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i would like slower ammo consumption with the lighting gun. it's not only that it's generally scarce, but it's feels wasteful to fire the gun at the air by accident, or during a horde fight. also when the enemy is dead and you react in one second or 0.5 seconds
the ammo consumption is too fast, so you end up wasting several cells of an powerful weapon by accident. and the hoarder in every one of us don't like that 
 
assuming full ammo:
sg: 50 secs
ssg: 35 secs
ng/sng: 20 secs
gl: 60 secs
rl: 80 secs
lg: 10 secs

it is interesting to note that impulse 9 gives you 200 cells, while ammo pickups cap you to 100.

imho, the issue is more the abundance of rockets. don't place the rocket launcher, don't place any rocket pickups (other than ogres). place ogres only after the player has already found the gl. Or just make it so the player can only carry 20ish rockets max (requires qc). 
 
Enforcers only gives 5 cells, which is a ridiculously low amount

In the stock maps maybe, but play any custom base map and you'll be at 100 in no time. For this reason Quoth 2 globally changed the enforcer pickups to 1 cell. IMO, bad decision, though. 
Quaketastic And Shub Hub Down For Maintenance 
 
#29186 
/Don't remember what it was called though :(
qonquer 
 
Really weird article from 1992, mentioning Wolfenstein 3D and post-modernism:
Videogames Are Better Without Mechanics

"it doesn�t simulate at all the player character�s morale or psychic state; there is no mechanic to simulate the trauma of mowing down dozens of enemy soldiers. Enemies, too, simply collapse when shot; there�s no mechanic for talking them down or having a discussion about the merits of Nazism as an ideology."

"If the ultimate bar for visceral grip in video games is set at fairground games, then perhaps videogames will remain stuck as children�s toys even if they escape the stereotypical suburban tract home den. Other paths are possible, and perhaps the most promising ones will bypass gaming�s pointless urge towards simulation.

Night Trap, released in October of this year, both adopts and improves upon this model of simple, direct interaction. It simplifies this methodology even further in that you don�t have to aim in order to trap enemies, demonstrating how unnecessary the aiming controls in Wolfenstein 3D really are."

"The whole way through, I found myself wondering why I couldn�t experience Night Trap without having to trap enemies. What if enemies automatically trapped themselves, and I could simply watch the story unfold?"

"you can make a game that simulates the real world, but what�s the point when the real world already exists."

"The wargamer�s dream of simulation is just a complication of actually doing things, and doing things has been thoroughly revealed as pointless in postmodernity. If there is a future in games, let alone a future where they are anything other than toys for children, they must embrace what they are already so good at: using full-motion video to tell stories."


The magazine went bankrupt in 1993. 
Thanks For Copying It. Not Giving Feminist Sites My Hits 
 
 
Can't tell if it's satire or not 
 
#29177 is a TOR node 
Monster Wave Mods 
@pritchard

Your question was bugging me so I looked at Qonquer and also found ne_dynamic (along with the aforementioned DMSP.)

https://www.quaddicted.com/files/mods/ne_dynamic.zip

http://www.wantonhubris.com/qonquer/Qonquer.html

http://strlen.com/maps/dmsp/ 
Dumptruck_ds 
Your question didn´t bug me.

Quaddicted didn´t add Qonquer as it´s a mod.
I had it available but it was denied. 
Madfox 
Quaddicted didn't add Qonquer as it´s a mod.
I had it available but it was denied.


Quaddicted has a mod directory if you dig but I guess the don't want to publicize it on the front page - which is puzzling to me.

Looking forward to trying Qonquer. I really like DMSP as it brilliantly makes use of DM maps and I've made a few of those. I took a look at Qonquer's dev docs from work yesterday - pretty intriguing. 
Trent Reznor's Quake Soundtrack Is Coming To Vinyl 
 
I'd like if it came with lossless digital multitracks too. Quake mods could really benefit from high quality remixed music. 
I'm With You MK 
But i think this release is just another cash grab, the original QUAKE CD audio files are the best resolution out there..
I could be wrong though, and there are some DATs recovered and being mastered again and and and..
I doubt it. 
Quaddicted Needs Staff 
Noob 
I would be willing, but I'm an anologue fossile. 
 
What Quaddicted needs is a motivated admin. 
What Makes Good AI? | Game Maker's Toolkit 
https://www.youtube.com/watch?v=9bbhJi0NBkk

hey, this made me kindof angry. At least the first half. 
To Be Fair It's Been Light On Releases Recently 
 
To Be Hard It's Been Heavy On Comments Usually 
better no maps than more bad ones.
ouch! 
Megaman 
thanks for the video link, it is interesting.

What about it makes you angry? That AI is programmed to make the player feel awesome as compared to KILLING THE SHIT out of them?

Isn't this basic level design 101? The job of encounter design isn't to kill the player but to pose a manageable challenge? 
Re: AI 
his first suggestions are basically just making the AI less interesting for the player in exchange for an ego-boost. Fuck ego-boost. 
Good AI.. 
- doesnt chase the player: this is not bad if it's done SOME of the time. "No one gets the drop on Batman, after all" is definitely NOT OKAY, because it just makes things boring.

- lets the player cheat: no, I want an emergent simulation pls. Enemies not hitting me when I'm in cover, enemies not turning around when im sneaking up? Fucking boring.

- tells you what it's thinking: yeah, so everything has yellow ?-triangles over its head, and act stupid, so even the dumbest players get it. In return, AI will never surprise you.

- is predictable: see above. I want to be required to apply complex strategies, not "turn off generator to slowly (and boringly) lure every enemy into my crosshair". That's not even a strategy. The scariest AI moments I remember consist of some really surprising behavior after a bunch of interactions with that same AI.

- can interact with game systems: yes.

- reacts to the player: err, yes.

- has its own goals: yes.

- isn't just about enemies: well, yes. 
Megaman 
I see. You got some good points there.

I believe the batman games are probably made for a teenage target audience, which might explain the "batman-is-all-powerful" thing. Boring, yes. Agreed. Probably made for children.

Regarding the predictability, I believe he was saying that they need to behave predictably to the point where the player can understand the fundamental gameplay mechanics and develop some repertoire of basic tactics (like in Quake). I agree that it's boring when they are always predictable, though. Maybe some 60% of the time would be good, depending on what kind of game it is?

When the methods outlined in the video are applied heavy handedly and in a dumb way, like yellow triangles as you say, the result will certainly be mediocre. I think they still have some merit though.

Interesting discussion. I've been thinking about AI quite a bit recently. I'm doing a patrol-based AI where different types of enemies will behave in different ways - some may defend their position, some may hunt you down quite mercilessly. I believe variety in behaviours is important, and is one way to make a game more interesting. This is where the Quake-type monsters are quite inspiring, even though they're relatively dumb. 
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