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Thread: General Bioshock suggestion thread

  1. #121
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    I had an ingenious idea to solve the vita-chamber issue. because I'm brilliant.

    Okay, I'm doing my second playthrough on Hard. And it feels exactly the same as playing on Normal. Perhaps because I'm better at it now, but mainly because the vita chambers makes difficulty totally meaningless.

    The man in the interview says it is all about providing choice to the player, so now I start thinking about a way to provide choice to the player regarding the vita-chambers. toggling them in a menu is lame, frankly, but what if (in a sequel, obviously) there was an optional quest of some kind where you can choose to strip components from the chambers, giving you some kind of unique benefit but destroying the chamber in the process.

    SO here's my scenario: your path is blocked by a biological barrier (plants, a gross wet thing, etc) a character contacts you and wants you to take a component from a VC to them. When you do, they get you to use it to create a "power bomb" kind of thing which damages all creatures in a single room other than the bearer (an "ultimate nulifier") - then after the initial quest bit is done you now know how to strip future vita-chambers for this component and make more ultimate nulifiers at u-invent machines.

    Thus giving the player choice for a one-off benefit in exhange for choosing a higher difficulty, all handled in-game. I want to see more of that, Halo has the in-game y-axis selector, how can we get more game options to be created through gameplay? difficulty selection through play choice is very very cool I think.

  2. #122
    I'm sure everybody's noticed that Bouncers and Rosies never appear in the same levels, but I'm wondering what it would be like if a Bouncer went up against a Rosie (hint hint hint).

    Of course, once we get a CONSOLE or developer tools, I might be able to see for myself.

  3. #123
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    Could a bouncer and a rosie, you know, do it?

  4. #124

    a better AI

    This game's AI is pathetic! I have to play on hard mode just to get a slight challenge. The AI is dumb as a stump. Try actually programming good AI code this time. The AI pathing problems is hilarious! ROFLMAO! Watching them bumping into walls repeatedly is priceless! Fire your AI programmers and hire some who actually know what they are doing!

  5. #125
    I like the idea above, about the vita chambers having components you could remove, in return for destroying the chamber... that'd be great, and it would bring some challenge back for the "pro gamer" types who say the game is too easy.

    Also: some kind of skill trees for plasmids and tonics. Right now, nothing is stopping you from getting almost every power in the game... it's too easy in this regard. Players should have to make some tough choices. Do I want electricity powers or fire powers? Do I want to be a hacking champion or a melee warrior? Etc. See Diablo II. Not only would this increase the challenge, it would increase the replayability... in effect, it would create something like character classes.

    How about a "Hardcore" mode, with the following changes:

    1. The vita chamber idea above.

    2. The skill tree idea above.

    3. If you die, and you respawn from a chamber, you lose a randomly selected plasmid or tonic (or maybe one of each). Also, all of your other tonics and plasmids are randomly assigned... you need to find a gene bank to get yourself back in proper shape.

    4. If you die, you cannot load up a previously saved game... you have to respawn at a vita chamber. And if you've dismantled all of the vita chambers in your area, you are dead. Game over.

    5. Make it so you can only carry three weapons at a time. Force the player to make some choices in their arsenal, rather than letting them carry everything.

    6. If you harvest a LS after the Safe House, there should be a consequence... Tenenbaum's planted something in your head that reacts violently to harvesting a LS. There needs to be a consequence other than the bad ending video.

  6. #126
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    Thanks for +1ing my idea there.

    Your idea for skill trees could be cool, although I suspect why they wouldn't do that it because they might feel the more the game becomes like an RPG, the more consumer doors it closes. They made it clear they were making an FPS - let's call it an "FPS With Benefits" nudgenudge - and wanted to provide heaps of choice but not, I don't think, complexity. I don't think System Shock II (and let's remember this is a game that no one except me and that guy paid for) had "skill trees", but it's systems were more complex than Bioshock's.

    I like complexity but I also think that the formula that Bioshock has is very close to perfect and it seems to be commercially viable too.

