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The only thing I can think of is your video gamma (not to be confused with UI gamma). I play tested it with a value of 5.5. when lowering it, I do notice that it becomes a lot harder to see in darker areas.
Honestly, your analysis of the encounter design is spot on nothing to add there.
The bugger section was ment as a mix-up to the rest of the encounters. Forcing the player to tread carefully and really consider if they have to kill or not. It also was not meant to be as punishing as it was. Hence, why I adjusted it.
I am curious. While watching people play the level, some of them alerted the phantom immediately and did not notice that it had a patrol route. Did you have the same experience?
I will give the jackal changes a try, I also want to see if I can adjust the sight distance to give off the "bad eyesight" effect you detailed.
Again thank you so much for the feedback, I will take more time to respond to the rest of the feedback when I'm off work
I did reduce the players shield to make gun ho behavior more risky. For stealth I felt that the original amount was too much.
The visor mode was a glitch in the first release that only allowed it to go up to 1ft, I did reduce the size from 30 units to 20 because of the tight level design
The only weapons that had their detection changed were the smg and the automag. I always assumed the automag was a .22 Subsonic bullet, which are absurdly quite. So I felt that it alerting enemies was kind of unfair relative to it's power level. I made the same changes to the smg. No other weapons were changed.
The h2_phantom tag is not really a halo 2 variant. It's a modification of the halo 3 phantom to replace the gunner seats with more chin guns. I wanted the phantom to have more killing power if it spotted you.
I did not tweak the AI's detection at a tag level. In the jackal section specifically, I opted to make them blind till you hit a trigger. This was done to allow you to observe them without being spotted.
The anti back track was not intentional. I didn't realize what you were talking about until I tried in each section and realized that one of the elastic barriers is still on. This will be corrected. In terms of the rest of the level, it's a product of the level geometry created by Bungie,maybe I'll give a gravlift equipment to let you go back up. I also did not backtrack during play testing because I did not want it to be a requirement to do so.
Overall, great mod. Thoroughly enjoyed it. Hope my excessive feedback wasn't too annoying. I'd really love to see a lot more mods like this which emphasize a weaker player-character who has to survive via stealth, smarts, lots of careful/creative/cautious fighting, etc. I think you understand what a great "spec ops style stealth mission" premise should play like. I'm curious what you'll do with more like it in the future....and with horror stuff too. I'll be watching your career with great interest. :)
Suggestions:
1) Halo is strongest when there's multiple approaches to a fight, area or even whole level. I think you did that pretty well....so I'd love to see how you use more open level geo.
2) I really like the idea of the bugger encounter as a "stealth or die" pants-shitting moment, but Idk if sniper Jackals are a good fit here. What about some regular jackals? With those guys and their bright ass shields, you sorta expect them to have poor night vision, plus if you pair up patrollers and they're schreeching quietly to each other, it fits a narrative of them being less disciplined guards than the marksmen.
3) In future levels I'd encourage you to freely allow the player to backtrack....but if possible implement a crude version of the Stalker series' A-life. It's like the infinitely respawning generic patrols in Mombasa Streets. This way the player can backtrack to a "cleared" area for guns.....at their own risk!!
Questions: 1) Why did you change the backtracking the way you did.
2) Was the Phantom really a H2 variant?
3) Did you tweak the AI's detection? Is that why enemies on the far side of an area may remain oblivious of a fight 50 yards away?
4) Did you change the player health so that the ODST's "shield" is weaker? Seems so. Does encourage stealth and cover, which are good things.
5) Did you change the VISR to highlight enemies at a shorter range? (Might be a glitch on my end, I dunno.)
6) Are the weapons/enemies unchanged besides the stuff above?
Random thought on suppressed guns in ODST....Some complain about the suppressed guns still alerting enemies....for nearby foes, this is actually fairly realistic, cuz RL suppressed guns are loud, just not hearing-loss-loud. But suppressed may mean that distant enemies would be uncertain if that gunfire is near or far. It also makes echo-locating the direction it's coming from potentially harder. I think this "realistic value-added of suppressed guns" factor is present in OG ODST because when I get into a gunfight on Mombasa Streets with loud guns and kill a patrol, another patrol may run into the area from a block over....and be on my ass fast. But if I wiped that squad with suppressed guns, the reinforcements jogging from a block away are sometimes noticeably more uncertain of where the threat is. I'm not 100% sure this is a real mechanic but it seems to happen often enough that I strongly suspect the suppressors do help.
