Back-Stock: Coop, How would you feel about testing as humans
Quote from BenVlodgi on March 19, 2012, 12:49 pmHello everyone, BenVlodgi here.
Right now in the Back-Stock chat we are talking about how we want to approach our coop campaign.
To avoid spoiling any of the story I will try to be vague.
Right now we've come to a disagreement, tell me which of these sounds more appealing, and your thoughts on both:*Play as humans, in the coop campaign you play as people introduced in the singleplayer. This would bring a more realistic feel to coop. When you die you would have to be taken back to the last checkpoint. We would try to make challenges less deadly, and checkpoints often.
*Play as the coop bots from p2, and the only difference would be the story, when you die you get rebuilt, and death is fun again.
Also I know that you guys can't make coop mods at this moment in time. But that's not what this thread is about
Hello everyone, BenVlodgi here.
Right now in the Back-Stock chat we are talking about how we want to approach our coop campaign.
To avoid spoiling any of the story I will try to be vague.
Right now we've come to a disagreement, tell me which of these sounds more appealing, and your thoughts on both:
*Play as humans, in the coop campaign you play as people introduced in the singleplayer. This would bring a more realistic feel to coop. When you die you would have to be taken back to the last checkpoint. We would try to make challenges less deadly, and checkpoints often.
*Play as the coop bots from p2, and the only difference would be the story, when you die you get rebuilt, and death is fun again.
Also I know that you guys can't make coop mods at this moment in time. But that's not what this thread is about
Quote from Lpfreaky90 on March 22, 2012, 12:59 amI think it's best to have robots. It makes more sense to re-assemble them.
Having heavy penalties for failing can be really frustrating for players. So I think having two humans is a bad idea. And remember how much fun it can be just to let the other player die because you "accidentally" placed the wrong portalSo I'd go for the two coop bots from p2.
I think it's best to have robots. It makes more sense to re-assemble them.
Having heavy penalties for failing can be really frustrating for players. So I think having two humans is a bad idea. And remember how much fun it can be just to let the other player die because you "accidentally" placed the wrong portal ![]()
So I'd go for the two coop bots from p2.
Quote from iWork925 on March 22, 2012, 1:06 amlpfreaky90 wrote:I think it's best to have robots. It makes more sense to re-assemble them.
Having heavy penalties for failing can be really frustrating for players. So I think having two humans is a bad idea. And remember how much fun it can be just to let the other player die because you "accidentally" placed the wrong portal![]()
So I'd go for the two coop bots from p2.
Agreed. Valve using robots for the coop is one of the rare things in Portal 2 that make complete sense.
Having heavy penalties for failing can be really frustrating for players. So I think having two humans is a bad idea. And remember how much fun it can be just to let the other player die because you "accidentally" placed the wrong portal
So I'd go for the two coop bots from p2.
Agreed. Valve using robots for the coop is one of the rare things in Portal 2 that make complete sense.

PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."
Quote from dinnesch on March 22, 2012, 2:45 amIt sounds like an idea that could be done, just be prepared to do a crapload of work, and have people calling your hard work "amateurish". I've played hundreds of different maps and nearly every one that contained custom artwork/stories gave me the impression of a shitty mod(with some exceptions), even if the actual puzzles were great.
Portal 2 is a very high quality game, let's face it, and making textures/models and the appropriate storytelling has to be very high quality as well if you don't want your hard work to look amateurish. The humble ones that rely on Valve's "perfectly designed" themes tend to be better.
TL;DR: don't do it unless you have very skilled people working on it
It sounds like an idea that could be done, just be prepared to do a crapload of work, and have people calling your hard work "amateurish". I've played hundreds of different maps and nearly every one that contained custom artwork/stories gave me the impression of a shitty mod(with some exceptions), even if the actual puzzles were great.
Portal 2 is a very high quality game, let's face it, and making textures/models and the appropriate storytelling has to be very high quality as well if you don't want your hard work to look amateurish. The humble ones that rely on Valve's "perfectly designed" themes tend to be better.
TL;DR: don't do it unless you have very skilled people working on it
Quote from Spam Nugget on March 22, 2012, 4:50 amI like the idea of using people for coop, but i dont like the idea of having actual penalties for dying, so what if......
You used people, keeping the gameplay like they were robots (no checkpoints, instant respawn) and said that they were all clones?
Or even had several different people, selected randomly on respawn, so when you die its like you get a different person from GLaODS's stock of teset subjects?
But anyway, just a couple ideas, dont know if it would fit with your storyline, and the second would be heaps more work, but yeah.
I like the idea of using people for coop, but i dont like the idea of having actual penalties for dying, so what if......
You used people, keeping the gameplay like they were robots (no checkpoints, instant respawn) and said that they were all clones?
Or even had several different people, selected randomly on respawn, so when you die its like you get a different person from GLaODS's stock of teset subjects?
But anyway, just a couple ideas, dont know if it would fit with your storyline, and the second would be heaps more work, but yeah.