    Then again, maybe the market has simply changed a great deal since 1999. I bought a new computer (A$2000) to play System Shock II in 1999. Those dollars were worth more than the A$500 I spent on a 360 to play Bioshock 8 years later. Even a viable PC for it would have been cheaper than back then.

    Also, the new marketing, expecially the internet, makes games like this more viable. I think that much more complex and intelligent games, that might not have worked commercially ten years ago, would now have a market, and a large one. Perhaps with the new keypad for 360 we can go back to games with textual input. This is the main reason why everyone younger than me is a moron.

    I like the idea above, about the vita chambers having components you could remove, in return for destroying the chamber... that'd be great, and it would bring some challenge back for the "pro gamer" types who say the game is too easy.

    Also: some kind of skill trees for plasmids and tonics. Right now, nothing is stopping you from getting almost every power in the game... it's too easy in this regard. Players should have to make some tough choices. Do I want electricity powers or fire powers? Do I want to be a hacking champion or a melee warrior? Etc. See Diablo II. Not only would this increase the challenge, it would increase the replayability... in effect, it would create something like character classes.

    How about a "Hardcore" mode, with the following changes:

    1. The vita chamber idea above.

    2. The skill tree idea above.

    3. If you die, and you respawn from a chamber, you lose a randomly selected plasmid or tonic (or maybe one of each). Also, all of your other tonics and plasmids are randomly assigned... you need to find a gene bank to get yourself back in proper shape.

    4. If you die, you cannot load up a previously saved game... you have to respawn at a vita chamber. And if you've dismantled all of the vita chambers in your area, you are dead. Game over.

    5. Make it so you can only carry three weapons at a time. Force the player to make some choices in their arsenal, rather than letting them carry everything.

    6. If you harvest a LS after the Safe House, there should be a consequence... Tenenbaum's planted something in your head that reacts violently to harvesting a LS. There needs to be a consequence other than the bad ending video.

  7. #127
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    Oops, seems like there's no edit function on these forums. The above post should read:

    Quote Originally Posted by aubergine View Post
    Thanks for +1ing my idea there.

    Your idea for skill trees could be cool, although I suspect why they wouldn't do that it because they might feel the more the game becomes like an RPG, the more consumer doors it closes. They made it clear they were making an FPS - let's call it an "FPS With Benefits" nudgenudge - and wanted to provide heaps of choice but not, I don't think, complexity. I don't think System Shock II (and let's remember this is a game that no one except me and that guy paid for) had "skill trees", but it's systems were more complex than Bioshock's.

    I like complexity but I also think that the formula that Bioshock has is very close to perfect and it seems to be commercially viable too.

    Then again, maybe the market has simply changed a great deal since 1999. I bought a new computer (A$2000) to play System Shock II in 1999. Those dollars were worth more than the A$500 I spent on a 360 to play Bioshock 8 years later. Even a viable PC for it would have been cheaper than back then.

    Also, the new marketing, expecially the internet, makes games like this more viable. I think that much more complex and intelligent games, that might not have worked commercially ten years ago, would now have a market, and a large one. Perhaps with the new keypad for 360 we can go back to games with textual input. This is the main reason why everyone younger than me is a moron.

  8. #128
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    Talking

    Multiplayer would be very cool for both platforms( maybe even cross platform), imho this this woulb make a great game even better and giving you more play out of it( wonder if thers any plans)

  9. #129
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    that the wasp plasmid works as a shield and that you can send the bee's by clicking the mouse button. The longer youll hold the button the more bee's will attack. But your shield will grow weaker depending on how much bee's you send out.

  10. #130
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    They should have The Biting Pear of Salamenca as a playable character.
    Or me.

  11. #131
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    I was very disapointed with the weapons upgrade system wayhayhayhayhayway to simple (dr.cox moment), creatable weapons. Invention system way to simple. The city felt.......not dead but no real resemblence of it's previous glory. It was to badly scared. An expansion pack would be nice. Mabey if you started right befor the civil war so you could get a taste of what rapture was like. In the first movie it had a living feeling that was lost.

