1. #391
    Dome500's Avatar Senior Member
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    Originally Posted by Nubsauce328 Go to original post
    I tried to go through without touching anybody. I legitimately thought I could do it, while completely ignoring "neutralize all hostiles"


    Me too pal, me too.

    When I first played this mission I just went through without touching anybody, because I happened to not see or maybe not realize the "neutralize all hostiles" in the left upper corner.
    As I wanted to approach the window I was like "ARE YOU F*** KIDDING ME?"

    I was really mad, because this was definitely unnecessary, seriously. EVEN IF "technically", the last guy might hear the cutscene conversation between Sam and Kobin, it would be totally unnecessary to neutralize the other 2 guys because you can legitimately sneak through here.
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  2. #392
    Brandingoo's Avatar Member
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    Originally Posted by Dome500 Go to original post
    Me too pal, me too.

    When I first played this mission I just went through without touching anybody, because I happened to not see or maybe not realize the "neutralize all hostiles" in the left upper corner.
    As I wanted to approach the window I was like "ARE YOU F*** KIDDING ME?"

    I was really mad, because this was definitely unnecessary, seriously. EVEN IF "technically", the last guy might hear the cutscene conversation between Sam and Kobin, it would be totally unnecessary to neutralize the other 2 guys because you can legitimately sneak through here.
    wasnt it a promise that you can go through any level without touching anybody? i know they said something like that
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  3. #393
    BoBwUzHeRe1138's Avatar Senior Member
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    Originally Posted by Nubsauce328 Go to original post
    wasnt it a promise that you can go through any level without touching anybody? i know they said something like that
    No, they said you could go through without KILLING anybody. Next time, they need to make DAMN sure you can go through without taking anyone out, lethal or non-lethal. On the flip side, we should also pretty much always have the option to take everyone out either lethally or, at least, non-lethally. The best way to give freedom and let players play as a ghost, panther, or assault fan is by just giving us the mission, populating it with enemies, giving us a series of objectives and then let go of the leash and let us figure out how we want to go about it ourselves. The mission should be a small sandbox that is all connected (as in, not linear) and with multiple routes to and from each place.

    Blacklist thought the best way to "marry the differing styles" was to force players out of their comfort zone which is just going to piss everyone off. I hated the moments where I was forced into a gun battle/firefight. Likewise, I bet the *few* CoD fans they managed to entice by having "zomg explosions" were annoyed by the "do not be detected, don't even KO anyone" moments. JUST STOP IT. Gameplay should not change because of the story...story should change because of the gameplay!

    If I want to shoot everyone up, let me decide that. Don't force the CoD fans to play stealthy by making them fail if they don't. Encourage stealth with alternative advantages (like alarms not calling reinforcements or getting enemies to equip helmets to make headshots harder) but don't force their hand. If they want to play stealthy, they will. If they don't want to, they'll never learn.

    Just the other day, I introduced my friend to Splinter Cell. We played Chaos Theory co-op. Panama mission. We went through and took out pretty much every enemy. He wanted to bash the door into enemies, shoot the place up, didn't care about alarms (we sounded two because I went with what he wanted). It was fun, messing around in SC is always fun but we didn't HAVE to do that. And you know what? I slowly eased him into stealth. He never liked the idea of stealth before but now he always wants to play SC when we hang and we're getting in the 90% range. We're not trying to ghost by any means and we'll randomly decide "this guys lives" or "this guy dies" sometimes by flipping a coin or just deciding ourselves which is also why we don't have higher scores. I got him to like stealth, all with the help of the flexibility of Chaos Theory. And Double Agent. DA is the game where he finally appreciated stealth but it's the same ******* game and it would've been CT had I not loaned it to my brother.

    Point is; if someone has an open mind, is willing to have patience, they can learn to enjoy stealth. If they don't, well, they won't. Likewise, when I play SC, I don't want my hand forced into an action route. If and when I want to go loud and play Assault, I will make that decision for myself. Craft a story that doesn't revolve around stopping gameplay flow and forcing us into a specific forced sequence of a shootout or "take everyone out" or "avoid everyone". Let us decide -- that's what "play your way" should mean. It shouldn't mean:

    Play your way.*








    *except when we don't want you to.
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  4. #394
    Dome500's Avatar Senior Member
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    Originally Posted by BoBwUzHeRe1138 Go to original post
    No, they said you could go through without KILLING anybody. Next time, they need to make DAMN sure you can go through without taking anyone out, lethal or non-lethal. On the flip side, we should also pretty much always have the option to take everyone out either lethally or, at least, non-lethally. The best way to give freedom and let players play as a ghost, panther, or assault fan is by just giving us the mission, populating it with enemies, giving us a series of objectives and then let go of the leash and let us figure out how we want to go about it ourselves. The mission should be a small sandbox that is all connected (as in, not linear) and with multiple routes to and from each place.

