How do you have a sequel to a game that has no plot?
Wouldn't it just be an add-on or a remake in a new better engine?
Not that your title is bad, I liked it, well done.
2) Indifferent about this but it might be nice to have some 'bad achievements' added as well. Nothing like shaming a person in game if they run away from their team mates and get ate now is there?
3) I will have to argue against this idea UNLESS it is implemented in such a way that it doesn't require achievements to be unlocked, stats to be padded and what not. Normally in these case you find a few people who will go to 'achievement servers' or the likes and get them all out of the way just so they can get their hands on the extra goodies. Then they have even a greater upper hand against new players and tend to grief the newbies a lot. Now if you make it possible to customise from the start and add balance effects, say for example making the boomer recharge timer twice as long as it is now in exchange for twice the range then yeah. Though personally I think that recharge timer is too damn long as it is, better to rush in and blow up cause waiting to re-spawn will take less time.
4) Not to sure, they already have survival areas. It is a good idea in text but can you imagine having to hold out for a whole hour in that farm house? It would get old quite fast... but sure with some good implementation we could see something along these lines. Like for example there is a mythical 'fifth person' who has gone to get a vehicle and you have to hold the house for ten minutes. He returns, you drive off in a cut screen only to have it break down outside a different location and you have to hold that location while the guy gets you yet another ride. Changing scenery somehow might eliminate the 'been here, done that' factor that would end up boring you before the first hour long round is even over.
5) Indeed! I like the idea of random generated levels too but problem is they would have to use buildings as walls in a single levelled plane. The walls are just textured to look like buildings, giving the illusion of greater space: IE, hellgate London. Lego might work though, where buildings are pre-designed around certain foot prints and 'click into place.' Could give a changing sandbox feel but would take a great deal more work then what the source engine can provide.
6) I don't hold enough faith with humanity to like custom made maps but there are talented designers out there and tools to make maps and mods would be a must in any game in this day and age.
7) Just sink some money into a simple set, you cheap bastard. Not that I can speak, right now I'm leaching bandwidth....
8) Agreed.
9) AI is a tricky thing and I doubt we are at the point of a learning interface that is capable of what you want. I wouldn't mind SOME adaptability though, with the AI able to change tactics depending on certain factors like the health of the survivors, who is doing the most damage or what weapons they are carrying. Already as it is the AI out performs many of the human players. I've watched the computer, it seems to use similar tactics humans would use effectively and learned to be more weary of a NPC then a PC.
Unless it is a witch... then it tries to eat me!
10) Would be nice.
Wouldn't it just be an add-on or a remake in a new better engine?
Not that your title is bad, I liked it, well done.
Bored Tomatoe said:Yes, we know, but we are and will continue to deny it.Richard Groovy Pants said:Guys there won't be a sequel.
...I don't know what else to say about this, but there won't. Left 4 Dead is just not the sequel kind of game.
1) Agreed, I still would like more varied weapons but they could be a random and dependent on difficulty. One new weapon in each cache if your on the hardest setting, four if you are on the easiest. Then you can make two caches on every map after the first and it won't be overpowering, unless your on easy but then you just look at them and they die.Mray3460 said:I'd say that I have two suggestions, but I have 10:
1. Finite numbers of weapons and amounts of ammo in the piles (At least during versus)
2. Stat tracking (so that you know if you're with an inexperienced person before the game)
3. Character Customization (For both survivors and Infected, with perks and custom "classes" [Note: Same types of abilities for survivor/infected type, but bonuses to be added {Boomers: Longer vomit range or greater explosion or longer bile time, Hunters: Greater leaping distance or greater damage or faster running speed, Smokers: More health or longer range or greater damage, Survivor: Greater speed or greater accuracy or greater damage or greater stealth or more carrying slots, ect.}]).
4. "Survival" Mode (Holding out in a house or some other setting for as long as possible with unlimited waves of zombies coming at you [especially good in versus]. Points scored for time survived.)
5. More Levels
6. Custom Levels (FOR THE CONSOLE!!! [Too many games only have construction sets for the PC])
7. Comes with a free microphone (Nothing more annoying than not being able to yell at people [and have them hear] when they screw up)
8. The ability to play as a common infected while waiting to respawn as a zombie (kudos to Yahtzee)
9. "HAL 9000" difficulty setting (The AI starts out on expert level but learns how you play as you move through the level, figuring out how to beat your every move)
10. Ability to play as Infected against only NPC survivors (with easy, medium, hard, expert, and HAL 9000 difficulty settings running them)
Edit: Melee weapons (Baseball bats, pry bars, 2x4's, ect.)
2) Indifferent about this but it might be nice to have some 'bad achievements' added as well. Nothing like shaming a person in game if they run away from their team mates and get ate now is there?
3) I will have to argue against this idea UNLESS it is implemented in such a way that it doesn't require achievements to be unlocked, stats to be padded and what not. Normally in these case you find a few people who will go to 'achievement servers' or the likes and get them all out of the way just so they can get their hands on the extra goodies. Then they have even a greater upper hand against new players and tend to grief the newbies a lot. Now if you make it possible to customise from the start and add balance effects, say for example making the boomer recharge timer twice as long as it is now in exchange for twice the range then yeah. Though personally I think that recharge timer is too damn long as it is, better to rush in and blow up cause waiting to re-spawn will take less time.
4) Not to sure, they already have survival areas. It is a good idea in text but can you imagine having to hold out for a whole hour in that farm house? It would get old quite fast... but sure with some good implementation we could see something along these lines. Like for example there is a mythical 'fifth person' who has gone to get a vehicle and you have to hold the house for ten minutes. He returns, you drive off in a cut screen only to have it break down outside a different location and you have to hold that location while the guy gets you yet another ride. Changing scenery somehow might eliminate the 'been here, done that' factor that would end up boring you before the first hour long round is even over.
5) Indeed! I like the idea of random generated levels too but problem is they would have to use buildings as walls in a single levelled plane. The walls are just textured to look like buildings, giving the illusion of greater space: IE, hellgate London. Lego might work though, where buildings are pre-designed around certain foot prints and 'click into place.' Could give a changing sandbox feel but would take a great deal more work then what the source engine can provide.
6) I don't hold enough faith with humanity to like custom made maps but there are talented designers out there and tools to make maps and mods would be a must in any game in this day and age.
7) Just sink some money into a simple set, you cheap bastard. Not that I can speak, right now I'm leaching bandwidth....
8) Agreed.
9) AI is a tricky thing and I doubt we are at the point of a learning interface that is capable of what you want. I wouldn't mind SOME adaptability though, with the AI able to change tactics depending on certain factors like the health of the survivors, who is doing the most damage or what weapons they are carrying. Already as it is the AI out performs many of the human players. I've watched the computer, it seems to use similar tactics humans would use effectively and learned to be more weary of a NPC then a PC.
Unless it is a witch... then it tries to eat me!
10) Would be nice.