Jerykk wrote on Aug 17, 2011, 02:19:
Trust me on these things. I went out of my way to test the stealth mechanics quite thoroughly. For example, I discovered that the AI doesn't account for the Y-axis when tracking sounds. It's really easy to test. Just stand on top of the awning outside the plant in the first level and fire your weapons repeatedly. The guards will move towards your position on the X-axis but they'll never actually look up, even if you fire when they're right below you. Also, their vision cones aren't aligned to their eyes but to their root. It's possible that these things been tweaked since the leaked build but I doubt it.
The vision cone then explains why I was detected so many times in a vent when all I saw was their feet.
Although in all fairness I also thought staying in shadows helped, but that's been confirmed false since that.
The vision cone and path finding should be fixed though, if they leave that in then they may as well have a large hitbox around the characters.
Also yah, you move faster sideways, which is weird.
Also yes, time stands still during a takedown (you can get noticed before or after):
Proof from bitchslap montage (which is hilarious btw)
Everyone not taking part in the takedown animation are frozen.
Perhaps if you were to try working with the conversation instead of sniping?
"Kind of" doesn't work too well with words like moot and irrelevant, they are better as all-or-nothing words. It's quite lazy in my view, like your original remarks. Once you put in those details then it all makes sense.
Pleco wrote on Aug 17, 2011, 12:52:
I haven't made any reference to DX1 with regards to boss fights, only you have - talk about taking words out of context. My point is that it doesn't need context to realise that it's a boring clichéd boss fight.
It's in the video interview linked in this very article, numbnuts - their gameplay justification for the boss fights is that they "force the player to be as clever as possible". If the game encourages the player to be clever throughout, it kind of makes that point irrelevant. Clear?
Especially if I'm comparing it to the original Deus Ex to make a point about how the now-romanticized Deus Ex wasn't actually all that great*. But trolling doesn't involve understanding the original context, it's all about taking words out of context and twisting them for your own agenda, yeah? That makes you boring, cliché and unimaginative in my opinion. Perhaps if you were to try working with the conversation instead of sniping?
See above. You're typing junk there, buddy boy. "Kind of moot"? Seriously? What does that even mean? And what developer's justification are you referring to? Citation please.
But no, region locking is definitely something the PC needs more of.
everyone wrote on Aug 17, 2011, 06:52:
Thanks to all the steam fans for turning my PC into an console. 'preciate it. At least you still have your achievements. Yay!
It’s worth noting that codes sold through other digital distributors will not be region locked, it is just the boxed release that will be locked.
The other batteries, however, do not automatically regenerate. And if you do not have the faster recharge aug then it does take a long time to fill back up again. In this time you are unable to melee and it makes it harder to cloak/stealth and get away again.
I've been spotted performing melee attacks due to the animation. That would contradict "literally no chance". I have also been subsequently shot at. Maybe we're playing a different version of the game?
Maybe four feet? Did you get the Mr Fantastic aug?
Just like the original Deus Ex. (And I believe you make footstep sounds in HR whilst crouching and moving quickly, unlike DX)
Jerykk wrote on Aug 16, 2011, 23:23:
Actually, I don't think the energy requirement really helps make it less overpowered. Your first energy cell automatically regenerates so it doesn't make stealth harder, it just makes it slower.
In addition, the game world pauses during the takedown cinematics so there's literally no chance of you being seen or attacked during a takedown.
On top of that. the takedowns can be triggered from like 8 feet away,
your crouched (and completely silent) movement speed is faster than the NPC patrol speed,
NPCs have a 90 degree vision cone with almost no vertical range, the third-person cover system lets you watch enemies without them having any chance to see you
and the radar detects all enemies (and their facing direction) within range regardless of line of sight or sound.
Pleco wrote on Aug 16, 2011, 15:53:
C'mon. You're dropped into a locked arena style setting (with columns no less) where you're forced to duke it out. That's boring, cliché and unimaginative, regardless of what game you're comparing to.
Great. So, the developer's justification of including boss fights as a gameplay mechanic necessary to force player creativeness is kind of moot then.
The take-downs (with their energy req) are there as well to prevent that 1 approach to be all overpowering, every take-down involves the danger to be seen and attacked while the animation plays, forcing you to rethink your approaches constantly and according to the situation. This is imo good game-design.
J wrote on Aug 16, 2011, 13:42:nin wrote on Aug 16, 2011, 13:37:J wrote on Aug 16, 2011, 12:43:
And here's a video of Squirmer playing the leaked version. He was very resourceful in not using any of his GUNS
(It may not actually be Squirmer, but the idea tickles me)
I had seen someone trying to throw fire extinguishers and wondered if they could be shot and cause dmg...
I don't know, to be honest. I've thrown them and they've started spraying but I've not yet thrown it at somebody to see if it stuns them in any way. I haven't tried shooting them either.