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Weekly Poll 10/1/2018 - The Gunplay!

+

How do you like your CRPG Gunplay?

  • 1. Fast and Frenetic - Doom, Unreal Tournament!

    Votes: 23 11.6%
  • 2. Fast but deliberate, some RNG in there for fun. Think PUBG.

    Votes: 27 13.6%
  • 3. Slower to kill, abilities that exist beside-and boost- shooting skills. Mass Effect, Borderlands.

    Votes: 66 33.3%
  • 4. Milsim, like ARMA.

    Votes: 17 8.6%
  • 5. Deliberate, tactical. Turn based, or VATS. XCOM influenced.

    Votes: 8 4.0%
  • 6. Don't care, plan to melee/social/sneak as much as possible.

    Votes: 23 11.6%
  • 7. Stats strongly influence gunplay. Vampire: Bloodlines like.

    Votes: 34 17.2%

  • Total voters
    198
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kofeiiniturpa

kofeiiniturpa

Mentor
#141
Oct 10, 2018
KakitaTatsumaru said:
If the character don't know how to handle a gun, he cannot magically become a marksman because of the player. If the character is a marksman, it will hit things not matter how bad the player is.
Click to expand...
Yes, I know and agree.

I meant in the context of the discussion I was having there. If the game is made with direct player control in mind, why hamper it with RPG mechanics in the first place (as the intended audience clearly isn't a bunch to support diminished control)?

That's obviously not what I'd support, I believe I've been pretty clear about that, but if the RPG mechanics aren't made properly and left out as delicious as room temperature milk that stood in a glass on a table over night... it doesn't really serve anyone.
 
Last edited: Oct 10, 2018
Harthwain

Harthwain

Rookie
#142
Oct 10, 2018
kofeiiniturpa said:
It’s fair amidst the players.
Click to expand...
It's only fair in the sense that both players can roll a die, but the outcome isn't fair - it's random. I was playing Blood Bowl 2 so I know this much.

kofeiiniturpa said:
The randomness is weighted against the characters ability and the tasks difficulty, it’s not 50/50.
Click to expand...
It doesn't really change anything. It's still random, regardless of the method of measurement you are using (which can range from a coin, a six-sided die to percentages and other stuff as well).

kofeiiniturpa said:
Everybody makes mistakes no matter how good they are, and even the most inept might have a fluke every once in a while. It presents an organic situation and solution for the character whose range of ability and understanding it represents.
Click to expand...
Letting the player to actually do it, while having the character's skill play the key role at the same time, is also an organic solution. With its ups and downs.

kofeiiniturpa said:
And RNG is not the outside force, the player is. RNG is the games representation of the situation at hand.
Click to expand...
RNG is a random variable that is called upon to decide the outcome. And so is the player, who is thrown off-balance by the mechanic and his/her own skill or lack of thereoff, which does add the variability to the outcome.

kofeiiniturpa said:
I've suggested a similar thing before. But I don't think recoil alone would do the trick. It's not really that different with bullet angles, the characters facing just changes a bit.
Click to expand...
Recoil and sway could do it. At least enough of it so you have problems when not aiming and targeting the center of mass when you're not very close to your target.

@Rawls

Oh, so it's something similar to The Council or Call of Cthulhu: The Official Video Game (you can associate or ask about things that your character has previously noticed). It's a good feature.
 
Rawls

Rawls

Moderator
#143
Oct 10, 2018
kofeiiniturpa said:
I meant in the context of the discussion I was having there. If the game is made with direct player control in mind, why hamper it with RPG mechanics in the first place (as the intended audience clearly isn't a bunch to support diminished control)?
Click to expand...
To reflect the skill (or lack there of) of the character. It doesn't have to be one or the other, there is a whole lot of middle ground between modern FPS and old school RPGs. Reducing weapon sway worked really well in the Last of Us to simulated better skill in aiming as a progression mechanic.

