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What Happened To The Floppy Geth?


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#51
Massadonious1

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Right, because I was talking solely about "casual gamer halo cod kiddies with an IQ of a gnat" or whatever you actually intended to say.

Those things would of been stupid hard on Insanity, with the way they give insane protection to everything and the expanded power usage overall, especially on the one level where they are most prevalent, Haestrom, and it's shield killing sun.

You can't spam immunity and rifle melee to death....I mean, fight Geth Colossus' and Thresher Maws' on a regular basis, either. Maybe you should take up the cause for them as well.

Modifié par Massadonious1, 06 juillet 2011 - 04:10 .


#52
Praetor Knight

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I wonder if one of the issues for not having "floppy" hoppers is the greater complexity of ME2 and ME3 level designs?

But it would be funny having them clip into walls when hopping, but their electronic bleeps of death would not be as classic as vorcha whoas, IMHO.

#53
ArcticMan94

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Lord Coake wrote...

LPPrince wrote...

Brenon Holmes wrote...

Hoppers aren't in the Geth enemy palette for ME3, sorry. :happy:


That sucks. I liked what they brought to combat.


he didn't say anything about allied geth...

:lol:

#54
PARAGON87

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Brenon Holmes wrote...

Hoppers aren't in the Geth enemy palette for ME3, sorry. :happy:


The Hoppers and Stalkers weren't my favorite enemy in ME1, and I found them to be mostly annoying anyway.  So I'm not sad at the fact they're not returning.  (And how can they have a Sniper rifle lock on that quick anyway?)

I think the reason they're not returning is a balance issue, as with the introduction of Adrenaline Rush in ME2 kinds of nullifies the challenge of them jumping about.

EDIT:  In an unrelated issue, I  hope we see more Geth Armatures and Collossi in ME3, because the Collossus' single appearence in ME2 (not counting Firewalker DLC), was kind of a buzzkill.  There weren't any Armatures at all, either. :o

Modifié par PARAGON87, 06 juillet 2011 - 05:39 .


#55
mauro2222

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Nooooooo why? Those freaky things, arggg I´m gonna miss them, it was fun to know that you were shooting at geth troopers and that jelly thing just kills you because a stupid rocket geth lowered your shields xD

#56
jeweledleah

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meh, I just killed them with tech and/or biotics. part of the reason I REALLY love that ME has a pause combat button. even on insanity, pretty sure you'd be able to strip their shields and armor with proper squad, containing them with barely any issues. would have been interesting to see, actually how they would work out with AI hacking.

#57
Haristo

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Spider Geth, Spider Geth
has whatever a spider get
Climb the buildings, any size,
shoot from the wall and Shepard Fries
Look Out!
Here comes the Spider Geth.

#58
LPPrince

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A long time ago, the devs said that hoppers, stalkers, etc weren't in ME2 because of the way levels were built and the cover mechanic being the way it is.

I wish they found a way to accommodate them while keeping them very similar to what they were.

Hell, the original idea for a geth was very much like a hopper. I feel that's reason enough to keep them in.

Plus, they added a new element to combat what with us having to keep up with them as they distracted us from other threats, sniped us, and weakened us.

Would've been nice. I think its a loss that really sucks. But its too late to say, "PUT THEM IN" cause at this point, I think that phase is long gone.

Bummer.

#59
Brenon Holmes

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mattahraw wrote...

aww that's a shame. Thanks for letting us know Brenon. Do you think there's a specific reason they've been removed since ME1?


At the start of ME2, we went through and updated/upgraded a lot of our combat systems... including navigation.

For navigation, Hoppers had some of the most complex systems. The hopping nodes broke a lot and were difficult for level designers to layout in such a way that you could make a consistently decent fight.

Additionally, they were only really troublesome for the player... AIs tended to not have issues with them (since they are able to aim much faster and more accurately than the player, similar to fighting the little explodey rachni in ME1 it was always easier to let your henchmen kill them).

