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skasion
Feb 13, 2012

Why don't you perform zazen, facing a wall?
Weapon limits is because there’s no great way to handle a ten weapon arsenal in a console shooter. There still isn’t so I think it’s a defensible design choice under that circumstance.

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Lemon-Lime
Aug 6, 2009

Al Cu Ad Solte posted:

Are there any truly good reasons for regenerating health and weapon limits? I can't think of one. I've heard regenerating health being good for, sigh, "keeping the player in the action" but I've never been more bored with a video game then in a modern FPS and my health is low and I just have to.....stop playing for a few moments while it regenerates. Managing health in the middle of a harrowing battle will always be 100 times more enthralling to me.

Regenerating health means you know the player is always at full health at the start of every fight, which means you can design fights with that in mind, instead of the player potentially being anywhere between 1 and whatever max effective HP is in your game. This removes HP management as an element of player skill, but also means players can't gently caress themselves out of progress because they took too much damage early on in a level. This is also at least partly due to the fact that movement and aiming on gamepads is harder than with m+kb, so you can expect players to take more damage (unless you make the AI really bad).

Weapon limits are a necessity because of gamepads, but in theory they could encourage developers to make each gun equally powerful, just specialised for different uses. I've never been a fan of the style of arsenal design where early guns are garbage with lots of ammo, and late guns are good with very little ammo, because running out of ammo for good weapons and being forced to plink at things with a pistol feels like poo poo (Doom partly alleviates this problem by having multiple weapons that use the same ammo type and by having nearly every gun actually be useful, but the pistol is still loving garbage).

Both can be used poorly or well. :shrug:

Lemon-Lime fucked around with this message at 14:12 on Dec 7, 2017

fishmech
Jul 16, 2006

by VideoGames
Salad Prong

SwissCM posted:

What's frustrating is that I see AI tech used elsewhere in the industry that would work incredibly well in games. Google Assistant-like conversations with NPCs in video games would be awesome.

I think the main reason why developments in game AI slowed is due to the surge in deep learning tech effectively obsoleting it. Unfortunately you need to run all that stuff in the cloud, though once deep learning ASICs and the like start filtering down to consumers then it might see a resurgence.

Protip: "Deep Learning" is just a buzzword and a lot of stuff advertised as it is stuff that would be advertised as "AI" like 5 years ago.


skasion posted:

Weapon limits is because there’s no great way to handle a ten weapon arsenal in a console shooter. There still isn’t so I think it’s a defensible design choice under that circumstance.

What


GTA V's weapon wheel easily lets you switch between 8 killin' options instantly and then using the side-to-side selection within each category easilly gives you dozens of options to handle at once. And since you can play the game entirely in first person mode, you can't say it doesn't work in first-person shooting either.

chocolateTHUNDER
Jul 19, 2008

GIVE ME ALL YOUR FREE AGENTS

ALL OF THEM

skasion posted:

Weapon limits is because there’s no great way to handle a ten weapon arsenal in a console shooter. There still isn’t so I think it’s a defensible design choice under that circumstance.

My dude never heard of the weapon wheel I see.

skasion
Feb 13, 2012

Why don't you perform zazen, facing a wall?
Weapon wheels are ok as a makeshift, but you’re not going to convince me they’re as good as a numrow, sorry.

Copper Vein
Mar 14, 2007

...and we liked it that way.
Turok 2 sized wheels where you have to mess with it while getting shot have always felt fiddly to me and infuriated me. IMO weapon wheels are only manageable when the game pauses or slows down when the wheel is open. But if your game is multiplayer or coop, you can't pause the game when the wheel is open.

4 weapons on the d-pad is my preference over a weapon wheel.

Guillermus
Dec 28, 2009



skasion posted:

Weapon limits is because there’s no great way to handle a ten weapon arsenal in a console shooter. There still isn’t so I think it’s a defensible design choice under that circumstance.



