Project Stealth

Forums => Public Discussion => Topic started by: Roberto1223 on May 29, 2009, 10:53:57 PM

Title: "Greatest" possibly implemented ideas provided so far by the community.
Post by: Roberto1223 on May 29, 2009, 10:53:57 PM
ok so, im just trying to summerize this to get the big picture.
and answer a very important question.


which is: "is the forum serving a fucking porpuse at all?"

it seems as if most if not all of the communities ideas have been turned down by both the Devs and the community itself, and i wouldnt say that it is because all of the ideas are bad.

ok, so from my point of view, some good ideas, that could/should potentially be in the game at least in a freaking BETA gamplay test for god's sake are:


*Chaff [gray/white] cloud on EMF vision effect. (Good against get-away EMF sniping, not to mention it makes sense).

*Spy blood trail. (could be only like 5 to 8 footsteps, and could even be used as a distraction)

*Spy healing animation (make healing take a few seconds and not some tinkerbell magical instant bullshit)

*Spy Elbow hit on face of merc blurs merc vision for a few (1 to 1.5) seconds? (might wanna try it out)

*Ventral-side-to-floor (belly to floor). like "back to wall". only for hiding porpuses. NOT FOR CRAWLING AND NOT FOR VENTS.

*ADD AN IDEA THAT YOU THINK IS GOOD AFTER HAVING DISCUSSED IT IN THE FORUM, AND HAD AT LEAST A FEW POSITIVE REPLIES.


So i would like to see a list of ideas from the DEVS that they think are good ideas from the COMMUNITY!

Title: Re: "Greatest" possibly implemented ideas provided so far by the community.
Post by: frvge on May 30, 2009, 02:27:26 AM
AFAIK, the first point will be in. (chaff blocking EMF in direct line-of-sight to Spy when Merc is outside chaff-range).

Spy Healing depends. Adds another animation, but is technically possible.
Title: Re: "Greatest" possibly implemented ideas provided so far by the community.
Post by: I <3 U on June 01, 2009, 12:01:53 AM
the blood idea creates to much of an imbalance IMO. the elbow hit thing seems logical tho tbh.
Title: Re: "Greatest" possibly implemented ideas provided so far by the community.
Post by: LennardF1989 on June 01, 2009, 01:35:15 AM
One point though: Devs never openly decline ideas, as in saying: "It will not be in the game", we always keep it in the background just in case. I personally would add 3 out of 5 to the game just to test them.
Title: Re: "Greatest" possibly implemented ideas provided so far by the community.
Post by: I <3 U on June 01, 2009, 10:21:12 AM
I think these should be added:

*Chaff [gray/white] cloud on EMF vision effect. (Good against get-away EMF sniping, not to mention it makes sense).

*Spy healing animation (make healing take a few seconds and not some tinkerbell magical instant bullshit)

*Spy Elbow hit on face of merc blurs merc vision for  (0.5) seconds? (might wanna try it out).

Title: Re: "Greatest" possibly implemented ideas provided so far by the community.
Post by: AgentX_003 on June 01, 2009, 12:44:00 PM
Quote from: FR33M4N on June 01, 2009, 10:21:12 AM
I think these should be added:

*Chaff [gray/white] cloud on EMF vision effect. (Good against get-away EMF sniping, not to mention it makes sense).

*Spy healing animation (make healing take a few seconds and not some tinkerbell magical instant bullshit)

*Spy Elbow hit on face of merc blurs merc vision for  (0.5) seconds? (might wanna try it out).




the way they had it in pt was pro,  the screen would make a fuzzy effect  :P ,like the disruption of a tv :P.
Title: Re: "Greatest" possibly implemented ideas provided so far by the community.
Post by: Gawain on June 01, 2009, 03:47:04 PM
tons of athmospheric stuff in pt was godlike, imo the devs should try to find out what made for the intense athmosphere and copy some ideas. it was pt that got me into svm, not ct...
Title: Re: "Greatest" possibly implemented ideas provided so far by the community.
Post by: Spekkio on June 02, 2009, 01:26:16 AM
You are all n00bs. The best idea was my idea to expand the stealth/sound/detection system. Go search for it and gawk in awe.

But hey, I suppose spies bleeding like a stuck pig is good, too.
Title: Re: "Greatest" possibly implemented ideas provided so far by the community.
Post by: I <3 U on June 02, 2009, 09:11:23 AM
Quote from: Rambo on June 01, 2009, 03:47:04 PM
tons of athmospheric stuff in pt was godlike, imo the devs should try to find out what made for the intense athmosphere and copy some ideas. it was pt that got me into svm, not ct...

only cos u played it first dipshit :P.
Title: Re: "Greatest" possibly implemented ideas provided so far by the community.
Post by: Gawain on June 02, 2009, 01:53:12 PM
Quote from: FR33M4N on June 02, 2009, 09:11:23 AM
only cos u played it first dipshit :P.
i seriously doubt ct would have gotten me into svm that much.

