- Joined
- Jan 28, 2011
- Messages
- 101,585















he's not upset he's just saying an age old truth about IGNWhat made you upset luj1?
Because skinner box numbers going up gameplay makes the modern gamer happyGun damage scaling with level already sounds Ultra gay. Tell me where you find these kind of guns in real life. Why do they feel the need to implent this shit in rpg's`?
Gun damage scaling with level already sounds Ultra gay.
Worked fine for decades with static damage on weapons and improving player skills and stats
As Timbo would say, these are games and simulating reality isn't one of TOW's goals.Gun damage scaling with level already sounds Ultra gay. Tell me where you find these kind of guns in real life. Why do they feel the need to implent this shit in rpg's`?
Worked fine for decades with static damage on weapons and improving player skills and stats. And you had a proper feel of progression finding a rare or great endgame weapon.
We're cognizant that the gadgets are one way as well to be able to get through some things that maybe you're a little underleveled for or maybe you're not quite perfectly specced into, but give you the ability to use those perks, skills, and gadgets to get through that combat. Yeah, and I'll say the interesting thing about these first-person shooter RPGs is they have a very diverse audience. We have players that just like playing shooters and they're good at it and they're they're good at aiming and we have players who aren't quite as skilled at that and they just really want a strong RPG experience and tools like the gadgets, tactical time dilation is one of the ways that we're looking to help that group be able to more better engage with the combat and aiming when which might be something that's hard for them.
As Timbo would say, these are games and simulating reality isn't one of TOW's goals.Gun damage scaling with level already sounds Ultra gay. Tell me where you find these kind of guns in real life. Why do they feel the need to implent this shit in rpg's`?
Worked fine for decades with static damage on weapons and improving player skills and stats. And you had a proper feel of progression finding a rare or great endgame weapon.
Level as a stat gives less-able players a leg up. Just outlevel the content bro.
The whole thing might be a misunderstanding on ciox's part anyway. Nowhere in the video does he directly state "level makes your damage go up" just that they looked at games like Destiny and Call of Duty and came to the conclusion that "damage and range goes up" is good and "sway/spread/recoil" is bad. In the first Outer Worlds the gun skills made your critical hit chance go up and decreased your weapon sway, sounds like this time around they replaced sway with damage.No simulating reality is not necessary but abstract and nonsensical doesn't feel good in RPG's either. After all wargaming is the concept of simulating battlefield scenarios with tabletop means.
And with computers to help us simulate and adapt there's even less need for abstraction in general, as dice rolls get replaced by computeral calculations.
I'm playing Underrail right now and while it's a amazing game one thing I dislike is cooldown on Grenades. Stuff like this just does not feel right, it's too gamey.
And it's not like weapon damage scaling with level is the only way grinding can turn into powerlevel. It can be solved with simple things like buying a new weapon for money you grinded, getting more accurate with it, upgrading the gun or all of this. Scaling damage directly from level is just the most abtract, most obvious and most uninspired way of doing it imo. If some dude is not able to visit a shop to buy a more powerufl gun maybe RPG's are just not his thing.
Give me some believability if I'm supposed to care about the setting, my character and the game. I'm would be totally cool with a perk that turns gun skill into a damage bonus, as you are able to hit vital organs regulary for example.