If you are good at switching is faster than using mouse wheel to cycle through all your weapons. On PS4 works perfectly and on PC I had to bind EVERY gun to a single key (mwheel up for super shotgun, mwheel down for rocket launcher and so on).

No, there are no reasons for weapon limits at all. You can handle it like in The Last of Us where you had a backpack you used in real time to switch the ones you had at hand at any moment.

skasion posted:

Weapon wheels are ok as a makeshift, but you’re not going to convince me they’re as good as a numrow, sorry.

Numrow is awful when you have more than five weapons. If a game supports it I'll end setting up a button for every weapon or a switch like having two on the same key.

chocolateTHUNDER
Jul 19, 2008

GIVE ME ALL YOUR FREE AGENTS

ALL OF THEM

skasion posted:

Weapon wheels are ok as a makeshift, but you’re not going to convince me they’re as good as a numrow, sorry.

It doesn't have to be as good, just good enough.

Cat Mattress
Jul 14, 2012

by Cyrano4747

Narcissus1916 posted:

As far as I know, DarkXL is still crash-prone and won't even allow you to complete the game.

DarkXL is dead forever.

Its forum is only frequented by spambots. Though I do like the Markov nonsense some spambots can come up with to try to pretend to be human:

quote:

XL engines is normal fusion engine

Post by roman56 » Tue Dec 05, 2017 2:54 am

Given how greatly an XL engine increases weight competence but decreases largely survivability I was wonder the views of some group on it and if they are likely to use it.

Personally I will make use mainly of ferro and endo to achieve similar results except for mechs which I feel are improbable to survive well in direct combat besides like scouts or long range bear mechs. This I think will also assist with cost as an XL engine is 4 times as classy as a normal fusion engine.

writer @ best essay writing service

The last line is, of course, a link; but, you know, I don't think getting your essays written by Markov chains spambots is really such a great idea.

Lemon-Lime
Aug 6, 2009
It's funny because that bot exclusively cribbed stuff from MechWarrior Online to write that post.

Copper Vein
Mar 14, 2007

...and we liked it that way.
I wish double-tap bindings made their way into games more often than "almost-never", because you can really layer in a nice aresenal on just a few keys.

I do insane poo poo to make double-tap bindings work using auto-hotkey, xpadder, and the steam configurator. I just want it supported in the bindings menu!



Heretic 2 :allears:

haveblue
Aug 15, 2005



Toilet Rascal
The sort of inventory you put in your game really depends on how the rest of the design works, sometimes you want players to win by integrating ammo harvest into their battle plan and sometimes by committing to choices before the shooting begins.

That said, the console versions of HL2 and friends did well by putting everything on a multi-level dpad menu (so, for example, you'd press down 3 times to get the crossbow or whatever). Using just the cardinal directions and 3 presses gets you 12 weapons, if you added more levels or turned it into a whole grid you could do even more.

Al Cu Ad Solte posted:

I recall interviews with the dude they got to voice Tommy, Michael Greyeyes, being pretty ok with it:


Granted, like you said, that was 10 years ago so who knows...

Good enough for me, I'll update my views on Prey. All my memories are that old too.

Iron Crowned
May 6, 2003

by Hand Knit
I have a feeling the limited weapons is a holdover from the early 2000's when you had Medal of Honor and Halo limiting you to two weapons, which was very much a stylistic choice.

Guillermus
Dec 28, 2009



Halo and MoH from consoles maybe, but MoH Allied Assault (and next games) let you carry everything at the same time.

There was no excuse for weapon limitation anyways because setting up a button to switch between two weapons is the same as just set it up to cycle through multiple ones or even that, a wheel. I only accept certain limitations in "realistic" games like ARMA or RainbowSix. Having a weapon limitation on arcade shooters is unforgivable in my opinion.