EDIT:
Harthwain said:
Oh, so it's something similar to The Council or Call of Cthulhu: The Official Video Game (you can associate or ask about things that your character has previously noticed). It's a good feature.
Click to expand...
Yeah it sounds like noticing things can lead to extra dialogue/actions, and discussions are still "scenes" but aren't cutscenes, so your still in gameplay while talking. That's very different from TW3, and challenging to plan for in an open world game.
 
kofeiiniturpa

kofeiiniturpa

Mentor
#144
Oct 10, 2018
Harthwain said:
It's only fair in the sense that both players can roll a die, but the outcome isn't fair - it's random.
Click to expand...
The results are random, but that's part of how probability works, that's the name of the game. The results are random for everyone and the probabilities that diminish the range of possible failure are the same for everyone with the same amount of skill for their character. You can't compensate it with being a good gamer.

This means that everyone, regardless of their personal wit and dexterity, are at the same line.

You can test this by taking a d10 and throw it against a skill of 1 for a 100 times. See how many 1's you get. Then do the same with a skill of 9 and throw again trying to get something between 1 and 9 and see how many you get within that range.

Harthwain said:
It doesn't really change anything.
Click to expand...
It changes the probability. Which actually is a bid deal.



But ok. I see I'm getting bombarded here from all directions now ane these posts are getting confusing to manage, so I'll give up and step aside.
 
Restlessdingo32

Restlessdingo32

Senior user
#145
Oct 10, 2018
Suhiira said:
Don't confuse the decisions a player makes as to where to go, what to attack, who to speak to, etc. with with mechanics of how outcomes are determined. They are two entirely separate things.

The mechanics used to determine outcome are what make a shooter a shooter, or an RPG an RPG.
Click to expand...
Yes, the distinction between the two is the idea behind the question.

In the classic RPG example the player has control over character combat actions. The player does not have control over the outcome of those combat actions. Those outcomes are dictated completely by the rules of the game, so to speak. This is what I would define as pure RPG combat.

To clarify, compare BG2 to W3. In BG2 the player can decide to cast spell X at an enemy (combat action) but the results are decided by the game rules (combat action outcome). In W3 if I want to slash at a Witch Hunter because.... he deserves it... I have to push a button at the right moment to swing the sword and hit him. A hit or miss isn't completely determined by a game rule. It's controlled by me, the player.

Basically, the question was must the game follow the BG2 formula to be viewed as RPG combat? Or can it follow a formula similar to W3? Once again, my answer would be the W3 path is acceptable if the character ability sufficiently influences the combat results. I get the feeling other posters would prefer a system more in line with the BG2 formula. Ideally the ability to select either one would be available. Unfortunately, it's a tall order and probably unrealistic to expect two different combat systems.
 
Snowflakez

Snowflakez

Forum veteran
#146
Oct 10, 2018
kofeiiniturpa said:
The results are random, but that's part of how probability works, that's the name of the game. The results are random for everyone and the probabilities that diminish the range of possible failure are the same for everyone with the same amount of skill for their character. You can't compensate it with being a good gamer.

But ok. I see I'm getting bombarded here from all directions now ane these posts are getting confusing to manage, so I'll give up and step aside.
Click to expand...
So, if the game had a combat system that adjusted bullet spread (this would probably be the least noticeable for obvious reasons), weapon sway, reload speed, recoil based on character skill, that wouldn't be enough for you? No judgement, I'm just confirming your perspective.

To me, that system is not just "better than nothing," it'd actually be pretty cool and fun. It's the closest I think we will get to a real "Action RPG." It blends as many RPG elements into combat as possible without fully eliminating character skill from the equation. I think it actually could "satisfy both parties." It might be a bit different than what the average gamer is used to, but so what?

Note: Such a system is not the same as Bloodlines, where RNG is used for shots (though you still have to aim in the enemy's general direction, true).

I don't mean to bombard, of course. That's happened to me before, it gets annoying, I know.
 
kofeiiniturpa

kofeiiniturpa

Mentor
#147
Oct 10, 2018
Snowflakez said:
So, if the game had a combat system that adjusted bullet spread (this would probably be the least noticeable for obvious reasons), weapon sway, reload speed, recoil based on character skill, that wouldn't be enough for you? No judgement, I'm just confirming your perspective.
Click to expand...
I don't rightly know the discussion been about "what should CP2077 combat play like" for a while anymore, but rather what constitutes 'best' for an RPG. I made a suggestion about a cyberware based combat that uses dicerolls, but nobody quoted that and the debate started before that already.

