Oh, they have?now more than ever that Arkane has dropped the immersive sim genre for pvp gaas multiplayer.
Thanks Bethesda. It really is mindboggling how everything they touch turns to shit. Truly the reverse Midas’ touch.
Oh, they have?now more than ever that Arkane has dropped the immersive sim genre for pvp gaas multiplayer.
Oh, they have?
Thanks Bethesda. It really is mindboggling how everything they touch turns to shit. Truly the reverse Midas’ touch.
Gahhh... yeah no...”...deathloop...”
I knew about Weird West, yes.If you wonder, Raphael Colantonio has left the studio to work on this:
If a game contains a more sliding scale of "damage dealing ability" as befits a deep RPG character progression, then unfortunately bullet sponges are a side effect of that. Imagine that either you equip a slightly better weapon or increase your shooting skill by X points. -> Your dps increases by 1%. The enemies remain the same, which means that in order to have meaningful combat, the same enemies will be bullet sponges to characters on the lower end of the gear/skill spectrum. (Your damage output is so low that enemies appear as damage sponges)Also, bullet sponges are indeed a problem in design to some extent.
According to wikipedia he's still in Arkane. There's still hope for future games. Anyway, maybe deathloop will be revolutionary, but I'm not the type of guy who plays PVP...What about Harvey Smith?
Ah, ok then.According to wikipedia he's still in Arkane.
Yeah it's not an ideal design IMO. I don't really need my character to feel significantly more powerful at then end of a game than at the beginning to feel like they've "progressed." Learning additional ways to deal with problems is always great, but keeping the character around roughly the same damage output level works fine. Joel in the tLoU is a good example, though it's not an RPG, and a linear game, so applying it to an open world level design is not 1 for 1. He improves some abilities over the course of the game, but the progression of the character is not dependent on him feeling significantly more powerful...... anyone notice how this "progression" has nothing to do with story or immersion? Game developers keep on treating this as something that they MUST do. People need to grind, right? Wait, 'grind' is a strong word! We can make leveling faster so its not a grind!
Also wanna add cyberpunk should avoid instant mission failure for screwing up a 'stealth' mission. Those types of missions just suck all the enjoyment from a otherwise decent game.Confusing cover and concealment.
Fable 3's Rent Xbox calendar Exploit.....Getting extremely rich very quickly.
That's Very lazy imo.Pulling a Bioware (of the past decade -- not old Bioware) and wrapping up the game with a big baddie that hoses you in what's basically a cut scene, doesn't give you the chance to face off against him, and expects you to accept it as something other than a cheap, cowardly attempt at setting up the next game in the series.
I was watching a video discussing Cyberpunk 2077's loot and how we'll be able to loot items to either sell or use for crafting... so, whoops?I just don't want a lot of crafting in the game. It's silly how many games allow you to craft ten potions in the middle of a fight and then just spam-heal over and over again. It's too gamy and it breaks immersion. When a game relies heavily on crafting mechanics I get bored.
Oh god, please no. The most hated thing by me is RNG hit chance, provided only by numbers and not AI behavior.enemy armor/evasion level.
I bet you wouldn’t even notice it among all the action, if it was done right. (Meaning, nobody would do or want it to be such, where you keep shooting a stationary target and dicerolls make you miss 7 out of 10 rounds.)Oh god, please no. The most hated thing by me is RNG hit chance, provided only by numbers and not AI behavior.