Half-Life 2 Complaints
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Re: Half-Life 2 Complaints
Posted by Vash on Sat Nov 20th at 7:40am 2004


Yes, Half-Life 2 is a master-piece. But even such games as high calibur as this have their flaws. I want you all to tell me what problems you saw in the game - whether they be design flaws, gameplay flaws, or just something you thought stood out.

Three problems with me:

The AI: Alright, the A.I. isn't bad. Nor is it revolutionary. I was a bit disappointed by the fact that most enemies in the game rush to your posistion completely disregarding any thought on safety. The A.I is still good, but it really could use a touch up here & there.

Squad-mates: Yes, they are suppose to be your helping hand in City 17, but for me it was a different story. I saw Squadmates as more of a distraction rather than a helping hand. They constantly got into my way when I was trying to move things around (like making a bridge to climb over a fence ) and usually they didn't help me in battle (they either died or got lost). However, they did help sometimes, like when I was bombarded by manhacks in the tunnels.

The Loadtimes: Yes, I know that there isn't much Valve can do about this. Long load times are to be expected seeing how the Source engine supports double sized levels than Half-Life 1, and Valve had every intention on using that power. However, with great saved space and optimization comes a price - the long load times. They are bareable, but I say we kill the guy working the controls inside your CPU.

Those we're my only complaints, seeing how I thought Half-Life 2 was nearly flawless. I loved the story, gameplay, weapons, characters, sound, design - Basically, I loved every damn moment of this game and cannot wait to see what the new mods for the Source engine.
[addsig]




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Re: Half-Life 2 Complaints
Posted by Crono on Sat Nov 20th at 7:58am 2004


Do you have any remote clue of how difficult it is to create the simplest of AI? In the terms of actual AI and not a choice tree or something as such.

However, I'm not sure what techiniques they used (Fuzzy Logic ... maybe). To put it shortly, for the AI to be better then it already is (which is fairly good because it is dynamic, try playing it through a few more times, chances are, they won't act the same) the development time for AI would be pushing 5 years.

Right now it looks like the HL2 AI system has about 2 or 3 main decisions for overall AI and 2 or 3 sub decisions. To have true AI those decisions need to be close to the hundreds (if not thousands). Then you could probably watch the same sequence 10 times and not see the same actions. But that takes time, more time then any developer will spend on a game.

The load times will get shorter as you get faster hardware, or when there are more optimized patches for HL2.

I haven't completed it yet, so I'm not going to list complaints I may have with one of the best games I've played to date.

[edit]
I don't know why I quoted you when I made the first reply [addsig]




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Re: Half-Life 2 Complaints
Posted by Tracer Bullet on Sat Nov 20th at 8:10am 2004


You're also forgetting the huge performance hit your computer would take if it had to run complex AI for several different agents in the game... or maybe that's not the big factor I think it is? Anyway, the AI was pretty good I thought. Maybe only a little improved over HL1 but still better than most anything else on the market. My only gripe with the game are the few flaws where you can break a sequence (like throwing DOG's ball outside the map). [addsig]



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Re: Half-Life 2 Complaints
Posted by Gorbachev on Sat Nov 20th at 8:28am 2004


I had squad-mates?
[addsig]




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Re: Half-Life 2 Complaints
Posted by Campaignjunkie on Sat Nov 20th at 9:08am 2004


I would usually use the squadmates as distractions for striders or something. I felt bad when they died at first, but after a while I get desensitized to it and began using them like the meat shields they were. IMO, the rocket-wielding ones and medics are the only useful ones.

But Tracer brings up a good point. The game runs very / quite well, like 30 FPS, on my pretty crappy system (GF4 MX). While there aren't any of them purdy shaders, it's still a marvel to behold. I think the biggest reason for holding back would be scalability across their fanbase, which is, uh, a good reason.
[addsig]




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Re: Half-Life 2 Complaints
Posted by Crono on Sat Nov 20th at 9:11am 2004


? quoting Tracer Bullet
You're also forgetting the huge performance hit your computer would take if it had to run complex AI for several different agents in the game... or maybe that's not the big factor I think it is? Anyway, the AI was pretty good I thought. Maybe only a little improved over HL1 but still better than most anything else on the market. My only gripe with the game are the few flaws where you can break a sequence (like throwing DOG's ball outside the map).