Quote from: Spekkio on June 02, 2009, 01:26:16 AM
The best idea was my idea to expand the stealth/sound/detection system. Go search for it and gawk in awe.
it was a very interesting approach, but way too complicated. as long as we get something in between eax superhearing and non-eax deafness, i'm okay with it.
Title: Re: "Greatest" possibly implemented ideas provided so far by the community.
Post by: Spekkio on June 02, 2009, 11:18:51 PM
Quoteit was a very interesting approach, but way too complicated.
How so? I think that the idea was rather intuitive; for example, walking in an aluminum ventilation shaft is going to create much more noise than walking on a carpet. Allowing the player to scale his speed to account for this + ambient noise yet still remains stealthy is not over-complicated, it's common sense.

The whole "I can creep at this speed and be silent through everything" vs. "I can run at this speed and be not silent at all" regardless of background noise is an antiquated approach. You might as well have the entire environment made of the same thing in that case.

Additionally, if you go back and read through the thread, I'm also in favor of giving the player some sort of noise meter that would let the player know the level of ambient noise and the level of noise he's giving off.

But hey, like I said, I guess it's better that people keep thinking up of stupid gadgets to give the spies and mercs. Rocket launchers, anyone?
Title: Re: "Greatest" possibly implemented ideas provided so far by the community.
Post by: Gawain on June 03, 2009, 01:43:27 PM
i'd much rather see a more sophisticated sound system than tons of new gadgets, custom skins and other bullshit. you're right, with a soundmeter it could work out, but it would be even more work for the map makers.
Title: Re: "Greatest" possibly implemented ideas provided so far by the community.
Post by: Bubbaganoosh on June 03, 2009, 06:21:10 PM
Quote from: Spekkio on June 02, 2009, 11:18:51 PM
Quoteit was a very interesting approach, but way too complicated.
How so? I think that the idea was rather intuitive; for example, walking in an aluminum ventilation shaft is going to create much more noise than walking on a carpet. Allowing the player to scale his speed to account for this + ambient noise yet still remains stealthy is not over-complicated, it's common sense.

The whole "I can creep at this speed and be silent through everything" vs. "I can run at this speed and be not silent at all" regardless of background noise is an antiquated approach. You might as well have the entire environment made of the same thing in that case.

Additionally, if you go back and read through the thread, I'm also in favor of giving the player some sort of noise meter that would let the player know the level of ambient noise and the level of noise he's giving off.

But hey, like I said, I guess it's better that people keep thinking up of stupid gadgets to give the spies and mercs. Rocket launchers, anyone?

The sound meter like in the single player wouldn't be a bad idea.

Sounds can make or break a game I think. If the sounds are so good they immerse
you in the experience then the game will much more enjoyable. If you play a game
with really nice graphics but shitty sound you will likely not play it long. Sure
we all love the eye candy but having environmental audio makes it that much
better.
Title: Re: "Greatest" possibly implemented ideas provided so far by the community.
Post by: Gawain on June 03, 2009, 06:40:25 PM
what i don't get is why folks are that attached to a high number of unnecessary gadgets (3 weapon sys, poison mine, shooting ropes and other crap concepts) instead of really going for innovation in form of enhancing the gameplay in its very basics. what mr.mic did with the special visions certainly improves the game way better than having a selection of tons of different gadgets and skins and whatelse crap all the kiddies want. just do the same with the sound system and we really have the next generation of svm.
Title: Re: "Greatest" possibly implemented ideas provided so far by the community.
Post by: AgentX_003 on June 03, 2009, 09:13:55 PM
Quote from: Rambo on June 03, 2009, 06:40:25 PM
what i don't get is why folks are that attached to a high number of unnecessary gadgets (3 weapon sys, poison mine, shooting ropes and other crap concepts) instead of really going for innovation in form of enhancing the gameplay in its very basics. what mr.mic did with the special visions certainly improves the game way better than having a selection of tons of different gadgets and skins and whatelse crap all the kiddies want. just do the same with the sound system and we really have the next generation of svm.

kids ? , alot of people on this forum are about 18-34 so that little comment there fails.
Title: Re: "Greatest" possibly implemented ideas provided so far by the community.
Post by: Ion.67 on June 03, 2009, 10:02:32 PM
I read a fourth of rambos post, but I agree with that fourth.

Forget about new gadgets, just make the game work. Think of ways to improve what we already have without adding anything new.

