Uncia on 21/11/2003 at 20:17
Quote:
Originally posted by ZylonBane Not exclusively, but multiplayer is what's made them popular.
Unlike reloading, which made SP games popular? Multiplayer games have reloading also, perhaps it was the multiplayer that made reloading popular? You can reach many conclusions with "they all do it, so it's good" conclusions [like prove God exists], but it doesn't make it so. I can appreciate you liking reloading, but as far as the game goes, it's beyond minor.
Now, to wait in queue for a couple of hours and actually try it. :p
ZylonBane on 21/11/2003 at 20:36
Bloody hell Uncia, you do have a gift for utterly confusing an argument.
Anyway, demo is out, and word on the Ion Storm board is of extreme consoleitis. Auto-loading weapons is, as I predicted, just the tip of the iceberg. There's also auto-hacking (try to use an ATM and you just go ahead and hack it), and auto-picking (try to open a locked door and you automatically whip out your multitool). You can shoot friendlies in the head and they just say, "Hey, cut it out". There's no lean function. Movement is fast and "floaty". The interface text is huge.
I'll be trying the demo when I get home, but I'm anticipating another "Halo" dichotomy here-- XBox gamers: "It rulez!" / PC gamers "Meh."
Uncia on 22/11/2003 at 00:34
Quote:
Originally posted by ZylonBane Bloody hell Uncia, you do have a gift for utterly confusing an argument.
Aww, you so sweet. ^^
Anyhoo, so far, I dislike the fact mouse motion is accelerated [no option to turn it off that I could find] and the interface is huge [luckily you can make it nigh invisible. It will light up and become visible when you scroll its items]...
But as far as the rest, I'm loving it so far. Your weapon is positioned relative to where it actually is on your body [so if you're standing next to a wall, it will get pushed aside], it gets holstered when you climb, the physics and shadows add a wonderful touch and the enemy AI is way nifty [do NOT hack the ATM next to a guard. He'll only warn a couple of times :)]...
It feels much like the first DE demo when it comes to cohesion [you don't know what went on before, you don't know the story, so it's a bit loose], but from what I've seen so far, they took the good bits of DE and improved them [you can now see camera FOVs] while dumping and reworking the bad [AI].
But, I've not finished it yet, so we'll see. I did hate DE's demo when it came out though, and ended up loving the actual game for far more than its iffy stealth / average shooter action parts. :)
Loais on 22/11/2003 at 00:48
On the ammo note (sorry if this issue has been run into the ground) I think this is good. It means insted of that back-up Rocket launcher which i always found an excuse not to use. I have riot prod shocks and pistol bullets.
On the UC note in [SPOILER]A51 there were smaller UCs[/SPOILER] and that was x amount of years ago.
nimbus on 24/11/2003 at 00:04
The nano-bullet manufacturing is an inherently silly premise.
Why? Okay, suppose in the future, we do have nanotech that's capable of making generic "ammo" into type of bullet you need, on the spot. Sure, okay. But why on earth would you need specific "ammo" material, then? You're saying the the nanobots can make one material into a lot of different ones, but they can't make at least some of the material from the environment? There's no reason you shouldn't be able to make nanobullets from a crowbar or trash can, and therefore if you have nano-made bullets you shouldn't need ammo, period.
This was one thing that sort of bugged me about DX1--the spy drone is this amazing complex device, obviously, but the nanobots don't seem to need any material to make it (I assume they pulled stuff out of the ground, though). Which is why you can make infinite drones. Ammunition, with the exception of the rockets, is far more simplistic than any drone would be to make, right?
I always had that thought whenever I would be out of sabot rounds/explosives and had to repeatedly spy-drone-bomb to get past certain bots in DX1.
Uncia on 24/11/2003 at 05:16
I imagine the nanobots don't construct items out of materials in their enviconment, but out of themselves; what, if you're underground and there is no sulfur around, you won't get bullets because there's no gunpowder to be made? That'd be kinda silly.
And in the end- this game is not a simulator. The design choices were picked to improve gameplay and rationalised afterwards, they don't necessarily have to make sense.