Not as big of a performance hit as you'd think. It all depends on how you write the searching and choice algorithms (this is where logic and operation effciency comes in).

There are so many ways you can do it. Such as you can have a tree of initial situations (possibly as a subtree under something like emotions) and each situation (generally grouped of course) would lead to a subtree of choices. and each choice would lead to a subtree of actions. Now, this is the area where the more tree nodes would come into play (the more noticable area).

I'm not entirly sure about the overall runtime efficiency, but I think if you manage the code well and test the hell out of it, it should run pretty well no matter how many options you choose. Simply because those options aren't all used at once. A new path is made every time, whether the final subtree has 2 leafs or 200 leafs doesn't matter as long as you're using proper functions to decide actions. (violent actions could be even and divisable by 2 for example <- not efficient, just an example). Logs are actually the most efficient opperation times.

I hope that gives a little light on the subject.

Try looking up information on Fuzzy Logic and really be confused (I don't understand much of it, I've barely scratched the surface) [addsig]




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Re: Half-Life 2 Complaints
Posted by Yak_Fighter on Sat Nov 20th at 9:34am 2004


My only real complaint is that the game isn't that much harder on Hard, especially when compared with HL1. I was playing a bit of HL:S and I was near death many a time, especially when I was fighting the grunts, whereas HL2 on hard was barely any more difficult, although I did notice that there were some welcome differences (combine would release manhacks during combat at times instead of grenades, more rollermines, etc). Yes, I already beat the game on Normal and Hard, I've got nothing better to do. The problem may simply be that there's way too much health and ammo all over the place, I dunno.

I am not pleased with the way HL:S turned out. Ragdolls and fancy water are good and all but there are too many missing sounds, no gibbing, and random weirdness. Good thing I still have my original HL





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Re: Half-Life 2 Complaints
Posted by pepper on Sat Nov 20th at 10:02am 2004


snif, i still havent played it. im waiting for the ce in store...
[addsig]




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Re: Half-Life 2 Complaints
Posted by Cash Car Star on Sat Nov 20th at 10:09am 2004


My complaint is that I was not mailed a free copy.



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Re: Half-Life 2 Complaints
Posted by Agent Smith on Sat Nov 20th at 12:25pm 2004


I thought the AI was pretty good, at least not as bad as most games. If there was a group of combine soldiers they would charge me, but if there was on or two they were more catious, on many occaisions moving back behind cover, particularly once I'd blasted some of them.

The squadmates did tend to be a mixed blessing. They were great for taking enemy fire and creating multiple targets, particularly when fighting strider. Their usefullness tended to disappear in close quaters combat, blocking movement and fields of fire. More often than not I had to blast through them myself to get out of the way of a grenade or mine, when they were blocking a doorway. But thats what we have shotguns for.

My only complaint would be how easy some supposedly "hard" areas were, particularly that first big battle with the striders. At no point was that difficult. I only died when someone ran in front of me when I fired a rocket. That first huge battle outside the prison was pure madness, a beautiful example of what a hard area should look and play like. absolutely beautiful.

And the end battle, make that the entire last chapter, was a walk in the park. I found earlier chapters to be so much more involving, so much more difficult, and so much more well constructed. It was somewhat of a disappointment to be built up throughout this entirely awesome game then be let down by the last, lack lustre chapter. It felt like they just slapped it together because they'd had enough.

And that ending, do I smell a sequel.





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Re: Half-Life 2 Complaints
Posted by ReNo on Sat Nov 20th at 2:02pm 2004


I'm playing through it on hard, but unfortunately haven't had much time to play due to uni coursework so I've still got some distance to go (doing anticitizen one for the time being). It started out easy but at this point in the game its quite tricky, as were some of the parts in Nova Prospekt (the fight with two gunships and crap loads of grunts comes to mind).

