<3sRichardSimmons
Arcane
It was the Zenimax suits that mandated the over-abundance of neuromods (along with a bunch of other things to reduce resource-scarcity and difficulty in general). Raph Colantonio said as much himself.
Hi, my mod includes a module for halved recycle yield.
Hi, my mod includes a module for halved recycle yield.
Do you compensate for this somehow for non-stealth human mod only playthroughs? Because I would have been out of ammo all the time with half the recycle yield.
Yeah. I did a ton of backtracking throughout my playthrough and there were plenty of respawns. Not the insulting kind where you clear a room, step out, step back in and everything's reappeared ... more the System Shock 2 kind where stuff wanders back in sometimes to keep you on your toes. I thought it was done very well.I’m pretty sure that’s not true. I know there are certain scripted respawns, but I’m pretty sure there’s some sort of logic the game looks at when you enter a map to figure out if it needs to spawn in mobs.There's ... no dynamic enemy respawns
Yes, exactly.If by "dynamic" you mean happening while you're present, no. I don't recall ever seeing a respawn happen in the same level while I was still in it. I'm pretty sure you have to transition between areas before any respawning will occur.
I'm very nearly sure that all enemy respawns in Prey are scripted based on story/quest progression. I can't say I've tested waiting and going between zones, but in all my experience backtracking through Talos 1, the only time I noticed any repopulation was after making some progress and returning to find a new set of enemies, like the Weavers in the Lobby, which is the same every playthrough. You certainly never end up with enemies dynamically roaming around and surprising you like in SS2 -- if you've cleared an area, it's basically guaranteed to be clear until you trigger some event to move things forward.
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.
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.
I always play TES in third person, it's just easier for me that way.
I have dyspraxia, so no wonder they do. I need a third-person avatar as a reference point to assess distances and scales of things because my spatial awareness is shit. But that has more to do with reading level geometry than with finding things in it.Yeah i think our brains work very differently
Funnily enough, I've just played it this year, but I don't remember either. I remember it being piss easy though, so it probably does - or maybe it's just the remaster.Broken Sword, which IIRC -it has been almost two decades since i played it- also doesn't have item highlighting
It's weird how much love it gets in certain circles.
Compensate? There's already too much ammo. I have another module that reduces how much you find by 25-33% that I use in conjuction with it, so that crafting ammo is an actual concern (in all my vanilla playthroughs I maybe crafted 3-5 boxes max). Human combat-focused builds should be upgrading firearm damage skills and get some engineering skills to modify and repair their weapons, which improves ammo efficiency. They should also expect to use the wrench and GLOO gun quite a bit, maybe Leverage to throw shit at enemies, and turrets are helpful too. Resources should be scarce by design.
Yeah, whenever possible i use around 100 to 105 degrees horizontal FOV - though that is mainly because i was used to ~90 degrees in 4:3 monitors in games like Quake and on a 16:9 monitor the equivalent is ~105 degrees.
Yeah,the original was generic and forgettable fps shit. I am surprised at how many retards get butthurt about it.I don't think original Prey would have even one whiff of retention in the collective memory of gamers
Original PREY had a few creative aspects but as a game it was banal shit boring. Linear, bland, simple, easy, unengaging gameplay. Not that Modern Prey is significantly better but the moderate gameplay complexity at least distracts from its overall gameplay inadequacy (for a certain time).
Original PREY is like a stripped down Half-Life gameplay-wise (HL gameplay = 8/10), with more linearity, less weapons, less puzzles and platforming, less interactivity, less enemy types, fewer creative environmental gameplay ideas (e.g flooded office complex, desert minefield, low-g xen) and so on. It's rather mediocre but simply has a few cool moments, like the portal segments or the intro. It's weird how much love it gets in certain circles. Then again the masses "enjoy" far worse.
Yeah,the original was generic and forgettable fps shit. I am surprised at how many retards get butthurt about it.I don't think original Prey would have even one whiff of retention in the collective memory of gamers
Well, good thing I didn't just "remove" it from the game, then. The ammo reduction and halved recycling yield changes were put in optional add-on modules for a reason -- I viewed them (along with the module that removes operator restoration) as a proper hardcore difficulty mode that you can select of your own choosing, while the base mod only contains balance changes that don't make the game harder or easier overall.I don't really have any desire for it to be limited to only playing like a survival horror game. The joy in these games to me is all the options you have, all the different playstyles you can use. My human only shooter guy run was a fun one, and one you would remove from the game to suit your playstyle preferences, and it's just not something I gel with. But I respect your preferences of course.
Well, good thing I didn't just "remove" it from the game, then. The ammo reduction and halved recycling yield changes were put in optional add-on modules for a reason -- I viewed them (along with the module that removes operator restoration) as a proper hardcore difficulty mode that you can select of your own choosing, while the base mod only contains balance changes that don't make the game harder or easier overall.
Well, good thing I didn't just "remove" it from the game, then. The ammo reduction and halved recycling yield changes were put in optional add-on modules for a reason -- I viewed them (along with the module that removes operator restoration) as a proper hardcore difficulty mode that you can select of your own choosing, while the base mod only contains balance changes that don't make the game harder or easier overall.
That's good, but I was obviously responding to your "I halved this and that" statement, which is the only thing I was replying to.
Hi, my mod includes a module for halved recycle yield. It allows you to fill out about half the skill trees by the end, as it should be. Also makes loot more exciting and trash collecting more engaging, in my opinion.