Manual combat can well work as you explained, to some degree at least. How "fun" and "cool" it will be remains to be seen (if it happens that way -- all the games that've done it have been scorned for it and then went to straight FPS in sequels). This is more about those additional ways of doing combat (smart guns, cy-ware HUD usage, tactical mode, etc) in a non-FPS way that Su and I have been pushing for (and which CDPR has implied an interest in doing... even if not very well so far with the smart guns).
 
Poison19

Poison19

Forum regular
#148
Oct 10, 2018
I have a feeling what i read all posts about RPG before o_O Thread going in circles...
 
Suhiira

Suhiira

Forum veteran
#149
Oct 10, 2018
Poison19 said:
Thats why i suggest system, where gunplay turns from military sim (arma like) to more casual (like in borderlands) with the development of shooting skills. The more points you have in stat, more casually it will be. I know players of classic RPG doesn't accept it, but some of them usually doesn't accept anything, if not turn based combat in isometry.
Click to expand...
You're right.
As an RPG player I don't like being penalized by being required to put (usually scarce) character stat/skill points into things other players can just ignore, thus allowing them to put those points into other things I'll never be able to master because I had to put points into certain areas just to be able to play the game.

kofeiiniturpa said:
It’s fair amidst the players. Bad rolls are just a fact if life (metaphorically; and literally in games). The randomness is weighted against the characters ability and the tasks difficulty, it’s not 50/50. Everybody makes mistakes no matter how good they are, and even the most inept might have a fluke every once in a while. It presents an organic situation and solution for the character whose range of ability and understanding it represents.

And RNG is not the outside force, the player is. RNG is the games representation of the situation at hand. The player is a guide who’s outside-the-game ability can nullify the whole point of character systems existing and leads to watered down systems in attempt to prevent that.
Click to expand...
And here you've summed it up rather well.

Some people want their actions as a player to dictate outcomes and feel that anything that detracts from their ability to do so makes a game bad. Others are perfectly willing to let a game decide the outcome based on decisions they made previously (stats, skills, and equipment) and intimidate ones (who to shoot first). This is the core difference between an action/FPS games and RPGs.

Which is "better"?
Neither.
But they are fundamentally different, and mutually incompatible.
 
Last edited: Oct 10, 2018
Snowflakez

Snowflakez

Forum veteran
#150
Oct 10, 2018
Poison19 said:
I have a feeling what i read all posts about RPG before o_O Thread going in circles...
Click to expand...
We've been discussing the same stuff for around 3 years now. More for some members. But new members are constantly coming in so these arguments have to be rehashed.
 
Suhiira

Suhiira

Forum veteran
#151
Oct 10, 2018
Snowflakez said:
We've been discussing the same stuff for around 3 years now. More for some members. But new members are constantly coming in so these arguments have to be rehashed.
Click to expand...
I'd say "tend to be" rather then "have to be" ;)
 
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Poison19

Poison19

Forum regular
#152
Oct 10, 2018
Snowflakez said:
We've been discussing the same stuff for around 3 years now. More for some members. But new members are constantly coming in so these arguments have to be rehashed.
Click to expand...
i got it. That's why discussions flow so hard here. Maybe some day somebody will know about action rpgs.
 
Snowflakez

Snowflakez

Forum veteran
#153
Oct 10, 2018
Suhiira said:
I'd say "tend to be" rather then "have to be" ;)
Click to expand...
Hmm, true. :p
 
KakitaTatsumaru

KakitaTatsumaru

Forum veteran
#154
Oct 10, 2018
Poison19 said:
i got it. That's why discussions flow so hard here. Maybe some day somebody will know about action rpgs.
Click to expand...
Some do.
 
Harthwain

Harthwain

Rookie
#155
Oct 11, 2018
kofeiiniturpa said:
The results are random, but that's part of how probability works, that's the name of the game. The results are random for everyone and the probabilities that diminish the range of possible failure are the same for everyone with the same amount of skill for their character. You can't compensate it with being a good gamer.