I echo the complaints about squad mates - I've not had them long but trying to keep them alive is quite frustrating, I tend to send them into a corner and rush the enemy myself before calling them back. They are particularly annoying during some of the tight interior sections, where they just stand in your way going "sorry freeman" as you desperately try to shunt them away
[addsig]




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Re: Half-Life 2 Complaints
Posted by scary_jeff on Sat Nov 20th at 3:57pm 2004


Underuse of bumpmapping. It's a fairly standard and not-too-performance-crippling thing, and although it is used throughout the game, I think the bumps need to be a bit more pronounced and used a bit more.



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Re: Half-Life 2 Complaints
Posted by Loco on Sat Nov 20th at 4:51pm 2004


My complaint is the hell of validating the damned thing. Just trying to restart my Steam client now. I validated. I even stayed online whilst decrypting. I am now told "offline mode os unavailable" even though I have done everything to activate it, when actually the problem is that I just have to check for updates (which takes another 20 minutes) Very infuriating. All I want to do is play the game OFFLINE! Steam is in theory great, but needs the whole world to have broadband before it can become a viable method.
[addsig]




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Re: Half-Life 2 Complaints
Posted by G.Ballblue on Sat Nov 20th at 6:08pm 2004


Only complaint:

Stuck in an area called "ravenfolk", I think. I walk up to a door, press use, and I get a door opening sound, but it won't open!

[addsig]




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Re: Half-Life 2 Complaints
Posted by ReNo on Sat Nov 20th at 6:16pm 2004


Its called Ravenholm, and chances are that means something is on the other side of the door blocking it. You probably have to find another way around and then you can use the manipulator to unblock the door to simplify the route or something.
[addsig]




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Re: Half-Life 2 Complaints
Posted by NotLagur2 on Sat Nov 20th at 6:30pm 2004


? quoting G.Ballblue
Only complaint:

Stuck in an area called "ravenfolk", I think. I walk up to a door, press use, and I get a door opening sound, but it won't open!

I just finished that part, just keep looking for the fat guy with the shot gun.





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Re: Half-Life 2 Complaints
Posted by Kage_Prototype on Sat Nov 20th at 6:55pm 2004


The AI did it's job, I think. If it was too taxing, i think it might have been too much of a distraction and ruined the pace a bit. Plus, I prefer it when I don't have to keep reloading a battle against the most common enemy in the game, just because the AI is too advanced. I liked how the zombies threw stuff at you though, rather than just lumber towards you groaning.

The squadmates were occasionally annoying, and a few more commands rather than "go here" would have helped. This is only in small areas though, in large areas like the courtyard with the striders, it's a very cool sequence.

The coast sections went on a bit long as well, I think. A bit of trimming here and there would have helped.
[addsig]




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Re: Half-Life 2 Complaints
Posted by Crono on Sat Nov 20th at 7:24pm 2004


? quoting scary_jeff
Underuse of bumpmapping. It's a fairly standard and not-too-performance-crippling thing, and although it is used throughout the game, I think the bumps need to be a bit more pronounced and used a bit more.


Some parallax mapping in areas would be nice too. [addsig]




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Re: Half-Life 2 Complaints
Posted by IrishGuinea on Sat Nov 20th at 7:25pm 2004


Still the best game I've ever played

complaints:

AI was alittle lame like everyone says.

only four saves at a time... or five (dont remember) so you cant go back and play certain areas if you wanted to. unless I'm missing something...

This could be a DM issue... you cant strafe off the ladders like in HL1. You have to look in the direction and hit your "use" key to get off of a ladder.

The ending while cool and open to a sequel, was way to easy. I couldnt believe that was it...





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Re: Half-Life 2 Complaints
Posted by Vash on Sat Nov 20th at 8:43pm 2004


? quoting Agent Smith

I only died when someone ran in front of me when I fired a rocket.


Haha, same thing happened to me - luckily I swirved the rocket before it hit his head, so I lived. Although I sent his ass to fight a pack of combine which he unsuccessfully did. Take that; bitch.
[addsig]





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