Azaelus on 8/6/2001 at 13:51
* You can pick up bodies without having to pick up all their inventory items first - perhaps the items should drop onto the floor. This adds to more stealthy levels where you cannot be detected or whatever. Lets face it, if you take down a guard who is holding something cumbersome like a GEP gun, their corpse is going to stay on show.
* Why is it if you are holding a heavy weapon (and untrained in its usage), you are slowed down but if it is in your inventory you are fine?
* Bug in Deus Ex: Strange guard vision with MJ12 commandos, being able to see you through walls.
[Add to this and then let Ion see it, or something]
Az
Fanatix on 9/6/2001 at 21:14
A. Most of the bodies would get a little hard to carry around if they were carrying extra equipment. But, this would be wrong if the body had something like a Candy Bar. Anyway, it'd be nice if it picked up all it could, and droped all the rest somewhere else, THEN you could pick up the body, I agree.
B. The stuff you don't carry is probably in your inventory. You'd think heavier items would be less of a pain to carry around if you had it in your inventory, rather then your hand.
C. MJ12 Commandos are augmented, as I remember. This is either a bug, or something meant on purpose.
-Fanatix
Skraeling on 11/6/2001 at 20:09
Some things I'd like fixed:
* More varied and additional weapon mods
* Better AI on lower difficulty levels
* Less powerful dragon's tooth
* Less men outside the Champs-Elysees ( the place after the catacombs in France)
* More tranq and prod ammo
* Less Assault gun ammo
* Less Assault gun ammo
* More WP rounds
* More multitools
* Far less infolinks
* MIB should be harder on easier difficulty levels
* Because of being harder, MIB should be going solo and few and far between
Eberon on 12/6/2001 at 17:58
As I mentioned in another thread, it would be nice if you dropped your weapon when your arms were both blown off. In this case, you should also (obviously) be unable to equip a weapon. I think it's funny that JC can hold onto a GEP gun with his teeth.
Locational damage should be more of a factor. If you get shot in the foot, wobbling would be neat. If you are poisoned, blurred vision (c'mon, we're talking *real* blurred vision here, not the neat-but-non-inhibiting swirlies that come into play) should ensue.
Hacking computers to power down lights and other sensors would also be a welcome addition, in my opinion. If more thief-style stealth is introduced the game (and trust me, I have it from a solid source that it will be ;)) these sorts of things will be very helpful. Perhaps, even, a level (or levels) with power systems that you can disable entirely. However, it would require a lot of smarts. Perhaps a puzzle-style goal much like the original System Shock.
I would also like to see more varied textures in the game. Many of the machine-like areas of the game were identical. In a way, this was disappointing. I didn't care much for the same floors and the same railings. Although the Unreal engine would have crippled under an outdoor setting, I would have enjoyed more of those.
Oh, and for Deus Ex 2, I want an escape mission from a real prison. From cell to exit. I want to avoid search lights and run from pursuing helicopters as I escape down the road in a truck driven by the still-living Jock. Yeeeeaah.
Sniper459 on 13/6/2001 at 15:50
***include a visibility meter, like in thief,
that would add to the sneakiness part (however, allow it to be turned off by the player if they dont want it!!!
azaelus on 17/6/2001 at 13:25
Some new suggestions:
* Ability to lean forward, as in Thief - very useful if sniping from a roof.
* Ability to mantle exactly as it is in Thief - you don't know how useful this is until you've tried it.
* For some reason, Ling keeps following me in the Lucky Money (on your second time through). Not that I'm unappreciative :) but she really gets in the way.
* If you are carrying a heavy weapon and untrained in its usage, the speed reduction penalty is not applied if you are crouching/crawling.
* In the underground mall in Hong Kong, all the policemen are named Eddie Way. And they have (although rarely) attacked without any provocation. Odd.
* If you pick up and throw a push cart, you can't push it again. So you can't shove it down a corridor at oncoming troops, which is a bit of a shame.
