![]() |
|
#126
|
||||
|
||||
|
Quote:
Quote:
__________________
For when you're too lazy to repost your side of an argument/discussion: http://forums.eidosgames.com/showthread.php?t=115406 |
|
#127
|
||||
|
||||
|
Quote:
__________________
Rule 30: A little trust goes a long way. The less you use, the further you'll go. |
|
#128
|
|||
|
|||
|
Quote:
As for take downs, I don't plan to ever use one, as I'll simply sneak past everyone. If it's absolutely required to take someone out, I'd use a less than lethal weapon. |
|
#129
|
|||
|
|||
|
Quote:
|
|
#130
|
|||
|
|||
|
He went there, so I went there. It's how it works.
http://www.gamestar.de/index.cfm?pid=1589&pk=15748 We have a sizable orange hovering X with distance counter floating on our objective in the linked video, redundantly displayed on the radar as well. I could comment here, but whats the use. Last edited by motsm; 02-24-2011 at 10:09 AM. |
|
#131
|
|||
|
|||
|
It's easy to die (a few hits) and scarce ammo. There's already articles posted at some sites about more and more players not finishing games they buy. There will be people finding this game too frustrating and will quit playing. Dying a lot isn't fun.
|
|
#132
|
|||
|
|||
|
Quote:
Most previews are selling "it's hard" and "you die a lot" as positive things. It sounds like the game is set up in such a way that it encourages you to go back and attempt another solution, rather than think "f**k this, this game suckz". It sounds like if you die, you've pretty much only got yourself to blame. They've playtested it on the CoD-ilk and whilst I appreciate you wouldn't get up and go "f**k this" at a playtest session, it does seem like the game's difficulty isn't necessarily off-putting. |
|
#133
|
||||
|
||||
|
1)how was it on the ps3 any bugs
2)whats the controls on the ps3 3)how does the hacking system work.thanks
__________________
Nicolette: What are you, some sort of an assassin? JC Denton: When necessary |
|
#134
|
||||
|
||||
|
I'm afraid I can't bring up a link as it was an article I read quite a few months back but the gist of it was: people actually respond more compulsively to a challenge. Giving people a cakewalk is much less engaging than giving them something that requires several failed tries to achieve success. I imagine the sense of accomplishment plays a role in this that is absent otherwise. The key is to not make failure hugely frustrating. Having quick saves and checkpoints helps. If you had to restart from the beginning each time you died it would be a different story.
__________________
Oh you like my handwriting? It's augmented. |
|
#135
|
||||
|
||||
|
Your time and effort is much appreciated Daeda.
__________________
|
|
#136
|
||||
|
||||
|
Yeah what Pinky said.
__________________
The sky above the port was the color of television, tuned to a dead channel, only slightly more gold. |
|
#137
|
||||
|
||||
|
__________________
Dr. Loboto: The bad news is, we're going to have to remove your brain...
the good news is that your insurance should cover the whole thing. |
|
#138
|
||||
|
||||
|
|
|
#139
|
||||
|
||||
|
Could you elaborate more on the stealth side of the gameplay? The previews are quick to point out the cover aug and cloak aug, but they do not mention the sound in any way.
__________________
Rule 30: A little trust goes a long way. The less you use, the further you'll go. |
|
#140
|
|||
|
|||
|
Depends on why the player's avatar is getting killed, really. If the player senses they need only to adapt to something, like finding the weakness of what's killing them, they are more likely to try again. If it appears to require something the player him-/herself doesn't have ability or skill in, among a wide range of physical and mental categories, chances are slim. How much time they have to play is a factor, too.
|
|
#141
|
|||
|
|||
|
Question about the time limit before the 1st mission. How much time did you feel like you had to explore in the Sarif offices prior to the 1st mission before the hostages started dying? Seems like the demo stopped before you got to this point, but do you know if you can go back after the 1st mission and explore the offices and pick up any coversations/items/side-quests you missed because you left soon to make sure hostages aren't killed?
Oh, and a comment about the "dying a lot" thing. I played Deus Ex for the 1st time last year. I kept on dying in the first mission at the dock with the informant because I couldn't figure out how to sneak past the one stationary guard and the one walking in circles and kept getting killed over and over, and practically gave up for a month or so. Then one day, while thinking about it, I suddenly remembered the patrolling bot was on my side, so I fired one shot at the guard and had them both chase me to the bot which made short work of them, and I was absolutely thrilled by this. So, I'm actually looking forward to the stated level of difficulty in the previews because it means there's going to be lots of variety and head-scratching involved which I haven't seen in too many games recently. Last edited by sackyhack; 02-24-2011 at 05:31 PM. |
|
#142
|
||||
|
||||
|
Right, so I've been off this board for a while and come back to this. Very nice thread to get back in the thick of things with. Thanks Daeda!
__________________
"Isn't the universe an amazing place? I wouldn't live anywhere else." G'Kar, Babylon 5. |
|
#143
|
|||
|
|||
|
Quote:
|
|
#144
|
|||
|
|||
|
They used to make you have to insert another token, or two, or four, into the arcade machine to keep up the trial and error of each level. Running out of tokens sure made me give up on many games. Also, having to start a level over from the beginning made damn sure I didn't want to play the game, even if it was a game on a home console.
|
|
#145
|
|||
|
|||
|
Quote:
|
|
#146
|
|||
|
|||
|
Yep. Also, saving where one wishes is the reward for those who have more trials and errors than most, and for experimenters, regardless of skill.
|
|
#147
|
|||
|
|||
|
Sorry if you've already answered this but can you explain how the controls work, if you remember? Like what button does what etc. Thanks.
|
|
#148
|
|||
|
|||
|
Thanks Daeda for all the answers and taking the time to answer. I'd post a witty internet meme here, but I'm fresh out of wit.
|
|
#149
|
||||
|
||||
|
Quote:
Interaction: X Fire: R1 Aim Sight: L1 Cover: Hold L2 Reload: Circle Switch weapon: Hold Triangle Holster weapon: Press triangle Use augmentation: D-Pad Inventory/Menu: Select Crouch: Press Left Thumb Not entirely sure though, but controls worked fine. |
|
#150
|
||||
|
||||
|
Quote:
__________________
![]() I am the shadows, the dark and deadly, the velvet night... |
![]() |
| Bookmarks |
| Thread Tools | |
| Display Modes | |
|
|