The presentation is what important here, even if the design principle remains the same (which is why this aspect was criticized in the past: it didn't feel natural).
And don't fool yourself by thinking you can compensate for sway. Because if you can, then it simply means it isn't done right. Controlling sway is harder in real life than people think. It takes time and experience to do it properly, and it should be the same in game.
It depends on how long it takes to reload a particular weapon and how [in]experienced you are at it. Of course, we know that V will have a background that indicates some knowledge of firearms (or at very least the handguns), but there are other [more powerful] weapons in the game as well, right?
This.
I love both Kofe and Su, but I'll admit I'm getting a bit tired of defending this concept.
Yes, we would like the pause-based combat system (at least, I would). But we know that is unlikely. As such, I would like this instead, because I think it'd actually be fun without compromising the game's shooter elements to a significant-enough degree to piss people off.
KCD did it with bow aiming, as you said. Some people complained, but so-the-hell what? Most people loved it, and the game sold far more copies than you'd think. It's been lauded by critics (surprise, given its supposedly "niche" appeal) and gamers alike on a wide scale. It's DLC is a bit hit-or-miss, but it was clearly successful enough to merit further development (and most likely a sequel or two).
It's easy to get stuck in the past way of thinking, where you look at games like AP, Bloodlines, etc. and just assume that's how this system
must work and feel, so it
must be a terrible concept that is "worse for everyone." Not true, not true at all.
Presentation, as Harth said, is
everything. It matters, a lot. Bloodlines and AP were
incredibly janky because the animations were garbage, the reticles were garbage, and their systems were not explained well (IIRC). Also, Bloodlines used a completely different system than what I propose - if I remember correctly, it used an actual dice-roll to determine whether or not your bullet would hit the target, no? It wasn't just a matter of bullet spread or weapon sway. I'm proposing the latter.
CDPR has some of the best damn animators in the business, I am 100% confident they can make a system that looks and feels great to play with.
But regardless, I'm done fighting about it at this point. I think it's a good idea and I hope it gets implemented, but if the argumetns I'm dealing with here are essentially "my way or the highway, no compromise," then I see no point in continuing in circles for eternity. We need (figure of speech) to reach a firm "yes, this is a good idea," or "no, this is a bad idea," because I've heard so many mixed messages from you guys that at this point I don't know if you'd be happy with anything other than turn-based combat.