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Cyberpunk Roles - Which One Will You Be

+

Cyberpunk Roles - Which One Will You Be

  • Cop - You know the Score, pal! If you're not Cop, you're little people!

    Votes: 7 23.3%
  • Corporate - Everyone else IS little people.

    Votes: 7 23.3%
  • Fixer - Trust Me: the Street -is- the Action.

    Votes: 2 6.7%
  • Med Tech - The Power of Life Over Death. And get paid.

    Votes: 2 6.7%
  • Netrunner - You people think you know it all. I've been here the whole time.

    Votes: 11 36.7%
  • Nomad - Freedom. Without that, everything else is bullshit. Also cool cars.

    Votes: 4 13.3%
  • Rockerboy - Change The World. Be loved by millions.

    Votes: 6 20.0%
  • Solo - "Do you want a war? Or do you want to just Give.Me.A.Gun?"

    Votes: 10 33.3%
  • Techie - The Machine is the System. The Machine is mine.

    Votes: 2 6.7%
  • Media - Get The Truth. Get out alive. ALSO Virile CDPR Mods. We all about the Truth. And virility.

    Votes: 7 23.3%

  • Total voters
    30
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Decatonkeil

Decatonkeil

Forum veteran
#341
Jun 28, 2014
suhiir said:
???
#3 was a Human Noble Mage
Click to expand...
Are you suggesting I didn't fix it? I personally see it as an upgrade.
 
Harthwain

Harthwain

Rookie
#342
Jun 28, 2014
I might be wrong, but there was only mage or noble (warrior), as separated classes. I hated how diplomacy worked in DA:O... You have a skill, so now you can convince somebody, because you pick up this option. I think Fallout had it better. As far as I recall it highlighted options in a certain way, but didn't limit them (adding another dialogue is limiting player, in a dumb way).
 
Suhiira

Suhiira

Forum veteran
#343
Jun 28, 2014
decatonkeil said:
Are you suggesting I didn't fix it? I personally see it as an upgrade.
Click to expand...
Mayhaps.
 
Suhiira

Suhiira

Forum veteran
#344
Jun 28, 2014
Safe-r said:
I might be wrong, but there was only mage or noble (warrior), as separated classes.
Click to expand...
The only human option was Noble, regardless of what class you were still a Cousland, you just didn't get the bit with Howe attacking the family home as a mage.

Safe-r said:
I hated how diplomacy worked in DA:O... You have a skill, so now you can convince somebody, because you pick up this option. I think Fallout had it better. As far as I recall it highlighted options in a certain way, but didn't limit them (adding another dialogue is limiting player, in a dumb way).
Click to expand...
You needed a stat (cunning) and a skill (coercion) to convince someone in DA:O (well, beyond the first time or so).
What's the problem with that?
 
Last edited: Jun 28, 2014
Harthwain

Harthwain

Rookie
#345
Jun 28, 2014
suhiir said:
The only human option was Noble, regardless of what class you were still a Cousland, you just didn't get the bit with Howe attacking the family home as a mage.
Click to expand...
No, I was playing as human mage on my first playthrough and didn't have noble's background.

suhiir said:
You needed a stat (cunning) and a skill (coercion) to convince someone in DA:O (well, beyond the first time or so).
What's the problem with that?
Click to expand...
My point is you needed the skill while it should be completely optimal and perfectly possible to convince people without needing to pick up some skill. Stats exposing dialogue options (due to knowledge, charm or intelligence) are fine. Completely separate skill that serves only convincing NPCs in conversations - because there is no other way of doing so - is ridiculous.
 
Decatonkeil

Decatonkeil

Forum veteran
#346
Jun 28, 2014
Safe-r said:
No, I was playing as human mage on my first playthrough and didn't have noble's background.


