View Full Version : Hit or miss!
KarmaUK
09-06-2007, 10:05 AM
You know, I was going to post a lengthy topic on how you we're so close to making the perfect Tombraider, but after typing 80% of the post and starting to proof read, I decided I'd simply do as you Devs, (or maybe it was publisher pressure to get it on the shelves, which is even worst as it makes all your work in vain), and stop caring, it's not like you'd actually take onboard what hardcore players/fans of the game have to say, but you will continue abuse a great brand, like the rest of society.
So close, so, so close, maybe the next release should be appropriately named, maybe Tombraider: Beta!
Mangar The Dark
09-06-2007, 10:25 AM
I'm not I get your point. You're saying that they are "so close" to creating the perfect TR game (which sounds like a good thing to me), and then you go on to say that they're "abusing the brand" (sounds like a bad thing.)
I'd agree with the first part-- they are so close to creating the perfect TR game, and that's why I enjoyed TRA so much. Granted, there will never be a "perfect" game. It's simply impossible to do, because different things appeal to different people, and while attempting to please one group of fans, another group is guaranteed to be disappointed. But TRA does a great job at coming very close to finding that perfect balance, and for that, CD deserves definite praise.
Now, considering that you agree that they're so close to perfection, I'm puzzled about your comment that they're "abusing the brand."
KarmaUK
09-06-2007, 11:32 AM
Considering the lack of AI, the terrible combat, and some of the physics. All that is good about the game like the environment, climbing puzzles, and agility tests, have been nullified to what seems to be a few tweaks and maybe a little rethink. For instances, sprint would give you 100% better combat cause you could put a little distant between mobs.
My point is to go that far then fall at the last hurdle is disappointing, but hey, it's brand named so it'll sell anyway...
tiger
09-06-2007, 12:09 PM
That's a good point about a Sprint function for TRA, KarmaUK. :thumbsup:
(There's currently a hacking cheat for a "Hyper Lara", btw, CD.) :rolleyes:
But that's not, even, in-game interactive as either a special sub-function added to the current "Interaction" one for a running-state, only, or as a totally seperate function, that is simply controlled by another key, CD? :cool:
( So, for a total waste of time and space. . . )
Hello, Crystal Dynamics!
I would really like to have your Console-commands to replace my AHK work.
And of course, while I'm at it, adding that new Hyper-Lara command might be really slick for all of those new and old raiders having some serious problems with your RA/AD/HS scenarios, you know? :cool: (And for all I know, a lot of "needed things" are hidden within your missing debug.exe for your Debug Menu, CD?)
(. . . There. . . All that meant "nothing" but it sure felt good, raiders!) :D
rabid metro
09-06-2007, 05:24 PM
...For instances, sprint would give you 100% better combat cause you could put a little distant between mobs...
running away fast from mobs doesn't sound very Lara-ish, to me, ...:cool:
also, i think sprint would play havoc with time trials, and besides
the sprint function would add another button mash and, in return,
give you next to nothing, in terms of playability ...
some won't like what CD does, most will, that's gaming life (and good business, too) ... :cool:
just my (completely unbiased, totally correct, 100%, spot on) opinion ...:cool:
tiger
09-06-2007, 06:04 PM
Now, wait one moment. . . Let's play fair here, okay? ? ? ;)
If the creature can have their moments of R-A, Rage-Attack at a much faster speed, then why can't our fleet-of-foot Lara have her same moments of P-F, Panic and FLEE! :D
(A very small bit of P-F time, to run away and get ready, that is used at anytime before or after a creature's R-A time period, perhaps?)
(Basically, it could be a reasonable 10 seconds of sprinting speed that MIGHT just recharge after a minute or two or maybe even up to 10 minutes to keep raiders from abusing it? And then that long 10-minute recharge should keep it down to just 1 sprint, during a Time Trial, for a GRAND RACE to the FINISH?) :thumbsup:
rabid metro
09-06-2007, 06:26 PM
...If the creature can have their moments of R-A, Rage-Attack at a much faster speed, then why can't our fleet-of-foot Lara have her same moments of P-F, Panic and FLEE! ...
nope, still doesn't sound right to me ...
Lara's cool adrenaline dodge is an appropriate response to a crazed monsters rage attack ...:cool:
99.9999999% of the population would try to totally flee (in vain) from a T-Rex,
but our heroine, Lara, stands her ground (after a moment) and rides the T ...
woot, woot, go Lara!
i think people may be calling for sprint for non-combat reasons,
but as i've said, it adds a button and gains next to nothing ...
