Deus Ex is among my favorite games of all time/platforms/genres, but in my book "the combat is nothing like Dues Ex's" is a gigantic pro for CP 2077.
I count the aiming system of the first Deus Ex among the worst design ideas ever conceived for an action RPG. And I mean EVER
Preorder cancelled. PS5 returned. Wife divorced. Cat dead.noo broos the nomad is riding a car nooo it is oover
Use a laser mod on a gun in Deus Ex and you'd disagree with that statement. It removes the skill limitations on your shooting accuracy which means dispatching enemies in rapid succession. Its the equivalent of having the gun maxed out on skills and on accuracy mods.but their shooting mechanics are undoubtedly funnier than Deus ex's.
The system is flawed and made redundant so whilst I agree not a good system there is proof of concept in Deus Ex anyway which shows what it could have been if they had removed it and focused more on speed. From my experience it makes the game very fun and fast paced yet most people miss it because they don't find the laser or use it too early on a weapon that won't last the entire game. (Recommend putting it on the Pistol and Assault Rifle then you can run and gun most of the game and even put silencers on both).
Deus Ex is among my favorite games of all time/platforms/genres, but in my book "the combat is nothing like Dues Ex's" is a gigantic pro for CP 2077.
I count the aiming system of the first Deus Ex among the worst design ideas ever conceived for an action RPG. And I mean EVER
You're right bro, it's much better to throw toothpicks at enemies and wait for them to die
In principle, I agree with you on having cohesion between your fiction and your mechanics, but you need to allow for some incongruence in an RPG since "zero to hero" is what that sort of game is all about. It's also worth pointing out that DX doesn't start you as Untrained across the board - your default starting state is Trained in Pistols and 5000XP to invest on other skills, or you can even reclaim your Pistols training to recover another 1575XP. Practically, you could start as Trained in three skills or as Advanced in one and Trained in another.And I entirely disagree in turn, conceptually and in practice.
- Conceptually because the idea that a character system must necessarily be a "zero to hero“ framework is wrong. A character system must reflect the narrative of the game, or at least its themes. In Deus Ex you are supposed to be a nano augmented badass from the get go, not only an improvement compared to a normal human being, but also to a previous generation of augmented super agents. In reality, though, the game makes you shoot worse than my grandpa. Narrative and character system are totally disjointed.
Yeah, okay, I can get onboard with that. Playing up a more "rookie" role for JC might've had some benefits in this regard.or you need to start with a recruit in-training and somehow justify all his involvement in the plot.
That said, even though I recognize that an attribute-dependent targeting system makes perfect sense from an RPG point of view (and your character's influence on your game skills), without exception, all these systems play like shit. All the games that used such systems that were fun and interesting, were like that not because of it, but despite it. Honestly, this is an RPG element concession that I would easily abandon in any game with shooting gameplay. It just feels terrible.
Now we move on to the more important mechanical implications. Like I said, I agree that Deus Ex's shooting isn't good, but that's a matter of execution, of balancing the variables involved, not a flaw in the underlying concept. The main issue with the handling is that the differences between Untrained and Advanced are too dramatic, the starting level is too sluggish, and then you've got the Master level which would make Clint Eastwood cry "hax!" It all needed to be iterated on with a lot more playtesting and balancing between the individual skills and the weapons themselves.— In practice I disagree because the shooting in Deus Ex simply isn't fun, not even compared to the first Wolfenstain, leave alone the FPS of its era(Half-life) or the current Era (Doom). If you compare Deus Ex to a modern looter-shooter like Borderline or Destiny, you get why spongy enemies are the lesser evil here. And don't get me wrong, I don't like at all this kind of games because of their grindy naturure, but their shooting mechanics are undoubtedly funnier than Deus ex's.
WTF do they think they are making here?
