ZylonBane on 2/7/2017 at 22:24
And the HDTP character models are only technically better. Aesthetically they're a disaster.
GMDX Dev on 8/7/2017 at 18:55
[video=youtube;pFQP-pWgWTw]https://www.youtube.com/watch?v=pFQP-pWgWTw[/video]
Bucky Seifert on 10/7/2017 at 00:26
Is there a mod that works with this that also rewords skill points for taking out enemies? I rather liked that feature in Revision. Not that it'll be a deal breaker, of course C:
GMDX Dev on 10/7/2017 at 03:50
Quote Posted by Buccura
Is there a mod that works with this that also rewords skill points for taking out enemies? I rather liked that feature in Revision. Not that it'll be a deal breaker, of course C:
No. This is bad.
1. It puts a price on NPC's heads. Interferes with immersion and morality-based decisions, and makes you less likely to view NPCs as actual beings. An illusion that Deus Ex creates rather well despite its graphics all round being ass even for the time.
2. It encourages degenerate gameplay in an attempt to optimise rewards. Headshots reward more xp? There goes significant validity of any other method of engagement.
It has no place in a game of this breed.
I could add it right now if I wanted to in like five seconds, relatively easy thing to do, but Deus Ex (and System Shock 2) had it exactly right to begin with, yet so few follow.
Maxrebo6 on 11/7/2017 at 00:31
By take out do you mean kill? I didn't know that was a feature of revision.I liked how Shifter and Nanomod handled extra skill points,I believe you got more for non lethal as opposed to lethal and I think even more if you completed an objective by ghosting.I firmly believe that non lethal players should get more skills points when that feature is available because its more difficult and riskier because before GMDX non lethal usually meant using a melee weapon or the mini crossbow which took time to KO.
Thankfully GMDX gives us pacifists more options to KO at a distance and that are instantaneous.Except for a few areas like the Super Freighter non lethal is also the most moral choice especially when dealing with street criminals and the NSF because the game makes its seem that only Paul and depending on the player JC are the only two people at Unatco who are capable of showing restraint.Anna,Gunther and the regular grunts are more the murder everyone in sight types.
It may be a video game but a pretty big message that the game sends is that it doesn't want the players to view the NPC's as just NPC's but as people and that actions have consequences.I usually play this game as a pacifist that only KO's enemies or those who seek to do harm to non hostile NPC's.I can think of only 2 NPCs that I really wanted to kill and that's Simmons and Page.I always try to prevent any casualties during the MJ12 Raid at the Lucky Money which let me tell you is no easy feat.
I understand you not wanting to put skill bonuses in for kills because it comes off as gamey and can invalidate other methods of engagement or just completing your objectives.But I was wondering are the more chances to earn skill points now or is it similar to vanilla because one thing I remember about Vanilla without the bonuses found in Shifter is the game was kind of stingy with Skill points which made it really hard to level more than a few skills which wasn't so bad since some of the skills in vanilla were pretty useless but now they all sound useful plus with the perks,I was just wondering if the rate of skill point acquisition was changed at all? From what I have read on the website the balancing seems to be much improved over vanilla where one's skill,weapon and aug choices are gonna be a little more difficult to decide between compared to vanilla where there was a pretty clear dominant setup.Now you really want to start with a clear build and playstyle in mind.
GMDX Dev on 11/7/2017 at 01:28
Overall you get more skill points to account for the addition of the stealth skill + perk system, but the base idea remains: you can only upgrade approximately half of all that is available per playthrough. Nonetheless it's still technically less stingy because throughout the course of the game yet get more, more choices, more points, and this increase in power is also countered by the (
http://gmdxmod.com/features/artificial-intelligence/) much smarter AI (although scales with difficulty level) and general challenges.
Maxrebo6 on 11/7/2017 at 04:29
Quote Posted by GMDX Dev
Overall you get more skill points to account for the addition of the stealth skill + perk system, but the base idea remains: you can only upgrade approximately half of all that is available per playthrough. Nonetheless it's still technically less stingy because throughout the course of the game yet get more, more choices, more points, and this increase in power is also countered by the (
http://gmdxmod.com/features/artificial-intelligence/) much smarter AI (although scales with difficulty level) and general challenges.
Sounds perfect since you account for the new skills and perks plus the additional choices but you don't go over board and throw off the balance.It is still an RPG so it makes sense not to be able to max everything otherwise there would be no reason to try other builds plus it encourages the player to be thoughtful about their choices in game and when it comes to build. I also heard you added a new weapon in the pistols category the UMP or Universal Machine Pistol.I am curious as to what the model looks like,does anyone happen to have a picture of it?
GMDX Dev on 11/7/2017 at 06:58
Quote Posted by Maxrebo6
I also heard you added a new weapon in the pistols category the UMP or Universal Machine Pistol.I am curious as to what the model looks like,does anyone happen to have a picture of it?
T'was in an old version and is now scrapped, because it wasn't good enough nor fitting enough for Deus Ex.