Always-honest
Banned
seems i'm going to have to buy this game...
spekkeh said:Ha I couldn't wrap my head around this game, I kept dying over and over when I was trying to play stealthily. Turns out I was playing it too much like Splinter Cell in that I was trying to silently neutralize every guard, when in fact you just have to slip past them to the mission objective.
Castor Krieg said:Yes, sneaking by is the way to go, similar to original Deus Ex.
I think it only breaks down because they double up on the rewards you get when you do a nonlethal takedown.Wallach said:I don't know why players are punished for playing lethally exactly. It wasn't their best design decision.
GuiltybyAssociation said:Adam "Swag" Jensen don't wanna hang out with that paranoid asshole anywayz.
Coxswain said:I think it only breaks down because they double up on the rewards you get when you do a nonlethal takedown.
It makes sense to give you more experience for downing an enemy with a tranq/stun dart/PEPS charge than with a bullet - you always get lethal ammo back when you loot a body, and never nonlethal, so once you've 'spent' a dart/charge, it's gone for good, which isn't the case for lethal weapons, so there's a reward for that.
And it makes sense to give you more experience for downing an enemy with a lethal takedown than a lethal weapon. After all, you've got to get up close instead of being able to do it from cover across the room, and it makes as much noise as firing a nonsilenced weapon (kind of bewildering in and of itself, but whatever).
Problem is, it doesn't make sense to give extra experience for a nonlethal takedown versus a nonlethal weapon takedown. You still have to get closer, but you're also not using a finite resource to do it, and you're not really any more likely to attract attention, either.
Yeah I never played the original Deus Ex, so had to build on prior knowledge from other stealth games. It doesn't help that the game teaches you to take down the first enemy you see, but doesn't have a sneak by tut.Castor Krieg said:Yes, sneaking by is the way to go, similar to original Deus Ex.
Mindlog said:I am guessing they figured lethal characters would be taking down more enemies and stealth characters would only be knocking out a few guards that are in the way. They would have to provide a small boost to keep stealth characters properly leveled in that scenario.
They probably shouldn't have given experience for enemy encounters at all. The way HR handles it is more akin to the Shifter mod for Deus Ex, and I found that had the same downfalls.Mindlog said:I am guessing they figured lethal characters would be taking down more enemies and stealth characters would only be knocking out a few guards that are in the way. They would have to provide a small boost to keep stealth characters properly leveled in that scenario.
Unknown Soldier said:Lethal takedowns should be just as silent as non-lethal takedowns. I don't even care about the 20 extra XP, I just want to be able to stab people with my otherwise-worthless arm-blades without alerting everything in a 10-mile radius.
jaundicejuice said:I'm totally hung up on the second boss fight. I die within the first few seconds because I haven't built a combat character. I can't run fast or very far for long and I can't sponge in any serious damage. All of my skill points are in hacking with a few other random skills, I can't re-spec so I'm just trapped in this fight? What the fuck is this shit.
That has been my stance on XP for quite some time. It really showed up in the Mass Effect 2 threads. People were not happy with the objective screen, but plenty of them were as upset with not getting XP immediately. I prefer to get rewarded on an objective basis. Applying an XP bonus to individual kills punishes efficiency. An ultra-stealth character that doesn't leave a shred of evidence (no knockouts, looting, etc) should be massively rewarded.Rickenslacker said:They probably shouldn't have given experience for enemy encounters at all. The way HR handles it is more akin to the Shifter mod for Deus Ex, and I found that had the same downfalls.
SalsaShark said:he's totally like
"yeah we'll do that sometime..
..."
jaundicejuice said:Boss fights are the stupidest thing they possibly could've added to this game. What's the point of making a non-violent/hacker/stealth character if I get thrust into these gun fights I cannot otherwise avoid and am horribly equipped to deal with. Put bosses in the game but give me alternatives to combat them, don't force me into a situation and take away all of the freedom I've otherwise been afforded by the rest of the game. Such a frustrating design choice.
I'm totally hung up on the second boss fight. I die within the first few seconds because I haven't built a combat character. I can't run fast or very far for long and I can't sponge in any serious damage. All of my skill points are in hacking with a few other random skills, I can't re-spec so I'm just trapped in this fight? What the fuck is this shit.
