And totally appropriate.Sardukhar;n8368230 said:Man, that would be cool.
And totally appropriate.Sardukhar;n8368230 said:Man, that would be cool.
Sardukhar;n8365690 said:No, that guy is now a real threat to elite units, absolutely. They are upper tier threat, either combatant or hacker or networking style of operator.
But Black Ops aren't "Super Squads", they are, in the Dark Future, a pretty standard part of any major Corp's military personnel.
A "Super Squad", which they also have, are a whoooooole other ballgame. Now you're talking a very expensive Corporate crew indeed - vat grown tech ninjas, cutting edge cyberware, top of the line gear and weapons and commo and transport and...blah blah blah. Scary, scary people. You do not see these people on the Street. Hopefully.
You know, they very best of what the Cyberpunk world can provide. That's what the elite Corporate units get. Because that gear is provided by the Corporations.
Second only to the Cybercircle ( some of whom are -in- those units as well) and of course the Angels.
I chalk this one up to Asian MMOs. They could easily drop three or so zeros off everything in combat and the game would play exactly the same. But some people like big numbers, strokes their ego.En-en;n8369440 said:I dont know why there is trend nowadays to have thousands and thousands of health and damage.
phlowerchild;n8362660 said:What I don't want is a level 3 Constitution Cyclone, and a level 9 Constitution Cyclone, and a level 15 Constitution Cyclone, etc. and on an on for all of the other weapons and armor.
tropit9;n8369580 said:so if i get it correctly. cybercircle gear is the runewright enhanced grandmaster gear equivelent of witcher 3? is that the gear to strom the araska HQ with?
provided of course you did a heist earlier with a well paid insider, and got yourself some of that fancy shiny gear.
phlowerchild;n8362330 said:One of my friends accidentally got into a fight with some Nilfgaardian guards near the beginning of the game, and he was infuriated that the legendary Witcher easily fell from one blow by a common soldier. While Geralt could only chip away at their health slowly, feeling for all the world like a mouse clawing against a cat. Why? Because Geralt was level 2 and the guards were level 14. This type of distinction felt completely out of place in this universe, and shattered his immersion. I remember when I was gifted a legendary sword by my friends in Skellige for my great deeds....and it was worse than a common sword in higher level areas. The Wyvern that looked so intimidating at the beginning of the game, could have easily been taken out by a single one of Cleavers thugs, only because they happened to live in a higher level area. I don't know why Novigrad has any trouble facing Nilfgaard, since in game a single Novigrad soldier could've have taken on a dozen Nilfgaard soldiers. Having to wait 8 levels in order to wear the next armor or weapon was silly.
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Lisbeth_Salander;n8370390 said:Any RPG needs to have barriers, otherwise the game will have no sense of progression. Take Fallout 4 per example, a game where you can find a Power Armor (literally the most important piece of armor in the game) in the first 10 minutes of the game, this is not fun at all since it takes away all felling of reward the player could have. Marcin Iwinki said that the main character in Cyberpunk 2077 will come out of the streets...so it will make total sense to have levels or at least enemies that are incredibly superior to yours. But at the same time it would be great to have enemies with powerfull A.I instead of bullet sponges, Cyberpunk 2077 should be more Dark Souls and Less Fallout 4 in terms of difficulty.
phlowerchild;n8362330 said:First of all I wanted to quickly say that the Witcher 3 was my favorite game of all time. It made me laugh and cry in ways that no game ever has before or since, and it made me fall in love with it's beautiful world and it's fascinating characters. How you managed to pull off a game this massive with such a high level of quality blows my mind on a daily basis. My only issues with the game were a few gameplay design decisions which felt very out of place for the narrative it was crafted for.
