5/10/2023 0 Comments Insurmountable waist high fenceAnd the funny thing is – the game already revolves around strategically using your squads to lay down suppressive fire and flanking the enemy. I’m playing Brothers in Arms: Earned in Blood (without Starforce – :twisted:) right now and the game is plagued with the waist high fences, indestructible hedges and simillar crap. Figuring out the best path is always more enjoyable than following one because there is just no other choice. Instead of imposting the scripted path as the only possibility, why not give the player an illusion of free choices, even if 9 0ut of 10 of those choices are designed to be nearly suicidal. Hell, going the extra mile along the side of that fence will actually make them feel like a smart strategic choice even though they will be following the same type of railroaded track. If you do that, the player will actually want to figure out the better way of doing this. And if you don’t want the hoping over a fence, don’t put a safe looking cover just beyond it – make it a killing field for many feet from each side with well dug out enemy defending it. Things like that will actually make player want to stick to the cover. Hell you can even use the old dirty trick from stealth games – if the enemy spots you they raise an alarm and all of a sudden everyone leaves their post and chases after you. if you are partially covered, enemy gets huge penalty on aimed shots). Give the AI good accuracy so that they can take down players that decide to use the “run and gun” tactic, while at the same time making shooting from behind cover relatively safe (ie. ![]() But present day or historical games have no business using such cheep gimmicks.Īnd it’s really not that hard to enforce an off-limit zone without some sort of artificial boundary by simply tweaking game mechanics. They are annoying, but not ridiculously unrealistic within the logic framework of the game universe. ![]() Same goes for fantasy and magical barriers. Scifi games can sometimes get away with obstacles like that by coming up with some kind of force field mechanic. This is the worst kind of railroading and no one appreciates that. There is just nothing that destroys immersion and screams “poor level design” as that fucking waist high wall that you can shoot over, but for some reason can’t climb or jump over. And sometimes that fence is a hedge or a shrubbery… Apparently the level designer decided to make this fence insurmountable, because you have to crawl alongside it all the way to the extreme left edge of the map so that you can find the grenade pack, and the key card… It’s even funnier if on your way back this flimsy, rickety fence turns out impervious to those grenades, which in other section of the game actually can be used to blow up tanks and armored cars. The fucking fence is like 2″ higher than the height you can actually jump. PAGES WILL BE DELETED OTHERWISE IF THEY ARE MISSING BASIC MARKUP.But… Fuck. DON'T MAKE PAGES MANUALLY UNLESS A TEMPLATE IS BROKEN, AND REPORT IT THAT IS THE CASE. THIS SHOULD BE WORKING NOW, REPORT ANY ISSUES TO Janna2000, SelfCloak or RRabbit42. The Trope workshop specific templates can then be removed and it will be regarded as a regular trope page after being moved to the Main namespace. All new trope pages will be made with the "Trope Workshop" found on the "Troper Tools" menu and worked on until they have at least three examples. ![]() Pages that don't do this will be subject to deletion, with or without explanation. All new pages should use the preloadable templates feature on the edit page to add the appropriate basic page markup. All images MUST now have proper attribution, those who neglect to assign at least the "fair use" licensing to an image may have it deleted.Failure to do so may result in deletion of contributions and blocks of users who refuse to learn to do so. Before making a single edit, Tropedia EXPECTS our site policy and manual of style to be followed.
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