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#42 | |
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In any case, Left 4 Dead has been out for nearly four years now, whereas DayZ (which is nothing like L4D minus the zombies, thankfully) has only been around for a few months. In my opinion, DayZ is more inventive because it places you in a sandbox where any kind of conflict is possible and cooperation is not assured. In DayZ, the zombies are a manageable threat; the real threat is other survivors. I can't remember playing a game based on these concepts that is as realistic and gritty as DayZ is. |
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#43 |
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Minus the fact that it isn't an online game, Fallout 3 with Wanderers Edition installed on it kinda gets you there too. I played it for a long time and it left me with a desire for some kind of commercial product rather than a mod. For an alpha, DayZ is already a much more realistic shooter / survival experience than F3:WE, so I personally can't wait to see the final product.
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![]() I can smell your ausfahrts.. bring DeeperShade
.. back to life! Last edited by Gir; 7th Aug 2012 at 04:45 PM. |
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Nowadays the aforementioned is an actual part of game development rather than an afterthought (where I work, anyway), and the resulting levels are no less complex, they're just complex in different ways than a bunch of extra rooms and corridors. I don't know about you, but I'll take all of those complexities over a bigger level to explore any day. Your statement and say that the industry is in it for the easy money is patent nonsense, not to mention generalizing. I go to work everyday with passionate folks, and we don't EVER go into an idea with "yeah but this isn't the easy way out you guys". As an aside, there's a broader topic here with trends in the industry based on consumer behaviour. There are constant changes happening to technology, the way people play games, and how much time the average gamer (which is now 33 years old apparently) has to play games. It just seems to me that posting ironic funny pictures about "simplifying" level design is fairly undeserved. |
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#45 | |
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I think I didn't install it correctly though, and I had a ton of other mods on top of it.I also tried Project Nevada (I think it's by the same team that made F3:WE) for New Vegas and it seems like they found a much better balance of realism and fun. |
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#46 | |
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The Pit DLC actually becomes almost impossibly hard due to all the radiation everywhere & radaway becoming super rare with these settings. In particular the pit fights become more difficult than any boss fight in the game, because it sometimes takes less than twenty seconds for you to die of radiation poisoning with FWE's 'tough' radiation settings. Lopping grenades in all directions is the only quick enough solution here. VATS mode and the kill cams take too much time to play out. I somehow ended up writing much more about it than I intended. Anyhow, I haven't tried Project Nevada yet as I haven't purchased New Vegas (got caught up in other games at the time). But I will at some point get it + all the expansions for a bargain bin deal, I'm sure. I like what they have done with cybernetics in Project Nevada, pretty versatile stuff.
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![]() I can smell your ausfahrts.. bring DeeperShade
.. back to life! |
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#47 | |
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sorry Ed ![]() I was only making fun of Kantham's use of the word "creationism." I wasn't making a statement about Black and White.
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![]() "Aut inveniam viam aut faciam." |
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#48 | |
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Everything you mentioned is what gives the mod success, and I agree on that. Fear not, if they make something impressive I'll be buying their stand-alone.
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