(It absolutely was.)Bluewolf wrote:Not being an ass but is that sarcasm?

Moderator: Thanas
(It absolutely was.)Bluewolf wrote:Not being an ass but is that sarcasm?
You are in a thread full of people saying 'there isn't much gameplay released' and 'what I've seen looks bad'.Bluewolf wrote:Not being an ass but is that sarcasm? (if not I will post properly in a bit after this CoH game)
Stark wrote:You are in a thread full of people saying 'there isn't much gameplay released' and 'what I've seen looks bad'.Bluewolf wrote:Not being an ass but is that sarcasm? (if not I will post properly in a bit after this CoH game)
Do you think maybe these people would value information about gameplay?
Like, do you mean, like your shots has no impact etc?I'm interested in what you say about the weapons being distinct in use; what's the weapon handling like? I guess you can't really answer that, since you don't play shooters, but some games (like Call of Juarez, the Cartel) have a really bad 'sense' or 'feel' during gun battles, making it seem like you're not really doing anything, your shooting doesn't affect anything, etc.
Both. For example, you have a load of non lethal weaponary, but you also go through vents to avoid conflict. On top of that, in situations, depending on what you said, can avoid conflict entirely.When you say 'non lethal', do you just mean 'use trank guns' or did you see the whole 'use dialog in missions' stuff? How does the AI react to the typical 'pick guards off one at a time' thing? How does hackign work with alarms etc?
I would say it's not fantastic but not horrible. The guns have proper reload animations and some have good noises (esp shotguns). Weapons handle a bit differently. Shotguns obv have big recoil and Tranq guns have to lead moving targets etc. It's not fantastic but it works imo. There were situations where it got quite tense and the music is dynamic which helps with that. I wouldn't say it sucks balls though.Well it's a really subjective thing, but in CoJ:C, the guns make crap noises, with bad or nonexistent firing effects/recoil/'weapon handling', and the impact of bullets makes shit noises/bad effects/no real impact animations... it's a collection of elements (that I group under 'weapon handling') that provide the action senstation in gun battles.
Both, Sometimes there are obvious vents that lead to A to B. Some however lead to 3-4-5 places.About the 'vents' thing, is it flexible or is it just Splinter Cell style 'there is a vent from here to here' and 'there is a pipe from ehre to here' stuff? I'm curious abotu the hacking utility, since games like AP/SS2 had hacking turn off alarms, get sentries, acquire information, etc.
No, I was basing it on videos I've seen of the beta on youtube. When I said multiple entry and exit points, I meant that I hoped it was somewhat like Hitman, where you can just run through the level shooting, or you can sneak into the back room with some garrot wire, or you can shoot through the jacuzzi (which for some dumb reason the target has hanging off the side of the building) and watch him fall down.Tolya wrote:Please, do not rate the actual gameplay based on developer claims that the game has "multiple entry and exit points and different ways to complete the mission". That is not a prerequisite for solid gameplay. It actually has little to do with actual gameplay.Chirios wrote:The gameplay looks pretty good as well. You've got multiple entry and exit points, different ways to complete the mission. That said I've never played the original Deus Ex so maybe it's not as good as it could be.
Have you misquoted or are you rolling on another reality plane? Because it may be me being tired after work, but I can't bloody understand the logic relation.Stark wrote:Is this a savaging? Is it Stark mentally battling someone?Tolya wrote:Please, do not rate the actual gameplay based on developer claims that the game has "multiple entry and exit points and different ways to complete the mission". That is not a prerequisite for solid gameplay. It actually has little to do with actual gameplay.
In short, do you have a fucking point beyond 'I this this game will be good but am too cowardly to actually come out and say it, for fear of having to defend my views'? Frankly, the very ambition of the game and gametype makes it more necessary than usual to be sceptical of marketing. Its another source of scepticism that there is little direct continuity development wise, and that there's nothing that really allows verification of the developer ambition.
Clearly, a savaging.
What you are praising is actual level design. It can only be judged after playing the game. Introducing non-linearity does not make the game better. In fact, it just gives you another problem to solve. It's just like sex in relationship: introducing it won't cure all your relationship's problem, it just gives you another reason for a headache.Chirios wrote:No, I was basing it on videos I've seen of the beta on youtube. When I said multiple entry and exit points, I meant that I hoped it was somewhat like Hitman, where you can just run through the level shooting, or you can sneak into the back room with some garrot wire, or you can shoot through the jacuzzi (which for some dumb reason the target has hanging off the side of the building) and watch him fall down.
Tolya wrote:Have you misquoted or are you rolling on another reality plane? Because it may be me being tired after work, but I can't bloody understand the logic relation.
In the first game it was more like "the combat is rubbish, fighting people is a drag, I shall be teh sneaky to avoid having to bother".Stark wrote:And giant 'lol' at the xp system pushing everyone into non-lethal. Balance!