  12. #132
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    I'd like a modification to the levels...after Ryan dies and you put the key in the slot, Atlas shouldn't tell you who he is (the alarms go off because you didn't enter a code - Atlas says "Get the hell out a there boy'o"). The level ends like it does - you wake up in the safehouse Tenenbaum doesn't say anything about Atlas/Fontaine, She thanks you for saving the girls if you have but upset if you haven't. You leave the safehouse on your way to meet Atlas and "get out of this nut house" you reach the spot when 10,20 or 30 (depending on the difficulty you set) splicers attack - if you make it thru them you get your first battle with Atlas/Fontaine he tells you then who he is and who/what you are.
    Then Tenenbaum knows who you are and helps clear the mind control in exchange for no more harvesting. [The game goes on as played] The proving grounds to the second fight with Fontaine "a much stronger Fontaine - where you need to give everything to beat him" and then you may not be able to win.!?.

    Also have a grading/points "something" for every choice you make or don't make no matter how small (from time it takes you to do what you're supposed to to how many people you kill or don't kill just injure) for the PC.

    A true time limit to - when Rapture is going to blowup after you get the key you've got 20 sec. to put it in, If you don't you get kicked back to the beginning and have no saves for that play thru. Completing goals and the end fight with Fontaine. I think that's it.?.? for now..


    Apologies for being longwinded

  13. #133
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    I was very disapointed with the weapons upgrade system
    Me too - giving them out for free? I prefered SS2's method, where you have to specialise in shooting, or repairing and modifying, or psi or whatever. It would make sense if you can either specialise in plasmids or weapons, or both (perhaps making it so upgrades cost Adam). If they did do this they would have to make the upgrades more effective: the shotgun still seemed a bit too weak even on normal, toward the end of the game, even after a damage upgrade.

    And, yes, I would like a medium-sized atmospheric level right at the end instead of the final boss fight. You could creep through the whole thing with people shrieking at you. Hey, maybe the last level, Fontaine could catch you, pin you down and pump drugs into you, so you have to play a typical "it's in your head!" level? And, only after creeping through this creepy, hallucinogenic, insane fantasy level will you be able to escape and have a boss fight with Fontaine (who would NOT be a glowing muscley guy, that was far too typical for me).

  14. #134
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    I think the weapons could have more of a feel of effectiveness as the game progresses. The splicers seemed to get invinceable as the game went along. I even maxxed out research and still leadhead splicers take strikes with ease. Sure I'm playing on hard but still, can the shotgun look and feel like a shotgun? With that bang and clear heavy damage? The machine gun was fine. It definately matched the time period and the upgrades made it a decent weapon. Most of the other weapons shot and dealt damage well. The revolver headshots feeling very effective anti personell or not.

    I could suggest a higher splicer spawn rate. Mabye multiple splicers attacking at a time instead of the usual one by one, room by room. I would like some despair from many a splicer occasionally.
    (The playing dead splicers was a clever idea though.)

    Ah...ah crap out of time. Got to go off somewhere. XP
    Hope to bring up more suggestions sometime soon.

    Bioshock is still a masterpiece though.

  15. #135
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    Fontaine becoming a real "Atlas" at the end was all part of the "Atlas Shrugged" riff flowing throughout the game.

    However, I think everyone agrees (even the creators) that the ending was a bit ****. I stated it elsewhere but to me it felt like Shakespeare wrote a 5 act play and dropped the 5th act, and I feel certain that more was planned or at least talked about, but then games need finishing and selling and all that.

    I would not object to a "directors cut" of the game though, which could provided as a downloadable expansion and could add this missing 5th act. Which to me, would be the city collapsing and the environment becoming the enemy. In a game where water featured so heavily, I wanted to drown or race a crushing wall of water or fashion a surfboard out of a Big Daddy's helmet or something.

    The DLC expansion could also add numerous options talked about here - my "bugger the vita-chambers" side-quest, adding the ability to replay the game with your endgame character, etc.

