A chance? Sure, just like there is a chance they'll fix the police system, add appearance change, add vehicles customization, etc.
There is always a chance. Only time will tell.
CDPR hasn't made much out of their "chances".
A chance? Sure, just like there is a chance they'll fix the police system, add appearance change, add vehicles customization, etc.
There is always a chance. Only time will tell.
No, it won’t.That said, as nice as @kofeiiniturpa idea sounds, it probably won't happen![]()
I dont think it will be implemented. There is a lot of obstacles to deal with - Ai basically doesnt work well in confined space and I dont think it would look believable without tons of money put in this project which not many people would use at the end.
I mean, give them 1million bucks more, I don't see how they could fix such a mess...
Better put an end on it and rather make a good sequel that trying to fix 2077 (which also remind everyone of the horrible release...)
Car ride is comparably cheap to do. Building stations, internal workings, including trains, crowds for just a museum experience? Pointless waste of resources.Don't underestimate the value of immersion. We already have a few car transitions that might as well have been just a black screen and you find yourself at your destination, but they decided it's worth to make them the whole experience (you getting in the car, the car driving there etc). And imo these works pretty well.
That said, as nice as @kofeiiniturpa idea sounds, it probably won't happen![]()
Car ride is comparably cheap to do. Building stations, internal workings, including trains, crowds for just a museum experience? Pointless waste of resources.
I played Shenmue. It's immersive, but boring as hell. Game should always remember that it's a game. Be it a conversation, traversal or battle, player should always be involved, making choices.
Futile as it may be, I just want to add to that post: Driving skills that govern
Futile as it may be, I just want to add to that post: Driving skills that govern
- steering: both turning and holding the car straight (in relation to acceleration and speed)
- braking: ABS distance, sliding distance with locked brakes and car turning with locked brakes
- acceleration: supermagnifying vehicles’ acceleration speeds relating to the vehicles base acceleration speed, also magnifying steering during acceleration on vehicles that have fast acceleration (nigh instant acceleration to high speed + simultaneous turning).
Or some shit to that effect.
To encourage the use of afore mentioned public transportation and offering roleplay variety.
But yeah, pipedreams and all, as mentioned before.
I don't think you can apply the same "rules" in action rpgs as in isometric with turn based or pausable,and even in turn isometric direct translation of tabletop mechanics don't always work (Temple of Elemental Evil had a section of D&D 3.5 rules changed for the implementation):
If you are interested, skills afecting player actions (minute 22.31) is #3 mistake by Tim Cain (he cites Bloodlines guns -ranged was perception + firearms +discipline I think?):
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Its quite interesting presentation (my favorite, due to my background is about random numbers).
I have hopes in Outer Worlds 2 to build and improve over 1...then it will not be the case,but will be another story.I’ve seen the video a couple of times in the past. It is good. Tim is brilliant RPG designer (Fallout, Arcanum and all), but it’s too bad the things he spoke about didn’t really work in The Outer Worlds to the best they could’ve.
But no, I’m not trying to apply ”isometric or turnbased rules” into an action RPG. Not in this game (they can be applied, in a multitude of ways, but here that ship sailed away long ago).
What I am (and have been) asking for, are rules that make the player ask for and appreciate the character progression, and think about it across the whole range of the offered gameplay while playing.
That seems to be the case, yeah.cdpr i don't think will focus on what you would like
A reference to ToEE! Wow, that's a long time ago now. (I rather enjoyed that game, buggy though it was!)I don't think you can apply the same "rules" in action rpgs as in isometric with turn based or pausable,and even in turn isometric direct translation of tabletop mechanics don't always work (Temple of Elemental Evil had a section of D&D 3.5 rules changed for the implementation):