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#76 |
![]() Join Date: Feb 2012
Reputation: 0
Posts: 13
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Another thing i'd love to see, is not being the most hated creature on the game.
Sure, when iīm not around/ around the corner/ hidden/ cloaked, i can see or hear the enemies fighting between them (federals against looters or against the metastreumonic force), but as soon as i rear my head or uncloak, everyone just forgets their nearest enemy and start attacking me. Let's see: i'm a federal officer, on a 3 or 4 man team against 5 looters. Whos is the biggest risk? said looter team, or a secreta agent who just appeared? Obviously I am the enemy on the game, and i understand that everyone tries to shoot me down, but i think it would be more logical (and enjoyable) that they donīt forget about each other. It's amusing (or frustrating) seeing how suddenly the manducos, looters and a fed just charge against me. If i cloak, then they return to their previous activities (killing each other). I think it should be a "free for all" kind of brawl. OK, now i appeared, then i become an enemy and another target, but they shouldnīt just start attaking exclusively me. Letīs think about Quake 3 or Unreal Tournament bots. Sure, they shot you, try to kill you, but didnīt forget to kill the other enemies. |
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#77 | |
![]() Join Date: May 2012
Reputation: 44
Posts: 259
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If they continue fighting the looters, surely you will kill them both. But if they and the looters both turn to fight you, then maybe, just maybe, they might manage to take you down, bringing their chances of survival above zero. |
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#78 | ||
![]() Join Date: Feb 2012
Reputation: 0
Posts: 13
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Your logic definitely applies in the short example i gave, but letīs introduce the metastreumonic force on the equation. They arenīt hunting for the secreta, the looters or the feds. They would attack the nearest victim, no matter their "employee". So itīs surprising they too forge a temporal alliance with the other groups just to hunt you down. Also, there's the case of the jians. They too are secreta secretorum agents. They too, have top notch weaponry, cybertech implants and psychic powers. Why then, suddenly they are part of the alliance to hunt you down? They even move in groups, so by normal logic (feds and loots), they are even more dangerous than you (after all, for a "normal" person/foe/inhabitant/citizen/etc. thereīs no way to tell what level of power the agents have). That way it would be you against them; the looters and the feds on a temporal alliance against the secreta secretorum agents (that includes the jians); the jians could concentrate their fire against you (they have means to know you and what you are capable of, after all) but while being under fire by the other groups, they would need to split ther efforts on 2 (or more) fronts (maybe send their master and heavy weapons members, while the rest fight the looters and the feds); and the metastreumonic attacking whatever is nearest to them, be it you or anyone of the other groups. Finally, it would give plausability to your explanation if they didinīt resume attacking each other whenever you (the secreta agent) cloak or hide. They would hunt you down until they kill you or find your corpse and then, only then, return to killing the rest of the foes. Last edited by yaheshua: 08-14-2012 at 09:06 PM. |
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#79 |
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Join Date: Aug 2012
Reputation: 0
Posts: 3
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I would like to have a more customizable inventory system, in the sense that i could lay out what weapons i would like to have in a row, because i find it rather annoying that occasionally i wind up with a system that could go
"Sword, double sword, double gun, sword+gun, med kit, assault rifle" when i would want something more like "sword, double sword, double gun, sword+gun, assault rifle, medkit" etc. Its funny how the medkit seems to get in the way , lets say i have a tactical layout in terms of weapons, i have a pistol, rapid fire weapon, and a close or long range weapon, and a medkit for backup, i would personally lay this out as "melee, pistol, auto, close/long, medkit" but as the game generates it, its more on the lines of "auto, pistol,melee,medkit,close/long" it would be much more convenient for the player to have there own layout of their weaponry for fast, efficient, and strategic ease. |
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#80 |
![]() Join Date: May 2012
Reputation: 44
Posts: 259
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Speaking of the Secreta, it would be neat to see the Resurrector used by Jian and Culter troops when they're killed but their body is still in one piece.
