Combat system

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I see no reason CDPR should be concerned about following the spirit of action games. After all, they're making an RPG. Those come in variety of types though admittedly, action based seem to be dominant lately. I think it's mostly because large devs think that it will attract the shooter fans to play RPGs thus broadening the market for their product. I'm not that sure about that - RPGs are unlikely to please the action game crowd because they involve way too much talking for their taste anyway.
 
I won't say any details about how combat system should looks like until CDPR say if CP2077 will be FPP or TPP, but for me skills should affect accuracy. Some people say that it's against spirit of action games, but even Far Cry 3 did this, so...


I like this idea a lot. Shooting accurately is tough - shooting accurately under fire, I understand,is very tough. Yet FPS just set you with perfect accuracy.

Where is the sense of accomplishment from making a difficult shot? There is little.
 
I won't say any details about how combat system should looks like until CDPR say if CP2077 will be FPP or TPP, but for me skills should affect accuracy. Some people say that it's against spirit of action games, but even Far Cry 3 did this, so...

I agree. If you specialize in range combat, or even a certain type of weapons, it should make aiming more and more precise with every point invested in the skill.
 
I agree. If you specialize in range combat, or even a certain type of weapons, it should make aiming more and more precise with every point invested in the skill.

So, you're talking dice roll percentages for hits, or a gameplay mechanic that literally makes aiming more accurate?
 
So, you're talking dice roll percentages for hits, or a gameplay mechanic that literally makes aiming more accurate?

I'm talking about a mechanic, like your recoil diminishes with every point, the crosshair gets more and more steady, your reloads become faster (adding to the guns reloads times as well) etc.

This kind of approach mixes a stat/skill based combat with player-controlled combat. The way Far Cry 3 implemented this felt organic and natural.
 
I'm talking about a mechanic, like your recoil diminishes with every point, the crosshair gets more and more steady, your reloads become faster (adding to the guns reloads times as well) etc.

This kind of approach mixes a stat/skill based combat with player-controlled combat. The way Far Cry 3 implemented this felt organic and natural.

I'm down with that.
 
It might work for burst weapons, but how do you implement stats for a sniper rifle in a shooter? Or for weapons used at very close range, where recoil hardly matters?
Somehow I don't fancy the idea of an RPG with a shooter gameplay where all that the stats do is making the shooter easier. Call me old fashioned but I'd much rather play something like Fallout or DA:O.
 
I was interested in seeing combat similar to the original Mass Effect, except more updates, and having the save vantage point with other weapons that will be in the game besides pistols.
 
Having a skill system for guns affect things such as accuracy would be good, but also maybe it should affect what type of guns you could use. For example, default skills would let you use normal firearms, but higher caliber or higher fire rate weapons would also need you to put skill points inside your gun skills. I would like the combat to be a bit fast paced when you use guns, without the need to pause mid-combat like the witchers magic skills.

Melee combat I doubt will be an issue, since they are already quite good at it. Though stealth type weapons such as the auto-injector or such weaponry could take a clue from assassins creed, and have their success be based on whether a target was aware of you or not.
 

Aver

Forum veteran
I was interested in seeing combat similar to the original Mass Effect, except more updates, and having the save vantage point with other weapons that will be in the game besides pistols.

I didn't like combat in ME. In ME1 and ME2 it was really bad. In ME3 it was enjoyable, but still it wasn't good. I would prefer something more like Hitman Absolution/DX:HR/Gears of War.

Having a skill system for guns affect things such as accuracy would be good, but also maybe it should affect what type of guns you could use. For example, default skills would let you use normal firearms, but higher caliber or higher fire rate weapons would also need you to put skill points inside your gun skills.

It would feel unnatural. If you can shoot MP5, then you can shoot Ingram too, even tho it has much faster rate of fire. Greater recoil will be enough punishment for using weapon with higher barrel or rate of fire. It would be only sensible if weapon would be some high tech.
 
Having a skill system for guns affect things such as accuracy would be good, but also maybe it should affect what type of guns you could use. For example, default skills would let you use normal firearms, but higher caliber or higher fire rate weapons would also need you to put skill points inside your gun skills. I would like the combat to be a bit fast paced when you use guns, without the need to pause mid-combat like the witchers magic skills.