Castor Krieg said:This. It doesn't help that the first enemy you take down doesn't alarm anyone nearby. So I tried taking down the first enemy in the factory - that didn't end well.
Which boss fight is that?or2xmech? Anyway, by the time you get to the second boss you should be oozing Augmentations. I have like 110k EXP by that time.Yelena
Spoo said:Had the same problem:
Use stun gun, switch to heavy rifle and run right the fuck up to the bosses face, when the boss goes to shoot it should go past you. Shitty way to win, but what else can be done?
You would think that about the nonlethal character being able to get more credits, but my purely lethal character (and lethal to the point of wiping out every last civilian in a hub before leaving it, so there were a lot of wasted bullets) still ended up with 50,000 credits to spare, even after buying out the entire stock of every shop in the game just for kicks.Wallach said:Well, the thing is looting lethal ammo as a non-lethal player is already kind of a bonus because you are free to convert that into credits where a lethal player may be more inclined to use it. I agree that non-lethal weaponry has a harder time with ammo for their own weapons, though given how effective non-lethal weapons are I'm not sure XP is the right reward instead of something like additional credits opportunities.
[...]
What I would prefer to see though is the non-lethal bonus be applied like Ghost and Smooth Operator and on a per-objective basis so that players can't kill people they've knocked out and retain the XP (so there's always the risk of another target finding a body and waking the guy up). You really wouldn't need discrepancies in the per-target rewards that way, I don't think.
jaundicejuice said:Yelena
I'm oozing hacking, speech and environment navigation augmentations. 0 combat and I'm getting completely worked because of this. Even if I avoid the initialcharge and burst of the typhoon attack, I still can't last long if I get tagged by the typhoon explosion or her dual smgs. I've tried and re-tried this fight, I've ditched my tranq sniper rifle, I have no charges for my stun gun, I've scrounged up some firearms for the nearby guards. There are weapons lockers lining the room I fight her in but I can barely take a moment to grab the contents and I have little to no room in my inventory to spam grab everything. I can't take much, if any, damage and I can't run far or for long. I don't want to mention how many times I've played and re-played this fight but it's enough so that I'm going to write this game off. The environment hazard you can use to knock her cloak out often kills me because Yelena's damaged me and I can't survive the environmental damage. I've got some combo mines that I'm trying to use but they are as much a danger to me as they are to her. I can cloak, very briefly, to throw her off but all that does is postpone my eventual death.
Jintor said:The opening scene on your return to Shanghai is godly.
I FUCKIN' SAVED HER. FUCK YES. PISTOLS + GRENADES ONLY.
can you make emp mines?jaundicejuice said:I would try this if I had any stun charges left. Currently the best option for that are mines and they do me in faster than her.
Lakitu said:So who else talked their way into the? I just strolled in and out, snuck around a few offices, stealing credits and shit, reading private emails and listening in on conversations.Morgue
Castor Krieg said:There is no real choice. I'm sorry, there simply isn't. By the time you leave the first hub you can have 3/3 Fortify, 3/3 Stealth Hack, probably lvl. 3 or lvl. 4 Hacking. Also, every Exploration aug - High Jump, Wall Crush, Icarus, Lifting Heavy Objects. These are the core augmentations there, and I'm pretty sure you can run through the game from there without a single upgrade past that point.
I don't mind the Praxis system, because I like to min-max my character, but I can see how this can bug other people.
P.S. Deus Ex just jumped to 10th place on Gamefaqs.
ThoseDeafMutes said:By the time you leave the first hub? I think you're exaggerating significantly.
Icarus - 2 points, Stealth hacking 3/3 - 3 points, Fortify 3/3 - 3 points, lift heavy objects - 1 point, Punch-through-wall - 1 point, Jump high - 2 points, hacking capture level 3 - 2 points.
Did you get 14 praxis points in Detroit? Maybe by the time you're nearing the end of China for the first time you could get all of those, assuming you were exploring every nook and cranny for XP and praxis kits, but you'd be without any of the other useful or cool augs like double-takedowns, cloaking or inventory space increases. Oh, and there's the small matter of the social enhancement aug, which is a must to obtain out of the gate.
