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I shall defo give that a go!
So I came home from work and thought 'I'll kill some xenos' and fired up the game. I had had a busy day so I was not on top form and I got killed so many times it was unreal.
Then it hit me: I just wanted a relaxing bug hunt, rather than a nail biting challenge. I double checked and I was playing it on recruit. So even on the easiest level it was a considerable challenge.
So I got to wondering about the difficulty levels. As it stands there does not seem to be a massive amount granualtion in difficulty (and I must stress this is from my perspective only) between recruit and ultimate badass.
What I mean to say is that recruit is hard and anything higher than that is so hard that I don't even attempt it. The upshot of this is that there is only effectively one difficulty level in the game I can play (reading this back to myself it sounds very entitled, I certainly don't want you to think that I do not appreciate all of your hard work).
Is it possible to make the range of difficulty from recruit to ultimate badass wider? At the mo, if ultimate badass is a 10/10 difficulty the recruit is 7/10 and I wonder if recruit could in fact be 4/10, soldier be 6/10, hardend could be 8/10 and ultimate badass remain 10/10.
This means alien killing demons have the challenge of 10/10 ultimate badass level of difficulty but if you come home early from work and just want to spend the arvo mowing down xenos you can do that, too.
Is there an easy way to do this (although, to be clear, I certainly don't want you to put any more work into this than you feel you waant to, lol)?
All the best, Larnievc.
Can you tell me how?
ABE: oh I see, now. I need to upload to youtube...
ABE: here we go..
https://youtu.be/AAVl2W3INsQ
That's on recruit!, lol!
As you can se, even when I know where they are they are massive ♥♥♥♥♥ to kill (even on recruit), lol.
Do not worry about how you are coming accross with feedback, of course everyone wants what they like in the game and how they would like it and I think everyone understands that when reading. Feedback is really needed as I made all of this on my own preferences, but Im just one person and others (like you) will want different, and I won't know if no one tells me!
You and I were thinking about the same things it seemed. I have been messing with different difficulties and you are correct in that now there is little difference between them. I will play around withe those settings there are for difficulty and see what I can come up with!
Thats just another day on the farm...
Thanks for the feedback! If you notice anything you think could be better let me know
Difficulty reworked. V3 will come with 2 core versions Weak Xeno's and Tough Xeno's. By default the xeno's will remain quick and deadly, with an addon again to slow them for those that want it, giving 4 possible difficulty setups.
I've also done a better job balancing Bug Hunt for solo play (should scale well with coop)
Weak Xeno's are basically one-shot kills to the head, and a short bust to kill anywhere. Their speed keeps them dangerous and its pretty fun like this. Tough Xeno's are V2 xeno's!
Sentry Gun improvements! Its (sorta) better at shooting at targets it can see instead of those it can't, and switches targets faster. It's awareness zone's have been reduced to prioritize close enemies better.
Xeno AI tweaks. I've reworked the "gangbang" mechanic now that I think I get what it does. Its used by the ai to decide if you (or their target) is sufficiently pre-occupied to ignore your threat status, so they will charge/pounce/attack/flank etc. I've reworked it so 1 unit counts as gang-banged, and it seems to help make the ai bolder and less idle-prone.
WY Mercs AI tweaks. They are more likely to react from being shot. these animations are called flinches. Even lowering it they still don't happen all the time, but I do see an increase. These interrupt their shooting, so Elites are a bit more manageble!
Huge overhaul of surface materials! I decided to just do it, and redo the specular, normal and ambient spec changes to all materials. The big difference is in ambient specular. For some reason practically everything had 20% ambient spec. Its like someone thought shiny = awesome. Disabling this on all the materials and allowing just normal, light based specular to shine (pun fully intended) really improves the atmosphere. Things are no longer stupidly shiny when they shouldn't be, and shiny when they should. normal (bump) detail is also more obvious on alot of objects (sadly not all use detail maps).
Xeno's are much harder to see now when they are idling on "infestation" as only local light is causing specular reflections on them both equally.
Weapons also look much nicer and more matt, reacting to light more realistically.
Fog,Smoke,Steam tweaks. some effects are stronger, and react better to light squeesing a bit more atmosphere out of the game
Some Screenies :
http://steamcommunity.com/sharedfiles/filedetails/?id=652242273
http://steamcommunity.com/sharedfiles/filedetails/?id=652242361
http://steamcommunity.com/sharedfiles/filedetails/?id=652242398
http://steamcommunity.com/sharedfiles/filedetails/?id=652242575
http://steamcommunity.com/sharedfiles/filedetails/?id=652242317
If they are hard to spot when idle but relatively easy to spot when they are attacking that would be awsome (I'm reminded of the film AvP2 Requiem where everything was so dark it was really hard to appreciate anything) but in a shooter I think one needs to be able to accurately spot and target by reaction, rather than by knowing where they ar and will be.
With the ambient spec I wonder if that is why lights and reflections on my screen seem to have a flat level of luminescence.
Slower, weaker xenos sounds great for an easy afternood of xenos bashing (which is what I' going to try now as the boy is in nursery for a few hours, yay!). I'll film some of it.
Any ETA on V3
Have a play of this if you like and give me feedback!
https://drive.google.com/file/d/0B38jzMAjNYH4N3J5b1RBUm1ubUk/view?usp=sharing
Its WIP (Weaker Xeno's + Slower Addon)
--edit--
When you say increase gamma, do you mean the in-game brightness setting? If not, you should be using that to make the game brighter
I've met a bug. Where you can carry the sentry gun to the vehicle bay (and have two sentry guns) the alien attack is not triggering (it triggered once, I got killed but then it does not progress further than the mission prompt to set a parimeter. I'm going to restart the game and install the addon and I'll get back you.
Cheers.
https://youtu.be/s8lVN7NP_Ik
Unfortunately if you check to your left on restarting at that point, you will notice the chick is dead beside you. She welds the door closed....
I am pretty sure this is not my doing (I can't edit that type of stuff)
lol!
Crazy Gearbox, Timegate, whoever!
Gearbox is truly the one all blame should be placed on.
Gearbox did all the asset work (designing hadleys / sulaco / guns / people etc) and its some quality stuff. But obviously as soon as the perks of making an Aliens game wore off they passed it off to Timegate. The choice of Timegate was a seriously bad one. Sector 8 was OK only, and other than that, they'd done a few FEAR mods. The result was a bland FPS and one in a not too organised state
Then Gearbox took it back and botched it together into a working sellable game and released it before it was finished.
It is clear that at the end, no real testing and balancing was done. There are stupidly simply bugs and omissions everywhere... If I had full access, the things I could do with this game in a few minutes is crazy!
wait a sec