  16. #136
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    A patch... you know... that thing that generally accompanies a pc game release?

  17. #137
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    When you've finished the game I would like to see all the pictures I've taken over the course of the game with the research camera. It seems like a cool way to review your accomplishments.

  18. #138
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    My Bioshock suggestion is an ini tweak to reduce/eliminate random respawning in cleared areas. It really does ruin the immersion when an enemy magically appears in a dead end, or a room you've just cleared. It makes the game world less believeable. It also means there little fun in exploring to find everything because you're constantly getting attacked and using up the resources your exploration is gaining you.

    Some option to reduce this would be great.

  19. #139
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    THE song for future iterations of Bioshock:

    Neptune City by Nicole Atkins

    This was released October 2007. The album is of the same name and is fantastic. This song in particular would be PERFECT for Bioshock, i think. IT has that creepy quality where killing things while it is playing is a shocking juxtaposition. Moreover, the lyrics feel like it was written for the game.

    The recording feels like a 1940s song done wiht todays recording abilities.

    Andy Morgan

  20. #140
    The one thing that bugged me immensely is that when you got into the Big Daddy suit near the end, it didn't actually show your arms as wearing it, so I got this really weird immage of Jack running around with a ridiculously large helmet on, combined with his nice little sweater, which haunted me for the rest of the game.

    Also I would have liked the Wrench to change into a Drill, and the Bolt Gun to become acessable.

  21. #141
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    More choices that affect the outcome of the story.

  22. #142
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    Quote Originally Posted by Adzi View Post
    Multiplayer.
    To add to this, it seems to me that 2k supports hard core gamers, why else would they put so much time into the graphics of this game, only the top of the top can run this game on full resolution and full graphics, why not feed the addiction give us the one thing we are willing to fall victim to...Multiplayer. I want to be able to go to a LAN tournament and zap people

  23. #143
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    cant find edit button oh well..

    Well cant find the edit button but I just wanted to say that I completely agree with this guy
    The one thing that bugged me immensely is that when you got into the Big Daddy suit near the end, it didn't actually show your arms as wearing it, so I got this really weird immage of Jack running around with a ridiculously large helmet on, combined with his nice little sweater, which haunted me for the rest of the game.

    Also I would have liked the Wrench to change into a Drill, and the Bolt Gun to become acessable.
    THATS exactly how I felt, I was wondering in a game where detail was a huge part why would they neglect the hands? The footsteps made me feel more like a big daddy but the arms/hands just ruined it completely for me. Also another person wrote about a portion maybe escaping from the sinking city, I was suprised this was not included. I was looking forward to running through the beautiful underwater scenery for my life. I hope there will be a sequel and I hope it will live up to this and be even better.

  24. #144
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    online maybe? yes i would think so

    an online multiplayer would make this game my number #1 favorite. better than halo 3 and unreal. my ideas for an online multipler would be to of course have different modes. such as death match, team death match, capture the flag, and others like juggernaut where one person is a big dady but with plasmids, and of course a weapon like the huge drill. i have more modes that would make bioshock even better so if you would like to know more email me at hi2horse@yahoo.com. and when playing online instead of starting off with all the plasmids you would start with one and either kill another player for theirs, or search the map for them. and another power up online would be to be able to turn into a big dady for x amount of seconds. also guns and gun upgrades around the maps. also a type of assassination game where a player on each team is a captain and the other teams objective is to kill him/her. you have different people on your team such as a big dady for defense or affense. etc. i have many other great ideas for an online multiplayer. i can only imagen that all of the other bioshock players would love this also. please get back to me. thanks

  25. #145
    Although this has been said before, and editor would just really be awesome, but more than that, I have 1 idea.
    Teleport Plasmid
    I know this broke the game how it was added before, (setting a point to go back to) but I was thinking, and I have an idea how to include it without that kind of damage to the narative. I was thinking that when you used the plasmid, you would just disapear into the puffs of flesh, just like the splicers, only when you did this, it threw you into a sort of red tinted view, where you could "fly" around about twice as fast as you can walk. You can only stay in this state for about two seconds until you reappear, but in that time you can move around to wherever. This wouldn't break things, because radio messages and the such could come to you while in this state.

