Review criticisms: Difference between revisions

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Of course, this feature is only as "underused" as the player underuses it, but the point I took away from this was that it is rarely useful/smart to use stealth. It's too easy to be spotted with the way the enemy walks and turns around from time to time, and the benefit seems pretty negligible to taking someone out stealthily, so I think that's why we don't take the time to sneak around more often. It seems to me that fixing this might require moving some obstacles around in levels, and editing patrol paths, and possibly finding some way to make stealth a rewarding approach that can be used in place of charging in every time. --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
Of course, this feature is only as "underused" as the player underuses it, but the point I took away from this was that it is rarely useful/smart to use stealth. It's too easy to be spotted with the way the enemy walks and turns around from time to time, and the benefit seems pretty negligible to taking someone out stealthily, so I think that's why we don't take the time to sneak around more often. It seems to me that fixing this might require moving some obstacles around in levels, and editing patrol paths, and possibly finding some way to make stealth a rewarding approach that can be used in place of charging in every time. --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
 
:Agreed. One thing at a time though, I can't do all the scripting here. -_- [[User:Gumby|Gumby]]




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Another reviewer coins a term for this: "samey". He laments that a game with so much action could feel repetitive. --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
Another reviewer coins a term for this: "samey". He laments that a game with so much action could feel repetitive. --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
:I'd like some more things like with Warehouse (have to save an AI who can open the doors, etc...if your AI dies, you are SOL and lose...like in Loser's mod) [[User:Gumby|Gumby]]


{{pullquote|color=red|inset=5%|There’s some promise shown early on with disabling the Deadly Brain even though it’s a modified jumping puzzle but it’s not found anywhere else. More innovation would have been welcomed.}}


{{pullquote|color=red|inset=5%|There’s some promise shown early on with disabling the Deadly Brain even though it’s a modified jumping puzzle but it’s not found anywhere else. More innovation would have been welcomed.}}
Well, the Deadly Brain "puzzle" <u>is</u> found one more time... but I don't think that invalidates the point he/she is making. --
:I don't like gimmicky things like this, but to each his own. [[User:Gumby|Gumby]]


Well, the Deadly Brain "puzzle" <u>is</u> found one more time... but I don't think that invalidates the point he/she is making. --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)




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There's nothing wrong with a learning curve, of course. But wouldn't we all, as newbies, have welcomed a return to the training level, to practice moves that you had newly obtained? This is more practical, story-wise, if the room is indeed in virtual space, as there is some indication. --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
There's nothing wrong with a learning curve, of course. But wouldn't we all, as newbies, have welcomed a return to the training level, to practice moves that you had newly obtained? This is more practical, story-wise, if the room is indeed in virtual space, as there is some indication. --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
 
:There are a few spots in the game where there is an empty level slot...but remember there is a point in the game where you can't go back to the nice training room. :)




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This statement actually feels overly generous to me. <u>Are</u> there really multiple paths to each goal? Certainly in some places, but I don't feel that Oni is consistent in this; surely with such large levels, we can find some way to make things a bit more non-linear? --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
This statement actually feels overly generous to me. <u>Are</u> there really multiple paths to each goal? Certainly in some places, but I don't feel that Oni is consistent in this; surely with such large levels, we can find some way to make things a bit more non-linear? --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
 
:More scripting :( [[User:Gumby|Gumby]]




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This sounds like, not a criticism of the AI's general intelligence, but of the fact that in situations like the attack on TCTF HQ, your allies can't even follow you to other floors. This seems like a scripting flaw to me, not an AI2 problem. Also, look at gmsly's approach to [http://www.youtube.com/watch?v=AvbTT64WDzE using teams] (see 1:40 and 1:50) and tell me that's not exactly what the reviewer would have loved to see. --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
This sounds like, not a criticism of the AI's general intelligence, but of the fact that in situations like the attack on TCTF HQ, your allies can't even follow you to other floors. This seems like a scripting flaw to me, not an AI2 problem. Also, look at gmsly's approach to [http://www.youtube.com/watch?v=AvbTT64WDzE using teams] (see 1:40 and 1:50) and tell me that's not exactly what the reviewer would have loved to see. --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
 
:Indeed, we can add more characters to the levels. I need to play gmsly's script sometime, but it looks good. [[User:Gumby|Gumby]]


===Technical Stuff===
===Technical Stuff===
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