I do like this idea of a more deliberate playstyle where #1 weapon is stealth #2 is, "try to back-smack unseen" and #3 is, "if forced to shoot, good luck" However, I noticed an unengaged squad on the other side of an area are curiously oblivious to loud unsuppressed weapon's fire. Odd. Welcome relief but does that mean I could start rocking Covie weapons earlier in the level with no loss of stealth? Maybe you changed the detection to help the player? If you want more noise-oblivious foes, why not add some distant gunfire noises to the ambiance? Maybe make it sound/look like there's a fight on the other side of the river. Since there's zero river crossings until the dam at the end of the level it might explain why the early patrols are so complacent.
One jarring change to the level: you seemed to add an invisible wall right at the end of the "sniper forest alley" to prevent backtracking. Later on the part where the "see where Sgt. Johnson is imprisoned" cutscene plays in the original you actually REMOVED the blockage that appears in the original, thus allowing some additional backtracking if so desired. I'm curious why you made these decisions? Overall, the effect of the level's earlier drop-offs (which prevent backtracking already) and these was to impose a requirement to think more deliberately about which guns I carry forward to the next area.
Anyway, the bugger encounter definitely stands out as the most unforgiving -- you either stealth it or run a high risk of failure. All other encounters were smaller and/or more manageable thanks to sniper rifles. These were enjoyable as I knew I could attempt to fight it out, but that runs risk of lost health, ammo and possibly attracting unwanted attention from yet-unseen enemies, so I generally played the entire game using stealth and back-smacks as much as possible, only shooting as a last resort. Usually. Having options is peak Halo and you retained that in most places. The roving dropship was a nice touch....it reminds me of the Alien in A:I with the way that it being overhead reinforced the "use stealth at all costs" strat when it was nearby because if it noticed you, well.... I only died twice. Once to the buggers and once to getting spotted by the dropship. Is it the Halo 2 model?
It leads to some surprising moments of crossing from cover to cover and not being spotted in spite of being directly in front of a Kig-Yar....or peeking out across the map and getting insta-spotted by that same Kig-Yar.
The latter happened first time I tried to sneak past the bugger area and led to a very long slowly losing fight from inside the cave to the right of where you enter the area (potshots from me slowly whittling down enemy numbers, but slowly losing health and ammo reserve until eventual death.....there's LOADS of buggers in this area!!) And the second attempt on the bugger area saw me somehow sneak right under the noses of the Kig-Yar multiple times by sneaking around the left. Wild. Like I was quiet enough and it was super dark so they couldn't see me point blank?? Focused in a different direction maybe, so sheer luck? Idk.
I love Halo and stealthy gameplay, so I jumped on this mod immediately. Played it on Heroic.
Base Halo has some decent stealth mechanics in terms of limiting the AIs' awareness of the player to a somewhat reasonable approximation of eye/ear sensory perception....although I don't fully understand how it breaks down in detail. For Alien: Isolation we have some detailed breakdowns of how the game's AI systems work and how the vision cones differ. Dunno about Halo. However....Covies do seem to have a high-acuity tightbeam vision cone -- basically there's a tiny, roving, area where the AI is "looking" at any given time. Hence a patrolling enemy may be looking straight ahead, or to the side, at any given time.
Where as with a controller you can walk slow which is slightly faster and still be sneaking.
I am going to rework the detection to make is feasible to kill all the hackles without triggering the swarm
love the encounters. except the one with the bugger swarm but that was down to me running out of ammo... 3 time. finally figured out how to deal with it. snipe the jackels run in steal their weapons run back to cover and start popping bugs.
In terms of a flashlight, are you speaking literally or just th ability to light things up by looking at them. The latter is easier to implement and tune
https://imgur.com/a/1dg9kQ3
Hopefully this helps while I work on other solutions. Thank you for all the feedback