Manwe on 18/11/2015 at 13:33
Quote Posted by GMDX Dev
If anyone has any problems with anything in that list make it be known before release.
I recently replayed DX and I find it annoying how the game forces you to remain still in order to shoot accurately while enemies don't have any penalties for shooting while moving (and boy, do they move fast...). Have you made any changes to this? (I'm sorry if you have and it's in the list somewhere).
I've also noticed that sometimes when you hit an enemy that's suffocating (due to a gas grenade or pepper spray), he'll magically and instantly recover for a fraction of a second, which is sometimes enough to one-shot kill you (especially snipers, at close-range).
Which brings me to another major issue I've always had with the game (especially on higher difficulties): how most of the time you're punished for your failures with insta-death and a reload. Which is not much of a punishment at all, quite the opposite in fact. You're essentially rewarded for your failure with a second chance. Plus, it completely breaks any sense of immersion you might have had, and renders medkits completely useless since there's only two states: alive or dead.
Now I know you've overhauled the difficulty settings, but some of the changes you've made like faster rotation speed for turrets, or certain improvement to bots, seem like they would just create more insta-death situations. I think it would be more interesting gameplay-wise if the player was left severely injured but alive after a confrontation. Maybe boosting chest and head resistance making the player harder to kill but forcing him to use his medkits on his arms and legs if he wants to be able to walk and aim.
One more thing. In all my years playing DX I never succeeded once in knocking out an AI that was in a sitting position with the baton. I don't know if it's a known bug or if it's just me, but I've always found it annoying.
I'm not asking for a taylor-made mod obviously, I'm just curious as to what your philosophy is in designing this mod, especially in regards to the difficulty settings and insta-death.
GMDX Dev on 18/11/2015 at 14:48
Quote Posted by Manwe
I recently replayed DX and I find it annoying how the game forces you to remain still in order to shoot accurately while enemies don't have any penalties for shooting while moving (and boy, do they move fast...). Have you made any changes to this? (I'm sorry if you have and it's in the list somewhere).
The accuracy system remains mostly the same. I love it. It doesn't force you to stand still per se, focusing on weapon skills or using the laser mod can eliminate that need pretty early in the game. Anyhow, you'll be happy to know that there is now a perk that makes the standing still accuracy bonus act 30% faster.
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Which brings me to another major issue I've always had with the game (especially on higher difficulties): how most of the time you're punished for your failures with insta-death and a reload.
Now this is where I agree. The design of the vanilla game was bullshit in this regard. There were only two tracefire weapons in the vanilla game that could insta-kill you from full health: the pistol and the sniper rifle (the latter of which few enemies use across the game). The fact that pistols were most common at the beginning of the game and were non-existent later on contributed considerably to Deus Ex's declining difficulty curve. And facing hordes of enemies that always have a chance to instakill you from full health was just bullshit, especially when this is not true of later enemies in the game. GMDX fixes this, you can survive a pistol headshot from full health even on the highest difficulties. One big focus on the mod is in making the gameplay more balanced and engaging, and this definitely fell under that focus. Aside from this, AI are better in pretty much every way which makes for much more engaging encounters rather than relying too heavily on RNG to determine if you live or die. Sniper rifles still have the ability to instakill you if you aren't wearing armor or have ballistic protection though, which I find is fair as they are few and far between and easily identifiable, the threat will be unique to them. On easy difficulty NPC snipers now also take their time to aim, but I doubt anyone here intends to play on easy.
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One more thing. In all my years playing DX I never succeeded once in knocking out an AI that was in a sitting position with the baton. I don't know if it's a known bug or if it's just me, but I've always found it annoying.
Yeah, lots of bullshit at play here, but once you know the caveats it is no longer a problem: to knock out an enemy, aim for their mid-section. When sneaking and behind an enemy aiming for the head is
much less effective than the torso. I may change this, but I know I did increase the head multiplier of non-lethal weapons to be closer to the other multipliers.
Also adding to the bullshit is that only some types of chairs enable you to perform a torso hit (by aiming through the chair itself no less)! Some chair types would block the hit, others you can sneak attack them through the chair. To know which allows this, watch if the reticule changes red. Honestly the safest bet for seated NPCs is to use the prod or mini-crossbow (in GMDX both are more effective).
This seat/torso hit nonsense is indeed poor design, so what I'll do is make a player-instigated headshot at close range
from behind deal the same damage multiplier as a sneak attack/hit from behind to the torso, which will fix all the problems (and be identical to Thief sneak attacks). Thanks for sparking this thought!
Manwe on 18/11/2015 at 20:06
Quote Posted by GMDX Dev
This seat/torso hit nonsense is indeed poor design, so what I'll do is make a player-instigated headshot at close range
from behind deal the same damage multiplier as a sneak attack/hit from behind to the torso, which will fix all the problems (and be identical to Thief sneak attacks). Thanks for sparking this thought!
Wow thanks for the answers, but don't go breaking your mod on my account :cheeky:
I'll play it no matter what. I just can't get enough of DX.
Dev_Anj on 19/11/2015 at 01:27
Part 5 is out:
[video=youtube;yrIPhQBRMfs]https://www.youtube.com/watch?v=yrIPhQBRMfs[/video]
Manwe on 19/11/2015 at 21:07
I have yet another question regarding another bug/issue. Are you going to fix the night-vision goggles so that they actually allow you to see in the dark instead of just applying a green filter over the screen? What about the vision aug? It seems this would be the first thing people would try to fix, but to my knowledge no mod has ever done it.
GMDX Dev on 20/11/2015 at 00:30
I'll take a look.
TheDarkOne93 on 20/11/2015 at 19:17
Any chance this mod will be compatible with Revision?
Dev_Anj on 21/11/2015 at 02:02
Pretty sure CyberP has told multiple times that he will not make GMDX compatible with Revision because they have different design perspectives, and it would be a lot of work with little benefit. The only people who would play it would be Revision players after all.
Dev_Anj on 21/11/2015 at 05:25
A minor detail, but the greasel attack animation has been changed:
[video=youtube;LkWvNUlvxk0]https://www.youtube.com/watch?v=LkWvNUlvxk0&feature=youtu.be[/video]