* Let's face it, Area 51 needs some better security - cameras, turrets and stronger doors. And another large spiderbot would be good.
azaelus on 17/6/2001 at 17:53
There's more -
**TRIES TO RESURRECT A DEAD THREAD**
* A few more PS20s should appear, considering they were virtually absent from the middle to the end of the game.
* Hong Kong could do with more throwing knives, for ambience if nothing else. Its not as if this is a hugely unbalancing game alteration.
* Ponder this: the Dragon's Tooth, when equipped, is instantaneously generated from the nanite base in the handle Lightsabre-style ("dynamically forged on command" I think the inventory says), so why does it take up so much room when in the inventory (ie. not being used) - it should be only as large as its handle. Normally I'd find this really pedantic but you need all the inventory room you can get!
Deus Ex REALLY needs a more visible localised damage model (notice the efforts made in Soldier of Fortune and Aliens vs Predator). Naturally, this will make the game shockingly violent (especially on realistic mode), with severed body parts, entry and exit wounds, huge pools and sprays of blood, mortally wounded guards crawling away agonisingly slowly whilst seeping vital fluids in grim trails on the floor... but we are all adult enough to not be too bothered at this violence, unlike the media. It will also be more realistic.
* Example: I shot a guard until my targetting stated: "R Leg 0%". This guard, thanks to my shotgun, was now missing a leg. We should have more feedback from this - the leg should be detached from the body, the guard will no longer walk normally, blood should pour everywhere etc. Same goes for you.
* Let's not forget that a sniper round will go through people...
* Your health and its effects on the game - certain augs which are linked to certain limbs will not function at all if you are missing that limb. Most noticeably, speed enhancement works even if you have no legs, making you crawl on your stomach that little bit faster. Heh.
* A nice idea - if your health for a certain zone drops below a critical point (such as 10), you will continously lose health in that zone until you are healed to a certain amount (such as 30) - this is to do with the fact that you will bleed to death. Lets face it, if you had "1% torso health" in real life, you'd practically have every bone broken and your organs visible. Not a pleasant image.
Perhaps some of these (i.e. bleeding to death and enhanced localised damage) should be counted as DX2 new ideas rather than fixes, but what the hell.
BackDoorBandit on 18/6/2001 at 13:38
Azaelus,
You are getting way off topic. If you do not stay on topic, I will be forced to delete you posts. I understand that you want some bugs, or some improvements to DX, but that's for a totally different forum. Stick to what this is about, DX 2 wants and needs. Do not include things that you want fixed in DX. Concentrate on improvements and how they'll affect DX 2 please.
Thanks
Thward on 19/7/2001 at 07:10
How about this? Make the inventory "squares" more realistic re: weight carried, etc., by not allowing so much stacking up of some items and no stacking of others. For instance, tech goggles were rendered almost useless DX1 because of their short lifespan, and the fact that you could not "stack" them in a square, whereas grenades could be "stacked" up to 10 a square. Same with PS20s, not a bad little weapon, but you could only carry ONE?! If you had the ability to carry say, two or three PS20s in one inventory square, they wouldn't be so useless.
Actually, what I would propose is that a weight factor be added to DX2. Your inventory "squares" would ONLY be indicative of physical bulkiness, but the weight of all the stuff you're carrying would simply be a number listed at the top of your inventory. The higher the number, the more restricted you are in how fast you can move, how high you can jump, how far you can fall without hurting yourself, how long you can stay underwater (more weight means you have to swim a lot harder and you use up oxygen quicker), etc. :)
kostoffj on 19/7/2001 at 19:12
On inventory in DX2:
The best way to approach it would be for the developers to find a JC-sized person, dress him in a trench coat, get actual items of equipment or fabricate life-sized replicas if necessary, and see how much stuff he can (1) carry; (2) carry and still be able to move around and do stuff; (3) carry and not make an awful racket when he moves about; and (4) carry and not be obviously armed and dangerous.
A realistic inventory system would force you to make some really hard decisions.