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Re: Two different balances | |
Posted By: Jabberwok <funkycaribou@aim.com> | Date: 2/11/13 10:01 p.m. |
In Response To: Re: Two different balances (uberfoop) : Keep the enemies aggressive, and encourage the player to move aggressively by : giving them plenty of health and keeping enemy projectiles slow. Impliment : "enemies" and "weapons" designed less to kill the : player, and more to keep them on the move, like Halo 1's flood infection : forms (same reason Halo 1 grunts give you a ton of warning when they throw : plasmas; you're not supposed to actually die from it, for the most part). That's interesting. I remember watching a Bungie talk on enemy AI a while ago, and he mentioned that one of the most important things was how it was presented to the player. H1 has really obvious tells that give away the intentions of enemies, especially for the elite and grunt, and that worked really well. I haven't noticed too much of that in H4, though it's hard to be sure, since I'm already so used to way the certain enemy types behave. There are probably legitimate complaints about having alien characters speak English, but some of my favorite moments in H3 were from listening to brutes talking to each other, and then anticipating their actions. Dying from an enemy that randomly shows up behind me isn't very fun. Knowing that they are trying to flank me is much more interesting.
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