Are you suggesting I didn't fix it? I personally see it as an upgrade.???
#3 was a Human Noble Mage
Are you suggesting I didn't fix it? I personally see it as an upgrade.???
#3 was a Human Noble Mage
Mayhaps.Are you suggesting I didn't fix it? I personally see it as an upgrade.
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.I might be wrong, but there was only mage or noble (warrior), as separated classes.
You needed a stat (cunning) and a skill (coercion) to convince someone in DA:O (well, beyond the first time or so).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).
No, I was playing as human mage on my first playthrough and didn't have noble's background.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.
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.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?
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.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.
I disagree.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.
Yes. This. Every time. EVERY. TIME. Forever.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![]()
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.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.
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.As much as Fallout's VATS had it's problems it did allow for both FPS and character-skill gameplay.
Terrible/frustrating/unfun FPS. Those were the words that you were looking for.I did say it had it's problems, and maybe it wasn't "good" FPS but it was FPS.
No, lets hope that CDPR will stick with the idea of player skill based aiming with stats based hindering factors.Then let's help CDPR make a startling breakthru that will leave everyone breathless and figure out how to make it work.
The last thing I want to see out of CP2077 is "yet another" FPS game.No, lets hope that CDPR will stick with the idea of player skill based aiming with stats based hindering factors.