This means that everyone, regardless of their personal wit and dexterity, are at the same line.
Click to expand...
That's the thing: they are not. But I guess we are using different meanings of "fair."

Just because they have, theoretically, the same chance of rolling something doesn't mean anything. Because at the end of the day it's all down to something outside of anybody's control - luck. And luck isn't something that's fair. Otherwise everybody would be hitting the same numbers over and over again, and that's not the case. One only has to look at gambling to realize that.

kofeiiniturpa said:
You can test this by taking a d10 and throw it against a skill of 1 for a 100 times. See how many 1's you get. Then do the same with a skill of 9 and throw again trying to get something between 1 and 9 and see how many you get within that range.
Click to expand...
1) A skill of 9? That's awfully generous of you. Way too generous. I get that technically you are allowed to have as high skill as you want in CP2020, but I doubt that will happen in a video game where the character's growth is expected in order to maintain a difficulty curve (as well as make use of the "you get better by doing things" system) and the sense of progression.

2) The problem with the law of large numbers is that you need to have enough of rolls in order for the effect to occur. Otherwise the ratio won't even out. And not every roll check is equal in value - it's very possible to fail a roll that can made a difference between staying alive and dying, which means you really can't count on having enough rolls for your luck to "even out".

kofeiiniturpa said:
It changes the probability. Which actually is a bid deal.
Click to expand...
It's still random though. You can have 90% chance and fail or you can have 20% and win. Sure, you can expect 90% chance to be more likely to win than 20% chance, but in the end random is random and anything can happen.

kofeiiniturpa said:
But ok. I see I'm getting bombarded here from all directions now ane these posts are getting confusing to manage, so I'll give up and step aside.
Click to expand...
You can take your time if you want.
 
Last edited: Oct 11, 2018
kofeiiniturpa

kofeiiniturpa

Mentor
#156
Oct 11, 2018
Harthwain said:
You can take your time if you want.
Click to expand...
I kinda have to. I don't know how to explain this to you. You're not a daft person, but there is some kind of a barrier that prevents me from getting through. Maybe it's the way I use this language, maybe it's the way I form my responses, maybe both... I don't know.

But, eh... Ok. Randomness itself, when looked at in isolation, is not fair. Nor is it unfair. It just is what it is and does what it does at any given time regardless of who uses it. That's just how it works. For better or worse.

But when you limit the randomness within a range, separate it into living success and fail categories and start to look at the probabilities for each, the picture changes a bit. The larger the category of success gets, the less the randomness matters. because with a skill 9/10, rolling 1, 2, 3, 4, 5, 6, 7, 8, 9 randomly doesn't matter because every random number there is a success, 1...9 is literally one and the same, the only one that matters is the 10 that fails. And the other way around, with a skill of 1/10, the only number than matters is the 1 because all else (2-10) is a failure. In the former example, you are basically lucky if you fail, while in the latter, you are lucky to succeed. And the same applies to all the different ranges.... 3/10, 6/10, 7/10... the ranges change and the probabilities change (randomness does not) and everyone within the same ranges gets equal probabilities; equal chances.

The probability of success is the fairness of it, not the randomness behind the number you get with the roll. It is fair because luck and probability are the same for everyone (within the same range of success/failure) regardless of who they are, good or bad luck. It's not a coin toss where you always have about 50/50 chance (I'm not counting the coing staying upright on its edge here) and the results are very likely wild. Don't look at averages, that distorts the picture.

To recap... Bad or good rolls aren't fair or unfair, because they are random. But the probability (and luck) is because it doesn't look at the players personal input (which would constitute for an outside force affecting the outcome).
Post automatically merged: Oct 11, 2018

Suhiira said:
Some people want their actions as a player to dictate outcomes and feel that anything that detracts from their ability to do so makes a game bad. Others are perfectly willing to let a game decide the outcome based on decisions they made previously (stats, skills, and equipment) and intimidate ones (who to shoot first). This is the core difference between an action/FPS games and RPGs.
Click to expand...
Yeah. It doesn't compute to call a game an RPG if it doesn't work like one.