One of my friends accidentally got into a fight with some Nilfgaardian guards near the beginning of the game, and he was infuriated that the legendary Witcher easily fell from one blow by a common soldier. While Geralt could only chip away at their health slowly, feeling for all the world like a mouse clawing against a cat. Why? Because Geralt was level 2 and the guards were level 14. This type of distinction felt completely out of place in this universe, and shattered his immersion. I remember when I was gifted a legendary sword by my friends in Skellige for my great deeds....and it was worse than a common sword in higher level areas. The Wyvern that looked so intimidating at the beginning of the game, could have easily been taken out by a single one of Cleavers thugs, only because they happened to live in a higher level area. I don't know why Novigrad has any trouble facing Nilfgaard, since in game a single Novigrad soldier could've have taken on a dozen Nilfgaard soldiers. Having to wait 8 levels in order to wear the next armor or weapon was silly.
It creates a version of scaling where enemies are arbitrarily much more powerful than you, or pathetic, and for no in game reason. It discouraged me from investigating more of the massively fun side content, because I didn't want to get too over leveled for the main story, which was already becoming far too easy even on the highest difficulty setting. I feel like an upgrade system more similar to Deus Ex: Human Revolution would be much more fitting; in that the game should offer solutions to improve your character in ways that evolve and improve your chosen gameplay style overtime, not just scale numbers up. Having a level 14 weapon be exactly the same as the level 2 version, but with better stats, is the most unimaginative way to do scaling. That scaling method is used for MMO's, it has no place in a single player RPG epic.
Corewolf;n8370200 said:Which will be useful to a point, but shouldn't make the game a cakewalk.
Maybe your next heist or two down the line can use it, but eventually it breaks or is rendered useless for one reason or another. Maybe it gets taken due to you needing to get through a metal detector/secure checkpoint and have to use concealed plastic weapons or something.
Calistarius;n8516470 said:From everything I have read from Kofe over the years, Kofe does not want a mix between the different styles... but would rather want them to pick one and stick with that.
LegateLaniusThe2nd;n8516560 said:I've yet to see an rpg have the combat of Ninja Gaiden, Onimusha, Devil May Cry and Bayonetta.
LegateLaniusThe2nd;n8516560 said:No I meant you destroy all enemies with ease because your character skill is 100.
LegateLaniusThe2nd;n8516560 said:Well its more of an rpg than the Witcher series.
Rawls;n8516630 said:But I don't think it has to be either/or. You can blend the two. The simplified version of the "sweet spot " for me would be dialogue & stealth are mostly skill & stat based and combat where abilities are skill based, and specific actions are at the control of the player.
Rawls;n8516630 said:Walking in the shoes of a character is at the heart of a RPG. That does not mean you have to be passive within the character. Getting to choose how the character progress, what choices they make, and when and how they fight is central to the game. To be immersed within the character it is part them and part you. That's what playing a role is IMO. You make the choices as them. You aim the weapon as them. You cannot take the player out of the player character.
Rawls;n8516630 said:Thus controlling the character within the combat. Having responsibility for each swing or shot, is more immersive for me. And having enemies adapt to what you doing only enhances the experience more. You can have both fun combat and fun characters. If pushed to choose, I would rather them focus on the character ... but I don't think we have to choose. We can have both.
Zagor-Te-Nay;n8516720 said:If a player has no skill in guns, bullet isn't magically gonna change course and fly into orbit, instead of hitting right in front of you...rpg or not, that's poor design, inconsistency with the rules of the world.
I think my scale, with what I find acceptable for RPG-ness levels, is much larger then yours... but... like you I still prefer it when all aspects of an RPG has an RPG-ness level that is above medium levels.kofeiiniturpa;n8518310 said:That's true, but I like to think about it as a "sliding scale". If you had a scale that went from one to one hundred - where 1 woudl be pure action (like Serious Sam for one) and 100 would be RPG (Fallout, Wasteland and the like) - I can see myself being content when the pointer goes somehwhere betwee 60 and 80.
Calistarius;n8518850 said:I think my scale, with what I find acceptable for RPG-ness levels, is much larger then yours...
