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Rise Of The Triad (2013)
#271 Posted 06 August 2013 - 09:49 PM
Next evidence is the upcoming editor which is not allowed to be released with a UDK game. With UDK you have to release the game's full sources and people would have to download the UDK to mod and fiddle with the game (which would have been the way of DN:Reloaded).
This post has been edited by fuegerstef: 06 August 2013 - 09:52 PM
#272 Posted 06 August 2013 - 09:54 PM
randir14, on 06 August 2013 - 09:18 PM, said:
I'd take odd quirks in the saves over annoying deaths.
#273 Posted 06 August 2013 - 10:05 PM
Commando Nukem, on 06 August 2013 - 09:54 PM, said:
Name a single checkpoint that can be/is unfair in this game. What checkpoint doesn't have immediately accessible health and weapons?
#275 Posted 07 August 2013 - 01:41 AM
If you only die once it's not so bad, but often you die many times and the minutes start racking up big time...
There's nothing inherently wrong with the platforming sections themselves so much as the player charaxter's god awful air movement and acceleration. It's ridiculous. Duke 3D had much greater control with its near constant movement speed (?).
#276 Posted 07 August 2013 - 06:30 AM
Fox Mulder, on 06 August 2013 - 09:02 PM, said:
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Stalker wasn't made by russians...
uh . . . ., on 06 August 2013 - 10:05 PM, said:
Who gives a twat about health and weapons? In E2L2 you could lose progress after solving hard puzzle because some annoying guard shot you before you could trigger a checkpoint which was in an open area.
In E2L4 the level is sort of a maze with crossover between puzzles/traps and shooting parts with no checkpoints in between those unless you advance way forward by opening big door which is opened after acquiring several keys and pushed levers.
#277 Posted 07 August 2013 - 11:28 AM
#278 Posted 07 August 2013 - 11:40 AM
#280 Posted 07 August 2013 - 11:34 PM
Jeff, on 07 August 2013 - 10:17 PM, said:
Or use the cheats (Don't know if somebody posted them already):
http://www.cheatinfo...hetriad2013.htm
#281 Posted 07 August 2013 - 11:56 PM
#282 Posted 08 August 2013 - 12:38 AM
#283 Posted 08 August 2013 - 12:59 AM
#284 Posted 08 August 2013 - 01:55 AM
Besides, I'm probably among the younger people on this forum, and I've never really played those old games that forced you to restart an entire level after dying, so your argument is invalid.
#285 Posted 08 August 2013 - 02:06 AM
Mikko C, on 08 August 2013 - 01:55 AM, said:
Besides, I'm probably among the younger people on this forum, and I've never really played those old games that forced you to restart an entire level after dying, so your argument is invalid.
Character speed and bad air control are the two killers that make platforming horrible in ROTT. Your character is simply too fast for the types of jumps the developers expect you to make. Then, when you get into the air, trying to maneuver to land sucks. It's like the developers had no idea that you could very easily overshoot your jumps and didn't adjust the air movement physics for it.
#286 Posted 08 August 2013 - 04:35 AM
fuegerstef, on 07 August 2013 - 11:34 PM, said:
What does it say about a game when you're at the corner of death-trap and miles-away-from-checkpoint, and the best way to move forward is to cheat?
I will say that picture gives me neat memories of the old Nintendo-hard NES platformers.
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This post has been edited by Comrade Major: 08 August 2013 - 04:35 AM
#287 Posted 08 August 2013 - 04:39 AM
uh . . . ., on 08 August 2013 - 12:59 AM, said:
It's always the players fault isn't it? Look, I can play any FPS game from the golden era on the toughest difficulty and barely break a sweat. It's actually just a fun and enjoyable experience. That's Duke3d on Damn im Good, Doom on Ultra Violence/Nightmare, Quake on Hard/Nightmare, Quake II on Hard. ROTT would ultimately be no different, except for the saves.
You see, ROTT isn't killing me/us because it's challenging. It's killing me because it's cheap (and in some cases) poorly designed, and even that I could forgive if it didn't set me back in the level after doing a lot of progressing to get to the cheap shit.
#288 Posted 08 August 2013 - 05:13 AM
MYHOUSE.MAP, on 08 August 2013 - 02:06 AM, said:
It's not the fact that you're too fast in the air (ok, well it is), but the main problem is that you start off really slow, and then within half a second or so become really fast. I don't get why that is though, I mean unless you have a jetpack or something, it's not physically possible for that to happen.
#289 Posted 08 August 2013 - 06:13 AM
uh . . . ., on 08 August 2013 - 12:59 AM, said:
I have low patience for that because game expects me to still collect coins and find the same secrets. It's not A to B like Mega Man. And it's not as precise as hell either. Clunky controls, instant death traps, hitscan enemies, idiotic rocket launcher damage and on top of that checkpoints too far off make this game not hard, but just cheap. You're not dying because you suck, you're dying because game does. And after that it expects you to use various paths, find secrets and collect coins.
Losing progress after 10 minutes while looking for secrets and generally walking through a lever in case you've missed something pisses off completely. It simply is a bad design. At least coins and secret areas should be counted towards percentage or something. The biggest fun about secrets is the process of finding them and you want game to aknowledge that you did. By reseting that progress your motivation to find secret again turns either into a routine job of triggering your findings or simply skipping them.
I wouldn't mind if the game at least had some save crystals like many games do.
#290 Posted 08 August 2013 - 07:41 AM
Kathy, on 08 August 2013 - 06:13 AM, said:
Like a certain game that tried to make you it's bitch?
This post has been edited by Viper The Rapper: 08 August 2013 - 07:45 AM
#291 Posted 08 August 2013 - 08:03 AM
Viper The Rapper, on 08 August 2013 - 07:41 AM, said:
And that game added manual saves with a patch later...
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#292 Posted 08 August 2013 - 08:07 AM
Viper The Rapper, on 08 August 2013 - 07:41 AM, said:
I was talking about Legend Of Grimrock or Final Fantasy. Never played that particular game you're talking about.
P.S. And it's "its", not "it's".
#293 Posted 08 August 2013 - 08:17 AM
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I thought it was just my hand-eye coordination. I got past the bouncy thing after the 20th try, but I'm kind of stuck in the pit of fire. Keep falling off those platform things. I actually got to the top once (where the gold key is), but I fell off the ledge and onto the floor again.
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Where's one of these when you need one?
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This post has been edited by Jeff: 08 August 2013 - 08:24 AM
#294 Posted 08 August 2013 - 09:12 AM
Viper The Rapper, on 08 August 2013 - 07:41 AM, said:
Say what you will, Tomb Raider 3 was mad difficult even with the manual saves.
#295 Posted 08 August 2013 - 09:31 AM
Comrade Major, on 08 August 2013 - 09:12 AM, said:
Sarcasm? Because they're totally talking about John Romero's Lovechild.
#297 Posted 08 August 2013 - 09:44 AM
Commando Nukem, on 08 August 2013 - 09:31 AM, said:
I'm sorry, I didn't get the subtext THAT TOTALLY WASN'T THERE.
#298 Posted 08 August 2013 - 10:01 AM
Comrade Major, on 08 August 2013 - 09:44 AM, said:
Do I have to take you out back? Again?
#299 Posted 08 August 2013 - 10:29 AM
They added limited amounts of saves later though.