We did a few prototypes involving full on wall running with "variable gravity" with the ability to leap across various surfaces, in an attempt to make a "better hopping system" which turned out pretty good... but since they were the only enemies in the game that could really utilize the system (and it would have been a lot of work to make good) they were cut.

Unfortunate, since I rather liked them... but sadly that sort of stuff happens relatively frequently in any kind of large scale project. Hope that helps explain where they went and why. :happy:

#60
Vertigo_1

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^ RIP Geth Hoppers :(

Modifié par Vertigo_1, 06 juillet 2011 - 06:58 .


#61
sbvera13

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Thanks for the 10-14. Communication from developers is appreciated, even with bad news.

#62
Massadonious1

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Rip504 wrote...Cool we are still tailoring to the general gamer.


Nope!

Brenon Holmes wrote...
At the start of ME2, we went through and updated/upgraded a lot of our combat systems... including navigation.

For navigation, Hoppers had some of the most complex systems. The hopping nodes broke a lot and were difficult for level designers to layout in such a way that you could make a consistently decent fight.

Additionally, they were only really troublesome for the player... AIs tended to not have issues with them (since they are able to aim much faster and more accurately than the player, similar to fighting the little explodey rachni in ME1 it was always easier to let your henchmen kill them).

We did a few prototypes involving full on wall running with "variable gravity" with the ability to leap across various surfaces, in an attempt to make a "better hopping system" which turned out pretty good... but since they were the only enemies in the game that could really utilize the system (and it would have been a lot of work to make good) they were cut.

Unfortunate, since I rather liked them... but sadly that sort of stuff happens relatively frequently in any kind of large scale project. Hope that helps explain where they went and why. :happy:



#63
Brenon Holmes

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sbvera13 wrote...

Thanks for the 10-14. Communication from developers is appreciated, even with bad news.


Yeah, it's really too bad... I even had a little prototype where you could play as one, and when you hit the action button you would hop to a node in the direction you were looking. It was pretty fun... though really disorienting when you were upside down on the ceiling...  then on a wall... then on a ceiling... then on the floor... :sick:

Modifié par Brenon Holmes, 06 juillet 2011 - 07:04 .


#64
sbvera13

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Hahaha I remember that from Alien vs Predator years ago... took some major practice, and I'm sure the level designers had a fit.

#65
Nerdage

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What about floppy Volus enviro-suit head appendages? I swear they were floppy in ME1, but in ME2 they're rigid.

#66
sbvera13

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They looked weird as floppy IMO, since they seem to be made out of plastic or something. Makes more sense rigid.

#67
Homey C-Dawg

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Biotics would have been fun to use against hoppers with ME2's gameplay mechanics.

#68
Dave of Canada

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Brenon Holmes wrote...

We did a few prototypes involving full on wall running with "variable gravity" with the ability to leap across various surfaces, in an attempt to make a "better hopping system" which turned out pretty good... but since they were the only enemies in the game that could really utilize the system (and it would have been a lot of work to make good) they were cut.


Pft, spider-man husks could've easily have used it too! :-P

Modifié par Dave of Canada, 06 juillet 2011 - 07:20 .


#69
Rip504

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Massadonious1 wrote...

Rip504 wrote...Cool we are still tailoring to the general gamer.


Nope!

Brenon Holmes wrote...
At the start of ME2, we went through and updated/upgraded a lot of our combat systems... including navigation.

For navigation, Hoppers had some of the most complex systems. The hopping nodes broke a lot and were difficult for level designers to layout in such a way that you could make a consistently decent fight.

Additionally, they were only really troublesome for the player... AIs tended to not have issues with them (since they are able to aim much faster and more accurately than the player, similar to fighting the little explodey rachni in ME1 it was always easier to let your henchmen kill them).

We did a few prototypes involving full on wall running with "variable gravity" with the ability to leap across various surfaces, in an attempt to make a "better hopping system" which turned out pretty good... but since they were the only enemies in the game that could really utilize the system (and it would have been a lot of work to make good) they were cut.

