Yes, cause not broken combat system clearly prevents CP2077 from being RPG.The last thing I want to see out of CP2077 is "yet another" FPS game.
But we each have our tastes.
Yes, cause not broken combat system clearly prevents CP2077 from being RPG.The last thing I want to see out of CP2077 is "yet another" FPS game.
But we each have our tastes.
If I understand your perspective any game that's not a top-line FPS has a broken combat system.Yes, cause not broken combat system clearly prevents CP2077 from being RPG.
You don't. I said, that combination of 100% stats based accuracy, and real time combat/aiming simply does not work together. CDPR said that combat will be in real time. Ergo, real time with (again) 100% stats based accuracy does not work together.If I understand your perspective any game that's not a top-line FPS has a broken combat system.
My apologies.You don't. I said, that combination of 100% stats based accuracy, and real time combat/aiming simply does not work together. CDPR said that combat will be in real time. Ergo, real time with (again) 100% stats based accuracy does not work together.
E:
For me combat can be turn based, real time with active pause, FPP, TPP, whatever. Just don't try to eat a cake, and have a cake. Choose one solution and stick with it, make it the best possible experience.
Side issue - Gates never said this. Quite the opposite. Go figure, Internet.640K is more memory then anyone will ever need.
Also people keep bringing the subject like "hovering the cursor of the mouse over the exact spot you want shot is ability". It's not. An untrained or less so trained character shouldn't have it that easy. You have to take into account destabilizing factors like weight, movement and kickback and also take into account that a cursor can at best make up for an ironsight or laser sight. If you don't have those aiming aides and it's your first shot, you shouldn't know where the shot is exactly going to land. I think the crosshair thing in games like DE is the best way it can be done. If your character is a bad shot, then all his shots will be scattered and he will regain aim after a much longer period of holding the gun still, while the weapons specialist will acquire aim in a negligible span of time and his shots will be that much more focused. In an RPG stats must have SOME effect. I'm all for giving the player's skill some agency but a mouse is not a gun, and the player being able to hold the cursor between the enemy's eyebrows shouldn't be the reason to have say a Media or Rockerboy character with no training in guns perform like the best marksman ever.Side issue - Gates never said this. Quite the opposite. Go figure, Internet.
I found Bloodlines tolerable. Alpha Protocol the same. The combat didn't thrill me, but ti was better than Deus Ex. Not sure what exactly Nars didn't like about the Bloodlines crosshair/stat-modified shooting. Or Alpha Protocol.
It is a fallacy that because you point the crosshair, you should see the bullet go there and that is realistic. It is not. I've always found it a little annoying.
So I don't mind the bullet striking off-center. In fact, I would prefer it, and then have that modified by....wait. This whole subject should be somewhere else.
MODERATOR BRAIN ACTIVATE.
Continued here:
http://forums.cdprojektred.com/threads/27012-Combat-system?p=1352342&viewfull=1#post1352342
BACK TO YOUR ROLE CHOICES AND WHY.
Couldn't agree more.In an RPG <character> stats must have SOME effect. I'm all for giving the player's skill some agency but a mouse is not a gun, and the player being able to hold the cursor between the enemy's eyebrows shouldn't be the reason to have say a Media or Rockerboy character with no training in guns perform like the best marksman ever.
I'll probably try MedTech , it sounds pretty cool.
Then question the skill, or the way it's done. DA:O was dumb. It basically locked down some dialogue options, no matter how charming and intelligent your character was. Fallout 2 did it better (still, it wasn't ideal) - empathy allowed you to see good and bad dialogue choices and this is the way perks such as manipulation or negotiation should go. Don't lock away the option for people who are intelligent enough. Simply highlight it, so it's still possible, but not as easy to pick in the midst of other options the player has. Especially when you can try to seduce, intimidate or use some knowledge-based options. If you reduce choices to "get this skill", then playing as Media or Rocker Boy would have even less sense for me.But that would seriously reduce the point of investing in that skill in the first place.