My point is you needed the skill while it should be completely optimal and perfectly possible to convince people without needing to pick up some skill. Stats exposing dialogue options (due to knowledge, charm or intelligence) are fine. Completely separate skill that serves only convincing NPCs in conversations - because there is no other way of doing so - is ridiculous.
Click to expand...
But that would seriously reduce the point of investing in that skill in the first place. I haven't played DA:O, but you know, if you decide you want to play someone who isn't as strong or skilled in combat but who has social skills to compensate for it, you also have to have the players who haven't invested in it wish they had. I don't think it's ridiculous. The game is already writing the words for you, it has a limited set of options, etc. If you see one of these sentences read as something that is supposed to convince this person, that's because they programmed the option in and it will most probably work. In PnP GMs are sometimes torn between what they should enforce: rules or roleplay. If the most imaginative player hasn't invested in charisma skills and the least imaginative one wants the fantasy of being Tyrion Lanister then we have a problem. You can have though the player roleplay a little (even lower the threshold if he did it good) and then roll the die. If he fails you could say that the words sounded a lot better in his mind, but when he said them out loud it sounded like a joke or he stuttered. With a videogame it's a little more complicated. Maybe we could have two recordings: one in which the player character sounds convincing and one in which he fails at convincing, being dependant on the stats. But these things tend not to involve dice rolls in videogames: if they did, the player may be tempted to reload until he passes the threshold. Videogames instead make it like you don't have enough level in a skill you automatically fail.
 
Suhiira

Suhiira

Forum veteran
#347
Jun 29, 2014
dedatonkeil pretty much covered it.
The whole point of an RPG is your character has skills you as a player may or may not have.
And those skills, not the players choice of option A or B, or their ability to put a crosshair on a target, should govern what the character is capable of doing.
 
Sardukhar

Sardukhar

Moderator
#348
Jun 29, 2014
suhiir said:
dedatonkeil pretty much covered it.
The whole point of an RPG is your character has skills you as a player may or may not have.
And those skills, not the players choice of option A or B, or their ability to put a crosshair on a target, should govern what the character is capable of doing.
Click to expand...
I disagree.

That's not the whole point of an RPG. Not the RPGS I run and play in.

It's also not how RPG mechanics play out. Some players are more tactically aware, some read the rules, some are good with number crunching and maximization of their characters, some are wittier and more clever with their words. Some are better role-players and enjoy more XP because they are better actors.

None of those things are measured by or controlled by the stats on the character sheet, save perhaps wit, and that is a limiting factor, rarely an enhancing one for the player.

Why, then, should those players who are good at understanding imaginary combat or stat optmization enjoy an advantage over those players who are better at mouse control or 3D awareness?

Optimally, we will blend these abilities across the Roles, so that to be a good Solo in a CRPG, you should have both solid 3D awareness, good character building skills and solid mouse control, whereas to be a good Fixer, you will have a strong imagination, solid knowledge of the game setting and gear options and a certain..flair in your playstyle that the game makes use of.

In the end, players like to be actively engaged in the game, as much as possible. At least in CDPR games. No one wants turn-based Geralt that I'm aware of - no one at CDPR anyway.
 
Suhiira

Suhiira

Forum veteran
#349
Jun 29, 2014
I don't believe I've ever hinted anywhere at any time I think CP2077 should be turn-based.
But I am strongly opposed to it being entirely player-skill (vice character-skill) based.

There are games out there that blend player and character skills fairly well, rather then it MUST be player or character skill that governs the game how about looking at inventive/creative ways to incorporate both?

I'm fully aware some players are better at some things then others, none of us is Buckaroo Banzai and incredibly talented at everything.
I guess rather then making simple easy-to-follow statements such as "The whole point of an RPG is your character has skills you as a player may or may not have." I'll have to elaborate on all the possible permutations of everything :)
 
Sardukhar

Sardukhar

Moderator
#350
Jun 29, 2014
suhiir said:
I guess rather then making simple easy-to-follow statements such as "The whole point of an RPG is your character has skills you as a player may or may not have." I'll have to elaborate on all the possible permutations of everything :)
Click to expand...
Yes. This. Every time. EVERY. TIME. Forever.

Your statement was pretty misleading and if you didn't say turn-based, you certainly implied it with your focus on character skills over player skills, exclusive of their ability to put crosshairs on target.

Nothing else really gives that kind of safe, steady control back to the player. Real Time with Pause or Real Time all rely on reflexes, awareness, intuition, knowledge of the controls, speed with same, etc. Only turn-based or some version of turn-based lets the character ability supersede the player skillset so much as to make moue skill nearly irrelevant.

Deus Ex is held up as an example of blended, both good and bad. It will take a lot of work to find a combo that doesn't frustrate a generation of people raised on
First and Third Person shooters while at the same time satisfying the RPG enthusiasts who believe that it's your character, not you, who should determine how gameplay results play out.
 
