Did I miss something? Why would all weapons have a non lethal setting?Plus, we know every weapon in the game (minus very lethal ones like bazookas) will have a non-lethal setting.
Like, set phasers to stun?.....
Did I miss something? Why would all weapons have a non lethal setting?Plus, we know every weapon in the game (minus very lethal ones like bazookas) will have a non-lethal setting.
Not necessarily stun, but they've confirmed on multiple occasions that every weapon in the game (Again, minus bazookas and such) will have a non-lethal option. I don't know what form it will take, only that it will exist.Did I miss something? Why would all weapons have a non lethal setting?
Like, set phasers to stun?.....
Right. Sorry. I was aware that we were drifting away from your original point and getting caught up in the specifics, but I went ahead anyway.Yeah, well. I’ve nothing against a stealth character getting adequate with guns. He should, to certain degree. It’s just... would the rules of skillprogression work differently to different characters? Is a stealth character on the high ground when it comes to learning to shoot compared to a combat character?
And the more I think about it, the more the shooting range sounds like an intentional exploit where a character can go to grind himself up to the same level as where the combat character goes naturally, but without the same risk or effort. And I doubt you can go sneak against a wall in a bar corner with a pure solo for the same effect with a stealth skill (if there even is one).
The whole system sounds a tad confuzzling with these ”catch up” mechanics and all. And I’m not sure if it really is for the better of the experience.
Anyway, the original point was about supportive content, activities and skills for a non-lethal character who can bypass weaponskills and combat activities altogether. Since it is now a ”major” feature, if its touting and advertising is of any indication.
Right. Sorry. I was aware that we were drifting away from your original point and getting caught up in the specifics, but I went ahead anyway.
lol! I'm sorry, but If we're talking about the Arkham games? Realistically a lot of those moves and weapons, especially the freakin' tank in Knight, would make the probability of the victims "walking away" highly unlikely.This is cool I always like being able to play a game without killing people. I call it the Batman approach, I'll beat the crap out of them but still let them walk away lol
I am currently playing a bare handed run in Assassin's Creed Odyssey and it's a blast just running around punching people like an absolute madman.
I might again miss something here and apologies if I do so but I don't see a concern or problem here. All characters, no matter which way you skill them, have the ability to go to the shooting range and push their skills with certain weapons before firing a single bullet in a combat situation so it doesn't really matter if you play a stealth character or a guns blazing "storming through the front door" solo.No need to be sorry. I don’t mind getting off rails (I just tried to imply that I don’t think stealth means no-shooting). And this time it raised another concern I hadn’t fully thought of yet.
Stealth doesn’t mean only close combat. Shooting skills are needed to some extent.
So how does a stealth character become a skilled sharpshooter, if he is not to engage combat beyond oneshotting the enemies from darkness (whereas for solo it takes a clip or two) with a learn-by-doing” system?
I mean, in reality the question isn’t that simple, nor is the answer as simple as ”[this] way”, but the essence of the problem should be clear enough.
Good question, but my assumption would be that a stealth character wouldn't be able to oneshot from the darkness anymore than a combat character could one-shot from the light. I'm not aware of any "sneak damage bonuses" like you see in Skyrim.No need to be sorry. I don’t mind getting off rails (I just tried to imply that I don’t think stealth means no-shooting). And this time it raised another concern I hadn’t fully thought of yet.
Stealth doesn’t mean only close combat. Shooting skills are needed to some extent.
So how does a stealth character become a skilled sharpshooter, if he is not to engage combat beyond oneshotting the enemies from darkness (whereas for solo it takes a clip or two) with a learn-by-doing” system?
I mean, in reality the question isn’t that simple, nor is the answer as simple as ”[this] way”, but the essence of the problem should be clear enough.
I might again miss something here and apologies if I do so but I don't see a concern or problem here. All characters, no matter which way you skill them, have the ability to go to the shooting range and push their skills with certain weapons before firing a single bullet in a combat situation so it doesn't really matter if you play a stealth character or a guns blazing "storming through the front door" solo.
Good question, but my assumption would be that a stealth character wouldn't be able to oneshot from the darkness anymore than a combat character could one-shot from the light. I'm not aware of any "sneak damage bonuses" like you see in Skyrim.
Well, yeah. Every character can use it. That's one of the reasons why it might become something of an exploit.
Stealth characters need to remain hidden, and they require tremendous amounts of accuracy if they are to remain hidden with guns, they aren't stealthy anymore if they start to spray and pray. While for combat characters, the accuracy increments come naturally through regular gameplay, for them the shooting range is just a stepping stone or an advantage. Stealth character might be getting it far more easily by just grinding the shooting range since their shooting skill isn't growing anywhere near as fast combat characters when played naturally inspite that they might need the accuracy just as much if not more so. It skews the progression and the balance therein.
