Insanity mode feedback and Ideas thread
#26
Posté 17 février 2011 - 05:15
#27
Posté 18 février 2011 - 05:00
As for harder difficulties, I
They should also be elusive and not spawn from the same location everytime u play. Of course they should work as a team and try to flank you without being suicidal. I dont like the way some enemies just come straight at you without any thought of survival (its ok if non-sapient species do that). And last but not least, I wouldnt mind, view severly limited while taking cover, instead of having a complete view of the battlefield while looking in the opposite direction. It should be like playing a multiplayer clan game where difficulty only depends on the opponent clans skill level and not stuff like more health or more damage. Make insanity unforgivably hard so that only the most skilled players can complete it and not just anyone with a little patience.
One more thing I'd love is squad mates getting better depending upon shepards performance. Squadmates can deploy powers as and when necessary, but their weapon and cover skills could really be upped a few notches to keep up with shepards skill level. That being said, snipers are still quite awesome squad members.
Modifié par swn32, 18 février 2011 - 05:19 .
#28
Posté 18 février 2011 - 07:26
swn32 wrote...
I'm all for special rewards on hardest difficulty. I liked the idea of having GPR only for hardcore and insanity difficulty. Hoping next time the reward is even better
As for harder difficulties, Idont likeabsolutely hate the idea of enemies taking more hits or doing more damage. Rather the AI should be upped. They should have quicker reaction times, be more accurate. They should be more agile and make it harder for shepard to fix an aim, they should also dodge projectile fire (not run in one direction so that leading them works everytime). They should be more aggresive while take sufficient cover at the same time.
They should also be elusive and not spawn from the same location everytime u play. Of course they should work as a team and try to flank you without being suicidal. I dont like the way some enemies just come straight at you without any thought of survival (its ok if non-sapient species do that). And last but not least, I wouldnt mind, view severly limited while taking cover, instead of having a complete view of the battlefield while looking in the opposite direction. It should be like playing a multiplayer clan game where difficulty only depends on the opponent clans skill level and not stuff like more health or more damage. Make insanity unforgivably hard so that only the most skilled players can complete it and not just anyone with a little patience.
Those demands are impossible to meet with current tech. You want a fully adaptable AI capable of rivaling human mind.
#29
Posté 18 février 2011 - 08:18
Teknor wrote...
swn32 wrote...
I'm all for special rewards on hardest difficulty. I liked the idea of having GPR only for hardcore and insanity difficulty. Hoping next time the reward is even better
As for harder difficulties, Idont likeabsolutely hate the idea of enemies taking more hits or doing more damage. Rather the AI should be upped. They should have quicker reaction times, be more accurate. They should be more agile and make it harder for shepard to fix an aim, they should also dodge projectile fire (not run in one direction so that leading them works everytime). They should be more aggresive while take sufficient cover at the same time.
They should also be elusive and not spawn from the same location everytime u play. Of course they should work as a team and try to flank you without being suicidal. I dont like the way some enemies just come straight at you without any thought of survival (its ok if non-sapient species do that). And last but not least, I wouldnt mind, view severly limited while taking cover, instead of having a complete view of the battlefield while looking in the opposite direction. It should be like playing a multiplayer clan game where difficulty only depends on the opponent clans skill level and not stuff like more health or more damage. Make insanity unforgivably hard so that only the most skilled players can complete it and not just anyone with a little patience.
Those demands are impossible to meet with current tech. You want a fully adaptable AI capable of rivaling human mind.
You have to be kidding me right. I'm giving ideas which ive already seen implemented in other games pretty well if not perfectly. Quicker reaction time, accuracy, agility, aggressiveness have been done proper in even old games like UT, quake3 bots. Having enemy spawn in random locations isnt something difficulty either. About enemies working as a team and flanking you has been done very well in crysis and promises to be improved further in crysis 2. None of the ideas ive given arent something thats not already been achieved. So unless you are very new to gaming you dont know what you are talking about.
Just increasing enemy health/damage is a boring way to increase difficulty.
Modifié par swn32, 18 février 2011 - 09:01 .
#30
Posté 18 février 2011 - 02:01
If you just make enemies a bit more agressive and make them try to flank the player (as swn32 also suggested), that would already make the game much, much harder.
I wouldn't mind this at all, but I don't think enemies should have more health or deal more damage. They deal enough damage and they already have tons of health/defenses. If health or damage is increased it will just be utterly ridiculous, and you can STILL sit behind cover and safely kill people. You'll just have to spend more time regenerating.
Modifié par termokanden, 18 février 2011 - 02:04 .
#31
Posté 18 février 2011 - 02:07
termokanden wrote...
You can't make it like a multiplayer clan game since "current tech" is not sufficient for that. But you can certainly make the AI much harder to beat. As it is now, most enemies just sit around behind cover and shoot at you. That's really all they seem to be doing.
If you just make enemies a bit more agressive and make them try to flank the player (as swn32 also suggested), that would already make the game much, much harder.
I wouldn't mind this at all, but I don't think enemies should have more health or deal more damage. They deal enough damage and they already have tons of health/defenses. If health or damage is increased it will just be utterly ridiculous, and you can STILL sit behind cover and safely kill people. You'll just have to spend more time regenerating.
Well i didnt exactly mean make it like multiplayer clan games. Making enemies who think like humans is very hard i know that. I meant the difficulty of the game should scale like it does in multiplayer games, where the opponent skill is the only variable and not health and damage. I completely agree with your views on difficulty settings as they are my own too.
#32
Posté 18 février 2011 - 02:55
#33
Posté 18 février 2011 - 03:57
I also love how they use flashbangs against you.
All that said, I'm not sure I noticed them being super-agressive.
#34
Posté 18 février 2011 - 04:15
#35
Posté 18 février 2011 - 06:41
If the above somehow makes the AI too coordinated and effective, there can always be some sort of morale mechanic where if certain rare enemies are killed, or if a certain number of commons are killed, the enemy as a whole becomes less effective.
I am a noob. Bringing back enemy snipers would add more tactical variety, but prolific one shot snipers still scare me. Insanity-only that, please. Two-shot snipers, I think I'd be fine with, on the lower levels... That way, 2x two-shot snipers will still make for a one-shot kill if the player is stupid, but won't be overly demanding for beginners... I think this is fair b/c other than the Widow, every one of ME2's sniper rifles would be awful for counter-sniper shooting.
Enemy auto-regen shields is fine by me. Always played as if they would regen anyway.
Modifié par Locutus_of_BORG, 18 février 2011 - 06:43 .
#36
Posté 19 février 2011 - 02:27
I would not want to see one-shot kills on any difficulty. You might have to die and reload a few times to figure out where the sniper is, then take him out while not giving him a target. That seems just frustrating to me.
#37
Posté 20 février 2011 - 05:25
although that would be a little overkill lol
alright how about this
no cooldown on our powers but our enemies our 5x larger than us 5x tougher 5x better weapon and 5x more enemies charging on you head on





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