I think if you want to sacrifice a bunch of useful/cool stuff in order to have all places open for exploration by mid-game, more power to you. The only real down side to the augs as they stand is that stealth-enhancement and hacking-analyse are essentially useless trees, along with the flash suppression and sprint enhancement augs. I would also say that you missed the gas breathing aug as an exploration, but that one only really helps late game anyway.
ThoseDeafMutes said:By the time you leave the first hub? I think you're exaggerating significantly.
Icarus - 2 points, Stealth hacking 3/3 - 3 points, Fortify 3/3 - 3 points, lift heavy objects - 1 point, Punch-through-wall - 1 point, Jump high - 2 points, hacking capture level 3 - 2 points.
Did you get 14 praxis points in Detroit?
Wallach said:http://i.imgur.com/pUjBc.jpg
That's where I'm at aug-wise and I just got the mission.to deactivate the signal coming out of Derelict Row.
Lakitu said:So who else talked their way into the? I just strolled in and out, snuck around a few offices, stealing credits and shit, reading private emails and listening in on conversations.Morgue
ThoseDeafMutes said:Holy shit how did you get so many? Anyway that's 10-11 points (not sure how many you start with in each tree)? You're about to finish Detroit.
ThoseDeafMutes said:Holy shit how did you get so many? Anyway that's 10-11 points (not sure how many you start with in each tree)? You're about to finish Detroit.
Wallach said:I think it's actually 15, since you don't start with anything in hacking stealth and that takes 2 points to open.
Edit - note that 3 of those were ones I got out of the environment, and 2 were bought at the LIMB clinic there.
_tetsuo_ said:You found 3 praxis kits ins Detroit? Fuuuuuuuuuuck
Wallach said:I am including the one you find insince it is tied to this hub.the Sarif manufacturing place
_tetsuo_ said:That is the only one I found
I spent a LOT of time in Detroit as well. Not so much in the sewers though...
Wallach said:I think it's actually 15, since you don't start with anything in hacking stealth and that takes 2 points to open.
Edit - note that 3 of those were ones I got out of the environment, and 2 were bought at the LIMB clinic there.
jaundicejuice said:Boss fights are the stupidest thing they possibly could've added to this game. What's the point of making a non-violent/hacker/stealth character if I get thrust into these gun fights I cannot otherwise avoid and am horribly equipped to deal with. Put bosses in the game but give me alternatives to combat them, don't force me into a situation and take away all of the freedom I've otherwise been afforded by the rest of the game. Such a frustrating design choice.
I'm totally hung up on the second boss fight. I die within the first few seconds because I haven't built a combat character. I can't run fast or very far for long and I can't sponge in any serious damage. All of my skill points are in hacking with a few other random skills, I can't re-spec so I'm just trapped in this fight? What the fuck is this shit.
Unknown Soldier said:Well, I think DXHR is teaching a valuable life lesson. Pacifist or no, when shit is going down, you want to be the one who has the bigger gun. :3
I think it's funny that I am playing a stealth character too at the moment, mainly because I want the extra XP. I would play a Rambo character if the game was as rewarding for Robocop types as it was for Solid Snake types. But the rewards in the game are heavily skewed towards sneaky players, with the Ghost and Smooth Operator bonuses and the extra XP from non-lethal takedowns. Somewhere along the line the designers started favoring one gameplay style over the others and it shows in the final product. If you play the game like Metal Gear Solid or Splinter Cell you rack up XP and bonuses way faster than if you play it like Gears of War.
Which is kind of disappointing, because I really want to just shoot everything. Actually, what I really want is a sword so I can slice everything. In DX, it was possible to switch on a bunch of augs, walk up to the bosses, and just sword them in the face until they died. This is sadly missing from DXHR, I had one of my most satisfying moments in my gaming memory the time I went up to, put on my augs, hit him in the head 3 times with the Dragon's Tooth sword, and down he went. So satisfying. That's completely gone from DXHR. :|Walton Simons
_tetsuo_ said:You found 3 praxis kits ins Detroit? Fuuuuuuuuuuck