dragonfk
Erudite
- Joined
- Jun 19, 2007
- Messages
- 2,487
skyway said:I'm in a mood for arguing
When arent you? :twisted:
skyway said:I'm in a mood for arguing
Vaarna_Aarne said:All of the Codex is gay for Avellone. Fact.
Why, because it's true?skyway said:@Longshanks:
I'm in a mood for arguing so I will ignore this ridiculously dumb part of your comment.Stats are weak in Deus Ex
Pretty sure this comment was in regards to aiming. If so, it's a good choice for an actionRPG. You cannot have good gunplay if stats have a heavy affect on aiming, which is why most games that mix the two marginalise character skill. Deus Ex's clunky gunplay is an example of this (and even here, the effect was significant but not heavy, and could be compensated for by player skill). I think it better for an actionRPG to look for other ways to include character combat skills. There is certainly a possibility that stats will have too little effect in the game, but reduced effect on aiming is not conclusive proof of it.skyway said:You obviously missed a part where Obsidian dev said that they don't want player to suck on the first character levels so they made stats not important.
Minigames come in various forms. Some have a large player skill component, others smaller. Again, this is an actionRPG; mixing of player and character skill is expected, it's only a possible problem if skewed too far to the player.skyway said:Also mini-games are included instead of stats. Always. In every game that has minigames.
Why do you need stats if you have minigames?
Right here man. As I said, I've not seen anything particularly terrible or particularly awesome from this game so far. I'm still on the fence. I've seen enough of it not to expect a heavy RPG, but not enough to dismiss it as complete shit.skyway said:Also you sound like some ESF'er now. We are getting enough info about AP for the past year and most of it points towards a dumbed-down game - where have you been?
Never said it was new.skyway said:Uh. It was done back in 90s in adventure games (without timer but dialogues won't get recycled still). Except there you had to choose your responses. Here you can save yourself a trouble by choosing "auto-respond".Adding a time-sensitive component and removing the ability to continually re-cycle through the same dialogue are both good, in theory.
Longshanks said:bullet storm, time-stopping ... are pretty much to be expected from a game influenced by Bourne, Bond, Bauer
Oh noes! Wait, who gives a shit?skyway said:It will hit everyone that circle at least partially covers. See f.e. ME (as AP copies it hard)
That's how a dumbing down for gamepad works - because it will never be precise as mouse and omg enemies will kill you.
Ah so you wasn't running around all the time shooting everyone on your way it seems - and actually all that stuff on the level was there to avoid shooting. It is called varied gameplay.Longshanks said:The enemy AI was so bad in Deus Ex, that it didn't matter how bad my aim was, it was still easy to progress. Hacking, lockpicking, stealthing did not require high stats, especially as the first two had item replacements and the last had conveniently placed vents.
Why include stats anyway then? In the best case they will do nothing there. Just for the sake of calling your game with a popcorn buzzword "RPG"?Pretty sure this comment was in regards to aiming. If so, it's a good choice for an actionRPG. You cannot have good gunplay if stats have a heavy affect on aiming, which is why most games that mix the two marginalise character skill.
And you expected Deus Ex to be a shooter? Its like saying that combat in Thief sucks because it is hard to kill people.Deus Ex's clunky gunplay is an example of this
Really? Then why there are no minigames based on character skill? They are all about button-mashing your gamepad.Minigames come in various forms. Some have a large player skill component, others smaller.
And don't you think that railroading is dumbing-down - which they do with dialogues?The two options are - some default response (or continue in currently selected stance), or your character says nothing - the former is the better option, as the latter would usually just result in the NPC repeating his dialogue, which undoes a stated aim of the devs to remove such a thing, and is actually even more dumbed down.
Marcelo21 said:Skyway needs to get laid
(and so does the guy who wrote 5 paragraphs on lockpicking in videogames)
Dicksmoker said:I can personally attest to Edward getting laid today.
Marcelo21 said:(and so does the guy who wrote 5 paragraphs on lockpicking in videogames)
Dicksmoker said:I can personally attest to Edward getting laid today.
Sounds like Deus Ex 2 to me.Longshanks said:Why, because it's true?skyway said:@Longshanks:
I'm in a mood for arguing so I will ignore this ridiculously dumb part of your comment.Stats are weak in Deus Ex
The enemy AI was so bad in Deus Ex, that it didn't matter how bad my aim was, it was still easy to progress. Hacking, lockpicking, stealthing did not require high stats, especially as the first two had item replacements and the last had conveniently placed vents. Aside from this, stats had no affect other than how good your character is at certain things, they do not alter the game in any way. Given that the effect of this difference was weak, so were the stats.
Seboss said:Sounds like Deus Ex 2 to me.Longshanks said:Why, because it's true?skyway said:@Longshanks:
I'm in a mood for arguing so I will ignore this ridiculously dumb part of your comment.Stats are weak in Deus Ex
The enemy AI was so bad in Deus Ex, that it didn't matter how bad my aim was, it was still easy to progress. Hacking, lockpicking, stealthing did not require high stats, especially as the first two had item replacements and the last had conveniently placed vents. Aside from this, stats had no affect other than how good your character is at certain things, they do not alter the game in any way. Given that the effect of this difference was weak, so were the stats.
Another sufferer of Skyway syndrome?denizsi said:AP = Anal Penetration. of Obsidian. It will flop.
Longshanks said:bullet storm, time-stopping ... are pretty much to be expected from a game influenced by Bourne, Bond, Bauer
Console kiddie?denizsi said:WTF? How come shitty console-kiddy features to be expected for such sources of inspiration? And expected "pretty much"? What kind of fucked up reasoning is that? It doesn't make any sense.
You think Thorton will never run out of ammo?denizsi said:Also, for reference, Bond ran out of bullets a lot. So did Bauer. I've only seen the first Bourne and I only have hazy memories of it.
I meant that no matter how low my gun skill was it was still easy to progress, even if I were taking a guns blazing path.Skyway said:Ah so you wasn't running around all the time shooting everyone on your way it seems
Wait, so it's okay for Deus Ex, an FPS, to have poor gunplay, but not AP, an actionRPG?Skyway said:And you expected Deus Ex to be a shooter? Its like saying that combat in Thief sucks because it is hard to kill people.
As you pointed out there was stuff placed everywhere on DX levels. For a reason maybe?
Aiming is not the only thing that can be affected by stats. Damage (also not ideal), rate of fire, unlocking moves, etc... are possible alternatives. My preference is for combat actions to be entirely character skill based, but, I find that trying to mix the player and character skill works worse than having one or the other, particularly for aiming.Skyway said:Why include stats anyway then? In the best case they will do nothing there. Just for the sake of calling your game with a popcorn buzzword "RPG"?
The purpose of mini-games is to give the player some say in the success or failure of a character's actions. So yes, there will be a player skill component. But, as I said, the level of player skill will vary - ranging from completely broken character stats, to stats only slightly modified by player skill (eg. hacking in SS2).Skyway said:Really? Then why there are no minigames based on character skill? They are all about button-mashing your gamepad