Futuristic GTA, it was never a secret
In principle, I agree with you on having cohesion between your fiction and your mechanics, but you need to allow for some incongruence in an RPG since "zero to hero" is what that sort of game is all about. It's also worth pointing out that DX doesn't start you as Untrained across the board - your default starting state is Trained in Pistols and 5000XP to invest on other skills, or you can even reclaim your Pistols training to recover another 1575XP. Practically, you could start as Trained in three skills or as Advanced in one and Trained in another.And I entirely disagree in turn, conceptually and in practice.
- Conceptually because the idea that a character system must necessarily be a "zero to hero“ framework is wrong. A character system must reflect the narrative of the game, or at least its themes. In Deus Ex you are supposed to be a nano augmented badass from the get go, not only an improvement compared to a normal human being, but also to a previous generation of augmented super agents. In reality, though, the game makes you shoot worse than my grandpa. Narrative and character system are totally disjointed.
The real contention here is what "zero" should represent in context, and while you are correct in pointing out that it would be inconsistent for a special agent like JC to be "Untrained" in most weapon types, like rifles or demolition, you can also apply that argument to computers or medicine or, hell, swimming. Sure, you can argue that the protagonist should be well trained in everything, theoretically, but you need to cut an RPG some slack in that department.
So, strictly from a writing perspective for this sort of game, Ion Storm's mistake was primarily calling the starting skill levels "Untrained" rather than "Basic" or something like that. Otherwise, JC can do everything, all the skills are about performance rather than features, with the exception of Computers which unlocks hacking at Trained. It's not great framing, but I can gloss over it easily.
Yeah, okay, I can get onboard with that. Playing up a more "rookie" role for JC might've had some benefits in this regard.or you need to start with a recruit in-training and somehow justify all his involvement in the plot.
That said, even though I recognize that an attribute-dependent targeting system makes perfect sense from an RPG point of view (and your character's influence on your game skills), without exception, all these systems play like shit. All the games that used such systems that were fun and interesting, were like that not because of it, but despite it. Honestly, this is an RPG element concession that I would easily abandon in any game with shooting gameplay. It just feels terrible.
Now we move on to the more important mechanical implications. Like I said, I agree that Deus Ex's shooting isn't good, but that's a matter of execution, of balancing the variables involved, not a flaw in the underlying concept. The main issue with the handling is that the differences between Untrained and Advanced are too dramatic, the starting level is too sluggish, and then you've got the Master level which would make Clint Eastwood cry "hax!" It all needed to be iterated on with a lot more playtesting and balancing between the individual skills and the weapons themselves.— In practice I disagree because the shooting in Deus Ex simply isn't fun, not even compared to the first Wolfenstain, leave alone the FPS of its era(Half-life) or the current Era (Doom). If you compare Deus Ex to a modern looter-shooter like Borderline or Destiny, you get why spongy enemies are the lesser evil here. And don't get me wrong, I don't like at all this kind of games because of their grindy naturure, but their shooting mechanics are undoubtedly funnier than Deus ex's.
Now look at Deus Ex 4. It uses the same core idea, with your weapon "skills" affecting your motion sway, recoil and reload speed, but its shooting is satisfying, because the variabes were more appropriately tuned for that sort of gameplay. If anything, I'd argue Eidos Montreal went too far with it, since the impact range on sway and recoil is a little too subtle for my tastes, the base was fine but I'd have liked the aim to progress in slightly larger increments towards a tighter high-end.
That's fair enough, but then it boils down to a matter of preference. You'd have rather prioritised the roleplaying experience over the mechanical character development, whereas I was more open to compromising on fictional consistency for the sake of the latter. For my part, I agree it could've been better contextualised, but it wasn't a major detriment.Ion Storm's mistake, in my opinion, was the very common mistake of taking the "zero to hero" framework as a staple of any proper RPG.
In realty, the P&P scene is way more varied than that but the everlasting influence of systems such D&D or GURPS over videogame developers historically prevented them to experiment more with their rulesets.
I personally won't have any issue playing a CRPG where my character won't grow stronger over time or even where he/she becomes weaker over time; as long as the ruleset aligns with the fantasy that the game is trying to sell me.
