BlackCapedManX on 13/8/2003 at 07:03
Quote:
Originally posted by Thiefs_Pawn 2 - The other thing they want to address is that the skills screen was the very first thing a new player saw. What would happen if someone had choosen to max out say their environmental skill, there is absolutely no way that the first time you play, you could know that you were pretty much wasting all your points and that without a decent level in at least one weapon you were going to make life incredibly difficult. I have read that you won't get to choose any upgrades at all in DX2 until you have played through the first level, this seems like a good idea as by then you'll have at least an idea of how the game world works. Aye, the whole idea of mainstreaming games. "make them so that every one can play them, blah blah blah" (heh) Meh, I just think that it's like saying "well in case the people who buy the game are too stupid to read the skill discription, we're going to make it very clear and obvious". Honestly, DX was a hell of an easy game to begin with, they don't need to make it more so. Maybe for the sake of streamlining everything into a more smooth experience than DX1, but it still feels like they're sacrificing the
game for it's
appeal. Like taking out stuff that made the game what it was, to make more people buy it. Eh, just me, still bitching.
Thiefs_Pawn on 13/8/2003 at 09:01
It's not making the game easier, it's just removing an unfriendly and unintuitive interface and replacing it with (hopefully) a better one.
I would also argue that the way the skills system worked (with lots of almost random points) took away from Deus-Ex (as someone else said 'Exploration Bonus 50 points' Eh? where did that come from). What made DX a great game was the story and the level design. Replacing a list of numbers with something more in keeping with the rest of the game is hardly going to detract from the game.
If they're going to make the game harder there are far better ways of going about it than a bad interface (more enemies, trickier puzzles etc).
King Ronald on 13/8/2003 at 17:16
I have to agree with you guys - it's solid fact that gaining "50 XP" or whatever for climbing up a ladder or shooting someone (important) is not very conducive to immersion. Having to perform surgery on oneself via a helpful little bot-guy (is it just me who thinks they're cute?) is better.
After all, skills were just boring stuff that JC could do, hell anyone could do. Swimming, walking, firing a pistol. Big deal. <Insert: Personal best for earliest point in game to get all-important Master level on Rifles - Mole peoples hideout, New York>
Whereas, the augs were the ace super-powers that made you unstoppable.
I just wish you could have had more stuff to pick up and throw via the strength aug...
The best aug had to be the super-sonar vision. That was the best. I remember getting it, crouching behind a barrel in the mazey bit of area 51 and just gazing around, going "woah" at being able to see all the baddies.
Then there was that time when Unatco first comes after you, and I used leg aug to jump off the roof, narrowly avoiding the flamethrower guy, to slam into some trashcans below before blurring past all the troops.......
....damn, it's a good game.
Hands up who here reckons (like moi) they'll get the vampire "eat-corpse-get-health" biomod. You know it's the smart choice.
BlackCapedManX on 14/8/2003 at 07:20
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Originally posted by Thiefs_Pawn It's not making the game easier, it's just removing an unfriendly and unintuitive interface and replacing it with (hopefully) a better one.
I would also argue that the way the skills system worked (with lots of almost random points) took away from Deus-Ex (as someone else said 'Exploration Bonus 50 points' Eh? where did that come from). What made DX a great game was the story and the level design. Replacing a list of numbers with something more in keeping with the rest of the game is hardly going to detract from the game. Eh, I suppose I'm just too much into RPGs and numbers. D&D: "so explain to me again howmany spells I get per spell lvl at a given character lvl based on my int score?" of Castlevania SotN: "well you gain a certain amount of experience by taking the base abount an enemy gives, subtracting your lvl from the enemies lvl, then multipying the base exp by a constant plus the above figured difference." Plus I can figure more specifically how powerful my character is when it's represented in numbers, things which for me happens ot be friendly and intuitive.
...
Quote:
Hands up who here reckons (like moi) they'll get the vampire "eat-corpse-get-health" biomod. You know it's the smart choice. Someone who won't be playing a pacifist game, because if you aren't killing people, ya ain't got corpses.
Thiefs_Pawn on 14/8/2003 at 09:16
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Originally posted by BlackCapedManX Plus I can figure more specifically how powerful my character is when it's represented in numbers Presumably the actual level of each of your bio-mods will be represented clearly, thereby making it just as simple to tell exactly how powerful your character is. After all in DX each skill still only had 4 possible levels.