Then again, that was a developer build in the demo. They unlocked a bunch of skills and probably modded the damage multiplier.Alright, I watched some combat gameplay. Those enemies drop fast already.
Then again, that was a developer build in the demo. They unlocked a bunch of skills and probably modded the damage multiplier.Alright, I watched some combat gameplay. Those enemies drop fast already.
depends how you do it. having higher level people with better armor is just an obvious and easily accepted way to make enemies tankier.Upgrading equipment and skills however rarely results in opponents being able to absorb more damage or somehow being more resistant to damage if they're "higher level" then you are.
well two things.Alright, I watched some combat gameplay. Those enemies drop fast already.
I think they should go for little bit faster combat than the standard of game industry. Lots of good combats in game industry but not really what are fast. Speed is still a card to play, so to speak.
The mere fact that it's an FPS not an RPG combat system has already turned off the hard core RPG crowd.2. pushing the base pace too much is likely going to turn off an audience that is still deeply rooted in rpg's of a less twitchier nature.
2. pushing the base pace too much is likely going to turn off an audience that is still deeply rooted in rpg's of a less twitchier nature.
Terrible application of logic. There is a lot of completely reasonable ground between bullet sponge and one-shot.You want 1-shotting? Is that really so fun?
there are lots of people who can like more than one thing at once.The mere fact that it's an FPS not and RPG combat system has already turned off the hard core RPG crowd.
My personal likes, or dislikes aside ... because for this discussion they're totally irrelevant.there are lots of people who can like more than one thing at once.
just because you don't like that doesn't mean a lot of hardcore RPG players don't also appreciate shooters.
In the interview from TheNeonArcade Lilayah mentioned that with higher difficulties, the stats of enemies will be adjusted thus probably requiring you to shot them longer until they fall down.
However, in my opinion it would make more sense not to make them tougher, but instead actually changing their behavior making the enemy more intelligent, e.g. them taking cover more often, or switching weapons depending on how you approach them
e.g. when they need to reload during firefight, instead of taking cover and reloading, fast switching their weapon to continue firefighting you, then taking cover to reload (or both), and not just taking cover.
Or also enemies keeping distance from close combat when the player moves too near to them, at least enemies who're not optimal in close-combat. Thus for enemies who are talented for close-combat, trying to approach the player instead of keeping distance.
Or when approaching several enemies at once, some of them could try to sneak to you while front fighters give them backup to let them attack you from behind, or using more netrunner abilities to hack the player's systems etc.
Also if they see that specific combat methods doesn't work (e.g. sneaking, close-combat, distance-fight etc) dealing insufficient damage during fights with the player, then they could adapt and try different pre-defined strategies instead.
For example when the player takes cover very often, the enemies probably won't be able to hit the player often to deal damage, because the player is under cover. So if this continues, they could try using heavy weapons to destroy the cover, or try to sneak to the player etc.
This would be a better approach of higher difficulty, also forcing the player to make full use of its abilities (since it's more difficult) instead of making everyone (including the player) one-shot like SWAT.
we've had this discussion ad nauseum, and again, you're applying a very specific definition of where RPG's begin and end. That there's such a gigantic split between the traditional styles of JRPGs and western RPGs already precludes using "traditional mechanics" as a measuring stick for what constitutes and RPG.It's a matter of game mechanics. Is the combat player (FPS) or character (RPG) centered.
The fundamental definition, character vs player skill use. Everything else revolves around this.we've had this discussion ad nauseum, and again, you're applying a very specific definition of where RPG's begin and end.
if you think adding more mechanics to a game suddenly erases the other mechanics, that's fine, but VERY narrow minded.The fundamental definition, character vs player skill use. Everything else revolves around this.
If you wish to think adding a couple stats or dialog options to a game makes it and RPG that's fine, more power to you. But please don't tell the rest of us how we should think.
The mere fact that it's an FPS not an RPG combat system has already turned off the hard core RPG crowd.
A character (RPG) combat system allows a learning curve. You pick up a new weapon, use it, poorly, and as you gain skill with it you improve.
I think CDPR's official position on this is that CP2077 is an RPG first, and shooter second. Furthermore, it's implied that it's a "hardcore" RPG first and foremost.
Nope.
Hardcore RPG would imply that the result of most action in the game is character based, while it is mostly player based.
I'm not sure I quite comprehend what you mean here. The character is the player from my understanding.
That's certainly their position.I think CDPR's official position on this is that CP2077 is an RPG first, and shooter second.
That's probably the intent.For what we've seen and heard so far even taken the progression of TW3, it's always been damage sponges to encourage players to upgrade gear and items. But since they're Action oriented, that's not to say that skilled players can't take on higher leveled enemies.
If at beginner skill it takes you 3-4 hits to drop an opponent and later you need to upgrade your weapons to still be able to drop opponents in 3-4 hits vice 6-10 where's the progression?
Now imagine someone playing a character optimised to be a great marksman. He then should hit things consistently, but he might still not because shooting is player based and the player may be bad at it.
Yeah. It’s more about keeping up rather than progressing.