Here is something to get started. I think sound should be the best way to tell where a spy is. When spies are supposed to be basically invisible enemies, you should rely heavily on sound. Not EAX, but when the spy makes a mistake, you should know. Thoughts? If you don't like it fine. I thought of it 15 seconds ago anyway.
Title: Re: "Greatest" possibly implemented ideas provided so far by the community.
Post by: Roberto1223 on June 04, 2009, 05:14:39 AM
Quote from: Rambo on June 03, 2009, 06:40:25 PM
what i don't get is why folks are that attached to a high number of unnecessary gadgets (3 weapon sys, poison mine, shooting ropes and other crap concepts) instead of really going for innovation in form of enhancing the gameplay in its very basics. what mr.mic did with the special visions certainly improves the game way better than having a selection of tons of different gadgets and skins and whatelse crap all the kiddies want. just do the same with the sound system and we really have the next generation of svm.


dude omg can u please fucking propose your ideas in detail,

"just do the same with the sound system and we really have the next generation of svm." wtf does this mean

nothing is ever going to be done the way you want, if you dont explain your ideas in detail. so please explain because your reader WILL NOT be bothering to investigate WTF you are talking about in order to understand you.

instead of just calling everybody kids and thinking that ur the only smart one, why dont you learn to be straight foward in your posts, and instead of just going against everybody just write your ideas to make them compete with the other proposed ideas.

omfg man. geezus.

this way flame wars can be evaded. so next time you dont agree with an idea dont go "your a fuckin kid; i have better ideas", instead just skip that part and give your idea IN DETAIL.

ok? thanks. bye.
Title: Re: "Greatest" possibly implemented ideas provided so far by the community.
Post by: Gawain on June 04, 2009, 12:19:09 PM
the idea was already given and isn't even mine: spekkio's sound system suggestion with different materials, background noise levels and a soundmeter.
what mr.mic did with the visions was to make them more coherent, better to understand for newbies and more specialized and (in this case, therefore) more balanced. vision modes are just as basic as sound is in a stealthgame, and instead of talking about how great it is to have tons of different gadgets for every bloody occasion we should rather start making improvements in the very basics.
Title: Re: "Greatest" possibly implemented ideas provided so far by the community.
Post by: Lurch on June 09, 2009, 03:03:47 PM
You guys obviously haven't seen my uber weight system & flexible inventory suggestion. Following the same line of thought as spekkio's sound system idea, it turns even more light switches into volume knobs, as far as gameplay options are concerned.
Title: Re: "Greatest" possibly implemented ideas provided so far by the community.
Post by: neth on June 09, 2009, 04:06:00 PM
Quote from: Spekkio on June 02, 2009, 11:18:51 PM
Quoteit was a very interesting approach, but way too complicated.
How so? I think that the idea was rather intuitive; for example, walking in an aluminum ventilation shaft is going to create much more noise than walking on a carpet. Allowing the player to scale his speed to account for this + ambient noise yet still remains stealthy is not over-complicated, it's common sense.


It's too difficult. For example there may be many surfaces next to each other and you would have to memorise what's the perfect speed for each of them - that's not noob friendly and I'm sure that even year after release people wouldn't get it. It's hard to remember speeds if there is 3 options scale, not mentioning if it's 5 options.
This also slows the gameplay, cause next to observing the mercs, looking for mines or spy traps, you also have to be sure you don't make one single step at wrong speed.
Besides, I can't really see any positives of this solution. It may be fun if you're into realism in games but it only makes the game much more difficult, not giving anything serious in exchange.


Quote
But hey, like I said, I guess it's better that people keep thinking up of stupid gadgets to give the spies and mercs. Rocket launchers, anyone?

I haven't noticed any stupid gadget suggestion.

Title: Re: "Greatest" possibly implemented ideas provided so far by the community.
Post by: Lurch on June 09, 2009, 08:19:54 PM
Quote from: neth on June 09, 2009, 04:06:00 PM
I haven't noticed any stupid gadget suggestion.

Maybe not in this thread.
Title: Re: "Greatest" possibly implemented ideas provided so far by the community.
Post by: ray mysertio on June 26, 2009, 09:14:37 AM
so none of you are embarrased that no matter how gay they made you in college with "nurturing your feelings" and all that B S they shove down rich ppl's throats to confuse and distract protential threats?

since noone has balls to say it... your game will suck becuase of ONE simple fact...

Chaos Theory and PT will neve come back , you shouldve started from scatch , and that proves the Geed Theory.
Title: Re: "Greatest" possibly implemented ideas provided so far by the community.
Post by: Westfall on June 26, 2009, 06:01:22 PM
Quote from: ray mysertio on June 26, 2009, 09:14:37 AM
so none of you are embarrased that no matter how gay they made you in college with "nurturing your feelings" and all that B S they shove down rich ppl's throats to confuse and distract protential threats?

since noone has balls to say it... your game will suck becuase of ONE simple fact...

Chaos Theory and PT will neve come back , you shouldve started from scatch , and that proves the Geed Theory.

Sorry you aren't going to college ever. Next time think about being intelligent before you decide to duck your life up. Everyone, we have quite the winner here. No one wants CT or PT to come back. We want something better, which is happening. In your opinion you don't think so, but you also didn't go to college, so...bye again. /justification
Title: Re: "Greatest" possibly implemented ideas provided so far by the community.
Post by: ray mysertio on July 06, 2009, 07:22:08 PM
hemeans the less than disciplined of taste.