227

227

Forum veteran
#351
Jun 29, 2014
Deus Ex is an outdated example, though. Alpha Protocol, Vampire the Masquerade: Bloodlines, Transistor, and even the first Witcher game are pretty good examples of real-time combat that necessitates more than just player skill.
 
Suhiira

Suhiira

Forum veteran
#352
Jun 29, 2014
As much as Fallout's VATS had it's problems it did allow for both FPS and character-skill gameplay.
Can't say as I've tried Alpha Protocol or Transistor but I was pretty happy with the way combat worked in Vampire the Masquerade: Bloodlines.
Even tho the Elder Scrolls is first-person it's not a clickfest nor does combat require split-second timing or perfect aim, so again it worked fine for me.

But yes, I am vehemently, rabidly, totally and completely opposed to "typical" FPS combat.

For instance I decided to give Saints Row IV a try, the over-the-top humor and not taking itself or the player seriously appeal to me.
But I find I have to:
1 - Hold down the <Space Bar> for not too long nor too short a time
2 - Release the <Space Bar> while simultaneously hitting and holding down <W> followed immediately by tapping <Left Shift>
3 - Immediately release "W" and reorient your camera view so you can see the target area while repeatedly taping <W>, <A>, <D>, and <S> in order to land on it
4 - Repeat the entire process with slight variations in timing 20 or so times to get to the top of a tower
5 - Or course any failure in timing or misjudgement means starting the entire process over again (at least from the last teleport point)

No doubt some people find this sort of thing fun, I find it annoying.
And how on earth is this at all related to the characters skills?
 
  • RED Point
Reactions: Decatonkeil
D

dragonbird

Ex-moderator
#353
Jun 29, 2014
227 said:
Deus Ex is an outdated example, though. Alpha Protocol, Vampire the Masquerade: Bloodlines, Transistor, and even the first Witcher game are pretty good examples of real-time combat that necessitates more than just player skill.
Click to expand...
Torchlight (and therefore, I assume, Diablo? Haven't played the latter). Superficially a twitch-based hack and slash/shooter, but it's actually all about the strategy on the build.

NOT that I'm in any way suggesting Torchlight as the model for CP77 :)
 
Suhiira

Suhiira

Forum veteran
#354
Jun 29, 2014
I tried Diablo 3 (I think it was) on a friends PC once, after about 15 minutes of being swarmed by hordes and killing everything in sight I'd had enough Diablo to last me a lifetime.
 
P

Poet_and_Gentleman.598

Rookie
#355
Jun 29, 2014
suhiir said:
As much as Fallout's VATS had it's problems it did allow for both FPS and character-skill gameplay.
Click to expand...
No it didn't. When you shot at something, it didn't even hit half the time even at point blank range. Even if you were looking down the iron sights. That's not FPS and it plain sucked.

What the old school shooters did was not so bad.
There would be a crosshair/targeting reticule that would get smaller and smaller if you held still and didn't move the mouse. Some hybrids (first deus ex) had a skill determining the speed at which this reticule got smaller.
 
Suhiira

Suhiira

Forum veteran
#356
Jun 29, 2014
I did say it had it's problems, and maybe it wasn't "good" FPS but it was FPS.
 
Nars

Nars

Moderator
#357
Jun 29, 2014
suhiir said:
I did say it had it's problems, and maybe it wasn't "good" FPS but it was FPS.
Click to expand...
Terrible/frustrating/unfun FPS. Those were the words that you were looking for.


Worst part of Bloodlines, worst part of Alpha Protocol, worst part of Fallout 3/NV. Combination of 100% stats based accuracy, and real time combat/aiming simply does not work together.
 
Suhiira

Suhiira

Forum veteran
#358
Jun 29, 2014
Then let's help CDPR make a startling breakthru that will leave everyone breathless and figure out how to make it work.
 
Nars

Nars

Moderator
#359
Jun 29, 2014
suhiir said:
Then let's help CDPR make a startling breakthru that will leave everyone breathless and figure out how to make it work.
Click to expand...
No, lets hope that CDPR will stick with the idea of player skill based aiming with stats based hindering factors.
 
Suhiira

Suhiira

Forum veteran
#360
Jun 29, 2014
Nars said:
No, lets hope that CDPR will stick with the idea of player skill based aiming with stats based hindering factors.
Click to expand...
The last thing I want to see out of CP2077 is "yet another" FPS game.
But we each have our tastes.
 
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