Would make them more challenging and interesting to fight. |
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#81 |
![]() Join Date: Jan 2011
Reputation: 17
Posts: 230
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One that just popped into my head:
A new “Wraith” kind of Serumonic creature. Its simply a dark shadow creature that is about the size of a man. They slowly float towards the player and cause an AoE drain of their mental balance and distort their vision. Once they are close enough they start to cause a constant stream of damage to the player until it is killed. Their proximity to the player and how much mental balance the player has determines how much damage they do. If the player’s mental balance is fully drained and they manage to touch the player the creature can instantly kill you. Just an idea for something to give the Mental Balance feature more weight. |
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#82 | ||
![]() Join Date: Aug 2012
Reputation: 9
Posts: 24
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Also I immediately think of these Eldar miniatures; http://www.beastsofwar.com/wp-conten...ior-Exarch.jpg I wondered if there is more DLC content coming from their AVA role-playing board game as cited in their inspirations. I tried to find some information about it but only found dead-end forums. Quote:
http://forums.steampowered.com/forum....php?t=2082547 -Kaz Last edited by Kazagha: 08-19-2012 at 04:13 AM. |
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#83 |
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Join Date: Aug 2012
Reputation: 0
Posts: 7
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1) The save system really does suck. It's apparently some sort of check point system, except sometimes it saves and sometimes it doesn't. I've had to replay entire levels because for whatever reason it simply did not save when it was supposed to. Pretty frustrating, and a strong argument in favor of quicksaves - checkpoints are fine in theory, but at the end of the day the benefits from the sheer practicality of quicksave completely overshadows any cons.
2) Walking around big maps with limited stamina sucks and will always suck. It sucks in S.T.A.L.K.E.R. and it sucks here. This is mostly a problem in the Temple HQ while trying to find NPCs with new dialog (since some of them appear in different places each time), and in missions when you have to run all the way back to the mission leader to get new objectives. The backtracking gets obnoxious when you can only sprint for a fraction of it. Perhaps some sort of recall spell could make this more tolerable, where you can instantly warp back to starting point. 3) Related to thought 2, objective markers sometimes don't show up unless you're *very* close. Which can often mean aimless wandering in a giant map at a slow speed trying to find a rather small Goldilocks marker zone. Which just wastes time and is rather fatiguing, really. 4) Interceptors (the helicopter things) are way overpowered, or at least their missiles are. And they make no sound whatsoever. Turn a corner and, oh hey an interceptor, oh hey I don't have any stamina left to run away and there is nowhere to hide, oh hey my life is already 80% gone, guess I'll just restart so I don't permanently lose stats. 5) If you get too close to something - a monster, NPC, wall, whatever - you cannot use your gun. This causes problems in two ways. First, you will not reload your weapon if you press the reload key. Not sure why, but it's very frustrating to hide behind a wall and mash the reload key and think WHY ISN'T IT RELOADING WTF oh yeah I have to take a step back. That gets annoying. And second, if you try to attack when something is too close there will be some sort of Psi melee magic attack thingy, which is fine. The problem is that if you're helping out a friendly NPC, there is a good chance the Psi attack is going to hit the NPC too and turn him and everyone else against you. 6) The worst mission in the game is, unsurprisingly, a protection mission. The NPC you have to protect consistently walks in front of your fire, walks in front of (friendly) turret fire, will sometimes sit there and take hits from monsters without even fighting back if they get too close - I've even had him run completely out of the room! I can't tell you the number of times I've accidentally killed this guy (Dutch) using the Psi attack mentioned in thought #5. 7) Could probably use a map of some sort, especially on Mars. 8) The shooter element is really fun. I can't remember the last time I had this much fun going around shooting baddies. The best mission is the final mission (despite the Interceptor) - enemies are strong and challenging but never tedious or long-winded. It's a great balance. 9) Hacking is pretty boring. Pretty much any hack can be accomplished if you're patient enough, but unless you put most of your points into hacking it's generally going to be long and unsatisfying and easier to just kill. Hacking in general could use some balancing; mask in particular probably needs to be weakened. 10) No auto-reload. I've seen people trying to defend this "feature", but it's really just another annoyance in a game that already suffers from a large number of small annoyances. Despite all the complaints, the game is easily worth $10 it's going for on Steam. It's interesting, mostly fun, memorable, and pretty crazy. I grabbed it on sale for $2.50 and it's probably the best deal I've ever picked up. tl;dr - Implement quicksave, increase movement speed, nerf Interceptor rockets, and make certain important NPCs immune to friendly fire (eg Dutch), and this game would probably move up an entire score in my books (eg from a B to an A.) These are all practical suggestions, and I'm sure they will offend many "purists", but making a game more playable and less tedious is not the same thing as "watering it down". Practice > Theory. |
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#84 | |||||||
![]() Join Date: May 2012
Reputation: 44
Posts: 259
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Sorry if I come off a little harsh in these...
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Play the levels a few times and the neurons in your brain will remember the layout. Quote:
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It's not an annoyance at all. I don't really like how most games automatically reload, and I always appreciate games that let me turn auto reload off. |
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#85 |
![]() Join Date: Jul 2010
Reputation: 452
Posts: 1,369
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Well, these suggestions here are mostly to populate the game, no gameplay wise suggestions for now,
Make an easy, and functional way to set up Servers and Find Because building up listen servers in Source is kinda difficult, also, the game net code is kinda bad, it sometimes suffers from lag even when it's low ping (50-80), also when people are playing singleplayer, somehow it shows as locked servers in the browser, mostly because the game creates a match that is locked for singleplayer, needs a way to fix that. Make deals, attract players. Make a weekend deal, try to have any sort of promotion with Valve (Imagine a Secreta Helmet for TF2!) it can raise sales, and mostly will make more people play the game, even tho this game isn't for everyone. Rebuild the tutorials This is probably the thing that makes more people give up on trying the game at the first minutes, the tutorials aren't well explained, I love this game, and I do understand it's mechanics and know how to do everything onto it, but I can admit that in the beginning I found myself kinda lost and confused on somethings. Don't get me wrong there, I absolutely love E.Y.E, the best game I've played in the last 2 years. and I just want the best for you guys at StreumOn, these suggestions are just to help you guys attract people and populate the game, which would be nice for us that want to play it with other people in CoOp, and for you developers to have more profits and see that your game is worth of success. |
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#86 |
![]() Join Date: May 2012
Reputation: 44
Posts: 259
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An interesting thing I've noticed about EYE, is that...
Well, hold up, let me describe how a normal game's population goes: release. Population is high. Game goes one of two ways: either it remains populated for a long period of time before eventually dying off, or it drops quickly. Either way, once it goes below a certain threshold, it will never be well-populated again, even if there are people playing it for many years. There will only be a few such people. Anyways, the interesting thing I've noticed about EYE is that it's more or less dead most of the time, but whenever Streum On puts out a new patch that makes significant changes or sets it on a discount deal, the population always revives. I'm not sure why this happens, but I think it's because EYE ties multiplayer and singleplayer together so closely. They aren't really different modes; cm and cc missions are available both solo and online, really the only difference in online mode is that there are other players and you get less polyclones. So when someone gets the game on a discount period, for example, all they have to do is click on multiplayer and they can immediately see servers and dive right in. Likewise, you can host a multiplayer game, and even if nobody joins, you don't feel bored or get tired of waiting for players, as you can still keep playing just like it was singleplayer, creating a much easier environment for new players to find servers. This makes it really easy for the population to rebuild for a while every time the game goes on sale or gets a major patch. Anyways, that aside, when I object to a suggestion it's not because I'm trying to be contrary, it's because I'm legitimately against the change being suggested and I've had too many games where people complained, I voiced no objection, the devs listened to them, and the game suffered for it... because we thought it wasn't necessary to actively protest against certain changes, we thought they'd never seriously be implemented. I've learned that if you like the status quo, it's not enough to hope the status quo will stay the same, you have to do your part. |
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#87 |
![]() Join Date: Jun 2012
Reputation: 4
Posts: 43
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I have one minor suggestion. When we do a secondary mission, can it be made obvious which of the goals will end the stage? Unless I'm missing something very obvious, I've not been able to "clean out" one level except due to luck because the mission results screen pops up when I still have things to do. Maybe marking a level-closer as "Critical" may help, though it'll probably drive people to do that one first; or merely make each goal open after the first one's been cleared, though that will then make divide-and-conquer co-op play not very possible.
I did a run in Purge yesterday, and looking at the mission brief, it seems Red would be the one to kill to end the mission, or all three elders, but I offed the one on the top of the list and I was finished despite the fact the other two leaders were alive and well. Perhaps my victory demoralized them? :P But yeah, this is the only suggestion I really have at the time. Edit: And just now I did another run of Purge and killing all three ended the level. Weird. Last edited by doomsdayforte: 08-29-2012 at 08:05 PM. Reason: Clarity, and to add something. |
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#88 |
![]() Join Date: Aug 2012
Reputation: 9
Posts: 24
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In regards to Gamiar comments I would tend to agree with Zurp 2.0;
The way you build your character determines what things the character will be good at and what they suck at. For example my quick moving agility focused char can't take a hit and my tough-as-nails endurance focused char is really slow. Move speed is based on agility and "[One point in STR decreases] speed penalty (and by extension, carry weight) by .4 percentage points" Tutorials do need some improvement and I confess that I was lost when I started playing EYE. For example the part where you learn to Boost Jump in the cave caused people issues because they didn't watch the tutorial properly. If this obstacle triggered a mission with dot point instructions it could be a quicker for those advanced players but provide more options for those still confused. Something like this; - 'CTRL + Space to Boost Jump' - 'Assign 'Boost Jump' to radial action menu - See Tutorial #01 - Boost Jump for more details -Kaz |
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#89 | ||||||
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Join Date: Aug 2012
Reputation: 0
Posts: 7
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Don't worry, I'm a big boy!
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#90 | |
![]() Join Date: Aug 2012
Reputation: 9
Posts: 24
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-Kaz |
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