Page 304 of 577 FirstFirst ... 204 254 294 302 303 304 305 306 314 354 404 ... LastLast
Results 3,031 to 3,040 of 5765

Thread: Halo: Reach Discussion

  1. #3031
    Senior Member thehoodedsmack's Avatar
    Join Date
    Sep 2006
    Posts
    3,151

    Re: Halo: Reach Discussion

    The engine must still have the capacity to produce things like that. I think this definitely calls for a PC version, so modders can take advantage of what Bungie had to cut.
    Reply With Quote

  2. #3032
    halord Futzy's Avatar
    Join Date
    Jun 2009
    Location
    irc
    Posts
    1,447

    Re: Halo: Reach Discussion

    Quote Originally Posted by NotZac View Post
    Those enormously open spaces looked amazing. Damn Bungie for cutting those out.
    You're not going to be let down.
    Reply With Quote

  3. #3033

    Re: Halo: Reach Discussion

    Just finished a 47 minute firefight game.

    The depleted sword is so useful against Jackles.
    Reply With Quote

  4. #3034
    halord Futzy's Avatar
    Join Date
    Jun 2009
    Location
    irc
    Posts
    1,447

    Re: Halo: Reach Discussion

    Quote Originally Posted by DEEhunter View Post
    Just finished a 47 minute firefight game.

    The depleted sword is so useful against Jackles.
    cut
    syk
    Reply With Quote

  5. #3035

    Re: Halo: Reach Discussion

    Quote Originally Posted by NotZac View Post
    Those enormously open spaces looked amazing. Damn Bungie for cutting those out.
    tons of shit gets cut out of games. sometimes there's just not enough time to implement things and polish them to a shippable condition. It's not just that, but there's so many other tiny little things that prevent stuff like that from making it. The process of game development isn't just "Oh hey let's make this it's gonna be super awesome and bad ass!!" You have to keep in mind thing like play balance, level flow, avoiding crashes caused by bad code, all sorts of the little things.

    Trust me when I say, when stuff gets cut, there's usually a good reason.

    Besides, we should be thankful they're showing off prototype stuff that was originally going to be internal only.
    Last edited by t3h m00kz; September 6th, 2010 at 05:58 AM.
    Reply With Quote

  6. #3036

    Re: Halo: Reach Discussion

    Check out me sig yo
    Reply With Quote

  7. #3037
    nnh Ifafudafi's Avatar
    Join Date
    Jun 2007
    Location
    Stalker joke goes here
    Posts
    1,374

    Re: Halo: Reach Discussion

    Didn't Bungie basically say that huge open battles were part of reach anyway

    Not exactly sure what this "global battle" thing is
    E: Balanced or not, though, character boarding a grunt. I'd so pay extra to have that
    Last edited by Ifafudafi; September 7th, 2010 at 03:33 PM.
    Reply With Quote

  8. #3038
    Kid in the Hall Kornman00's Avatar
    Join Date
    Sep 2006
    Location
    ◕‿◕, ┌( ಠ_ಠ)┘
    Posts
    3,130

    Re: Halo: Reach Discussion

    I think basically it would have been building on the Flocks concept to make it interactive. If you recall from the previous two released games, there was usually some sort of battle going on in the air or whatnot. This is just really cheap (to the CPU) AI acting out a battle in the background. These battles didn't apply to what you were doing really, they're just for adding to the mood.

    Well instead of these background battles, you now also have surrounding (foreground) battles which actually have affects on the way you're playing the mission. IE, how that Scarab all of a sudden says 'ohai!' and now you have to take into account that you can get ass blasted by it while trying to move around. It's no longer "ok, I'm in this section of the mission and I have to battle these guys to take out that AA gun", it's "ok I have to take out that AA gun" and "oh shit, what was just attacking those falcons is now coming after me!" or "oh shit, that ghost just followed that warthog in and now it spotted me!".

    It would have been a feature that actually made it feel as if a "global" battle was going on, not just battles you're encountering in the currently viewable play-space, along with some "background" battles which are really just for looks.
    Reply With Quote

  9. #3039
    nnh Ifafudafi's Avatar
    Join Date
    Jun 2007
    Location
    Stalker joke goes here
    Posts
    1,374

    Re: Halo: Reach Discussion

    In which case it'd seem to be more appropriate to make such instances simple set pieces rather than take the time to make sure that AI does what it's supposed to every time, which I'm assuming is why they cut it.

    Really, they did a decent job with The Covenant in H3, so I'm assuming with the engine changes they've made it'd be easy enough to replicate that kind of feeling.

    Now that I think about it, don't Assassinations fill the same basic function that Character boarding would, without the balance issues?
    Reply With Quote

  10. #3040
    Kid in the Hall Kornman00's Avatar
    Join Date
    Sep 2006
    Location
    ◕‿◕, ┌( ಠ_ಠ)┘
    Posts
    3,130

    Re: Halo: Reach Discussion

    Appears the new b.net is up.
    Reply With Quote

Thread Information

Users Browsing this Thread

There are currently 2 users browsing this thread. (0 members and 2 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •