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On paper this might sound novel to some but...
In practise this would create tons of issues.
First, people playing solo wouldn't use a mic for anything, they could perhaps not even have it connected.
Second, there are people who use Discord ( or other similar services / software ) for comms.
Third, imagine destroying your vocal cords by talking to a game mic for like 10 minutes non stop ( and I mean "GO NO STOP" non stop ) and that repeated for several HOURS in your given game session, most people aren't Eminem, and cannot talk literally NON STOP for longer than just few minutes I'd assume...
Now... from gamedev standpoint this creates a whole new slew of issues:
- anything checking microphone volume is prone to microphone gain issues ( cue Panicore mic issues galore )
- this is a proceduraly generated game, HOW do you ensure sound gets properly propagated around corridors and NOT for example "leaking between asset seams" ( like "light leaks" on imperfectly positioned textures, leaving "pixel sized pinholes", just for audio ) ? It would be HELL to debug, and a nightmare if there would be a problem to fix
- what about teleporters? Depending on game's / mod's code, this would require even FURTHER debugging
- how do you balance this anyway?
- each enemy would need to have an "audio script hitbox", which would in turn have to be properly coded in order to for example not work THROUGH WALLS
- what about path tracing? Correct me if Im wrong ( zeekerss, if you would happen to read this someday somehow ), but I think this game doesn't generally account for VERTICAL plane when path tracing enemies to player position - this "idea" would need to account for situations like "no line of sight, but in range of hearing" ( eg the endless "holes" in catwalks, which Im sure the individual holes don't have a "perforated" collision and it's just a texture, I could be wrong tho )
- how do you decide which player gets attacked if multiple talk? One that doesn't clip his microphone to high heavens?
- there are other issues that I'm sure the developer ( and many other unrelated game developers ) could name, aside from myself doing so
From gamedev perspective this would be rather challenging to implement, but the PRACTICAL issues completely rule this out anyway...
No offence OP, but I don't think this idea would fly ¯\_(ツ)_/¯
Of course, the far greater issue is that any such enemy existing will now force players to have a working mic connected to the game, and to use it frequently, which is something a lot of people can't do without some other huge roadblock. This alone makes the concept a non-starter.
I'd imagine whatever code controls them isn't complex enough to use 1:1 for inside.
The dogs also have relatively low range of audio trigger hitbox, while what OP suggests in his idea I'd imagine the OP would want to work on far greater distances, possibly even being "realistic" somewhat ( so eg, realistic audio refractions from different materials, realistic detection ranges around corners and whatnot, proper "acoustics simulation", etc - it would take a huge pile of code for what is ultimately a "novelty feature" ).
This isn't a "far greater issue" - it's literally "let's toss out this idea on planning stage" - it's a DEALBREAKER.
There's a REASON why virtually no games to date utilise a function described by the OP for longer than just a brief "novelty" section ( while OP wants this CONSTANTLY if I understand correctly, like a Bracken that only backs off if you s__t talk him ( microphone! ) or something but is otherwise constantly roaming within your range in aggressive manner... ).
Most games aren't designed ( and aren't SUPPOSED TO ) to be TIRING to a player.
Talking for hours would alienate large portion of a playerbase!
It's much MUCH easier to make the player not make a sound at all ( eg Alien Isolation ), than make him talk to no end for the entire game session!
I get that the OP likely means well - but this idea is impossible to implement in practise without turning the game into a total hurdle for most of the playerbase.
If this would get implemented, it wouldn't make the game "harder", it would make it TIRING.
And as a game developer, the last thing you want is people putting down your game!
To anyone who tries to make some imaginary defence for an idea that maybe got implemented in alternate universe or something, but in this one is merely a fan CONCEPT:
the OP explicitly asks for an enemy that requires a player to TALK, and he said "like coilhead" which directly suggests high agility - coilheads in this game, especially before recent patches, are as if Agent 47 got Quicksilver powers.
To the guy talking about Baboon Hawks:
they are loud, they pretty much "announce their presence", you have to have a major irl hearing problem ( or play without audio ) to NOT notice them, they also move with rather limited speed.
This is in stark opposite to coilheads which are basically silent assassins speeding through Portal's propulsion gel.
They are F A S T. If you don't already know where they are, you will only hear them split second when they are behind your back, which will give you a very narrow window to react, or die.
If we would take OP's words literally, the OP wants an enemy that would be hyper agile, like coilheads, and would not stop at anything unless you just couldn't SHUT UP, and you would roll your tounge like Eminem for the entire duration of the round ( assuming the enemy in question got spawned ).
I think the OP didn't think his idea through, and the people who are responding here in approval of it fail at imagination AND know not enough about gamedev, to understand the problem properly.
Coildhead can and WILL move and snap your neck if you do a 180 when it's right next to you.
It's not a cooldown "margin of error" action, like in Bracken's case, where you still KINDA can survive.
Coilhead will finish you off on first occasion.
I think OP doesn't really want what they said they want. Else they are a masochist who can talk all day long ( no offence ).
A BRACKEN-style enemy, who you would s__t talk on sight, to make it back off, would be very annoying ( and again: for ppl w/o mic it would be a nono, for WHATEVER reason, be it Discord, solo, or, I dunno, tech issues ) would be very annoying, but could be implemented.
It would be a nuisance, but not the end of the world.
This type of enemy, that I outline here, like Bracken, would require a TEMPORARY action ( bracken: a line-of-sight glimpse, this bracken-style enemy, maybe a "shout" or one / few words spoken ).
Bear in mind - right now microphone in this game is optional - either THIS bracken-style enemy, or what the OP proposes, would make the microphone mandatory - which would make some % of the playerbase drop off and stop playing this game.
Not everyone wants to talk in game, not everyone has technical or "rl circumstances" capability either.
Now - in OP's words "like coilhead" enemy style:
coilheads don't back off, they freeze in place on sight. They require constant sight.
They require constant action from the player - they don't "make distance" and hippity hoppity run off like Bracken. You break a line of sight for SPLIT SECOND and they move INSTANTLY ( assuming pre patch behaviour w/o cooldown of any kind ). They require CONSTANT line of sight, CONSTANT action.
So if to take OP's words literally:
a coilhead style enemy that would attack you if you are silent would literally require constant talking.
If it's REALLY coilhead-style, if it would be right in front of you, and you would stop talking, it would kill you, just like coilhead would, if you would do a 180 when it's next to you ( remember: Bracken backs off, coilheads don't ).
Once again, if we take OP's words LITERALLY, this is a bad idea...
Edited with more details. I meant originally, similar to coilhead in its weeping angel sort of theme. Requiring an action from the player in order to keep it mollified.
edit:
fixed a typo