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Thread: Can we look into stuns?

  1. #71
    Whitelisted Predator ChainsawMullet's Avatar
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    The "monsters" in your examples are all AI controlled, unpredictable and designed explicitly to have a skillset that functions with their AI.

    It does not translate to a PvP game.

  2. #72
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    Quote Originally Posted by ChainsawMullet View Post
    Making the other side drastically punishing or overpowered doesn't make them scary, it makes them cheap. Cheap =/= fun horror.
    Bruh. So this isn't valid because the monsters are AI?

    Quote Originally Posted by ChainsawMullet View Post
    The "monsters" in your examples are all AI controlled, unpredictable and designed explicitly to have a skillset that functions with their AI.

    It does not translate to a PvP game.
    Actually it does. See Friday the 13th and Dead by Daylight. The survivors should not be more powerful than the enemies for a horror game, otherwise it would be a regular action game.

  3. #73
    Whitelisted Predator ChainsawMullet's Avatar
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    It is a regular action game. The humans aren't survivors, they're armed and military-trained soldiers with advanced technology and prior experience dealing with Xenomorphs.

    Xenos aren't unknown anymore, the USCM has dealt with them prior.

  4. #74
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    Quote Originally Posted by Rocco Ward View Post
    Game mechanics should be robust and offer challenges to the player. CM does this with their inventory system compared to vanilla SS13 with items being different weight values. However I would argue that there are too many inventory slots available right now. A player shouldn't be able to carry literally everything. If you are a good game designer then you want a player to have to make sacrifices with their choices.

    In regards to horror games in general, I would say you are dead wrong. Alien isolation, Amensia, and many other popular horror games make the monsters unbeatable and overpowered for a clear reason. IT FORCES THE PLAYER TO RUN!

    Resident Evil 2 with the Tyrant does a nice job of setting up the atmosphere of you being hunted.

    It's not because the player has 30 inventory slots.
    It's not because the player can 1 shot PB and kill the boss.
    It's not because the player can unga via banzai charge and get revived instantly without any major setbacks

    The monsters have to be able to overpower the player. In the current CM meta it's the other way around. The xenos have to run away from the marines. The marines are the masters of CQC. They don't die. It's literally hilarious that the sides are switched 180. It seems that xenos are genuinely more afraid of the marines than vice versa.

    Old CM didn't have this problem. Being a marine was scary. It was challenging. And I would argue it was much more satisfying and fun than the current game.
    RE2's Tyrant works because 1, Mr. X is a physically imposing guy, and looks like one too. 2, YOU LITERALLY CANT KILL IT UNTIL GIVEN THE ROCKET LAUNCHER AT THE END OF THE GAME MY DUDE. IT HAS NOTHING TO DO WITH INVENTORY SPACE YOU MONG. CM IS NOT A HORROR GAME IT IS A ACTION GAME. also good job at derailing the thread

  5. #75
    Whitelisted Captain BatHoovyDood's Avatar
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    Gamer tip for fighting buckshot: Stop trying to play ravager as a t1 against all shotguns.
    - Squad Leader Cassandra 'Boston' Ellis (and overconfident CO)

    (Probably already dead)


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