Cobra on 17/12/2007 at 18:40
I'm told you can max out your biomods at the end of Cairo providing you take two black market ones (I'm doing that at the moment, and we'll see.) I wouldn't be surprised, I'm at the start of Mako and I only need one more black market canister + a few more normal ones. I also have full ammo, approximately 30 grenades and mines of various types (toss a frag at a couple of troops and SSC and you usually break even or even gain grenades.) My choice of weapons (I could have picked any besides the Rocket and the Mag rail) all fully tricked out and with plenty of spare mods, pretty much maxed multitools, medpacks and biocells. Oh, and 3600 credits (should be 4500, but I mucked up the Greasel killing quest. Admittedly I know the Seatle levels inside out (I'm pretty sure I 'did' everything) but even on my first playthrough I didn't really run low on anything besides ammo at Antartica.
I imagine if you pick your biomods at random you'll have at least one which is completely wacked out - spy drone allows you to camp a repair bot and clear out the entire level (no, I'm not kidding - I'm pretty sure it can damage everything, including power armoured paladins and Illuminati Elites, and the repair bot will obligingly repair you while your piloting the drone to give it infinite range), enhanced strength means you can run up and kill anyone before they can draw or point their gun at you - ED and bot domination have been covered, and it gets even more ludicrous with thermal masking, Vision + magrail allows you to clean out entire levels and blow up the PAPs without them ever bothering to come near you. I'm told Biotox attack drone is pretty beardy too.
The game is ludicrously easy - I often play it 'semi' stealthily in that I just knock out whatever comes my way and keep going quietly through the level and catch my enemies unawares. I have so many options of doing things open to me it is just a matter of caprice instead of weighing anything up. If something goes wrong the only thing I am at risk of is getting shot a couple of times by the crappy pistols and smgs - in some wierd twist of fate MY pistols can kill them in a single headshot (just, with increased damage mod.) I seem to remember in DX you were actually at risk of things killing you, and they often at the very least shot you up badly (the number of times I got an arm taken off by a sniper rifle..) Tnere are loads of other little things that make the game easier - the fact there is no scope waver on the sniper meaning you can use it to nail large groups of people (although pistol headshots are fine for that too, and the game obligingly cues you in to when your rubbish crosshair is on the head) the lack of spread, the lack of need to reload, the fact that the levels are often too small so the actual number of enemies is actually quite low (which would be quite nice if they weren't so stupid.) Argh, so annoying. And Seattle and Cairo are by far the best bits of the game.
Speaking of mods, who thinks there should be Skull guns in DX3?
The_Raven on 17/12/2007 at 19:13
I'm currently replaying the original Deus Ex and it's reminding me of things that really pissed me off that the time, and still to some extent today. For example, there are times when if you knock everyone unconscious on the level with the prod or the dart, when you'll get the "you killed everything in sight" dialog choice. It may have been the fact that I did actually shoot a few people when I was attacked, and tased them as they were running away, but it didn't really seem like that was an issue. The other thing is that I ended up tasing Lebedeve when Anna started to shoot him, in order to prevent him from being killed. The result? JC goes around bragging that he killed Lebedeve, and that Paul might reconsider his defection. No doubt things need to be pigeonholed to some extent, but the game seems to have these arbitrary numbers and outcomes that are a little too limited to be truly flexible.
The other thing that gets me is how you can retrieve a fair amount of skill points by going through all the multiple routes before completing an objective. For example, you can blow up the generator and still backtrack through the alley and receive all the progress bonuses for doing so. The whole concept of invisible triggers also seems to limit things a little too much, and is just too easy to exploit. They probably should have gone the objective route of System Shock 2 in order to avoid that.
EvaUnit02 on 18/12/2007 at 14:14
Quote Posted by Papy
For example, the coffee shop owner in lower Seattle wanted to get an opening in upper Seattle. So he tells you something like "go hack their computer and I'll give you a reward". I think a much better presentation would be to simply make the NPC say that he wishes to open a branch in upper Seattle, without saying anything else. Then, while searching, you could stumble over his application in a rejected bin. You then put it in the "approved" bin, go talk to him again, tell him what you did, and then he gives you a reward out of gratitude. Not only it's not immersion breaking, but it's also more rewarding since it can make the player feels he found a solution instead of just obeying orders.
That's a terrific idea, but have the playable character note it down in his PDA/notebook/whatever saying something like "coffee shop owner wishes to expand to upper level..." (I recall that Garrett does this in Thief 2, I could be wrong though.). That way the player gets a hint of a there being a sub-quest, without it being condescending.
Quote Posted by Papy
In a sense, it was a bit like the flamethrower and the pistol using the same ammo from a gameplay point of view. It was of course not as bad as universal ammo
Honestly, was the unified ammo that much of problem, unless you liked i.e. spamming with the SMG/flamethrower/rocket launcher?
ZylonBane on 18/12/2007 at 15:47
Quote Posted by EvaUnit02
Honestly, was the unified ammo that much of problem, unless you liked i.e. spamming with the SMG/flamethrower/rocket launcher?
It wasn't so much a "problem", as it was yet another change that made IW feel like a shallower, less engaging, more abstracted experience.
Plus it eliminated the thrill of occasionally finding the rare, powerful ammo types.
Silkworm on 20/12/2007 at 21:29
Quote Posted by DaveW
Bob Page gloats about killing Paul's/JC's
real parents.
According to Lebedev and the Deus Ex Bible, the Dentons "didn't have real parents." Paul, Alex, and JC were made, not born.
demagogue on 20/12/2007 at 23:21
So is that like a Star Wars kind of moment?
The ghost of Ben Kenobi approaches him through the swamp.
LUKE
You told me Vader betrayed and murdered my
father.
BEN
You father was seduced by the dark side of
the Force. He ceased to be Anakin Skywalker
and became Darth Vader. When that happened,
the good man who was your father was
destroyed. So what I have told you was
true... from a certain point of view.
LUKE (turning away, derisive)
A certain point of view!
The_Raven on 21/12/2007 at 03:03
Yikes, this is really starting to bother me now. I'm still doing my Deus Ex run-through, only I've changed my play style to sneaking with no use of tranq darts or prods, and the hostage rescue missions are really starting to piss me off. There's no way to extract the hostages, they always have to die. At the very least allow me to carry the hostages out unconscious, or give them some thermoptic camo through the dialog tree that would give them a chance of making it to the extraction point alive. Before anyone asks, I tried putting myself between the hostages and the captors, that didn't work out. Using gas grenades didn't really work either, since the stupid hostages keep running into the cloud. I hope when they do the sequel, that they either make the tranq darts and prods register different than a kill, or find some other way that would allow you to solve such problems. Other than that, and the above complaints, I'm very much enjoying my revisit of the game. Funny, after all these years, I'm still finding alternate routes into areas, etc...
ZylonBane on 21/12/2007 at 05:23
Quote Posted by The_Raven
There's no way to extract the hostages, they always have to die.
Which hostages? As far as I can recall, all of them can be saved.
Papy on 21/12/2007 at 07:50
Quote Posted by The_Raven
There's no way to extract the hostages, they always have to die.
I'm not sure I understand what you mean, but have you try moving the TNT crate?
Ostriig on 21/12/2007 at 14:15
Hey, guys, looks like (
http://www.deusex3.com) is up, with the teaser posted, and a link to an official forum. Sorry if it's been mentioned before, haven't seen anything of the sort.
Quote Posted by ZylonBane
Which hostages? As far as I can recall, all of them can be saved.
Seconded. I don't recall any situation where I couldn't save hostages.