    Blacklist thought the best way to "marry the differing styles" was to force players out of their comfort zone which is just going to piss everyone off. I hated the moments where I was forced into a gun battle/firefight. Likewise, I bet the *few* CoD fans they managed to entice by having "zomg explosions" were annoyed by the "do not be detected, don't even KO anyone" moments. JUST STOP IT. Gameplay should not change because of the story...story should change because of the gameplay!

    If I want to shoot everyone up, let me decide that. Don't force the CoD fans to play stealthy by making them fail if they don't. Encourage stealth with alternative advantages (like alarms not calling reinforcements or getting enemies to equip helmets to make headshots harder) but don't force their hand. If they want to play stealthy, they will. If they don't want to, they'll never learn.

    Just the other day, I introduced my friend to Splinter Cell. We played Chaos Theory co-op. Panama mission. We went through and took out pretty much every enemy. He wanted to bash the door into enemies, shoot the place up, didn't care about alarms (we sounded two because I went with what he wanted). It was fun, messing around in SC is always fun but we didn't HAVE to do that. And you know what? I slowly eased him into stealth. He never liked the idea of stealth before but now he always wants to play SC when we hang and we're getting in the 90% range. We're not trying to ghost by any means and we'll randomly decide "this guys lives" or "this guy dies" sometimes by flipping a coin or just deciding ourselves which is also why we don't have higher scores. I got him to like stealth, all with the help of the flexibility of Chaos Theory. And Double Agent. DA is the game where he finally appreciated stealth but it's the same ******* game and it would've been CT had I not loaned it to my brother.

    Point is; if someone has an open mind, is willing to have patience, they can learn to enjoy stealth. If they don't, well, they won't. Likewise, when I play SC, I don't want my hand forced into an action route. If and when I want to go loud and play Assault, I will make that decision for myself. Craft a story that doesn't revolve around stopping gameplay flow and forcing us into a specific forced sequence of a shootout or "take everyone out" or "avoid everyone". Let us decide -- that's what "play your way" should mean. It shouldn't mean:

    This.

    I am 100% with you there.

    The only situation in which the story tells you what to do should be if you have a non-lethal mandate. Why? Simple. If it is for 1 mission (or a section of a missioN) only, or only counts for specific enemies, it makes sense in story context WITHOUT limiting you TOO MUCH. The action-oriented guys can still go for Comat or Silent Takedowns, there are a sh*tload of non-lethal gadgets, so this is no problem, it doesn't FEEL that forced. Because you know "this guy is a friendly, so why kill him anyway, I wanna kill the BAD GUYS". Even as an action -oriented player you understand the "don'T kill the friendly" rule. Those concepts are even in CoD, as much as they are in ever other shooter I know, that at some point there are friendlies which might get hostile if they see you, but you shouldn't kill them, because they are either innocent or on your side.

    ASIDE from that, NO other rule should restrict you ever in your playstyle.

    No "do not be detected", no "neutralize all enemies", no "do not touch anyone".
    Out with it.

    Just give the players freedom.

    "Don't ring an alarm" That is possible, for a section of some minutes.
    If alarms have to be activated by hostiles manually (on an alarm pannel) to activate a station/area/region-wide alarm which counts for the whole mission, a "do not ring an alarm for the next 5 minutes" can even be possible in an open firefight.

    Firefight => Enemy wants to run to the alarm => You kill him => other enemies don't run to the alarm because it's too dangerous and they decide to deal with the intruder first and then inform everybody else.

    Simple system. Easy to give that restriction without restricting the gameplay, as long as the rule does only apply for 5 min. max.

    Bottom Line, Freedom of Approach and playstyle in all aspects, except non-lethal mandates if the story reasons are good (like in Displace, at the start of Penthouse, the first part of Kokubo Soshu in Chaos Theory, Russian Embassy in Conviction Coop and Guantananmo Bay (Gitmo) in Blacklist(which also shouldn't be used TOO often).
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  5. #395
    SCCUser1978's Avatar Senior Member
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    I just found this great Co-Op Blood Diamond Mine.

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  6. #396
    SCCUser1978's Avatar Senior Member
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    I found this youtube..

    It's nice..I guess.

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  7. #397
    Originally Posted by GimbleFIN Go to original post
    Here is some gameplay from Versus Blacklist mode i recorded the other night. We are all more or less noobs but i think we did fairly well.


    I thank God I don't play on Console.
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  8. #398
    Advance_Fine's Avatar Junior Member
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    SvM Gameplay

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  9. #399


    A power ranger set loose in spies vs mercs ?!
    Sad love story at the end
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  10. #400
    Hey sergiosmeet you appear in my video !!!
    you can even hear your voice
    Promised, I no longer would use the crossbow against you

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