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67444e31335d4ZylonBane

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So, basically you are saying, whenever something which was in a previous game is not present in a sequel, it's because it was unnecessary to begin with?
We've already established that other than a couple of low tunnels thrown in to provide some use for SuperCrouch mode, it was indeed unnecessary in SS1. Now granted, Dark was created to play Thief, not a Shock sequel. But with all the modifications made to the engine in SS2, I believe they certainly could have added proning if they wanted to. Obviously they did not, because as the Gamasutra postmortem touches on, a huge focus for Irrational when designing the sequel was not repeating the mistake of SS1's overcomplicated interface. So they judged that prone didn't bring enough to the experience to justify the added control complexity.

Also, if I recall correctly, in the longplay they said the UI was such a mess because they had the idea that everything you can do needs to be present at the UI. Including all the movements you can do.
"UI" != "GUI". UI means the entire user interface. Mouse input, keyboard, sounds, etc.


We are both disagreeing with LGS.
Hahaha no. I'm agreeing with the conclusion Looking Glass/Irrational reached when they asked themselves, "What does prone need with a starship?"
Acknowledged by: Dj 127
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Out of curiosity: did anybody reading this actually utilize "prone" when playing SS1? If yes, can you recall any situation(s)?

67444e31338f7ZylonBane

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As already noted, there are a couple of vents where the opening is so low that prone is the only way to get in. I would bet real money that the only reason those low vents exist is to provide some actual use for the prone feature. It's not like there's any real gameplay difference between crouching and crawling through a vent.
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Ok, let me rephrase: did anyone here use prone in SS1 outside of those vents? Did anyone here consciously miss it in SS2?

I do not think providing or excluding a binding for prone is making any significant difference in terms of how intuitive or cluttered the controls are so I don't think it needs to go for the remake. As I said before, I'd prefer a new game to be designed with some more use for prone as I'm all for more possibilities and diverse playstyles but as it was released, there's no denying that prone is useless.

« Last Edit: 22. March 2016, 23:50:24 by fox »

67444e3133b80voodoo47

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never in my life have I thought "gee, this is such a good game, if it only had prone and checkpoints, it would be perfect" while playing SS2.
« Last Edit: 22. March 2016, 21:15:16 by voodoo47 »
Acknowledged by: Dj 127

67444e3133ca5ZylonBane

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Maybe in the SS1 remaster the groves will be so overgrown that going prone could actually have a tactical function.

But again, adding interface complexity for something that's only even only barely used isn't the smartest idea. Especially for a game that's on a very tight development budget.
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"UI" != "GUI". UI means the entire user interface. Mouse input, keyboard, sounds, etc.
Ah, OK. I'm just so used of people misusing it, that I simply assumed you meant the GUI and just went along with it.
But it still stands that they went with a everything needs to be accessible through UI and GUI kinda thing.

We've already established that other than a couple of low tunnels thrown in to provide some use for SuperCrouch mode, it was indeed unnecessary in SS1.
Exchange "unnecessary" with "required". Even though the usefulness was small it was there. And to contemplable to modern game design you could add the benefits you usually would get from going prone, like increased accuracy and a "different" hitbox.

Now granted, Dark was created to play Thief, not a Shock sequel. But with all the modifications made to the engine in SS2, I believe they certainly could have added proning if they wanted to. Obviously they did not, because as the Gamasutra postmortem touches on, a huge focus for Irrational when designing the sequel was not repeating the mistake of SS1's overcomplicated interface. So they judged that prone didn't bring enough to the experience to justify the added control complexity.
Now this is just nitpicking. Haven't you said yourself that you consider SS1 to be a better game than SS2? By going after what you just said SS2 would be deemed the better one as they fixed all the mistakes they made in the first one.

67444e3134a18ZylonBane

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Haven't you said yourself that you consider SS1 to be a better game than SS2?
No. But those who do believe SS1 is better do because of the plot.

67444e3134ddcLearonys

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No. But those who do believe SS1 is better do because of the plot.

Well, that, and that backtracking in SS2 was even more present than in SS1, because of chemicals, cybernetic upgrades, recharge stations and finding access cards. This forced you to go into certain levels of the game even more. The reason that SS2 failed a bit in this aspect was because how heavily the game relied on (overused) respawns of (no longer relevant) enemies. SS1 did not really have many respawning enemies, and if they did respawn, killing enough of them would cause enough of them to spawn in cramped areas you would never go to anymore. This made SS1 less "scary", but at least the backtracking wasn't as much as a nuisance in SS2.
/offtopic  :ninja:

EDIT:

Out of curiosity: did anybody reading this actually utilize "prone" when playing SS1? If yes, can you recall any situation(s)?

