salsaSkaarj wrote: jazz wrote:
Thx Jackrabbit for the videos. There were some great exploits in your strategy but you do realise I may have to ‘fill those gaps’ at a later date to make it more interesting,
OMG noooo ?!?.
That settles it: No more mentioning of exploits which could be blocked in future updates
I'm joking of course but still, how do you define an exploit?
Strictly speaking the AI cannot improvise and if the player finds a way to avoid certain death, congrats to the player. Unless it's an error which crept into the implementation of the design, I'ld say leave it as it is.
Take Signs and Portents, on Unreal difficulty I tried to go out into the open but couldn't handle the heat so I made use of the inside mountain area which also has its risks (spashdamage from rockets, Flak and blades) but isn't an exploit. The greatest exploit of all is using knowledge from previous playthroughs (e.g. knowing where the armour and health powerups are and not taking them before you know for sure that the point of no return hasn't been passed (after which those powerups cannot be reached anymore).
I'm probably the player who takes the most time to beat Xenome, and that's because I don't have the reflexes JackRabbit has, nor the automatisms to change weapons that fast (and getting the correct weapon immediately is a problem for me). But I guarantee that my playing pleasure lasted longer
and if I hadn't found some of my "exploits" I might have given up (including some foreknowledge without which some fights are almost impossible except for the UB's and JackRabbits).
I'll never complain that an obvious exploit which is so easy to see should be fixed but I didn't encounter any of those (perhaps the trigger exploit in Cobalt with the Spider sisters but even if that is fixed, a rocket or shock jump (thanks UB for teaching me that) can make that part a stroll instead of a fight). I'ld say: leave that for the player to find if the spider fight is too hard at first.
I can only speak for myself but the avoidance actions I undertook, although they could be considered exploits, were the result of actively searching for options and trying various strategies (since my head on strategy didn't work) and are an integral part of the funfactor.
The videos by JackRabbit, and my posts about Xenome (and UB's) may have given the impression that it's an easy pack. It is not an easy pack at all, perhaps not as difficult as Xidia (which is really at the limit on Unreal) or Zephon (first release) which was unfair, and certainly not ... forgot the name, a large pack with crabs and bots, absolutely unplayable even on Easy). Don't make it so that only the special forces can beat the map, some of those special forces had to learn in dangerous situations and actually learned to look for and use exploits.