I mean.... Dishonored had a non-lethal option for every mission...Nope, many games doesn't reward killing people.
Obviously it's not the same thing as not killing everyone but it's kind of been done before.
I mean.... Dishonored had a non-lethal option for every mission...Nope, many games doesn't reward killing people.
This is not what I wanted to say. In some games you get your XP by accomplishing things only, and you get the same amount no matter how you did to make it happens.I mean.... Dishonored had a non-lethal option for every mission...
Obviously it's not the same thing as not killing everyone but it's kind of been done before.
Oh. My bad, I misunderstood.This is not what I wanted to say. In some games you get your XP by accomplishing things only, and you get the same amount no matter how you did to make it happens.
Vampire Bloodlines did that. As (to my recollection) did Deus Ex (the original).This is not what I wanted to say. In some games you get your XP by accomplishing things only, and you get the same amount no matter how you did to make it happens.
No, I want futuristic weaponry to be deadly and impactful. If you're gonna design something that looks like it can go through concrete walls, then it should easily go through armor and/or flesh and the force of such an impact should be felt visually by the player. These are advanced weapons that behave like a rail gun, using charged projectiles. So there is no trope. It's perceived unrealism on your part.Do you honestly buy the trope that bullets have enough kinetic energy to actually hurl a 120-250 pound person any appreciable distance, or are you simply wanting unrealistic melodrama for the sake of being cinematic?
The way I see it, you can go through or push back, but not both. Any kinetic energy used to push the target back is not penetrating armor or disrupting tissue. Much of the knockback you see isn't from kinetic energy transfer, but a shock reaction; basically, flinching.No, I want futuristic weaponry to be deadly and impactful. If you're gonna design something that looks like it can go through concrete walls, then it should easily go through armor and/or flesh and the force of such an impact should be felt visually by the player. These are advanced weapons that behave like a rail gun, using charged projectiles. So there is no trope. It's perceived unrealism on your part.
I don't remember player character getting XP from killing enemies in the gameplay video either. So it's like Bloodlines but even deeper (open world demands it) since some juicy quests sure will be locked down behind high street cred values.Vampire Bloodlines did that. As (to my recollection) did Deus Ex (the original).
This game would benefit from such a system too. Even if the skill incerements through use was in place. It could be both, to some extent.
I'm not quite at home with the idea that apparently attributes cap skills, and the XP grants you points (or, likely, A point) at level ups that you can then spend in attributes.
Well, it's not quite like Bloodlines. It's more like Shadowrun + Skyrim from how I understood the way it was explained. Streetcred aside.I don't remember player character getting XP from killing enemies in the gameplay video either. So it's like Bloodlines...
I agree. Every weapon should be uniquerecoil is physics, you want a revlover with a .50 cal round launched out the barrel it's going to kick like a mule, you want a big complicated gun to mitigate the recoil it's probably going to look like the gun Jackie picks up in the trailer.
Technically speaking it shouldn't be too hard to implement. Each NPC has a body type, so give each a certain value, then apply the wound penalty (if needed) and roll. Then you can tie each roll to a certain effect. You can even task animators to create a couple of different animations per effect, to make it look more varied.Cyberpunk 2020 has some fairly firm opinions on Knockback and stun/shock.
Remember that of course 2077 is not 2020, but certainly 2020 has a certain take on it:
If the projectile goes through, then there's no resistance from the impacting body. If the enemies are spongy and the projectile doesn't go through, it should knock him back. Even Ballistic Gel gets knocked back when fired upon by a Desert Eagle. These weapons are way more advanced and stronger than a desert eagle. Flinching was present in the game, that's not an issue.The way I see it, you can go through or push back, but not both. Any kinetic energy used to push the target back is not penetrating armor or disrupting tissue. Much of the knockback you see isn't from kinetic energy transfer, but a shock reaction; basically, flinching.
If you get hit by a charged shotgun blast and you're standing still after, you're defying physics. Ragdoll physics is very important. Watch the video below. That doesn't seem exaggerated at all. In fact, it is quintessential to the immersion.That's not to say that I don't get a kick out of ragdolling NPCs on occasion, but it does require me to suspend disbelief too much to get any real immersion unless it's a wide-area concussive attack with no appreciable penetration.
Nope. Nothing cinematic about it. It's as real as real can get.But that's me. If you want something I feel is cinematic, then we just want different things.
Consoles have shitty CPU, so it would be wasted ressources for console versions.Focus on bulletholes penetrating the flesh visually, more ragdoll physics using the euphoria engine. Adaptive intelligence modules that control how a character moves. Aside from that Gun physics
GTAs and Max Payne 3 worked on even shittier consoles yet they're the paragon of ragdoll physics like this.Consoles have shitty CPU, so it would be wasted ressources for console versions.
Well, Max payne 3 seems to have extremely shitty gunplay. Seems like you can't get any shittier, unless you play "Unearthed: Trail of Ibn Battuta"
Nope. Nothing cinematic about it. It's as real as real can get.