Actually... If i think hard enough i could come up with a few possible places... But even there, going prone was not necessary. The only reason i used it outside the required areas was to gain even more control over my bouncy character when leaning to take shots at the enemy.
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No. But those who do believe SS1 is better do because of the plot.
OK. I'm also one of the guys who like SS2 more than SS1.

67444e31353b0RocketMan

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No. But those who do believe SS1 is better do because of the plot.

 :/
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I feel SS2 was more focused on storytelling then SS1, which was more focused on that dungeon simulation thing they inherited from UU - I'm not sure which I prefer. They were both mixing these elements in a good way and I think I like both equally - technical issues aside.
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A lesson for those lacking in perception:

System Shock - the uses of Prone

https://www.youtube.com/watch?v=G2xcQsszeMU

I can only use words to explain the value of a restricted save system or encourage you to try a game that features it very intentionally by design, with prone I can demonstrate the uses quite clearly via video.
Combat difficulty was set to 0 for recording convenience, if you're wondering why there's hardly any enemies.

If anything, lean should go as it has less practical uses than prone and demands UI complexity by requiring its own key/s, whereas prone does not with the proposed system. Ideally nothing worthwhile should go at all though, so stop trying to butcher the game.

As for segment #5, proning under projectiles as I mentioned before is best when you're in a tight corridor and cannot strafe, or if the projectile has a wide width and cannot be strafed around.

Prone was not used often in System Shock by players, including myself, for a number of reasons. Go back and re-read if you want those reasons. With a new simplified system as proposed in this thread prone would see far more use across the board.
« Last Edit: 23. March 2016, 16:53:39 by Join usss! »
Acknowledged by 2 members: callum13117, JosiahJack

67444e3135c86ZylonBane

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SS1 did not really have many respawning enemies, and if they did respawn, killing enough of them would cause enough of them to spawn in cramped areas you would never go to anymore.
I just replayed Medical last night on default settings, and the mutants respawned like crazy. Every time I returned to the start area for a heal and recharge I had to mow down about a half-dozen of the things.

If anything, lean should go as it has less practical uses than prone...
If anything, prone should go because its practical uses are identical to crouching.
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Just like first aid kits should go as they are just med patches but MOAR, and also add UI complexity rather than just having one healing object to navigate to and click on.

And I didn't see a single thing in that video as optimally achievable by crouching.
« Last Edit: 23. March 2016, 17:17:57 by Join usss! »
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@Join usss!: is this how you yourself actually played the game or just for this demo? I would never l go prone to duck projectiles and much rather strafe into cover or try to back away. Might be a usefull alternative strategy for those door opening situations but like escaping projectiles, prone comes with the disadvantage of making you relatively immobile, which could easily backfire. I wouldn't play like that myself.
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@Join usss!: is this how you yourself actually played the game or just for this demo? I would never l go prone to duck projectiles and much rather strafe into cover or try to back away. Might be a usefull alternative strategy for those door opening situations but like escaping projectiles, prone comes with the disadvantage of making you relatively immobile, which could easily backfire. I wouldn't play like that myself.

Regarding dodging projectiles I already mentioned it's best used in certain circumstances such as when caught in a tight corridor and cannot strafe, or if there is a projectile with a wide width that cannot be strafed around (there is none of the latter in System Shock, but there is in other games).
I didn't use prone in System Shock (my first and only playthrough aside from this demo) often for a variety of reasons:

1. already battling learning convoluted controls so prone's uses are tossed to the side, at least until you master the basics. 
2. System Shock's level design and enemy design didn't make the greatest use of it, although there was still plenty opportunities I found as shown in the video (which was all on med deck except the final segment).
3. T,G & B keys are quite far out from the WASD/movement area of the keyboard. They are inconvenient to use in frantic combat  and tougher to apply to muscle memory as a result.
« Last Edit: 23. March 2016, 18:20:44 by Join usss! »
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I already mentioned it's best used in certain circumstances such as when caught in a tight corridor and cannot strafe, or if there is a projectile with a wide width that cannot be strafed around (there is none of the latter in System Shock, but there is in other games).
I didn't use prone in System Shock (my first and only playthrough) often for a variety of reasons:

1. already battling learning convoluted controls so prone's uses are tossed to the side, at least until you master the basics. 
2. System Shock's level design and enemy design didn't make the greatest use of it, although there was still plenty opportunities I found as shown in the video.
3. T,G & B keys are quite far out from the WASD/movement area of the keyboard. They are inconvenient to use in frantic combat  and tougher to apply to muscle memory as a result.

