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Preview The Outer Worlds 2 at IGN First: How Combat Works

ciox

Prophet
Joined
Feb 9, 2016
Messages
1,482
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.
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.
They said "damage and range are things that feel good to progress over time", they never actually told you how that works yet, but it's almost certainly connected to you gaining levels and power. This is what I was talking about from the very beginning and I already said so.

And you forget the first game had the dumb tinkering system, where you could trade essentially infinite money for infinite extra damage on your gun. If that system is still a thing in the new game then they don't need to add damage to gun skills because there already is an (infinite) source of raw damage in the game.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
38,035
They said "damage and range are things that feel good to progress over time", they never actually told you how that works yet, but it's almost certainly connected to you gaining levels and power. This is what I was talking about from the very beginning and I already said so.
Getting a damage boost whenever you gain a level and doing more damage when you put a point into a specific weapon skill are two different things.

And you forget the first game had the dumb tinkering system, where you could trade essentially infinite money for infinite extra damage on your gun. If that system is still a thing in the new game then they don't need to add damage to gun skills because there already is an (infinite) source of raw damage in the game.
I would assume that system, if still present, will function differently now. That would be Josh Sawyer's advice; of course the Cain crew doesn't care that much about balance.
 

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