In the specific case of the original Deus Ex the elephant in the room was precisely this one: you had the fantasy of being a badass super-human agent and a ruleset that didn't support this fantasy. Particularly with the shooting. But also with the remaining game systems.
I don't see it that way, what you say is true for some of DX4's augmentations, but not for all of them and not for the weapons handling ones in particular. Unlike the original DX, which had clearly distinct passive skills and active feats (augs) drawing from separate resource pools, Montreal's formula rolled both into Praxis-driven "augmentations", but some of them (e.g. hacking levels, bioelectric recharge and "Cybernetic Weapon Handling") are still passive, incremental upgrades, i.e. skills. Handling was consolidated as a general, rather than weapon class-related skill, but split into separate upgrades for sway, recoil and reload. The core idea is still the same, though, incremental stat-driven impact on shooting gameplay.Saying that the core idea remained unchanged is a bit of a stretch. On one hand Eidos Montreal reduced the influence of the stats over the actual shooting to the point that you don't need to spend a single point in order to have a smoot shooting experience; on the other hand they built the new system around "perks" that expand your options instead of giving you incremental bonuses.
Is there another freely available game where I can have character in large free world, kill some policemen in forest, and be reported as a murderer by a nearby deer? Also it has decent looking cars. And you can kill hipsters.I just have to chime in to say how shit GTA V is as a single player game. I played it this year for the first time and was flabbergasted at how braindead and boringly easy it was. And all those stupid fucking heist mechanics that could've been good but are basically an advertisement for their online slot machine. All the money that you can collect to buy venues to... get more money?
It's just so fucking bad, it's like Oblivion/Skyrim where I'm living in a bizarro world where these absolute turds are revered as the second coming of christ.
that chase scene is the reason rockstar had this highly aggressive snap on autoaim thing going on since gta 4. just horrible. weren't these new gyro controls supposed to level the playing field between mouse and analog? does cyberpunk not support that? was i lied to by "coping console keks"?
"Follow The Damn Train, CJ!" is a memorable quote uttered by the character Big Smoke during a mission in the 2004 action video game Grand Theft Auto: San Andreas. Due to the frustrating difficulty of the mission, the quote is often referenced online by fans of the Grand Theft Auto (GTA) series.
In the GTA: San Andreas mission "Wrong Side of The Tracks", the protagonist CJ and his partner Big Smoke are ambushed by the Vagos Gang at a train station. CJ is then ordered to chase down the escaping gang members who are on top of a train while Big Smoke attempts to shoot them down. The mission is completed once all 4 gang members are killed before the Train reaches the Fredderick Bridge that connects Los Santos with Las Venturas. Failing to do so will cause the mission to fail and prompt Big Smoke to yell "All we had to do was follow the damn Train, CJ!"
I see your point. Though the getting weaker over time bit applies to just taking on stronger enemies which Invisible War did and was absolutely terrible because of it. Those late game enemies were in some cases just unfair because it required you exclusively use the rail gun and only the rail gun to beat them. I do agree though that your character should remain fundamentally the same strength as the game progresses just for consistency sake with weapon tuning being the decisive factor as to how the player has progressed. Deus Ex did it wrong with the skill progression. The augmentations were a step in the right direction though should have been more vastly different in choice too many in all Deus Ex games are too samey and similar that they don't promote experimenting instead you just pick the optimal or perceived optimal rather than thinking "that might make for an interesting playstyle" System Shock 2 had the same problem with the psionics the choices you make don't matter beyond there are wrong choices and there are min-maxy everyone should pick them choices.I personally won't have any issue playing a CRPG where my character won't grow stronger over time or even where he/she becomes weaker over time
WTF do they think they are making here?
That's fair enough, but then it boils down to a matter of preference. You'd have rather prioritised the roleplaying experience over the mechanical character development, whereas I was more open to compromising on fictional consistency for the sake of the latter. For my part, I agree it could've been better contextualised, but it wasn't a major detriment.
