shit now I have to replay Prey as well as the nu Deus Ex games, my next few months are gonna be busySpawn rates were never patched in SS2. There was a patch that stopped monsters from spawning in your direct line of sight and provided config options to eliminate spawning and weapon degradation (for disgusting casuals), but the default rate was not altered.Not really. In 30+ minutes of play time you ain't gonna see the respawn effect more than 3 times unless you trigger every alarm.but the respawning was really, really, really bad
Maybe you and MadMaxHellfire played the patched game, where they toned the respawning down, but I remember using the wrench most of the game because I had no ammo and usually I have thousands of shots at the end of any game I play. This was especially stupid because they create this interesting SF setting and then force the player to fight with a contemporary tool. Also another issue was that because of your character class you couldn't use all weapons, because you obviously never learned how to spot and use a safety and a trigger! Yes, I can understand that without good stats you might be not good at using some weapons, but not being able to use them at all was another stupid SS2 gameplay decision! I can't remember SS1 or Prey doing that. Speaking of the later, I don't really believe it flopped because of the name, the original Prey wasn't that famous, but endless respawning and endless retracking through the same dozend maps became boring very fast...
What was more likely the case is that you experienced a bug in the vanilla ecology scripts that was only recently discovered:
ZylonBane said:So, some fun facts about ecologies that we've just discovered: They're supposed to work by executing at set intervals, usually every few minutes, to gradually repopulate the levels. But due to an oversight in the script that manages ecologies, every time the script starts, it starts a new timer for the next spawn interval, even if there's already a timer running. This means that every time you enter a level, or every time you save and load in a level, another duplicate ecology timer is created. So after a while it's pretty easy to get the game in a state where ecologies on some levels will fully repopulate all at once, due to the ecology script executing dozens of times more frequently than it's supposed to.
But wait, there's more! Somehow, all these duplicate timers end up scheduled for the precise same moment. This is important, because the decision to spawn, and the actual execution of a spawn, are handled by different scripts on different objects. When the ecology script decides it wants a spawn, it dispatches a message to the spawner object, which gets shoved onto the message queue. So when the ecology script gets called dozens of times in the same moment, it's looking at the current monster population every time. So it dispatches a spawn request every time it runs. When the spawn script finally receives all those spawn messages, it happily executes them, potentially pushing the monster population on the level far above the maximum defined by the ecology.
This doesn't affect all levels, because some have their ecologies set up to limit spawning to one active monster per spawn point, but it definitely affects some levels.
Anyway, it's fixed now (probably).
In other words, every time you spam save & load or go back and forth across a bulkhead to use healing beds/recharge stations, the game will put a new spawn timer on the queue and you'll get swarmed with enemies a few minutes later. In a way this bug is actually kind of awesome, because it reveals that all the people over the years who have gone online to complain about SS2's spawn rates were trying to abuse degenerate strategies and got smacked for it.
Wait what. Prey has mods?Personally disagree, but I think both games are right up there. SS2 was just more fun for me, had more atmosphere.SS1 has always been the superior game. SS2 isn't bad tho, especially compared to 99% of currentday slop, but the respawning was really, really, really bad. So fucking annoying. There is respawning in SS1 but it's way more limited, tied to certain quests or states of the game, not the brainless "clear up the mobs, turn a corner and they instantly respawn behind your back".
Prey was very good, got some unfair hate and is far better than most things released these days. There are some fantastic mods to fix the balance issues, one by someone on this forum in particular.
Hi. It's in my signature. I haven't updated it in a long time, and it doesn't go that far to alter the game's design, just tries to fix the most glaring balance issues that hamper the RPG systems.
Spawn rates were never patched in SS2. There was a patch that stopped monsters from spawning in your direct line of sight and provided config options to eliminate spawning and weapon degradation (for disgusting casuals), but the default rate was not altered.
What was more likely the case is that you experienced a bug in the vanilla ecology scripts that was only recently discovered: