kostoffj on 19/7/2001 at 18:49
Couldn't agree more, Fanatix. I think that if you blunder and alert the badniks to your presence, wherever you're at should stay at heightened alertness until the end of the mission - realistically, that's what would happen. If there was intruder, security would be alerted, they'd stay that away until the area was thoroughly searched, at least a day or so at maximum alertness, with people on edge for days to come. And there'd be reinforcements called (or in the case of a civilian place, the police), and patrols would start trying to find the intruder.
Not only realistic, but raises the stakes of stealth play dramatically, as well as pretty much ensures you can't play it like Quake (yay).
RePlay on 19/7/2001 at 23:33
Yes, but Felonius Punk("ensures you can't play it like Quake"), playing the game as an action game is half the appeal! The game gives you the choice of (relatively) gung-ho action, or considered stealth. The element of player choice is an important factor in Deus Ex. Most of the interviews with the designers emphasised this element.
Personally, I played Deus Ex through as a stealthy character, hoping to eavesdrop on many conversations, and do cool sneaky stuff. (Being a big fan of Thief). Yet, when I replayed the game in a more action packed way, I had more *fun*. As the gunfights were more action packed. (Tranquilizing / batoning the enemies wasn't as much fun).
[ July 19, 2001: Message edited by: RePlay ]
PowerCrazy on 20/7/2001 at 06:16
I agree with the Heightened Security thing. Once you've been spotted They should start doing organized searches in groups checking everywhere and make it A LOT more difficult to sneakup on them. But in order to ensure the game was fun they should also change the ai at different difficulty levels. On Easy for instance the ai would be very similar to DX1 while on Realistic the enemies would duck for cover call in support Go on erradically changing patrols AND most importantly have a heightened sense of detection. On DX1 it took twice before the enemy could verify it was you. The first time they'd grab their weapons and say something like "Wait for him to move" on DX2 on realistic they should be alerted the instant they heard something (you) and they should start actively searching the area. This would make DX2 A lot more fun/challenging.
kostoffj on 20/7/2001 at 13:26
Quote:
Originally posted by RePlay:
<STRONG>Yes, but Felonius Punk("ensures you can't play it like Quake"), playing the game as an action game is half the appeal! The game gives you the choice of (relatively) gung-ho action, or considered stealth. The element of player choice is an important factor in Deus Ex. Most of the interviews with the designers emphasised this element.
</STRONG>
I take your point on the choice issue. For me it's more of a suspension of disbelief issue - wading through mobs of enemies armed with scary weapons and living was a bit too much ;). Although by the end of the game I could buy it, once JC was loaded to the nanogills with upgrades.
Janchor on 21/7/2001 at 23:47
And fix that "hurt him and he'll know where you are hiding" bug, please. Thank you.
egghead on 12/8/2001 at 15:21
I think they could have done much more with the current AI system in DX. Well, not the AI itself (troopies saying "Must be nothing" while bleeding all over everything) but the scripting.
From what I've seen you can extend the alert time to infinity (the spawned Hell's Kitchen troopies), and orders can be changed to have groups to to certain, logical hiding places (esp. when alarms are sounded). Ambushes, etc. I think they didn't want to make DX I too terribly hard.
One thing that did bug me (while saving my life occasionally) was when troopies did run out of ammo, they'd sit there, trying to reload, looking at their guns. Sometimes I'd just wait and watch, and a minute later they'd figure out which end of the clip goes in first, load up and start firing again. Kind of annoyed me.