I think in terms of boolean variables. Generally, it makes things easier.
Quote from zivi7 on March 22, 2012, 10:19 amI'd go for the robots. As you said, the lack of a "fun" death you would have by using real people could force you to create less deadly puzzles. Why should you limit the variety of puzzles by such a precondition? If you have robots, you can have any type of puzzle anytime.
I'd go for the robots. As you said, the lack of a "fun" death you would have by using real people could force you to create less deadly puzzles. Why should you limit the variety of puzzles by such a precondition? If you have robots, you can have any type of puzzle anytime.
Quote from BenVlodgi on March 22, 2012, 1:27 pmTo everyone else who thinks that it will suck having to go back to a checkpoint, you probably suck at portal
or play with a partner who does.
as I stated above these tests would not be constantly life threatening, but instead more puzzly
they would not be GLaDOS' test, they would be out in the bts/undergroundI personally feel that it would be a fun change of pace, if you want to play easy chambers were you just re-spawn over and over, by all means play regular portal 2 maps,there are plenty of custom coop chambers out there.
Again, these tests WILL NOT be constantly life threatening, but instead be situation puzzlesdinnesch wrote:It sounds like an idea that could be done, just be prepared to do a crapload of work, and have people calling your hard work "amateurish". I've played hundreds of different maps and nearly every one that contained custom artwork/stories gave me the impression of a shitty mod(with some exceptions), even if the actual puzzles were great.Portal 2 is a very high quality game, let's face it, and making textures/models and the appropriate storytelling has to be very high quality as well if you don't want your hard work to look amateurish. The humble ones that rely on Valve's "perfectly designed" themes tend to be better.
TL;DR: don't do it unless you have very skilled people working on it
Spam Nugget wrote:I like the idea of using people for coop, but i dont like the idea of having actual penalties for dying, so what if......
You used people, keeping the gameplay like they were robots (no checkpoints, instant respawn) and said that they were all clones?
Or even had several different people, selected randomly on respawn, so when you die its like you get a different person from GLaODS's stock of teset subjects?
But anyway, just a couple ideas, dont know if it would fit with your storyline, and the second would be heaps more work, but yeah.I considered it, but it is a bit unreasonable for my mod, also the idea of so many humans dying is a bit disturbing, clones or not.
To everyone else who thinks that it will suck having to go back to a checkpoint, you probably suck at portal ![]()
or play with a partner who does.
as I stated above these tests would not be constantly life threatening, but instead more puzzly
they would not be GLaDOS' test, they would be out in the bts/underground
I personally feel that it would be a fun change of pace, if you want to play easy chambers were you just re-spawn over and over, by all means play regular portal 2 maps,there are plenty of custom coop chambers out there.
Again, these tests WILL NOT be constantly life threatening, but instead be situation puzzles
Portal 2 is a very high quality game, let's face it, and making textures/models and the appropriate storytelling has to be very high quality as well if you don't want your hard work to look amateurish. The humble ones that rely on Valve's "perfectly designed" themes tend to be better.
TL;DR: don't do it unless you have very skilled people working on it

You used people, keeping the gameplay like they were robots (no checkpoints, instant respawn) and said that they were all clones?
Or even had several different people, selected randomly on respawn, so when you die its like you get a different person from GLaODS's stock of teset subjects?
But anyway, just a couple ideas, dont know if it would fit with your storyline, and the second would be heaps more work, but yeah.
I considered it, but it is a bit unreasonable for my mod, also the idea of so many humans dying is a bit disturbing, clones or not.
Quote from drewdinie on March 23, 2012, 12:49 amhumans definitly like you said it will ad a different feel to it making you more cautious about your decisions
humans definitly like you said it will ad a different feel to it making you more cautious about your decisions

