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ForumsDiscussion Forum → Wow- CryTech 2
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Wow- CryTech 2
2008-02-23, 10:59 PM #41
Originally posted by JediKirby:
Sandbox gameplay just isn't fun. There's a reason why HL2 is more fun than this.


What?

Crackdown is awesome fun. More fun than Half-Life 2. At least I think so. Ditto for GTA.

Everyone has their own poison. I personally found Half-Life 2 retardedly boring, tedious, and lame. As opposed to Crackdown, which was a cel-shaded, testosterone injected, explosion fest with seemingly never ending opportunities for hilarity, shanniganry, and hijinks.
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2008-02-23, 11:29 PM #42
Originally posted by JediKirby:
I Disagree. The gameplay was painful, as enemies take a set number of bullets (even with locational damage headshots) that increases with difficulty. As with Farcry, the game boils down to jumping from colored dot to colored dot with 2 or 3 vehicular combat sessions thrown in.

Sandbox gameplay just isn't fun. There's a reason why HL2 is more fun than this.

If they invested all of their time into AI and gameplay testing, they might find that people want to *try* everything, but after being able to pick up a turtle once, they're never going to do it again. You have to budget where your coding is spent, and when it comes right down to it, trees being shot in half and the ability to pick up and throw any object should come second to decent AI and varied gameplay.


Crysis is not a "sandbox game". If the demo is any indication of the rest of it, it's just like any other fps, just with wider hallways, lots of trees, and some hills. Also, I didn't find the AI really all that bad...but they still seem to see "difficulty" as how much damage the average target can soak (OH GOD ROCKET LAUNCHER TRIGEN FLASHBACKS D: ).
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2008-02-23, 11:33 PM #43
Fatboys :)
2008-02-24, 12:03 AM #44
I think difficulty should be reflected in how well the enemy takes cover (note, I don't mean whether or not they take cover, but rather how well they do it) and in how accurate they shoot.
And I'm rather surprised that as much as games tout their interaction they don't let you physically interact with people. I mean, if you shot someones foot, they shouldn't walk on it anymore, maybe crawl to a nearby stick to use as a crutch or something. Things like this would help get rid of the "health = difficulty" problem. Rather than make it how much health they can absorb, make it more like vital organs + blood loss + pain tolerance. If you're shot in the heart, you die. Shot in the head, you die. Shot in the lungs, you've got a very short time to live/cough blood, then you die. Shot in the leg: did it hit an artery? if so, you'll bleed out faster, and can't use that leg.

Naturally, the hero's nano-suit would prevent these types of hits happening to him/her... but the others that don't have suits should have such things.

Oh, and when I said pain tolerance, I mean things like going into shock or passing out from the pain. The enemy's not dead, but incapacitated ;)

Also, punching people should hurt them, or make them winded, etc, depending on where they're hit. Break someone's arm/leg and actually have it break...

While all this is really violent and potentially disgusting/disturbing, that's what's needed to get rid of stupid "absorbing bullet" enemies. Until things like this happen, that's all games have, is how many shots does it take to kill this person.
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2008-02-24, 12:51 AM #45
Originally posted by JediKirby:
...enemies take a set number of bullets (even with locational damage headshots) that increases with difficulty.


what
On the harder difficulty they take more body shots - which makes sense anyway as they're wearing body armour - but they also wear helmets. If you shoot a guy in the face it doesn't matter what difficult you're playing. He will die.

Originally posted by JediKirby:
...the game boils down to jumping from colored dot to colored dot with 2 or 3 vehicular combat sessions thrown in.

Name a game that doesn't involve starting at point A, completing some objectives, and finnishing at point B.

Originally posted by JediKirby:
Sandbox gameplay just isn't fun. There's a reason why HL2 is more fun than this.

It isn't a sandbox game. Grand Theft Auto is sandbox - when you're not completing the missions. Crysis - at its core - is just like any other shooter, including Half-Life. It only sets itself apart by having reasonably large environments to approach objectives or locations in different ways. How could you think being given the option to complete objectives and levels the way you want to be a bad thing?

Originally posted by JediKirby:
If they invested all of their time into AI and gameplay testing, they might find that people want to *try* everything, but after being able to pick up a turtle once, they're never going to do it again. You have to budget where your coding is spent, and when it comes right down to it, trees being shot in half and the ability to pick up and throw any object should come second to decent AI and varied gameplay.


Thrown objects can distract, knock out and kill enemies. It's a gameplay element.
Falling trees can distract, knock out and kill enemies. It's a gameplay element.

The gameplay is so freaking varied I don't know where to begin. You can run about the jungle and when you encounter enemies you can have yourself a nice little shootout, or you can stealth around and kill people with silenced shots. You can mix it up with stealth and then bust in with some strength mode and start throwing *****es through walls, or you can just stealth past bad guys entirely. Or you can jump in a jeep and roll in and start blowing people away with the turrent. Mix this up with thrown objects and collapsable buildings and you've got a great time to be had.

And the AI is pretty decent. They give each other covering fire as they move between covers and will try to flank and get behind you. It's not perfect and I've watched them do some pretty stupid thing but I can't think of a game I've ever played where I haven't seen a bad guy do something dumb. "AI" is only going to get so good without it actually being AI. Unless you're playing a game where the enemies are supposed to be stupid.
2008-02-24, 1:11 AM #46
Does Crysis suffer from the psychic AI that plagued Far Cry? I remember you could be prone, in a bush, on a top mountain, and a moving boat could hit you with a missile half a mile away while moving at 20 knots.
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2008-02-24, 2:02 AM #47
That typically only happened in Far Cry if you'd been sighted, and didn't move away from the area in which you were sighted before going prone... as far as I've experienced, going prone in grass or shrubs, if they hadn't just seen you, was a great way to avoid being detected. Boats could sometimes see you in the grass, however, if you were on a hill that faced the water.
2008-02-24, 3:13 AM #48
Originally posted by Emon:
Does Crysis suffer from the psychic AI that plagued Far Cry? I remember you could be prone, in a bush, on a top mountain, and a moving boat could hit you with a missile half a mile away while moving at 20 knots.

Kind of. I wouldn't say psychic, but it seems like anyone in a vehicle - especially boats - has some kind of super-power eyesight that can spot a soldier walking deep inside a forrest. At night. From space.

goddamn i hate those freaking boats :argh:
2008-02-24, 3:20 AM #49
I like the jungle shooting aspect.

Turok tries to do this, but it isn't as cool as it could be. The AI reminds me alot of Oblivion's town guard AI.
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