  26. #146

    Talking co-op? & multi?

    i just finished beating bioshock for the second time, now im starting the 3rd. and i found out, if 2k made bioshock(or any distent bioshock game) available in co-op mode, it would do wonders for the game, i dont know about anyone els but i would be up till 4:00 busting big daddys and running through the under water world with my buds collecting acheivments while playing the game multiple times thanking 2k for such a wonderful game.

    another thing is of cours multiplayer, im sure everyone has their own vision of multiplayer, one of my ideas is where your playing as a splicer, you can chose what the splicer wears and what it looks like, instead of having individual plasmids, you can have all of witch jack uses, same wepons also, an editor mode would get me hooked until i die... and also deathmatch modes much like matchmaking over xbl or pc, but you or a friend/friends. spawn at one point of a map and you splicers have to engage in war with a few big daddies who spawn on the other side, i think thies are great ideas and hope 2k seriously considers this as a download and or in a sequil to the game

  27. #147
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    A good way to take screen shots would be cool. also a better inventory page wich displays all your plasmids, gene tonics and as was said by someone else max ammo for each weap. i think that it would have also been nice to have an incentive of some kind to revisit previous areas
    Last edited by Jaspm23; 12-14-2007 at 07:00 AM.

  28. #148
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    my 2 cents

    1. co op is now becoming a standard in games, please add it it will only add to the longevity of bioshock

    2. Add new big daddys

    3. Add a new difficulty smarter splicers

    4. Heres a big one, more bosses, the surgeon was fun to fight, as was the actor, why not add others like a police chief, or fire mashall, more bosses please

    5. More plasmids,

    6. more weapons

    7. improve enemy AI, have them work together,

    8. Once you have killed a big daddy's little; sister make him remember it when I walk in a room have him see me and attack.

    thx

  29. #149
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    I don't think this has been suggested before:

    In SS2 (no, no, bear with me!) you started the game as, basically, a balanced character, and then specialised as you progressed. The result was that, by the time you got to the end, you had a character who could well be very different to the character of another player, and this also gave you a sense of purpose, and of your strengths and weaknesses within the game. I got to the point where I was thinking "well, I'm a kind of hacker character and I've made some hacker-oriented character choices, so I should be able to go up to that there mainframe, hack it successfully and not have to worry about cameras. Then I can smack the cameras with my wrench rather than shoot them, and that will save ammo, which is valuable because I need a lot because my combat's not up to much."

    But in Bx, I mostly end up with a very similar character to everyone else. I can hack, kill and plasmid my way through pretty well, and on top of that, my guns have been upgraded pretty much to the max. This means that, by the end, I think more along these lines: "I can do most everything, so I'll go up to that camera and hack it, and then, if I fail (which is unlikely) I just have to fend off security bots (which is easy because I have great weapons, freeze and shock plasmids, high health and eve and good hacking skill to turn them to my side.)" It would be nice if our character diverged a little, and specialised. To achieve this, I suggest:

    1) Having only one set of slots for ALL gene tonics. This would force people to specialise in one of the three Tonic areas (or find their own balance) rather than give them the opportunity to just have them all.

    2) Make upgraded and/or late-game plasmids more expensive, and make upgrading weapons at PttP stations cost Adam (and make these weapon upgrades more powerful, more varied and more numerous, to rival Plasmids.) In this way, people will have to lean towards guns or plasmids, and find their own place on the spectrum.

    3) Make hacking cost money. This will make people think before hacking, and will deter people who have not made hacking-related character choices from just hacking everything because there's no drawback.

  30. #150
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    The AI is smart enough when you play the game with no Vitas on; especially the Big Daddies.

    I would suggest:
    1. Give the ability to control how many supplies (bullets, eve, health packs, etc) you can pick up. Have a couple of settings like "Abundant," "Moderate," and "Scarce." Since you were given the ability to turn the Vitas off through a patch, I am assuming that this wouldn't be a problem.