Al Cu Ad Solte
Nov 30, 2005
Searching for
a righteous cause
I'm not even remotely convinced. Pefect Dark came out in 2000 and didn't even have health pickups AT ALL. You ONLY managed your shield. Halo had non-regen health AND shield collectibles all the way up to Reach in 2010. And if console players can't just hit, say, select or something, have the game pause and then select the gun they want to use then All Is Lost.

Like I love modern FPSs like Titanfall 2 but it almost feels like the developers think I'm too gott damm styoopid to go find a health pickup or something. The Far Cry games still have you managing health and those lean hard on the difficulty to encourage stealth. What was particularly weird about T2 (haha, it even has time travel) was that you didn't have regenerating health while in the Titan and had to find fuel cells I think it was to recharge BT's shield.

Yes I'm bitter. :mad: :(

Shadow Hog
Feb 23, 2014

Avatar by Jon Davies
The limited weapons never really bothered me in Halo, though with that game, all weapons have valid uses. (Even if the pistol is super OP from the get go, and obtaining a shotgun basically becomes a :hellyeah: moment that renders almost anything else moot. Maybe an AR for the swarms of tiny Flood things.) I haven't really played Call of Duty, but of what little I have played of it (like, bits and pieces of CoD2 at the launch of the Xbox 360?), everything felt kinda samey.

Recharging health... yeah, it's basically just to guarantee every encounter starts with full health. That said, I always thought the first Halo did it best: recharging shield, but you still had a discrete health bar for when that hit zero, which didn't replenish itself and necessitated finding a health pack. Recharging health in games featuring bog-standard humans that apparently can just shrug off bullets that make their vision red by hiding for a few seconds, though, always seemed stupid - somehow more stupid than health packs that instantly heal all wounds.

Casual Encountess
Dec 14, 2005

"You can see how they go from being so sweet to tearing your face off,
just like that,
and it's amazing to have that range."


Thunderdome Exclusive

so like, what's the best way to get dark forces 1 going on windows 10 then?

Aces High
Mar 26, 2010

Nah! A little chocolate will do




The first FPS I played that limited your inventory was Soldier of Fortune, and I believe it only really limited it on the higher difficulties so you had to make choices of if you wanted to take that rocket launcher you needed spa e for it. On lower difficulties you had limited space to start each mission in the load out but you could pick up any new gun in the level with no problems.

I didn't play Halo until maybe 2005 and by that point I had played a fair amount of the WW2 Call of Duties. I didn't like having my inventory limited if the Master Chief was the best soldier ever created. Incidentally which console FPS was the first to have a weapon wheel? Perfect Dark was the earliest I remember, it's not perfect but it was a big improvement over Goldeneye

haveblue
Aug 15, 2005



Toilet Rascal

Shadow Hog posted:

Recharging health in games featuring bog-standard humans that apparently can just shrug off bullets that make their vision red by hiding for a few seconds, though, always seemed stupid - somehow more stupid than health packs that instantly heal all wounds.

The Uncharted games have a pretty clever rationalization for that- Drake doesn't have health, he has luck. All the bullets that "hit" him and tinted the screen red were actually near misses; when his luck runs out one bullet does hit him and he dies. Which is more or less how the action-adventure movies it apes have worked for decades.

haveblue fucked around with this message at 18:05 on Dec 7, 2017

loga mira
Feb 16, 2011

WON'T SOMEONE PLEASE THINK OF THE NAZIS?
Limited gun slots work for some games, mostly where you can buy ammo so it doesn't feel like the game controls which guns you can carry through ammo drain. Then it makes the guns feel more material to me, because you have to pick which guns to invest in. It's not about realism, it's a different thing that works better for those games than a full set of guns. Far Cries for example, Bioshock Infinite too I think.

When you have many guns and have to manage ammo for all of them it can get tedious.

Shadow Hog
Feb 23, 2014

Avatar by Jon Davies

haveblue posted:

The Uncharted games have a pretty clever rationalization for that- Drake doesn't have health, he has luck. All the bullets that "hit" him and tinted the screen red were actually near misses; when his luck runs out one bullet does hit him and he dies. Which is more or less how the action-adventure movies it apes have worked for decades.
I thought this was just a fan theory, and not the actual canon answer?

