Vulpes
Scholar
Hate is a perfect supplement for a lack of good RPGsnobody hates RPGs quite like the Codex
Hate is a perfect supplement for a lack of good RPGsnobody hates RPGs quite like the Codex
New Vegas did have poor gameplay due Bethesdas shit engine, what pulled the game above mediocrity was the writing and world building which I agree you cant compress into a trailer.
But the problem is that nuObsidian has proven that they dont have the talent for anything close to good writing.
So at best we could get open world game with poor gameplay, mediocre at best writing and good world building and I dont see any reason to get excited for it.
Not to mention that F.E.A.R. also had an excellent AI that always kept you on your toes instead of having enemies that rush you as soon as they see you like in most other gamesGameplay-wise, ehh, ok (am I the only asshole who likes slow-mo? F.E.A.R. was pretty satisfying, right?)
F.E.A.R. slo-mo works because it's an extension of its preexisting tactical combat. Basically, it doesn't matter if you are slow-mo, you are still dead if you leave cover and play Rambo.
While in The Outer Worlds, based on the gameplay trailer, it seems that you can just stand in the open and tank multiple enemies at once. It's obvious that the slow-mo is just added for marketing, their own alternative to V.A.T.S.
Gameplay-wise, ehh, ok (am I the only asshole who likes slow-mo? F.E.A.R. was pretty satisfying, right?)
F.E.A.R. slo-mo works because it's an extension of its preexisting tactical combat. Basically, it doesn't matter if you are slow-mo, you are still dead if you leave cover and play Rambo.
While in The Outer Worlds, based on the gameplay trailer, it seems that you can just stand in the open and tank multiple enemies at once. It's obvious that the slow-mo is just added for marketing, their own alternative to V.A.T.S.
In other words, it works just like VATS!
Josh is a Campagnolo man.
In other words, it works just like VATS!
That's a bit... reductive.
In F.E.A.R. so-mo you can still miss, and so it is still player skill dependent. V.A.T.S. does pretty much all the work for you + autocrits in melee (if I remember correctly).
So "just like" no. Similar? Yes.
Still cautiously optimistic.
Are you retarded? We're obviously talking about FEAR 1 and it's expansion pack "Extraction Point". Just look up the reviews on that game on any site you like and you'll see it constantly getting praised for it's AI by both critics and players alikeIn fear you can run around enemies and their Ai was absolutely idiotic and horribly scripted, wtf are you two on about?
What fear did you play?
The one existing only in marketing hype? Or are you that braindamaged?
It's so obvious that you're talking out of your ass. Not only are you clueless about the FEAR franchise, but it seems you've also never played the first two Max Payne games as well. The combat in these two franchises doesn't come close to being similar. In the first two Max Payne games you're barely ever using cover. Heck, there wasn't even a cover system until Rockstar released the third installment. The only times when you weren't out in the open was when you needed to reload real badAnd alltogether it was nothing but a direct copy of Max Payne slow mo, ffs.
Are you blind as well? You can clearly see between 9 and 10 minutes of the video the PC not only running around in the open attacking enemies with a melee weapon but also getting hit with a flamethrower at close range and barely taking any damageThe OW trailer isnt representative of actual difficulty of the game since its a godamn first gameplay demo trailer, which means the player was in godmode. AND the player took stealth/sneaking aimed shots to the back of the most enemies.
There is nothing there to conclude you can just satnd in place and tank enemies.
So because the developers are too incompetent to provide challenging AI, they shouldn't try to compensate it by increasing their damage? What kind of logic is that? Also, no one here ever said anything about turning enemies into bullet sponges. I don't know about anyone else here, but I'd be content if they just increased both the player and NPC damage output. Something akin to S.T.A.L.K.E.R or what mods like RWD or BLEED do in New Vegas. Not only would it make the combat more intense and challenging but also turn the bullet time mechanic into an actually useful feature instead of a tacked on gimmickBut there is plenty about enemies conveniently being turned away too often and not seeing you at 20 meters distance even when they are turned towards you. And having super dumb suicidal Ai, animals and humanoids both.
Even if they amp damage and hp of enemies to make the game "harder" its still going to be shit if it plays like this all the time.
But there is plenty about enemies conveniently being turned away too often and not seeing you at 20 meters distance even when they are turned towards you. And having super dumb suicidal Ai, animals and humanoids both.
Even if they amp damage and hp of enemies to make the game "harder" its still going to be shit if it plays like this all the time.
They put a lot of effort into making it appear smarter than it was. Simple AI with a lot of scripting.Are you retarded? We're obviously talking about FEAR 1 and it's expansion pack "Extraction Point". Just look up the reviews on that game on any site you like and you'll see it constantly getting praised for it's AI by both critics and players alike
We have four simple behaviors. Get-to-Cover gets all squad members who are not
currently in valid cover into valid cover, while one squad member lays suppression fire.
Advance-Cover moves members of a squad to valid cover closer to a threat, while one
squad member lays suppression fire. Orderly-Advance moves a squad to some position in
a single file line, where each A.I. covers the one in front, and the last A.I. faces backwards to
cover from behind. Search splits the squad into pairs who cover each other as they
systematically search rooms in some area.
...
Now let’s look at our complex behaviors. The truth is, we actually did not have any complex
squad behaviors at all in F.E.A.R. Dynamic situations emerge out of the interplay between the
squad level decision making, and the individual A.I.’s decision making, and often create the
illusion of more complex squad behavior than what actually exists
...
