Just because you have made such an unrealistic, totally ludicrous request...I'll answer on behalf of CDPR....NO!Gimme that loud'n'proud arm mounted missle launcher!
Just because you have made such an unrealistic, totally ludicrous request...I'll answer on behalf of CDPR....NO!Gimme that loud'n'proud arm mounted missle launcher!
Exactly, and a lot of people seem to prefer the minigames.no you could still have skills for the INT and TECH based skills. Unless if you are going to put in mini games for picking locks and such.
I believe its impossible to make both of them fully formed systems, yes. Regardless of who the dev is.So you believe it's impossible for CDPR, or any developer for that matter, to incorporate two, distinct, separate sets of mechanics in a single game?
I believe its impossible to make both of them fully formed systems, yes.
Yeah... That was cool... But for a serious show, AC is supposed to be, the devs (and the writer before them) should check what happens to the bullet after firing. That would be the most useless feature in the history of firearms. You can't retrieve a round. It gets destroyed on impact. Even if you fire at something soft.
I read that and hinestly i cant see that changing the nature of fos comabt in game that much. It wouldnhave less of an impact than you think and would just chsnge the gsme from full twitch shooter to 85% twitch shooter with really nominal stat effects that do little to a competent shooter unless theyre really drastic effects.Consider reading the past couple pages of discussion. We discuss the topic in more depth.
Not asking for two fully formed systems. Asking for skills to have an impact on combat, I.E., a weapon handling skill.
You can like that concept or not, but I'm not going to buy the whole "oh but it's too difficult" line. It's not difficult. Recoil, bullet spread, etc. all already likely exists on a per-weapon basis... so it should be a matter of adjusting a few integers. Yes I'm aware that it's more complex than that, just making a point.
1. Want FPS combat? Invest in FPS skills (weapon handling and such). Bullet spread/recoil/reload speed will then likely all be minimal, probably not noticeable at all as an "RPG" mechanic.
2. Want RPG combat? Invest less in the FPS skills and more in other skills. Woo, now your character's shooting is, y'know, actually affected by his or her skills.
Again, you can not like the idea (though I'm not sure why you wouldn't, since you would be able to have your FPS combat regardless), but you're going to need come up with a more compelling reason that it can't be done than what you've offered so far.
I'm well aware of the impact it would have, and I think it would be perfectly satisfying.I read that and hinestly i cant see that changing the nature of fos comabt in game that much. It wouldnhave less of an impact than you think and would just chsnge the gsme from full twitch shooter to 85% twitch shooter with really nominal stat effects that do little to a competent shooter unless theyre really drastic effects.
This is kinda what i mean by watering it down. I dont think it would do anything to change the basic nature of combat i think its just making the shooting slightly less sarisfying while being a pretty token nod to stats affecting the gsme.
Really? Let me know if you find confirmation for that. That would be very interesting.I really need to rewatch all the interviews because I swear I heard them confirm that aim for a weapon would be influenced by your character's stats. :unsure:
As for the discussion, I hope character stats matter more than my own ability to aim because my disability makes shooters extremely difficult. Fallout 4's VATS system was the only way I could play through that game. And no, an easier difficulty isn't a great answer. I play most games on the highest difficulty as long as they're designed with good accessibility in mind.
Really? Let me know if you find confirmation for that. That would be very interesting.
I found this tidbit about smartguns being their answer for people who don't like twitchy gunplay.
Having stats undermine player skill by affecting accuracy is a terrible solution.
If people (not you @Garrison72 ) think there can be one, and ONLY one combat system used in a game they're incorrect.The only feasible alternative to pure twitch action supported by stats is pause and play, like vats or what Mass Effect has done.
Just because you have made such an unrealistic, totally ludicrous request...I'll answer on behalf of CDPR....NO!