I don't see it that way, what you say is true for some of DX4's augmentations, but not for all of them and not for the weapons handling ones in particular. Unlike the original DX, which had clearly distinct passive skills and active feats (augs) drawing from separate resource pools, Montreal's formula rolled both into Praxis-driven "augmentations", but some of them (e.g. hacking levels, bioelectric recharge and "Cybernetic Weapon Handling") are still passive, incremental upgrades, i.e. skills. Handling was consolidated as a general, rather than weapon class-related skill, but split into separate upgrades for sway, recoil and reload. The core idea is still the same, though, incremental stat-driven impact on shooting gameplay.
The improved feel of combat, in my opinion, is the result of better tuned weapons and of that skill impact being more subdued, though I think Montreal did take it a little too far for exactly the reason you mentioned - your combat experience doesn't benefit enough from investing in them. My ideal balance would probably be somewhere in between the original DX and DX4 though, admittedly, closer to the latter.
I see your point. Though the getting weaker over time bit applies to just taking on stronger enemies which Invisible War did and was absolutely terrible because of it. Those late game enemies were in some cases just unfair because it required you exclusively use the rail gun and only the rail gun to beat them. I do agree though that your character should remain fundamentally the same strength as the game progresses just for consistency sake with weapon tuning being the decisive factor as to how the player has progressed. Deus Ex did it wrong with the skill progression. The augmentations were a step in the right direction though should have been more vastly different in choice too many in all Deus Ex games are too samey and similar that they don't promote experimenting instead you just pick the optimal or perceived optimal rather than thinking "that might make for an interesting playstyle" System Shock 2 had the same problem with the psionics the choices you make don't matter beyond there are wrong choices and there are min-maxy everyone should pick them choices.
Nobody like playing with character growing weaker over time. Dont let anyone tell you otherwise.
The fuck is wrong with you? CD Projekt makes the best console games available for the PC!
This is a PS5 game man!. A PS5 GAME!!!!!
The ruleset should support the fantasy and make me feel weaker over time, not stronger.
The ruleset should support the fantasy and make me feel weaker over time, not stronger.
I think you're mistaking the sense of becoming weaker with game becoming more difficult. The issue is more when you have a player whom is over comfortable and has gamed the system so that they're no longer worried going into fights. I'll say the later parts of Deus Ex do that right especially with GMDX because you anticipate the commandos and they require a late game strategy to deal with normally in the form of switching to Assault Rifle as primary weapon with the Auto-Shotgun as the secondary. The game should keep you on your toes but the strategy you use should shift as the game progresses something Deus Ex nailed pretty damn well. That said my suggestions here also suggest a min-max way of dealing with it thus betraying "Playstyle matters" design mantra Deus Ex was built on because its doesn't actually matter it only did at the start of the game. Should be clear to anyone that plays Deus Ex that the ending was rushed. Same applies to Human Revolution as well which has easily the worst endgame even worse than Invisible War because it just amounts to fighting zombies which was just terrible.
Its interesting though we do need to find a way of progressing the "immersive sim" further than this. I feel like we've struck a lot of stagnation in the past 20 years (Todd can be blamed for most of that seeing as nearly everyone that makes them now follows his line of thinking, even Human Revolution did). There's a way forward and its a matter of finding it.
We wont argue about the WHY, we only tell you the facts.
Fact is: NOBODY like playing a character growing weaker over time. At least, nobody in enough number to even worth the effort of making a mod , let alone a full game. A game with that feature? it would have get modded out or patched out in no time flat..
2nd Fact: Chulthu is a niche genre. You make a chulthu-esqe (or Lovecraftian) game and maybe, maybe a small number of gamers will buy your game. Guarantee to get your effort thrown out of window and your company broken.
In some way, Pirates! is an RPG where you become weaker over time, because your character ages. It's a good concept that should be tried out more though - a story-integrated mechanic where the character becomes weaker in some areas as he gains experience and proficiency in other areas.In short, the only reason because you are convinced that a RPG where you become weaker over time can't work is because you haven't played any. And you haven't played any because a couple of very old P&P systems influenced almost all the videogames that market themselves as RPG.