NarfwakJoin Date: 2002-11-02Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
<!--QuoteBegin-JediYoshi+Mar 24 2004, 03:15 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JediYoshi @ Mar 24 2004, 03:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> /me points Omegaman! to the PA. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> No, that comic was Ctrl-Alt-Del. The PA guys did some other stuff.
<!--QuoteBegin-Cereal_KillR+Mar 23 2004, 02:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cereal_KillR @ Mar 23 2004, 02:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think that with time, the mercs would know every hiding places of the spies. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> This is not hide and seek or camperstike. Both sides have all sorts of ability to find each other if the enemy's just gonna go hide in a dark corner, like thermal vision. Game objectives don't hurt either.
what I meant is that at the start, stuff like hanging over a pipe or hiding behind a crate while your friend disables the objective, as seen in the demo, would be common for the spies. But with time, it just won't be enough to stay there.
NarfwakJoin Date: 2002-11-02Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
edited March 2004
<!--QuoteBegin-Cereal_KillR+Mar 24 2004, 05:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cereal_KillR @ Mar 24 2004, 05:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->what I meant is that at the start, stuff like hanging over a pipe or hiding behind a crate while your friend disables the objective, as seen in the demo, would be common for the spies. But with time, it just won't be enough to stay there.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> One could say the same of any game, and yet not see this pattern of predictability occur. Take NS for example - anyone that has played the game extensively enough to understand it knows that you should always look up as you pass through a doorway, as there is a decent chance that a skulk will be waiting in ambush there. Despite this rather common knowledge, a great number of people do not in fact look up as they pass through doorways, and a great number of these individuals suffer the consequences of this inaction.
Yet, despite both the knowledge of specific ambush locations and methods, <i>and</i> the firsthand experience of being ambushed, individuals still do not look up as they pass through doorways. One must then conclude that while knowing specific methods of ambush could provide some degree of safety for an individual, that individual will not actually <i>be</i> safe unless he or she acts on that knowledge and conducts him or herself in a careful and methodical manner. When one considers the number of other things that must be on that individual's mind during the game - the constant dialogue with his or her team, the need to keep tabs on the team's objectives, and so on - it should not be surprising when the individual, so caught up in other thoughts, does not look up as he or she passes under a doorway, and is eaten as a result.
So, while I agree that over time people will learn the tricks and methods of both teams, I do not believe that the game will lose depth or become predictable. There will always be a degree of human error on both sides, enough to ensure a certain level of randomness and surprise. Whether or not this makes the game fun to play is for the player to decide (personally, I think it does).
Comments
No, that comic was Ctrl-Alt-Del. The PA guys did some other stuff.
This is not hide and seek or camperstike. Both sides have all sorts of ability to find each other if the enemy's just gonna go hide in a dark corner, like thermal vision. Game objectives don't hurt either.
One could say the same of any game, and yet not see this pattern of predictability occur. Take NS for example - anyone that has played the game extensively enough to understand it knows that you should always look up as you pass through a doorway, as there is a decent chance that a skulk will be waiting in ambush there. Despite this rather common knowledge, a great number of people do not in fact look up as they pass through doorways, and a great number of these individuals suffer the consequences of this inaction.
Yet, despite both the knowledge of specific ambush locations and methods, <i>and</i> the firsthand experience of being ambushed, individuals still do not look up as they pass through doorways. One must then conclude that while knowing specific methods of ambush could provide some degree of safety for an individual, that individual will not actually <i>be</i> safe unless he or she acts on that knowledge and conducts him or herself in a careful and methodical manner. When one considers the number of other things that must be on that individual's mind during the game - the constant dialogue with his or her team, the need to keep tabs on the team's objectives, and so on - it should not be surprising when the individual, so caught up in other thoughts, does not look up as he or she passes under a doorway, and is eaten as a result.
So, while I agree that over time people will learn the tricks and methods of both teams, I do not believe that the game will lose depth or become predictable. There will always be a degree of human error on both sides, enough to ensure a certain level of randomness and surprise. Whether or not this makes the game fun to play is for the player to decide (personally, I think it does).
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