Stats existing doesn't make a game an RPG, it's how the stats work to form the outcomes of the attempts at anything governed by the stats. And if the stats are but a minuscule barrier people can pretty much ignore and still play the game well, they are not working as they should as the role of the role is diminished.
Post automatically merged: Oct 11, 2018

Rawls said:
there is a whole lot of middle ground between modern FPS and old school RPGs
Click to expand...
There is. But for some reason it is rarely if ever utilized to the degree where either side would not suffer disproportionally (and usually it's the RPG side that takes the biggest hit).
Post automatically merged: Oct 11, 2018

Suhiira said:
Sure CDPR, and their investors want to make a profit ... duh. But CDPR is an indie developer at it's core. They just happened to hit the big time with the Witcher games and you seem to assume they'll totally forget what made them successful to this point and become another "follow the trends and make the maximum profit" company.
Click to expand...
Like Bethesda. ;)

Post automatically merged: Oct 11, 2018

Poison19 said:
Maybe some day somebody will know about action rpgs.
Click to expand...
People do. It’s just not the best or most creative of solutions the way people usually think of it.
 
Last edited: Oct 11, 2018
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Restlessdingo32

Restlessdingo32

Senior user
#157
Oct 11, 2018
kofeiiniturpa said:
Yeah. It doesn't compute to call a game an RPG if it doesn't work like one.

Stats existing doesn't make a game an RPG, it's how the stats work to form the outcomes of the attempts at anything governed by the stats. And if the stats are but a minuscule barrier people can pretty much ignore and still play the game well, they are not working as they should as the role of the role is diminished.
Click to expand...
The main disagreement lies with the notion both player skill and character ability cannot simultaneously exert a large influence on combat results, in a reasonably balanced way. Yes, it's difficult to achieve such a goal. Yes, plenty of past developers have either screwed it up or claimed it was a goal when they had zero intention of doing it, or both. Neither of these make it impossible.

It may be true player skill exerting an influence, at least in a way where character attributes didn't have close to absolute control over combat results, isn't pure RPG combat. I don't think it's entirely fair to automatically classify it as FPS combat though. If the character attributes are of minor influence, as you described in your last sentence above, then it's completely understandable to be upset. That would indicate they consistently claimed, "RPG, RPG, RPG", when in reality is was complete horseshit the entire time :).
 
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Suhiira

Suhiira

Forum veteran
#158
Oct 11, 2018
kofeiiniturpa said:
Yeah. It doesn't compute to call a game an RPG if it doesn't work like one.

Stats existing doesn't make a game an RPG, it's how the stats work to form the outcomes of the attempts at anything governed by the stats. And if the stats are but a minuscule barrier people can pretty much ignore and still play the game well, they are not working as they should as the role of the role is diminished.
Click to expand...
Careful Kofe ... you're using logic and common sense ... people might think you're turning into me.
 
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Harthwain

Harthwain

Rookie
#159
Oct 11, 2018
kofeiiniturpa said:
To recap... Bad or good rolls aren't fair or unfair, because they are random. But the probability (and luck) is because it doesn't look at the players personal input (which would constitute for an outside force affecting the outcome).
Click to expand...
I will admit there is merit to what you are saying.

kofeiiniturpa said:
Yeah. It doesn't compute to call a game an RPG if it doesn't work like one.

Stats existing doesn't make a game an RPG, it's how the stats work to form the outcomes of the attempts at anything governed by the stats. And if the stats are but a minuscule barrier people can pretty much ignore and still play the game well, they are not working as they should as the role of the role is diminished.
Click to expand...
What about a situation in which the stats are preventing people from "playing the game well", unless they put points in associated skills? Because I think we both agree when it comes to a principle of what makes an RPG. What we differ about is the execution.
 
Poison19

Poison19

Forum regular
#160
Oct 11, 2018
kofeiiniturpa said:
People do. It’s just not the best or most creative of solutions the way people usually think of it.
Click to expand...
It's more creative than make another generic turn based combat right from 90s.
 
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