Kolya on 30/9/2009 at 22:27
Quote Posted by Enchantermon
there are certain spawn ecologies that are constant.
I wish all of them were, then we wouldn't have this discussion every time someone comes around who cannot embrace SS2 for what it is but has to subject it to his philosophy of
how all games should be.
Don't get me wrong Salk, I like to meddle with SS2 myself, but I try to work with the game, not against it.
In the end it's still your choice what you do with the game. And it's our choice to call you a pussy who doesn't get it. We're not expecting this to help or change anything. It's more a community thing.
Nameless Voice on 1/10/2009 at 00:32
We generally frown on anyone who doesn't play the game as it was intended on their first run through, complete with everything which is a part of the game. Doing anything else is just ruining the experience for yourself.
Quote Posted by Enchantermon
but it's quite possible that your psionically advanced enemies are able to be transported to different areas as well (just as you can transport around on a deck when you learn the teleportation psi power).
Not only that, but on the rare occasion that you actually see an enemy spawn, they spawn using Psi Teleport effects.
RocketMan on 1/10/2009 at 01:53
Quote Posted by Enchantermon
That's the thing, though. You're not
supposed to have a sense of security. SS2 is a survival horror game. Part of what makes it that is not being able to feel safe anywhere.
That's precisely the point I was making ;)
Salk on 1/10/2009 at 06:41
Quote Posted by Enchantermon
Interestingly enough, SS2 can explain respawning. Not only would enemies be able to realistically traverse the decks as ZylonBane said, but it's quite possible that your psionically advanced enemies are able to be transported to different areas as well (just as you can transport around on a deck when you learn the teleportation psi power).
What can't ever be explained is the infinity of the waves of monsters, which is the core to the respawning game concept.
Let me quote from Wikipedia:
"
Enemy respawning...
System Shock 2 and
Doom 3, in particular, have been alternately lauded or derided for these features by players and reviewers alike."
As you can see, there are people that do share my same perspective on this argument. At the end, it's just a matter of taste.
Salk on 1/10/2009 at 06:43
Yes, I read those topics before posting here.
Fact is, Unified & Revamped .mis mods would be great if it only supported the latest ADaoB. The author doesn't seem interested in updating it.
Salk on 1/10/2009 at 06:52
Quote Posted by Kolya
And it's our choice to call you a pussy who doesn't get it. We're not expecting this to help or change anything. It's more a community thing.
Of course it's your choice to patronize others, in a more or less polite way. This choice isn't making your point any stronger though. Rather, calling me a "gigantic pantsy", "pussy" or the like shows more a lack of argument and the incapacity of accepting other people's tastes on the matter. What do you know about what level of challenge I play my games at?
At the end of it, there is a two cases situations: either respawning in System Shock 2 (which I do understand has been built with respawning in mind) is an essential feature on which the whole game concept is based or System Shock 2 is still a memorable gaming experience even without it.
For me, there is no "ruining the game" because if the first is true, then the game is already "ruined" while if (like I hope) the second is true, then the game can nothing but be better.
Al_B on 1/10/2009 at 06:57
Quote Posted by Salk
What can't ever be explained is the infinity of the waves of monsters, which is the core to the respawning game concept.
I think that as long as the ship has QBRM hardware it's possible to explain it for this game.
Out of interest, is there a mod that will remove those from the game? After all, if you're going to disable respawning then it's only fair you disable player respawning too...
Salk on 1/10/2009 at 07:01
Quote Posted by Nameless Voice
We generally frown on anyone who doesn't play the game as it was intended on their first run through
Yes, I can see this but I can't see an argument to its support.
The only argument I could think of would be that the game at production's end is already perfect and any tampering with its mechanics or visuals or audio results into an objective deterioration of the game itself. Which obviously is not true. Simply because we all know that there are still unfixed bugs in practically every game that is produced and that people's taste is so varied that nothing can be objectively ideal for anyone.
I say that from personal experience: I played some games to the end, without using mods and then replayed them with some selected mods on and the end result has always been an improvement over the original, sometimes a very high improvement. Now, why shouldn't I give myself a better experience from the start?
I repeat, if you have any arguments to back your - to my eyes - awkward theory, I am all ears. Otherwise you are just asking me to take it as a dogma.
Salk on 1/10/2009 at 07:04
Quote Posted by Al_B
After all, if you're going to disable respawning then it's only fair you disable player respawning too...
I fully agree. I don't know the game's mechanics because I have never played it but I do believe in no reloads (I played several games in this mode, among others N64's Perfect Dark which was enormously challenging and Temple of Elemental Evil, to mention just two).
daedulus on 1/10/2009 at 07:17
I personally find it more engaging in SS2 to be scared shitless by not knowing where the next enemy is going to come from. nothing like turning around seeing a shotgun wielding hybrid, ducking behind a corner waiting for him to fire and hopefully miss and then rushing the bastard with a wrench.
but as they say each to his/her own.