    2. More plasmids! Come on 2k, you guys created this world that just seems so realistic. I am sure you are imaginitive enough to gives more than just a "push" plasmid.

    3. With regards to a sequel, multiplayer is NOT needed. I know some people are saying different, but if you guys create this beyond-belief single player, not multiplayer is ever going to match up to it. I would personally play a fantastic single player and have no multiplayer than have an okay single player with multiplayer. Just focus on the single player, that is all that is ever needed. And also, if you guys do a sequel, have more environment interactivity like the ability to electrocute metal. harmed
    Last edited by Dax; 12-17-2007 at 02:28 PM.

  31. #151
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    is there even going to be a sequel because i am pretty sure jack dies in the end

  32. #152
    Just finished the game, took me 2 hours to get it working but after that it was well worth the effort. My suggestions are:-

    Vita chambers - Make it so you have to activate them manually and they have a finite usage (e.g 3 time's early in the game with full health, later only 1 use and a little health)

    Inventory - An inventory screen a like SS2, it would limit what you could carry and make you choose what you needed the most.

    Specialization - You can't really specialize your charachter you end up good at everything. I would of liked to be able to either specialize in plasmids or weaponry or mix both up a bit but not be as strong in either.

    Melee - More than just the wrench (bouncers drill maybe )

    More Ammo - Beggining and middle of the game was fine but late on really struggled would rather have easier time with the ammo late on.

    More Big Daddy's and plasmids

    Tonics - to have affects on physical abilities jump higher, walk on walls more melee damage etc etc

    Puzzle's - There weren't that many, would of liked to have a leak into rapture and a time limit to either escape the section and seal it off or fix it.

    Longer - seemed tiny compared to SS2 or Half Life

  33. #153
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    Best 360 update

    Quote Originally Posted by piet11111 View Post
    suggestions for patch

    after playing through the game the player should get something extra when starting a new game here are my suggestions
    1st playthrough
    1) +2 slots for all plamids/tonics
    2) 400 adam
    3) certain tonics/plasmids available earlier
    4) health and eve bar bigger
    5) power to the people ! stations can be used 2 times

    2nd playthrough
    1) all slots open
    2) 1000 adam
    3) all plasmids available earlier
    4) power to the people stations can be used 3 times
    5) splicers get 25% more health

    3rd playthrough
    1) little sister syringe can be invented and used on corpses of the splicers
    2) all plasmids and tonics are able to be purchased at the first gatherers garden
    3) splicers get an additional 10% health on top of the 25% at 2nd playthrough and the tougher splicers are introduced into the game at an earlier stage.

    the reason for this is that i like to be rewarded if i play through a game more then once but instead of just getting a reward it would also be nice to get a bit more challenge aswell.

    1. make it available to see how much research you've done and how much you have left to do
    2. make an expansion or sequal
    3. make weapon modification more of a what can I modify it with rather than where's that machine
    4. Add new difficulty
    5. Add new splicers.
    6. splicers are smarter and get new weapons as game progress
    7. Add another type of big daddy
    8. Add a menu page that shows what plasmids and gene tonics you have active and all that you have total
    9. Have a menu that shows how much of each ammo you have in each type for each weapon without having in real time to go through and see what you have while your being shot at
    10. New research levels
    11. New weapons and more modifications
    12. more plasmids and higher levels for plasmids.
    13. the one thing i want most out of the 360 version is to be able to start the game with the left over adam.

    Ive beaten the game several times and this is what the game is lacking. I would be willing to buy it again with these new additions.

