Ismaul
Thought Criminal #3333
What is this strange place you speak of? At least give us the address of the website!outside
What is this strange place you speak of? At least give us the address of the website!outside
I didn't find quest markers to be of much use, they only tell you where you need to go - which is usually easy enough to understand from the map - but not how to get there. They don't tell you "here's a keycard you'll need" or "here's a pipe you can climb".I made it about two hours with quest markers turned off before I gave up and turned them on just so I could fucking get from A to B.
So please tell me how do you manage to find keycards, distinguish readable notes from non-readable papers or neuromods from, well, any other small pieces of tech?Usually items of importance are designed to stand out and I notice them just fine.
Didn't feel so for Prey but I too had a very hard time distinguishing stuff in Dishonored 2. Coming from the first game who looked rather different didn't help.I felt it the most in Dishonored 2 where my sense felt overloaded in the first hour or so
And that's what I meant by having to concentrate a lot. It's just not the way you play e.g. a blobber (since those are more abstract), or even an adventure (since camera position is fixed).Of course i should note that i do not just enter the room and then immediately notice everything, i actively go and look at every surface, look behind items, etc.
So please tell me how do you manage to find keycards, distinguish readable notes from non-readable papers or neuromods from, well, any other small pieces of tech?
In older games you could always tell what the objects of interest were because they necessarily tended to be of a higher quality, usually unique model, texture, etc.
And that's what I meant by having to concentrate a lot. It's just not the way you play e.g. a blobber (since those are more abstract), or even an adventure (since camera position is fixed).
Surprisingly, increasing the field of view to 120 degrees seemed to help.
In adventure games you get a single screen, at worst (if there's no hotspot highlighting) you just need to move your mouse a lot. You don't have to turn or move around to get it all.though in most of the adventure games i've played i always end up pixel hunting which to me feels worse than looking for stuff in 3D FP games
I thought of whether it'd be better to stop at 100 but then decided to go all the way. The default 86 is definitely too small for me, for this particular game at least. I think that might actually have something to do with that I've written above about adventure games: high FOV means I don't have to move the camera that often and can parse the environment from a relatively static position.Man, that's way higher than even Quake 2 back in the day. Would be fisheye city for me, but glad it's helping you.
Well, now that you mention it, I realize that the last non-blobber free movement 3D game I played was probably Skyrim, and I always play TES in third person, it's just easier for me that way. Besides, the thing about post-DF TES is that while they're quire cluttered with interactable stuff, their environments are also straightforward as a brick. And the last first-person only 3D game I've played would be probably Arx Fatalis - not on release, but sometime mid-2000s. So I might just be grossly out of practice.and to me it isn't really different than playing older games like the original Deus Ex, System Shock 2, Arx Fatalis, Morrowind (in indoor locations), etc since i also have to look for stuff the same way. I never felt like i had to spend more time on it (though it might also be that i actually like that activity).
1. Looting becomes redundant 2/3rds of the way in (you become OP), so you just get fed up with it and therefore notice the issues more prominently.
There's ... no dynamic enemy respawns
Fair call, however that also reminds me that you have no longer any progression to work towards either; you have all or nearly all the neuromods, weapon upgrades and whatever else by 2/3rds, so there's less payoff for all your janitorial clean up and recycle efforts. In the classics (Deus Ex, SS2, Arx Fatalis, New Vegas), you finish the game with roughly a little over half of the total upgrades obtained, leaving you clamoring for more till the very end, every single playthrough.