Unfortunate, since I rather liked them... but sadly that sort of stuff happens relatively frequently in any kind of large scale project. Hope that helps explain where they went and why. :happy:


Please just stop for your own good. Re-read my post then his post. In my post you will noticed I mentioned Bioware could tailor to their hardcore gamers,but would not due to time and money issues. Now re-read his post. In his post he states Bioware could have created a system to allow these Geth to still be a part of the ME series.But because of time and money they did not.(and potentially new enemies based on this system.)

Hence my post being about more then just "floppy Geth". But for some reason you can not grasp this simply concept. Do not Quote one part of something I said so you can take it out of context,and have it mean whatever you want it to. Nope.!.


Edit:Sorry to the rest of the users. I do not feel as if Bioware leaving out hopping Geth,was them Not tailoring to their hardcore gamer. No. I was just replying to the post about my post.Taking it out of context is unfair,and I felt it was the polite thing to do,to inform that person of being wrong.

Modifié par Rip504, 06 juillet 2011 - 07:38 .


#70
hangmans tree

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Brenon Holmes wrote...

sbvera13 wrote...

Thanks for the 10-14. Communication from developers is appreciated, even with bad news.


Yeah, it's really too bad... I even had a little prototype where you could play as one, and when you hit the action button you would hop to a node in the direction you were looking. It was pretty fun... though really disorienting when you were upside down on the ceiling...  then on a wall... then on a ceiling... then on the floor... :sick:

Not for someone who loves to play Alien.... =]

#71
Massadonious1

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Rip504 wrote...
Please just stop for your own good.


Nope!

Re-read my post then his post. In my post you will noticed I mentioned Bioware could tailor to their hardcore gamers,but would not due to time and money issues. Now re-read his post. In his post he states Bioware could have created a system to allow these Geth to still be a part of the ME series.But because of time and money they did not.(and potentially new enemies based on this system.)Hence my post being about more then just "floppy Geth". But for some reason you can not grasp this simply concept. Do not Quote one part of something I said so you can take it out of context,and have it mean whatever you want it to.


Sounds to me like they made the right decision, then. Spending the extra time and money to make something like the Hoppers work in ME2's level system doesn't seem worth the "HARDKORE" cred they would of recieved with you and your ilk.

Edit:Sorry to the rest of the users.


Right, you were the one that PM'ed me when I honestly didn't care that much to engage with you outside of this thread, then promtly blocked me so you could have the last word. I'm pretty sure you brought this upon yourself.

Modifié par Massadonious1, 06 juillet 2011 - 09:20 .


#72
Candidate 88766

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Chris Priestly wrote...

What Happened To The Floppy Geth?


Thanks to Gethagra, this is no longer a problem.



:devil:

Glorious win.

#73
Kadzin

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I'm bittersweet about the descision to not include them.
On one hand they were one of the coolest enemies in me1
On the other hand they were the most annoying enemy in me1 >_<

#74
Mister Mida

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The hoppers brought some diversity to ME (1)'s arsenal of enemies. I hope you devs will compensate for their absence.

#75
LTiberious

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Brenon Holmes wrote...

mattahraw wrote...

aww that's a shame. Thanks for letting us know Brenon. Do you think there's a specific reason they've been removed since ME1?


At the start of ME2, we went through and updated/upgraded a lot of our combat systems... including navigation.

For navigation, Hoppers had some of the most complex systems. The hopping nodes broke a lot and were difficult for level designers to layout in such a way that you could make a consistently decent fight.

Additionally, they were only really troublesome for the player... AIs tended to not have issues with them (since they are able to aim much faster and more accurately than the player, similar to fighting the little explodey rachni in ME1 it was always easier to let your henchmen kill them).

We did a few prototypes involving full on wall running with "variable gravity" with the ability to leap across various surfaces, in an attempt to make a "better hopping system" which turned out pretty good... but since they were the only enemies in the game that could really utilize the system (and it would have been a lot of work to make good) they were cut.

Unfortunate, since I rather liked them... but sadly that sort of stuff happens relatively frequently in any kind of large scale project. Hope that helps explain where they went and why. :happy:


Somehow im happy this is done.

The enemy sucked and should have been removed from the game.