  34. #154
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    first of all this is a bloody fantastic game i really love it !!

    i would really like a patch that makes it infinitively playable so once you have finished the game goes on and there may be side quests and activities even if they repeat it still gives you purpose and something to do while an expansion/sequel is on the way.

    i would love a drag drop inventory screen and maybe stats on weapons and plasmids.

    i would like to be able to store a larger amount of money ,and make some really expensive items/rare items or upgrade components which would balance this out not so much that the conservative players get penalized though.

    another idea is to have lockers with your own code so you can store items weapons , ammo etc...

    one thing that could be fixed is the breaking chance of bolts pttp upgrade although it looks great i find it harder to aim with the upgrade on as the crosshair is very close to the bow.

    also a degradable weapon system might be interesting with purchasable repair tools , but only if its very gradual/very slow degration.

    suggestions for infinative play after finish :

    (good ending) - you gain control of rapture, everything slowly returns to normal '' this could be justified with the magnitude of rapture city '' looking through glass windows you can see rapture is far larger than you explore through out the game , so that gives room for parts of rapture that have not turned into splicers.
    also opens up possibilities of other factions and/or different breeds of splicers having the chance to interact with non- hostile npc's would be great , tracking down lost items , trading , assassin type quests etc ...

    (bad ending) - you gain control of rapture - after a while your obbsession and dependancy for adam has made you crazy , your mind and body changes and so do your motives , your intentions are to gather and supply adam trying to spread the splicers through the rest of rapture and in turn you become the most powerfull splicer .

    maybe some authority entity/organisation in further parts of rapture take up arms against you and your splicer counter-parts which also have plasmids they use against you .- needs further thought -

    lets not rule out the possibility of a mmo/fps/rpg style of sequel/expansion as that will bring massive interactivity and bring longevity to the game , people can find rare weapons and upgrades , go on hunting party's together and trade with each other and or just hangout in rapture central and talk about how many big daddy's they have killed that day .


    this game is very unique and in my opinion is very expandable 2 k have defenetly hit the sweet spot with this game and everyone knows it .

    i offer my congratulations to all those involved with the making of this superb game , the voice acting is superb the animations are superb the atmosphere is amazing so thankyou 2k for the experience and good luck with further developments with bioshock .

  35. #155
    Join Date
    Dec 2007
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    8
    Quote Originally Posted by shiznit View Post
    Kill the mouse acceleration, it is HORRIBLE.
    yes i have to agree , i find it hard to aim properly in this game , i thought it was just me but i realized when you said that shiznit , there is something wrong there.

  36. #156
    Join Date
    Dec 2007
    Location
    Liberty City
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    375
    i'd like to see little sisters massacred in a bloodbath...or getting the most painful surgery the world can imagine ( cutting open anyone? )

  37. #157
    Quote Originally Posted by sexysplicer View Post
    yes i have to agree , i find it hard to aim properly in this game , i thought it was just me but i realized when you said that shiznit , there is something wrong there.
    Are you a Halo player? I know the auto-aim is pretty strong in Halo 2, maybe you're used to that. I don't think there's any of that in BS. I had to change my gun style for BS - I'll get the reticule in the general vicinity of the splicer and then use walking to actually get the aim right.

    *edit*
    Oh, I look above and see you're a PC user. Then I don't know anything about the aiming there. But I do know lots of fps have a tendency to stick the reticule to the enemy. It's pretty annoying on Halo 2 for the 360 when you have to look up to throw a grenade and the auto-aim sticks to the enemy, causing you to throw the grenade into your own cover, or some other idiotic place...
    Last edited by 4theloveofgodBS2plz; 12-29-2007 at 10:29 AM. Reason: ah, PC user.

  38. #158
    Join Date
    Jan 2008
    Location
    Rapture
    Posts
    240

    Post The story is the best part.

    I think their should be a movie and or a book or graphic novel. The story was really good, but I would like a lot more detail. I liked all the symbolism, but i am not sure if I got it right.(Does "Rosie the riveter" have any thing to do with the big daddy Rosie with the rivet gun? If so than what does that mean? I would also like to know where to buy the Art-Book that you get when your big daddy figurine is broken? I got the limited edition Bioshock, but I haven't opened it and I don't think I open it any time soon. The game was perfect. I liked the feeling I got when I stared of as kind of weak, but then became a big daddy. I would like add-ons, but rapture is already done or is it?

