Bjossi on 25/4/2007 at 15:55
Who would do that? The warning beep and the view distortion is enough to make a blind or a deaf person able to run around without getting into trouble. (assuming the above mod isn't being used; deaf people are in big trouble if it was active :sweat: )
Rogue Keeper on 25/4/2007 at 16:08
I meant, if you didn't even have that beeping while using invisible anomalies mod.
But deaf people are in big trouble in most games, I can imagine.
Bjossi on 25/4/2007 at 16:12
Well, they aren't in as big trouble as blind people in FPS games. Easier to see targets than following sound effects coming from them. :o
Anyways, I'd not be moving like a slug even if both beeping and visuals were turned off. On a second runthrough you have a pretty good idea of where they are on the main roads and the nearby areas.
charlestheoaf on 25/4/2007 at 18:57
It would be cool if their locations were randomized and they moved about. Also might be neat if their visual indication wasn't the distortion affect, but rather just some grass or leaves moving about slightly.
There are some parts in the game where there were a lot of anamolies, and it was hard to tell right where they were, so I relied on bolt throwing to get through. I really, really liked that, actually. But if I had to do that the entire game (at least if the anamolies were that close together), it would get old. Now, if they were to make an entirely new game mechanic around it that was had plenty of variety, it could be cool.
But at any rate, the invisible anomolies would explain why the creatures and people run into them.
It seems odd that the blind dogs run into them though. In the encyclopedia it says something about them surviving so well because they are somehow able to avoid the anomolies.
Bjossi on 25/4/2007 at 19:03
What is that bolt throwing you guys are mentioning all the time?
charlestheoaf on 25/4/2007 at 19:07
Press 6 to get out your bolt. If you throw them into an anomoly, it will react with the anomoly so that you can see where it is.
Bjossi on 25/4/2007 at 20:08
Ah ok, thanks!
I wish I had known that sooner. :o
charlestheoaf on 25/4/2007 at 20:17
Yeah, it never really tells you that. I knew about the bolts because it tells you at the beginning to get out a bolt instead of a gun when around people. I initially thought it was to distract people when sneaking.
I found out their use from the description of one of the anomolies, saying that it was reactive when metal object are thrown in or some such.
Rogue Keeper on 26/4/2007 at 09:08
In the very beginning of the game when you leave Trader's cellar and head north to the muddy radioactive pit full of anomalies, there is a scripted event of a mutated pig being sucked by whirlwind anomaly and shredded to pieces in the air. After that the Trader tells you by radio that you should be careful or next time the same thing might happen to you and you should use the bolts to determine if you have a safe path ahead of you.
Bjossi on 26/4/2007 at 15:12
I do remember that now that you bring it up, I guess I wasn't paying enough attention.