Defeated foes drawing attention


Aggelakis

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
I've never found either realism or challenge to be integral to a good game. If it is a Bill suggested and this is reserved only for the higher difficulty settings, then I cannot argue against it, but I am most decidedly AGAINST making the core, base game any more challenging than it is right now.
"challenge" has to be very loosely defined in application to this game's core


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"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math

 

Posted

Quote:
Originally Posted by Solicio View Post
My Night Widow always roleplays dragging the bodies away so that they won't be discovered. She'd never be so careless or sloppy as to leave a body lying around so that a patrol could come along and trip over it...

So if you add a taunt to defeated enemies, at least give us the option of "moving" those enemies so that they don't draw attention, or so that you can group bodies for certain powers. Warshades would enjoy that option.
City of Heroes: Tactical Espionage Action. FUND IT.


Formerly known as Stormy_D

 

Posted

Quote:
I just find it hard to believe people don't play games for challenges.
I don't know about you but I play a game to have fun...it doesn't matter if it is a challenge are easy if it is fun then I will play it...that is why I play a game to have fun.

To the OP I like the it and would like to see something like this in the game.


"All right, they're on our left, they're on our right, they're in front of us, they're behind us...they can't get away this time"- Chesty Puller US Marine Corps

 

Posted

Quote:
Originally Posted by BrokenPrey View Post
I don't know about you but I play a game to have fun...it doesn't matter if it is a challenge are easy if it is fun then I will play it...that is why I play a game to have fun.

To the OP I like the it and would like to see something like this in the game.
To me, part of the enjoyment of gaming is the mental break from the everyday. Something to do casually for 30min to an hour to break away from the earlier stuff in the day, good day or bad.

Too easy, and the game isn't distracting enough.


Thrythlind's Deviant Art Page
"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math

 

Posted

What that ^ person said.

Quote:
Originally Posted by cursedsorcerer View Post
Good idea! It would not only make the game more realistic, but make it slightly more challenging!
Challenging huh?

"Someone's killed the Sapper."
"Jinkies, looks like we have another mystery on our hands."
"Oh row!."
"You said it Hercules Class Titan!"

Hold!


Quote:
Originally Posted by Lucky666 View Post
you don't think challenge matters in a game?

Your the only person I have ever seen that doesn't like a challenge in game. Most people love challenges and it's exactly why said people play games.
You would be wrong than. While people like to be involved in activities that raises their adrenline because there is a chance they may fail. People also enjoy the sadistic feeling of destroying the game. If you place too much challenge in a game than all there is are players obsessively trying to defeat the end boss that shows its weak point for a few seconds that only takes away less than 1% of it's health. While the boss's (Petition to ban all singular words that end in S) attacks takes up more than half the screen and can kill the character in two hits. Most people who fight these end bosses aren't doing it to have fun. They're doing it because they are completist and can't stop playing until that stupid cheating POS overpowered boss dies so everyone can get on with there lives and gain 30 cash points. People who have fun with those odds are weirdos.


As for the suggestion of AI being curious as to why their fellow, stereotype word for follower of a mad man trying to take over the world is dead is great just as long as just a couple from the group investigates and does a patrol to find out where the attack may have come from and run back to warn the others in the group if they've spotted some interloppers. The challenge would vary on how careless the player(s) are.

To add to the Metal Gear festivaties, it would add a nice bit of realism if a couple of AI from a group would break from the group to use the few warning sirens though out map. Actually, I think I've seen this sort of thing in James Bond games, Siphon Filter games and Perfect Dark. It would give AI through out the map a +perception so enemy will be spotted at a longer range. If player's don't adjust to the change, than they'll be plenty of "Oh Holy! Carp of the waters of thy pond, why has thou send vision to my enemy?" moments.


If it ain't broke set it on fire, then say it was a fault in the design.

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