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Post by Slinky on Apr 27, 2005 1:03:28 GMT -5
Okay, I think a lot of people have asked about this, and I'm not saying we're going to have it, but I really want to know: if we gave you a map where you had X objective, or even X,Y, Z objectives, how on earth would you make yourself play it more than once? It seems like the sort of thing where you'd play it and then, "Yup, did that." and then it's over.
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Post by zynthetic on Apr 27, 2005 2:35:52 GMT -5
Ever play (can't remember exact name) monter assault? It's essentially assault ala coop. Human players attacking and Unreal monsters defending, pretty fun. Even other details could be introduced. One thing I'd like to bring up is multiple spawns. Not the dozen or so team spawns in the same general area but spread out across the map. This would encourage communication for other players to group up to begin an attack or just survive. Something like this would probably work better on larger maps (than beta biotics) w/ wider halls or more open areas to manuver. but back ott, an assault type game would probably benefit since as opposed to baracading yourself up and trying to survive you've got stuff to do. Having objectives would also discourage camping.
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Post by Alex on Apr 27, 2005 7:51:36 GMT -5
Here's the problem
1. The maps would all have to about DOUBLE in size for any sense of drama in accomplishing these "goals" What does this mean? It means a solid chance of even more performance issues in certain maps, and a ton more work for me trying to find ways to spam details and new areas into maps which i hadn't planned on adding priorly.
2. It's just not as fun as it's cracked up to be. Ever played brainbread? The IDEA of having to "locate the item" or "flip the switch" while running through hordes of zombies seems like an O.K one, but in practrice, you just easily dodge through the zombies, grab the item or whatnot, maybe gunning down one or two on your way, and then win the mission. This doesnt seem very action packed. or fun in my books.
3. The gameplay in the demo was VERY , VERY simplistic and revolved around your trigger finger . The full thing is going to be a shooting spree, no doubt, but it will be somewhat different because now you have point collection to worry about, you will be able to distribute weaponry to team mates, buy guns / equipment / ammo , even performance enhancing drugs for god's sake! There's going to be a whole lot more depth here than what we saw in the demo, but the idea is the same. STAY ALIVE.
I think that's what characterizes Killing Floor.
not to say that I won't try to make some sort of objective variant in the future if I feel the time / idea is right. But for now, this is what KF is, and I think it's gonna be a WHOLE lotta fun ! ;D
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Acid
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Posts: 168
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Post by Acid on Apr 27, 2005 8:49:56 GMT -5
2. ..... you just easily dodge through the zombies, grab the item or whatnot, maybe gunning down one or two on your way, and then win the mission. That's a bunch of crap. It's not as easy as you think. For one, maybe you can get to the case (talking about BrainBread), but when you get there, it's surrounded by a bunch of zombies. Secondly, to pick up that object you will have to drop one of your precious weapons, and then fight your way back through the now tightened zombie infested way. And that's if your playing solo (because most people in MP will just go solo, or wont even do the objectives). Also, when killing the Fred zombie (big mean ass zombie for those who dont know), it takes more then just a couple of shots in the head. Try a whole clip of the minigun, ak-47, m-16, and a few shots from the colt. (again, when you're by yourself). So say what you want about the graphics, sounds, etc.....but the gameplay is everything but easy.
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Post by Alex on Apr 27, 2005 9:51:42 GMT -5
Uh? Calm down son. I played it, i know how easy or hard it is. I've beat it, i've been killed in it.. sure, but just because i didn't have any trouble beating most of the missions, solo , suddenly im talking a "bunch of crap" ? Hmmm...
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Acid
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Post by Acid on Apr 27, 2005 10:51:36 GMT -5
Calm down ? I wasn't even fired up ^_-; (note to self: use more smileys)
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Post by GhostDog on Apr 27, 2005 15:36:03 GMT -5
yea it seemed like acid was fired up when i read it too pretty weird how it appeared to be but now that acid says he wasnt that is nice
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Post by zynthetic on Apr 27, 2005 15:44:48 GMT -5
Never played brainbread but I can see where it would be lacking. AS is mostly lucky opportunities towards a goal. If it were human players against AI it's definately much easier since exploiting AI increases those opportunities. Even something along the lines of a modified coop CTF would be a small challenge. If you need to go from ptA to ptB and bring a dropable item back to ptA. Timelimit or not, the longer you wait to do whatever it is you're going to do you'll only end up having to fight stronger AI as the rounds go by. Any kind of gametype leaning further towards AS would probably work best if players had to hold a defensive control point for a certain time rather than trigger a series of objectives instantly.
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Acid
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Posts: 168
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Post by Acid on Apr 27, 2005 16:06:04 GMT -5
yea it seemed like acid was fired up when i read it too pretty weird how it appeared to be but now that acid says he wasnt that is nice You'd notice if I should ever get pissed / start flaming someone
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