Sir Lemming
Jan 27, 2009

It's a piece of JUNK!
Far Cry 2 is far from perfect, but it's hard to imagine it without limited weapons and regenerating health. (Even if the latter was a little ridiculous in some ways -- cue obligatory video of the gruesome health regen animations when you're losing health due to drowning.). In cases like that, it really does enhance the gameplay because choosing what weapons to carry to a given mission is part of your strategy. And scrounging around for unconventional ways to heal yourself was also part of the story. (Even though you could still collect medkits to make it way easier.)

But like anything, if it's thoughtlessly thrown in just because everyone else is doing it, it's dumb.

haveblue
Aug 15, 2005



Toilet Rascal

Shadow Hog posted:

I thought this was just a fan theory, and not the actual canon answer?

I don't think it's explicitly in the game anywhere but I'm pretty sure the devs have acknowledged it.

my bony fealty
Oct 1, 2008

Give every shooter game an inventory/weight management system to handle weapon restrictions for you. Want to carry three guns? Sure, no problem, but that's 3 less health kits and 2 less grenades you can carry and you can only wear lighter armor.

I think EYE had a pretty good system like that. STALKER does it well, you can haul a bunch of guns around if you want but you'll be slow as heck and eventually immobile if you exceed a certain weight.

Lemon-Lime
Aug 6, 2009
It's just the price you have to pay to sell those 42069 broken AK-74s.

Mordja
Apr 26, 2014

Hell Gem
Shotgun Redbulls, you'll be fine.

skasion
Feb 13, 2012

Why don't you perform zazen, facing a wall?
EYE does inventory Tetris + weight penalty which your armor also counts toward. It works okay for EYE because the game is such that you can succeed just as well by being a lumbering tank festooned with guns and ammo, or a glass cannon running everywhere at 100mph. It also has a kind of neat take on regen health: health doesn’t regen by itself, you always have emergency maintenance to give you back a little bit of health, but you also can carry a medkit which slowly powers up when you wield it and can be used to heal an amount of health dependent on power. Also if you use it before it’s powered up enough it loving kills you.

Gobblecoque
Sep 6, 2011
Woah whining about regenerating health and weapon limits haha did we fall into a time portal to like 2005?

Sir Lemming posted:

But like anything, if it's thoughtlessly thrown in just because everyone else is doing it, it's dumb.

Pretty much. Lots of games used both mechanics well and came out better than if they had used static health and unlimited weapons but for whatever reason we really remember the vast amount of shovelware titles that had regenerating health because "Halo had regenerating health and made bank so if we have regenerating health we'll also make bank!" I can't think of any examples where a potentially classic title was ruined by weapon limits or regenerating health so I don't really get the vendetta many FPS fans have against it.

khwarezm
Oct 26, 2010

Deal with it.

Shadow Hog posted:

The limited weapons never really bothered me in Halo, though with that game, all weapons have valid uses. (Even if the pistol is super OP from the get go, and obtaining a shotgun basically becomes a :hellyeah: moment that renders almost anything else moot. Maybe an AR for the swarms of tiny Flood things.) I haven't really played Call of Duty, but of what little I have played of it (like, bits and pieces of CoD2 at the launch of the Xbox 360?), everything felt kinda samey.

Recharging health... yeah, it's basically just to guarantee every encounter starts with full health. That said, I always thought the first Halo did it best: recharging shield, but you still had a discrete health bar for when that hit zero, which didn't replenish itself and necessitated finding a health pack. Recharging health in games featuring bog-standard humans that apparently can just shrug off bullets that make their vision red by hiding for a few seconds, though, always seemed stupid - somehow more stupid than health packs that instantly heal all wounds.

The regenerating shields+regular health combo is interesting because they went with a system like that in Bioshock Infinite and I feel like it just did not work at all.