  39. #159
    Join Date
    Dec 2007
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    Liberty City
    Posts
    375
    never add multiplayer and a put a better final act ( last boss/ ending)

  40. #160
    Join Date
    Jan 2008
    Posts
    1

    slightly let down

    yeah im about half way thru the game now. its the best game ive ever played yet in many aspects but lacks elements that really gave me the feeling i had complete freedom to customise and choose the way im playing. so far i still feel like im being bottlenecked into one of few choice endings. these might seem far fetched but ... hey its been on my mind so why not just throw em out there...

    perhaps being able to select roughts thru the city that offer different types of unexpected challenge that reflect difficulty according to how you decide to develope your character. this could offer tremendouse replay value and make the player really think about how they want to achieve their goals (ie: after a goal is determined there may be anywhere between 2 to 4 roughts to get there A:shopping mall/entertainment plaza, B:airducts/sewage system, c:tenaments etc... each rought has different ratio of goodies to enemies and types of things to be discovered and affects what stories develope thru the game and which characters you are introduced to. creating a truley open ended plot that you create the outcome too.

    next i remember in an interview i heard that "everything in the world of bioshock is interactive"... ... yeah ... but so far not in any way i havent seen before meaning ive found that really what they mean by interactive is you can either shoot/eat or drink it. for example: i understand that it would take the telekinises to launch big objects at your enemies ... but why cant you just start the game with the ability to pick up ANYTHING light enough and throw it or swing it at someone? and depending on what the object is (and maybe how strong you are from strength tonics) is what kind of damage it could do or how far you could lob it? ive seen it posted a number of times people wanted to have more than just a wrench or upgrades for it etc... why not really let the player interact with the environment and use just about anything as a weapon with maybe a number of hidden special objects to be combined to make upgraded junk to be used as the hand to hand weapon.

    perhaps finding and collecting the right combo of tools on the floor could be used to acces all those circuit panels on the walls to access new roughts/secret areas, turn on/off power to entire areas or rooms (turning off might flush certain enemies out of the dark or attract others that preffer darkness) with said panels turn on/off/access security or vending machines or set traps with exploding sewage/gas pipes etc... which could again affect a choice you might make in choosing roughts later in the game.

    so far im surprised that genetic tinkering has resulted in such a limited variety of enemies im encountering. theres gotta be people wanting to test animals for some maniacle reason. weather fish or crabs or hybrids of sea/land animals... people/fish/crab monster(accident) etc... so far i havent encountered any dangerous wildlife. or even innocent bystander wildlife. with the exception of a few fish. more variety of enemies please!

    i also feel a sepparate screen in your inventory where you can literaly exchange parts from machines and weapons as you go to build your custom weapons perhaps using the click and drag inserting compatible parts to a base weapon. even being able to detatch parts from one gun and reatatching it to another offering a different effect in combination with different parts.
    perhaps bringing the degradation of parts into play here and class specific abilities as well. maybe some of those tools we find lying about helps too.

    a backpack would help to carry some extra parts and i second the ability to store stuff somewhere.


    more enemy personalities ... such as other people who may be after your same goals. such as enemies might pick up bullets/firstaid you either left behind or havent gotten too yet. or even set time limits in certain areas (racing to get to the access to the escape pod or elevator before destroying it forcing you to take a different rought you may not be prepared for)... drunk/high junkie enemies (seems im the only one who has an affinity for arcadia merlot as all other vintages seem to have been consumed prior to my arrival)... finding on a regular basis protagantist groups or solitary people that join you on sight and fight along side of you till they part or get killed having the same health as any other type of enemy. could go well with the voice comand suggestion posted earlier of stay here, fight, leave, protect, etc.. could even make for a goal in one area to get a certain number of good guys thru a level alive. enemies that given the option may act the same way you might such as setting traps or unpredictably changing weapons or running to call for help.

    what else ...

    ummm i agree with just about every post earlier as well i think everyone has great suggestions that i would love to see in the next game. and yeah securom sucks... what else is new...

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