I can't see valve wasting something they worked so hard on, on one game series. Or would something like that mess with the half-life formula?
I never thought about that, it would need some altering but sounds like it could be great in use
It wouldn't work well for a game like halflife.
Out of nowhere, zombies, millions of them.
[QUOTE=Melkor;16768916]It wouldn't work well for a game like halflife.[/QUOTE]
with some major alterations, maybe
Out of nowhere, ZOMBINE, Millions of them.
I would love to see the AI Director in Episode 3. Thanks for bringing this up, you should email Gabe that.
I'm pretty sure not. What the AI Director does essentially is look how you're doing and place health/ammo/weapons in the level accordingly, and send enemies.
In HL2 there's always been health and ammo where you can easily find it, and the enemies are always in the same spot.
But hell, stranger things have happened.
In all seriousness...
It would be kinda wierd, I think. The Director AI seems to be built specifically for Co-Op multiplayer. In Single-Player, the precise placing of certain enemies is essential to gameplay. In the Dev commentary for Ep1 they mentioned the placing of a combine soldier specifically to draw your attention to a particular event occuring, like a crashing gunship.
I think they should keep hl2ep3 as linear as the other hl2 games. It wouldn't be right to play a story different ways.
^^.
I Never once seen a combine in the middle of nowhere that leaded me to attack it and witnessing a crashed dropship.
i'd say a blend of both, preset npc locations, while during some occasions where they don't need the ai to be placed in certain spots. like if you're going through a certain part of a level that's probably just like a building and you could have the npc fall in through the sky port on the ceiling randomly or pop out through the vents and pour in at random.. or maybe you're having a boss fight, and they want combine to pour in at random, the director can tell when you need health etc.. which is a good moment to throw in a bunch of combine, oh you're about to win and kill the boss with only 2 hp left, lets throw 80 combine at Gordon.
[QUOTE=TrueWolF;16769799]i'd say a blend of both, preset npc locations, while during some occasions where they don't need the ai to be placed in certain spots. like if you're going through a certain part of a level that's probably just like a building and you could have the npc fall in through the sky port on the ceiling randomly or pop out through the vents and pour in at random.. or maybe you're having a boss fight, and they want combine to pour in at random, the director can tell when you need health etc.. which is a good moment to throw in a bunch of combine, oh you're about to win and kill the boss with only 2 hp left, lets throw 80 combine at Gordon.[/QUOTE]
That could work, but in general I don't think the AI director would be good for a Half-Life game.
Half-Life has always been about creating a very deliberate, immersive experience; everything- including enemy placement- has a purpose and is designed to create the best gameplay experience.
The simple fact of the matter is that for a single player game like the Half-Life series, which isn't designed to bring you a new experience every time you run through the game (unlike L4D), hand-crafted and fine-tuned placement will always be ideal.
I had a major deja vu. I'm sure I heard this somewhere else.
I think this could be a potentially good move, because they want to keep you on low health for suspense, but if they add more enemies when you've got a lot of health, and less when you are lower, then it will have more suspense dynamically based on how much health you have.
This topic is exactly why you're the players and they're the developers
I wouldn't like to get owned by 1000 zombines.
I'd rather have the levels designed by professional developers than some program that they made.
I think I remember a quote saying that Gabe Newell may use the AI Director in EP3.
I would like it - would give more replay value.
[QUOTE=Whatsinaname;16779980]I'd rather have the levels designed by professional developers than some program that they made.[/QUOTE]
Even if the program was better than a human in every way.
:froggonk:
it would be fine for items, just not npcs;
if you have full health and no ammo, ammo is more likely to appear in preset crate locations, and vice versa
I would hope not, I think they should either stick with the old one, or make a new one just for EP3. I personally would enjoy a new AI system for EP3.
[QUOTE=JKN117;16769779]^^.
I Never once seen a combine in the middle of nowhere that leaded me to attack it and witnessing a crashed dropship.[/QUOTE]
Happens in Episode 1.
I actually wanna see the gore in L4D in Ep3
Imagine blowing combine's limbs off...
To bad it might not be that bloody
Well the game already has an M rating I don't think it can get much higher
Not a full-blown version, but something more toned down would be nice.
example:
Enemies ALWAYS spawn in the same place, but the ammount depens on your health/ammo/stress level, like in L4D. It would also decide weather to spawn metrocops, regulars, or elites, and what weapons they should have. Same with fast/poison/regular zombies/headcrabs.
The contents of cargo containers scale to -
What types of Ammo you are low on compared to what guns you use the most.
How low your health is.
More suit batteries near or directly after groups of combine.
[QUOTE=KingKombat;16783425]Well the game already has an M rating I don't think it can get much higher[/QUOTE]
AO (Adults Only) is higher then M.
Very few games get it- those that are are banned in most states, and die almost immediately due to the lack of people allowed to buy it.
Aren't AO games usually banned in Australia.
[QUOTE=cmanatlan;16785051]Aren't AO games usually banned in Australia.[/QUOTE]
Germany, and (I think) the UK as well.
[QUOTE=Stickmna;16785592]Germany, and (I think) the UK as well.[/QUOTE]
Manhunt 2 is available in UK, as is GTA San Andreas, which according to [url]http://kotaku.com/270365/the-other-adult-only-games[/url] are both AO games.
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