WZ! on 30/1/2006 at 19:35
It's not just about weapons, lugging around 10 bottles of wine + 10 bottles of beer + 2 hazard suits + 2 ballistc armors + 10 cans of soda + all the rest is just as surreal. I just feel that if it's going to let me carry that much, might as well let me carry everything. Perhaps I ought to play this using only half the inventory next time... Wonder what I would pick. There'd be meaningful choices for sure. But somehow I doubt I could resist the temptation of these empty slots at the bottom. TNT your way of stacking doesn't sound too messy, perhaps I ought to try that instead. Maybe I'll finally see what these some of these items are like.
Way off topic now :o So how far are you in the mod? :p
ZylonBane on 30/1/2006 at 19:41
Quote Posted by WZ!
It's not just about weapons, lugging around 10 bottles of wine + 10 bottles of beer + 2 hazard suits + 2 ballistc armors + 10 cans of soda + all the rest is just as surreal.
You must not play RPGs then, because capacious inventories are the norm.
driver on 31/1/2006 at 00:25
Moving back to the mod, I was playing it last evening and a bit today. TBH, it overpowers the player a bit. Gaining several hunderd extra skill point per map plus the extra upgrades from aug canisters means you can sail though pretty much any of the later areas.
I've just got up to the meeting with [spoiler]Dowd[/spolier]* and I've mastered pistols, almost mastered rifles plus I'm trained in half a dozen other skills. Most of my augs are level 3 or maxed...
The balance of the game is totally shot, but it's fun for a play around. Would have been nice to see new skins for the special weapons, though.
*Covering my arse, here.
BlackCapedManX on 1/2/2006 at 00:57
For once I agree with ZB, I like how the inventory could carry anything, but (especially if you were going for a lot of powerful things) it can fill up pretty quickly with weapons. I think it is just limiting enough, that you don't go power crazy (IIRC you have enough room for each heavy weapon, sans LAW, and room for one slot items on the side), but allowable enough that you can make use of the inventory to be interesting (carry whatever you, like a lot of beer for those tough missions that can only be played with a swirling, zoomed in vision). I also get pissed off whenever medkits are just something you carry around in other games and have a max number that you can get, DX made a lot more sense about this.
On the otherhand, when you don't want to be fair, and want to carry around everything for novelty, that's possible too. The game doesn't encourage it, but it is an option (I could swear that the infinite item bugs that show up in many of the FF games are intentional, they're too common an occurance). It's also nice when you need to get one more thing and don't want to make a big sacrifice to do so, like the ambrosia for dowd. You could say that making that sacrifice is neccessary, it adds to the game play, but sometimes it's just a pain in the ass (especially when you want to carry a set of grenades from one map to use on another and don't want to have to backtrack all the way just to pick up whatever you dropped, or want grenades and then only things you can spare to drop are big because the pistol/medkit/biocell/lockpick/multitool all get used too much and you'd really like to have that assault shotgun around.
My point was that ZB was all holier than though about not having cheated, when I'd say he's the one missing out, forced to play the game when it's annoying because he's stuck into a limited inventory, and not taking the opportunity to at least play one game through with the "weapons solve all problems" mentality and carrying every weapon in the game (it's pretty much mandatory that everyone do this at least once).
Jashin on 1/2/2006 at 02:37
Quote Posted by driver
Moving back to the mod, I was playing it last evening and a bit today. TBH, it overpowers the player a bit. Gaining several hunderd extra skill point per map plus the extra upgrades from aug canisters means you can sail though pretty much any of the later areas.
I've just got up to the meeting with [spoiler]Dowd[/spolier]* and I've mastered pistols, almost mastered rifles plus I'm trained in half a dozen other skills. Most of my augs are level 3 or maxed...
The balance of the game is totally shot, but it's fun for a play around. Would have been nice to see new skins for the special weapons, though.
*Covering my arse, here.
Funny you should say that, because Deus Ex let you set the pace yourself, there was never really balance in the traditional sense anyway.
I just met with Dowd as well, and up to that point there's been maybe 2 canisters with dup implants, so not that bad. Master skill upgrades are 5000+ points, so that's 1 more upgrade than usual, which is fine too.
Only the bullet-time zyme isn't as big of a deal as it's been made out to be. The NPCs don't miss while you zymed, and since I don't have the envir implant, the long period of drunk vision really keeps me from using the 9 zymes that I've got. It's novel, I'll give it that. The gray death/ambrosia vials continue to have no effect.
WZ! on 2/2/2006 at 12:34
I do think the extra skill points are taking it a bit too far. By the end of the game I had every single weapon skill at Master rank, plus Computers & Swimming, & every Aug at level 4. I love the mod but I do have to admit it's rather overpowered.