Melee combat I doubt will be an issue, since they are already quite good at it. Though stealth type weapons such as the auto-injector or such weaponry could take a clue from assassins creed, and have their success be based on whether a target was aware of you or not.

I agree that some weapons might require certain skills, so they're not available to everyone. And the pause mechanic might be still useful, so you can select your melee weapon mid-combat and get to close range, or choose some special abilities and then go on with fighting.
 
I'd like the controls to be very easy to use maybe similar to the controls in Halo where yo can easily preform melee attacks which a single button that is easy to get to while holding other weapons.

And controller support please for x-box controllers. with customizable buttons, in case something doesn't feel right then we can change it to something that we are used to that works better.
 
I want the combat system to work, but to also not be entirely reliant on twitch skills. Sorry but my ability in shooters leads to be lacking.
 
I didn't like combat in ME. In ME1 and ME2 it was really bad. In ME3 it was enjoyable, but still it wasn't good. I would prefer something more like Hitman Absolution/DX:HR/Gears of War.



It would feel unnatural. If you can shoot MP5, then you can shoot Ingram too, even tho it has much faster rate of fire. Greater recoil will be enough punishment for using weapon with higher barrel or rate of fire. It would be only sensible if weapon would be some high tech.

Agreed.

Although I wouldn't mind separate skills for
handguns
rifle
smg
heavy weapons
 
I want the combat system to work, but to also not be entirely reliant on twitch skills. Sorry but my ability in shooters leads to be lacking.

I've got exactly the opposite problem. I've been playing shooters ever since Wolfenstein 3D and by now they're a breeze for me no matter the difficulty setting. I mean, after you got your share of multiplayer fragging, there's no way AI controlled enemies will be much of a challenge. If I don't really need to invest in various skills because I can win the game just fine relying solely on my personal skills as a player, there's little sense of progress in the game.

Tactical game mechanic does not have such a limitation. You order your character to shoot something, but whether he'll hit his target or not depends on HIS skill. Your role is to use his skills in the most efficient manner possible not to substitute his combat skills with yours. That's what RPGs are about in my book. Not about delivering yet another, mostly average shooter that gets easier if you invest some skill points in certain abilities.
 
Agreed there should be no such restriction, though it baffles me why anyone would want to play a shoot'em up game as a corporate character. The point is, if "field work" (that is, combat) will most likely be the heart of the game no matter what, the characters that don't focus on combat (at least not on personal level) should have the opportunity to participate in it the way you'd expect them to. A solo might go in alone with guns blazing, a netrunner might go in supported by security bots he hijacked from the enemy (assuming he won't bypass the real world entirely and solve the entire thing by netrunning), a corporate might be leading a crack team of wet work specialists and so on. It is important for the game's combat mechanics to support all those scenarios.

Don't force a netrunner to dump his skill points in combat abilities and turn himself into a rambo so he doesn't feel handicapped for half of the game. After all, if the game focused on hacking various devices or being able to lie or persuade people to do what you want and your Schwartzenegger-style brawler was forced to spend a lion's share of his skill points on social/technological abilities in order to be able to progress, you'd probably find it a bad game design wouldn't you? After all, you didn't create a brawler character to turn him into a lawyer or a tech-junkie. That goes both ways.

I totally agree. I don't want another shooter so for me and many people I know the best solution would be realtime in world and turn based in combat/other activities. I certainly don't want another Fallout 3/New Vegas with V.A.T.S. or whats worse DEUS cause it leads to "shooting is my profession in all the game" approach. It have to be RPG! For those punks who does not like abbreviations it means ROLE PLAYING game not shoot every motherfucking thing that moves game!
 
It have to be RPG! For those punks who does not like abbreviations it means ROLE PLAYING game not shoot every motherfucking thing that moves game!

Unless you're a psycho. In which case, that IS role playing. Probably worry less about definitions and what is/isn't and wait until you can play the game. Shooter/not shooter/RPG/Open-World/RTS..oh, definitions. You make things so much less, so quickly.
 
Unless you're a psycho. In which case, that IS role playing. Probably worry less about definitions and what is/isn't and wait until you can play the game. Shooter/not shooter/RPG/Open-World/RTS..oh, definitions. You make things so much less, so quickly.

Agreed
 
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