There is no point in spending time and effort implementing squad behaviors if in the end the
coordination of the A.I. is not apparent to the player. The squad behavior layer gives us an
opportunity to look at the current situation from a bird’s eye view, where we can see everyone
at once, and find some corresponding dialogue sequence. Having A.I. speak to each other
allows us to cue the player in to the fact that the coordination is intentional.
Vocalizing intentions can sometimes even be enough, without any actual implementation of the
associated squad behavior. For example, in F.E.A.R. when an A.I. realizes that he is the last
surviving member of a squad, he says some variation of “I need reinforcements.” We did not
really implement any mechanism for the A.I. to bring in reinforcements, but as the player
progresses through the level, he is sure to see more enemy A.I. soon enough. The player’s
assumption is that the next A.I. encountered are the reinforcements called in by the previously
speaking A.I., when in reality this is not the case.
Wherever possible, we try to make the vocalizations a dialogue between two or more
characters, rather than an announcement by one character. For example, rather than having
the A.I. cry out in pain when shot, we instead have someone else ask him his status, and have
the injured A.I. reply that he’s hit or alright. When the A.I. are searching for the player, rather
than having one A.I. say “Where did he go?”, we can have two A.I. in conversation where one
asks the other if he sees anything. The other A.I. may respond with a negative, or call out a
known or suspected position.
We also use dialogue to explain a lack of action. If an A.I. taking fire fails to reposition, he
appears less intelligent. We can use dialogue to explain that he knows he needs to reposition,
but is unaware of a better tactical position. The A.I. says “I’ve got nowhere to go!”
A gamer posting to an internet forum expressed that they he was impressed that the A.I. seem
to actually understand each other’s verbal communication. “Not only do they give each other
orders, but they actually DO what they’re told!” Of course the reality is that it’s all smoke and
mirrors, and really all decisions about what to say are made after the fact, once the squad
behavior has decided what the A.I. are going to do.
to all the retards out here, this game is also "not brown" but it looks 1000x better
Still a bit muted for American tastes.to all the retards out here, this game is also "not brown" but it looks 1000x better
the Codex hates RPGs
controller-driven movement
Which in practice made for damn good enemy behavior, who gives a shit what's behind the plating?
I guess I just want some semblance of John Woo Gun-Fu to reenter the video game world is all (FPS).
They put a lot of effort into making it appear smarter than it was. Simple AI with a lot of scripting.Are you retarded? We're obviously talking about FEAR 1 and it's expansion pack "Extraction Point". Just look up the reviews on that game on any site you like and you'll see it constantly getting praised for it's AI by both critics and players alike
We have four simple behaviors. Get-to-Cover gets all squad members who are not
currently in valid cover into valid cover, while one squad member lays suppression fire.
Advance-Cover moves members of a squad to valid cover closer to a threat, while one
squad member lays suppression fire. Orderly-Advance moves a squad to some position in
a single file line, where each A.I. covers the one in front, and the last A.I. faces backwards to
cover from behind. Search splits the squad into pairs who cover each other as they
systematically search rooms in some area.
...
Now let’s look at our complex behaviors. The truth is, we actually did not have any complex
squad behaviors at all in F.E.A.R. Dynamic situations emerge out of the interplay between the
squad level decision making, and the individual A.I.’s decision making, and often create the
illusion of more complex squad behavior than what actually exists
...
There is no point in spending time and effort implementing squad behaviors if in the end the
coordination of the A.I. is not apparent to the player. The squad behavior layer gives us an
opportunity to look at the current situation from a bird’s eye view, where we can see everyone
at once, and find some corresponding dialogue sequence. Having A.I. speak to each other
allows us to cue the player in to the fact that the coordination is intentional.
Vocalizing intentions can sometimes even be enough, without any actual implementation of the
associated squad behavior. For example, in F.E.A.R. when an A.I. realizes that he is the last
surviving member of a squad, he says some variation of “I need reinforcements.” We did not
really implement any mechanism for the A.I. to bring in reinforcements, but as the player
progresses through the level, he is sure to see more enemy A.I. soon enough. The player’s
assumption is that the next A.I. encountered are the reinforcements called in by the previously
speaking A.I., when in reality this is not the case.
Wherever possible, we try to make the vocalizations a dialogue between two or more
characters, rather than an announcement by one character. For example, rather than having
the A.I. cry out in pain when shot, we instead have someone else ask him his status, and have
the injured A.I. reply that he’s hit or alright. When the A.I. are searching for the player, rather
than having one A.I. say “Where did he go?”, we can have two A.I. in conversation where one
asks the other if he sees anything. The other A.I. may respond with a negative, or call out a
known or suspected position.
We also use dialogue to explain a lack of action. If an A.I. taking fire fails to reposition, he
appears less intelligent. We can use dialogue to explain that he knows he needs to reposition,
but is unaware of a better tactical position. The A.I. says “I’ve got nowhere to go!”
A gamer posting to an internet forum expressed that they he was impressed that the A.I. seem
to actually understand each other’s verbal communication. “Not only do they give each other
orders, but they actually DO what they’re told!” Of course the reality is that it’s all smoke and
mirrors, and really all decisions about what to say are made after the fact, once the squad
behavior has decided what the A.I. are going to do.