Calistarius;n8518850 said:I think I would be inclined to divide such a sliding scale into multiple ones though, where each would deal with one aspect each of what makes up an RPG. So that I could illustrate that I would want each aspect of an RPG to be above medium levels of RPG-ness... since a combined scale can potentually hide things like that several aspects of the game has low levels of RPG-ness because one or two other RPG-ness aspects are very high. But that is my extremely detail oriented brain talking... and my wish to not be missunderstood... and my aspergers in general as well on top of that... XD
kofeiiniturpa;n8518310 said:Missing a shot is not an "inconsistency in with the rules of the world". I remember - if I remember correctly that is - once reading about the battle of O.K. Corrall between the marshals and the outlaws. It was close quarters and the rate of accuracy was abysmal. Mike Pondsmith said (again, if I remember correctly) somewhere that there are some statistics of police shootouts that tell that most bullets miss their mark in a moving situation even regardless of close distance.
Zagor-Te-Nay;n8519600 said:No...it is Exactly that. No "analogies" of "people tend to miss" can save it...unless the player is blind, it is a direct contradiction.
Zagor-Te-Nay;n8519600 said:It's like in Morrowind where you swing your weapon and see you've managed to hit the target, but rpg mechanics decide "Sorry, you actually missed!".
Zagor-Te-Nay;n8519600 said:This is not an issue in isometric rpgs as they do not give the same control as third person action/rpgs. When games change their settings, so must their rules...this is Not the "dumbing down".
Zagor-Te-Nay;n8519600 said:but never to the point of bluntly overriding basic rules, simply common sense and contradicting player input
I might get booed out of the forum for saying this ... but maybe something like the last of us could make this work. If you don't have any abilities invested in a type of firearm, it's difficult to aim the weapon (the spot where you're aiming moves on you). Maybe it also takes you longer to load that type of gun. I really DON'T want it to just be % increases, so I would like it best if it literally effected how easy it is to use the weapon. I'm not sure it's the ideal solution ,,, I'm just trying to think how you can control your actions within combat and feel like you as the player are of consequence, and still make the skills and stats you choose feel consequential.kofeiiniturpa;n8518310 said:The point of playing a role is indeed stepping into someone elses shoes with what ever comes with that, you shouldn't be able to compensate for the role as a player too much, because what kind of roleplaying would that be anymore if you didn't embrace the character as a whole.
I think we agree more than our conversation lets on then. Your role, skills and stats should effect your ability to do things well. But you the player should still be responsible for actually doing them and feeling like you are of consequence in the combat.kofeiiniturpa;n8518310 said:Just how the characterbuild affects your gameplay.
Rawls;n8519820 said:I think we agree more than our conversation lets on then. Your role, skills and stats should effect your ability to do things well. But you the player should still be responsible for actually doing them and feeling like you are of consequence in the combat.
kofeiiniturpa;n8519710 said:This assumes that the player has direct control and exact knowledge of where the barrel of the gun points, that the reticle pinpoints the bullets landing exactly as opposed to just showing the general direction and/or genral area where the bullet shot by that particular character with his particular skill might land. That may not be the case -- and in my opinion, shouldn't, not even with a fully invested skill.
I've seen people so unfamiliar with guns that they held an assault rifle like a bazooka and would've certainly missed even at close proximity. The characters skill is, and should be, an abstract of precisely that; his ability and knowledge of the usage of the weapon in question, if he is not allowed to be bad, the metric there is useless.
kofeiiniturpa;n8519710 said:This is only due to Morrowinds lack of visual response. Even a floating "Miss" would've made it more acceptable.
kofeiiniturpa;n8519710 said:I don't see why the premise of the rules should radically change even if the control scheme and camera placement does. They still dictate the characters efficiency at any given task; how that is translated into the hands-on experience can be debated. And if it really wants to be an RPG, it doesn't let the player overcompensate the characters inefficiencies. That again would play against the implementation of a character system in the first place.
kofeiiniturpa;n8519710 said:That's, again, dependent of how much input the player is given and how much does he really need; and whether or not the level of input the same all the time. You speak like we already knew it's gong to basically be a Dakka! Dakka! Dakka! shooter that absolutely requires all the same traits as you other favorite action/adventure games. I don't think that needs to be such a strict case, there's a lot of leeway in favor of comprehensive RPG mechanics and versatility of gameplay and pacing; and "action" need not mean what - for example - you showed in the Forlorn Hope thread.