If you've played a modern military shooter with streamlined controls however, you'll know that prone gets used all the damn time if you're a good player, as it is the optimal action to take in many situations, more so than crouch.

It was even necessary in very old military shooters like Delta Force or Operation Flashpoint but that is due to the open landscapes (hiding in the undergrowth or behind a mountain top after sniping) but you don't go prone much in close quarter combat if you are attacking/scouting. In real life you do that to protect yourself from shrapnels and pressure waves too but only as a last resort if no adequate cover is in reach. In System Shock none of these things occured.
You'll want to avoid going prone as much as possible in frantic combat situations because unlike crouching it really has serious diadvantages - you are pretty immobile, leaving you vulnerable to attacks from all sides but in front of you. Getting up again is leaving you vulnerable for a moment too and in real life repeatedly doing so would cost you a significant amount of precious energy, especially with heavy gear on your body.

I really don't think TGB is what kept people from using it more - while not particulary elegant it's not that unintuitive after all. But again: I can see how people can make some use of prone and have no problem with having it available in the remake. My point was just to emphasize that it really was not something the vast majority of people would have missed in SS1 as it was released. Leaving it out would by no means lead to the level of simplification we saw in Bioshock - the stuff they left out for BS was actually heavily used and liked by the vast majority of SS-players. You seemed to disagree.
« Last Edit: 23. March 2016, 18:39:55 by fox »
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It was even necessary in very old military shooters like Delta Force or Operation Flashpoint but that is due to the open landscapes (hiding in the undergrowth or behind a mountain top after sniping) but you don't go prone much in close quarter combat if you are attacking/scouting.

Speak for yourself. I'm a CQC/Push into enemy spawn guy and intelligent use of prone is one of many reasons I'm often at the top of the leaderboards in the games that feature it.
And in real life infantry combat people are lying down in ditches more than anything, but lets not bring reality into this too much as real life ranged combat is less exciting than high speed old school FPS combat or semi-realistic & more strategic combat as in System shock or modern military shooter x, at least from a game design standpoint: 1 shot and you're potentially out, permanently.

As a side note I just finished Blood (1997) the other day. I highly recommend it. You can download the version I played for free here: http://www.moddb.com/games/bloodcm
It's a port to a fan-made Duke Nukem engine and you don't need any of the original files since Blood is abandonware, and no more shitty DOS box required. Just unpack the files and play.
« Last Edit: 23. March 2016, 19:01:06 by Join usss! »
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Fair enough. I stopped playing MP-shooters after BF2 and was never particularly good in them. (Check the link for some bonus-discussion.)
« Last Edit: 23. March 2016, 18:52:36 by fox »
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I'm an avid Battlefield player and I must say, I really missed going prone in bad company 2.
Sure it worked without, but I had quite the number of times where I was like "oh god if only there was prone in this game".
And prone wasn't removed due to it being unnecessary. They removed it because bad company 2 was designed for consoles. And therefore they simplified the game mechanics to not over-complicate the controls on controller.
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You'll want to avoid going prone as much as possible in frantic combat situations because unlike crouching it really has serious diadvantages - you are pretty immobile, leaving you vulnerable to attacks from all sides but in front of you. Getting up again is leaving you vulnerable for a moment too and in real life repeatedly doing so would cost you a significant amount of precious energy, especially with heavy gear on your body.

Being in the army for one year I can tell you this isn't true. Surging is the only way to advance in real combat situations. Proning is also the only way to protect your vital organs and large veins in bombardment. You must realize wars are not fought with one man. Staying in relatively same spot for four to five seconds doesn't really matter when you are surging to best protection available and always move sideways before doing next surge or starting to aim. You always advance in pairs, not alone. Your partner is covering when you are surging.

I'm talking about fighting in open environments now. I can't speak about urban warfare because I wasn't trained in that.

This of course is not possible in CQC, but in there you use completely different tactics and movement styles than in open environments anyway. Proning is used in situations like Join usss! demonstrated.
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And about the topic. I use prone+lean combination very much when playing system shock. I usually try to kill all the enemies in the room before going in it. And the smallest hit area is when you prone and lean at the doorway. My playstyle is quite slow and careful. I also save and reload alot.
Acknowledged by: callum13117
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I find "dolphin diving" and similar tactics extremely annoying. From a competitive player's POV it might be "intelligent use of prone" but in my opinion it's bad design that takes away from the experience.

@Gawain: Ok, point taken.
« Last Edit: 23. March 2016, 19:40:39 by fox »
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