Now, it's not an overcomeable problem, or something that ruins the game. It might not end up as a problem at all. But I see a genuine risk in it.
It's kind of a similiar issue as with deterministic skillchecks under a learn-by-doing progression system. How are you supposed to progress unless the game is heavily levelscaled, or if it is extremely linear? Neither is a good solution to... any game.
If they can't oneshot from darkness... what's the alternative? In using guns that is. Certainly not jumping out and doing regular combat. That's not stealth anymore.
In TES games you can shoot 100 arrows to an enemy from concealed vantage point and he barely blinks before suddenly dropping dead. I'd wager that's not desireable here.
I'm not quite sure, to be honest. I suppose they could fire a shot, reposition so enemies don't know where they are
If a stealth character could one-shot enemies with, say, a rifle, why couldn't a combat character do the same?
Unless, of course, by "one-shot" you mean hitting vital organs, or headshots.
Isn't that kinda exactly what leads to a TES like situation? You put a bullet to someones gut and reposition. They come investigating and say "Hmm, maybe I was just hearing things" with that bullet inside them.
That's not exactly unheard of in games, but I would say that if there's really no more sophisticated way to do it in a game like this, it's... kinda dubious. But then again... there're the bossfights too, so everything's possible I suppose.
I'd be on the understanding that they absolutely could. No problem. It wouldn't make any sense if they couldn't. But the difference is that a combat character is moving rapidly and firing rapidly and the enemy is moving rapidly and firing back, so it's not that easy to put a focused nail in someones temple in a situation like that.
A stealth character has the advantage of being still and waiting for the enemy to be still.
Yes. That's what I mean.
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Well, I guess we'll see eventually.
Indeed. I think we will find out at Pax, undoubtedly, whether or not there are still bullet sponges, and whether or not headshots are going to be lethal or at least extremely risky.
And that is for a very good reason. Any simulation that has any semblance of reality when put against real combat would, by necessity, have to concede that "stealth based combat" (i.e.: Snipers from a distance and surprise attacks.) are VASTLY more effective than a lone individual "running and gunning" out in the open ( Unless the individual is piloting a bomber/is a tank/ assault chopper/ battleship crewman and that is a whole other thing.). It brings to mind one of my major pet peeves with most "FPS's as a veteran, but I digress. Long story short. a small team v.s a larger force... The smaller team had better be using "stealth" and asymmetrical warfare or they will probably end up dead...Plain and simple.That's the problem, all games which have choose between action and stealth approach always favor stealth.
And moust starnge decision is that all guns have non lethal fire mod. This means that they did it on purpose and killing people is forbiden in this game, so we 99% will have another Dishonored, where action game accidentally became a stealth game.
The smaller team had better be using "stealth" and asymmetrical warfare or they will probably end up dead...Plain and simple.
Agreed. A solo is supposed to be based off of real world combat professionals. No professional will go in "all guns blazing" unless it is absolutely necessary. As an old friend of mine once said: "The bad thing about shooting at someone is...It tends to get their attention."Almost certainly, really.
Although tech can make up a lot of difference. Cybergrunts go!
And "stealth" is hard to do IRL. Darkness, distraction, etc are generally needed.
But yeah, as I said earlier, I find the kill-everything idea even more problematic than the "you don't need to kill -anything-" issue.
As an old friend of mine once said: "The bad thing about shooting at someone is...It tends to get their attention."
Again... Dishonored forces you to play stealthy by story reasons, not by gameplay. I don't wnat bad ending because I like to diverse the gameplay. I know that I can use not fatal weapons, but it's ridiculous.And that is for a very good reason. Any simulation that has any semblance of reality when put against real combat would, by necessity, have to concede that "stealth based combat" (i.e.: Snipers from a distance and surprise attacks.) are VASTLY more effective than a lone individual "running and gunning" out in the open ( Unless the individual is piloting a bomber/is a tank/ assault chopper/ battleship crewman and that is a whole other thing.). It brings to mind one of my major pet peeves with most "FPS's as a veteran, but I digress. Long story short. a small team v.s a larger force... The smaller team had better be using "stealth" and asymmetrical warfare or they will probably end up dead...Plain and simple.
Again... Dishonored forces you to play stealthy by story reasons, not by gameplay. I don't wnat bad ending because I like to diverse the gameplay. I know that I can use not fatal weapons, but it's ridiculous.
Also, if talk about stealth in general, you said that stealth is more effective. Fatal stealth might be, but with not fatal enemy always can wake up and use the alarm and you'll fight anyway.