easterlingman on 8/12/2003 at 13:21
1: Massive T3 maps might not be a problem if IonStorm simply implements a Morrowind style loading system. IE: Loading during gameplay.
2: Playing through DX:IW has given me a pretty good sense that T3 will not be a disappointment. Specifically the AI and their reaction to stealth tactics.
Rogue Keeper on 8/12/2003 at 13:39
Taken from 2005 Deus Ex 3 Presskit:
Quote:
WS:
"Look people, I know Deus Ex IW wasn't that great game afterall, but just wait for Deus Ex 3 and then tell us what you think.";)
madphilb on 8/12/2003 at 17:17
Quote:
Originally posted by Fionavar Now I NO authority, yet from what I understand the DX community suffered ALOT from the lack of open source when augementing the DX world due to no SDK ... I know it is not an "EXCUSE", yet it is, at the very least, a mitigating factor fwiiw :?
Actually, there was a SDK, I never downloaded it due to it's size and my crappy connection (I think it might be on my GOTY copy, haven't looked), it's basically the same editor for every other Unreal game.
And I remember reading about a project that would have been a DX:Zero of sorts, but who knows whatever came of that (I haven't gone looking).
The bottom line there is that Single-player mods are few and far between for most games, and most of them suck to high heaven when they do have them.
Quote:
Originally posted by easterlingman1. Massive T3 maps might not be a problem if IonStorm simply implements a Morrowind style loading system. IE: Loading during gameplay.
2. Playing through DX:IW has given me a pretty good sense that T3 will not be a disappointment. Specifically the AI and their reaction to stealth tactics.
I agree on both points.... though the cell loading technique used by Morrowind might not work as well in the DX enviornment. So long as the leaning is left into T3, it'll be a fine game, most of the mechanics are already there... though why they never put a "light meter" in the DX games I'll never know (Splinter Cell has a nice one).
PHIL
Chade on 9/12/2003 at 02:41
They originally did have one in DX:IW ... then removed it, saying doing so made people pay more attention to the world.
Which I can appreciate, given my thief experiences. It's very true. You do end up spending a lot of time staring at your light gem rather then looking around you when playing thief. But I think having designed and palyed the game for years they overestimate how good gamers are at telling how well lit they are ...
Also, when you have an effect in your game (player brightness) that the gamer can only learn how it works indirectly from the reactions of guards, and when those reactions from the guards also get triggered in heaps of other ways (and you can't distinguish between those ways from the reactions of the guards), I just don't see how it can avoid being frustrating without a light gem.