Suhiira;n9538961 said:Ever play "Secret World"?
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I haven't. I don't play MMO's.
The mission doesn't sound too bad, though.
Suhiira;n9538961 said:Ever play "Secret World"?
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Suhiira;n9538961 said:Ever play "Secret World"?
EVERYTHING got casualized.walkingdarkly;n9542291 said:I am very torn on their new combat system and that they decided they needed to restart the entire game for it. And I head nasty rumors that the investigation quests all got casualised hard.
Suhiira;n9544191 said:EVERYTHING got casualized.
My big issue is that it feels even more like an Asian MMO then it did before.
Grind forever for little gain (the Talismans-Glyphs-Sigil upgrading system).
Metropolice;n9583031 said:it would be amazing to be able to walk into most houses[/QUOTE
That's a feature I've been wanting to see in GTA from the days of GTA: Vice City. I wonder if it's possible to actually do that or is it just to time consuming for most devs to do such a feat.]
kofeiiniturpa;n9583331 said:What would you do with all those interiors if you had them all rendered?
walkingdarkly;n9583341 said:One idea I can think of, is if I'm on the run from someone it would be someplace I can duck into to hide or try to lose the people on my tail by going through the front door, up the second floor and out a backside window.
Metropolice;n9583351 said:Look at open world games or RPGs like the Fallout or TES series: People (NPCs) live somewhere, usually houses.In there, you can usually find clutter and personal belongings, not counting their place to sleep and live of course. And that is not including possible unique items such as personal notes or quest items / areas, of course.
Metropolice;n9583351 said:Hey, don't throw stones at me, just stating the ideal possibilities or scenarios here.
No, I meant running through a guy's living room to run up to his bedroom to jump out a window as an idea but you just want to be a snide stuck up jerk about it and attack my ideas like some others have in this forum.kofeiiniturpa;n9583371 said:Oh, you only meant lobby and staircase...
walkingdarkly;n9583421 said:but you just want to be a snide stuck up jerk about it and attack my ideas.
there are lots of buildings in fallout 4 that you can't enter. you just ignore them, because there are enough interesting ones. I fully expect the same in cp.Metropolice;n9583351 said:Look at open world games or RPGs like the Fallout or TES series
I'm personally very much against having too many "open" buildings, because as a (semi)completionist I would be afraid of missing the actually interesting ones.Metropolice;n9583711 said:or technology will become better so that you can generate houses and interiors with clutter more easily
Metropolice;n9584071 said:Better to have it and not need it than to need or want it and not have it.
Metropolice;n9584071 said:And hey, that is still fine I suppose. In the end, the city or areas simply have to feel realistic, and if you can enter enough interiors seamlessly or so, that's fine. Anything but GTA where it's very few houses or places in relation to all visible buildings.
Exactly.kofeiiniturpa;n9583331 said:What would you do with all those interiors if you had them all rendered?
I mean, isn't the point ultimately interactivity? You'd need content there too, stuff to do, or it'd be but of little difference between entering a building and watching it from outside.
No, you're correct.Metropolice;n9583351 said:Look at open world games or RPGs like the Fallout or TES series: People (NPCs) live somewhere, usually houses. In there, you can usually find clutter and personal belongings, not counting their place to sleep and live of course. And that is not including possible unique items such as personal notes or quest items / areas, of course.
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Hey, don't throw stones at me, just stating the ideal possibilities or scenarios here.
And this is also a problem.lord_blex;n9584031 said:I'm personally very much against having too many "open" buildings, because as a (semi)completionist I would be afraid of missing the actually interesting ones.