(TBH, i'd be happiest if the discussion could move entirely away from "bring back ...")
humbug
09-07-2007, 01:18 AM
(TBH, i'd be happiest if the discussion could move entirely away from "bring back ...")
I agree with your comment there! When I first played legend I wasn't that impressed because so much had changed. But now I'm glad I think the tomb raider series seriously needed a new injection of life, and for that to happen the series needed an overhall. I think CD have done very well with the first 2 tomb raider games they made and are very close to creating the perfect game!
KarmaUK
09-07-2007, 04:22 AM
running away fast from mobs doesn't sound very Lara-ish, to me, ...:cool:
Sprint, spin, target, bang, bang, bang, adrenaline roll, repeat...
Doesn't sound like running to me, however certainly sounds better than target, bang, bang, knock down, mash space, mash health pack, repeat. Close combat as it is isn't skillful, it's a potluck endurance test, and annoying with it.
Anyhow, it was only a suggestion, personally I'd have ditched the AI and combat style, and started again.
TBH, i'd be happiest if the discussion could move entirely away from "bring back ...
I'm not asking to bring back anything, I am however nostalgic towards The Last Revelation, and having read press releases that say with this game they were trying to get back to the basics of the originals, you have a right to compare.
rabid metro
09-07-2007, 05:22 PM
...Close combat as it is isn't skillful, it's a potluck endurance test, ...
close combat can seem like a potluck endurance test ... :(
i hate it when i fumble a rage attack... :cool:
i've found that all the monsters have an attack rhythm,
and if you are out-of-step with that rhythm then Lara doesn't fare very well ... :cool:
however, if you are in sync with the attack rhythm then you can evade (numerous close) attacks cleanly,
and then, with awesome swooshness, its adrenaline dodge/head shot time ... ... ... ... ... ... ... ... ... pow! :cool:
if you want to practice this idea of monster attack rhythm,
and experience a kind of FFR zen (http://www.flashflashrevolution.com/) moment,
then replay the centaur battle (using no medpacks=maniac, using 2 or less small med-packs=groovin).
the raptors are a nice warmup for this, also ... (although the rhythm there IS more hit or miss).
(awww, da#$, club 'bout to close in a minute ...) :whistle:
KarmaUK
09-08-2007, 04:29 AM
I'm not talking one on one, when referring to combat I'm mainly thinking about the room before the last piece of the Scion.
To be honest I came to hopefully have my opinion heard by a dev, and in that respect, why am I still here, I guess me thinking that they actually care once it's released makes me dumber than the above posters hypocritically blind arrogance that tries to past off as intelligent yet cannot type in full sentences.
I'll take the game as it is, not what it could have been, and bid you farewell.
tiger
09-08-2007, 07:48 AM
(Sorry, KarmaUK, I was simply trying to work along with your thoughts, for a bit. And, at the same time, I was attempting to see some sort of balance or any sort of small adjustments between the current melee-mess or simply setting up, a little, for RA/AD/HS. Plus, anything to improve the "over-all acceptance" of this new TRA RA/AD/HS requirement should definitely be under some serious consideration and debate, to me.)
*** Btw, I have been adding to my Panic-and-Flee thoughts, above. ***
http://forums.eidosgames.com/showpost.php?p=695793&postcount=6
But heck, I can also see CD's "reality-oriented logic" with making all of this into a bit of a real "initial panic", with possibly a small melee-mess, that actually forces a player into a "fight or flight" scamble, (thus inducing a small bit of real panic in a player, perhaps?), while they are rapidly trying to work out the "riddle" to this creature's RA/AD/HS "puzzle" or simply taking it down, directly or a combination of these "solutions".
(And perhaps, a "Devilish design" is within those "details" by CD?) :cool: :thumbsup:
BUT I will still argue for something "better and safer" for some sort of "initial training" in the basic aspects of RA/AD/HS, folks! (And if CD, doesn't like my past idea of adding a beautiful "Jungle/Paradise geo-dome" at the Manor, with a fairly safe mechanical animal and lots of needed outdoors practice-stunts, then that's LIFE!) ;)
rabid metro
09-08-2007, 08:18 PM
To be honest I came to hopefully have my opinion heard by a dev, and in that respect, why am I still here, I guess me thinking that they actually care once it's released makes me dumber than the above posters hypocritically blind arrogance that tries to past off as intelligent yet cannot type in full sentences.
FYI, the devs are always listening ... but they won't respond directly to any post, as that would be somewhat self-defeating.
BTW, you do seem to have a handle on full sentences ... :cool:
fare thee well!
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