"Player's choice of option A or B" is part of RPG gaming, where you make your calls. The difference between RPGs and cRPGs is that in cRPGs you have to make "a list" of choices, because you can't type in whatever you like due to limitations of technology. And by your own logic your ability to put a crosshair on a target should be limited by your stats and skills.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.
<Explosive pooping>Cop of course.. After all.. I AM THE LAW..
So rather then having character skills that effect how your character interacts with others you'd rather see all dialog options open to everyone?Then question the skill, or the way it's done. DA:O was dumb. It basically locked down some dialogue options, no matter how charming and intelligent your character was. Fallout 2 did it better (still, it wasn't ideal) - empathy allowed you to see good and bad dialogue choices and this is the way perks such as manipulation or negotiation should go. Don't lock away the option for people who are intelligent enough. Simply highlight it, so it's still possible, but not as easy to pick in the midst of other options the player has. Especially when you can try to seduce, intimidate or use some knowledge-based options. If you reduce choices to "get this skill", then playing as Media or Rocker Boy would have even less sense for me.
"Player's choice of option A or B" is part of RPG gaming, where you make your calls. The difference between RPGs and cRPGs is that in cRPGs you have to make "a list" of choices, because you can't type in whatever you like due to limitations of technology. And by your own logic your ability to put a crosshair on a target should be limited by your stats and skills.
Cop of course.. After all.. I AM THE LAW..
If you are playing a "dumb" character, he may not be able to come up with an intelligent response. If you play a strong character he should be strong. Would you allow a player who is an engineer or a doctor who not only hasn't invested in the proper skills but has got negative qualities that make him totally inept for those tasks, to just impart a magistral class on engineering or medicine to justify why this type of character should be able to use engineering and medicine? No. If players aren't playing themselves but other people with different qualities both positive and negative than theirs, be it because it's their fantasy or, well, because they want to role play, put themselves in the shoes of others, that's how things should be. If a player that is totally ripped in real life wants to play a wimp, you wouldn't have him somehow infusing his real world strength into his wimpy character. Why would you allow someone to transfer his intelligence to a character that has a low intelligence stat?Then question the skill, or the way it's done. DA:O was dumb. It basically locked down some dialogue options, no matter how charming and intelligent your character was. Fallout 2 did it better (still, it wasn't ideal) - empathy allowed you to see good and bad dialogue choices and this is the way perks such as manipulation or negotiation should go. Don't lock away the option for people who are intelligent enough. Simply highlight it, so it's still possible, but not as easy to pick in the midst of other options the player has. Especially when you can try to seduce, intimidate or use some knowledge-based options. If you reduce choices to "get this skill", then playing as Media or Rocker Boy would have even less sense for me.
"Player's choice of option A or B" is part of RPG gaming, where you make your calls. The difference between RPGs and cRPGs is that in cRPGs you have to make "a list" of choices, because you can't type in whatever you like due to limitations of technology. And by your own logic your ability to put a crosshair on a target should be limited by your stats and skills.
Absent? Not at all. MUCH less accurate then a character with the appropriate weapon skill, definitely.Too lazy to quote everyone, but I hope y'all aren't suggesting that characters with little focus on guns should be absent of crosshairs. I think that would be a bad idea...
Ah, that's fair. Just wanted to confirm that that is what y'all meant.Absent? Not at all. MUCH less accurate then a character with the appropriate weapon skill, definitely.
I have to disagree. People think RPG is about having skills and stats, because first cRPGs originate from PnP, while true RPG is about role playing. PnP is just mechanic behind it and a video game itself is mechanic enough. That's why I think people should be more creative when it comes to proposing solutions, instead of sticking to the old schemes.And yes, your ability to put a crosshair on target SHOULD be limited by your stats and skills, absolutely! If your character skills are irrelevant to persuasion and combat then the game is not an RPG it's an FPS.
Not all. I want to differentiate between not being able to do something (because I am too dumb, for example) and between not being able to succeed, but still being able to try to.So rather then having character skills that effect how your character interacts with others you'd rather see all dialog options open to everyone?