Vakal
May 11, 2008
One of my guilty pleasure FPS games from the PSX era is Codename: Tenka.




The gameplay isn't that great, but always I liked how it had only one weapon which was basically a swiss army gun that would change design slightly depending on which firing mode you selected with a satisfying little robot voice.

Instruction Manuel
May 15, 2007

Yes, it is what it looks like!

Vakal posted:

One of my guilty pleasure FPS games from the PSX era is Codename: Tenka.




The gameplay isn't that great, but always I liked how it had only one weapon which was basically a swiss army gun that would change design slightly depending on which firing mode you selected with a satisfying little robot voice.

gently caress, I didn't think anyone else knew about this game.

skasion
Feb 13, 2012

Why don't you perform zazen, facing a wall?
Didn’t Republic Commando do that too?

Vakal
May 11, 2008

Wamdoodle posted:

gently caress, I didn't think anyone else knew about this game.

I probably wouldn't have either if it wasn't for the demo disc that came with my PS1.

I'm pretty sure if I found that disc today there would be visible laser burns on the sectors that stored the Tenka and Machine Hunter data.

Vakal fucked around with this message at 21:00 on Dec 7, 2017

Johnny Joestar
Oct 21, 2010

Don't shoot him?

...
...



reminds me of how jak 2 and jak 3 had a universal gun that would shift to different forms when selecting a new weapon due to the modules you have attached

Lemon-Lime
Aug 6, 2009

khwarezm posted:

The regenerating shields+regular health combo is interesting because they went with a system like that in Bioshock Infinite and I feel like it just did not work at all.

That's because shield values in Infinite are a loving joke until you sink a ton of upgrade points into them and healing comes in the form of either mashing use on corpses/bins/draws and hoping they contain a food item, or praying that Elizabeth decides to throw you a snack when you need it.

There are many reasons Bioshock Infinite is poo poo, and that is but one of them.

skasion
Feb 13, 2012

Why don't you perform zazen, facing a wall?
Random junk food lying around that heals you for pissant amount of HP is the worst healing system

Convex
Aug 19, 2010

skasion posted:

Random junk food lying around that heals you for pissant amount of HP is the worst healing system

I like how in Wolf3D BJ would slurp up puddles of blood if you had less than 10 HP.

Johnny Joestar
Oct 21, 2010

Don't shoot him?

...
...



also, halo actually pulled off the limited weapon system well. when you have games like duke nukem forever or bioshock infinite trying to copy it but not offering reasons in the form of gameplay for it existing then that's where the issue comes in. halo has every weapon offer tangible benefits in various situations depending on what you have, and the wide availability of everything all over makes it so you don't have to grow too attached to anything. dnf was just shittily made and the system was another poorly tacked-on detail amid everything else, and infinite had the issue of tying weapon upgrades to specific things yet only letting you carry a couple at any given time. it's like they didn't think things through and just slapped it together without thinking about it much, kinda like how the reskinned plasmids and whatever the gently caress else make no sense in the slightest.

HolyKrap
Feb 10, 2008

adfgaofdg

skasion posted:

Random junk food lying around that heals you for pissant amount of HP is the worst healing system

Yeah I hate regenerating health but I'd much rather have it than this kinda health system. Tracking back after a gun fight to grab a twinkie out of the trash can was my least favorite thing about Bioshock.

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CJacobs
Apr 17, 2011

Reach for the moon!
Wolfenstein TNO/TOB/TNC/BLT/ABC/As Easy As 1-2-3 also has a terrible health system in that you can scoop up armor and health stuff in little chunks all over the game world... but not automatically, you have to press E on it, so after every fight you have to run around mashing E as you look at things just so you can hoover up all their goodies and it really sucks. The New Colossus kinda sorta did away with that by making it so that BJ automatically picks things up if you walk over them and aren't looking at them (?????) but only stuff that's directly on the floor.

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