zerokoolpsx
Member
.Brazil said:I can't believe this is actually turning out to be good. I can finally be hyped.
.Brazil said:I can't believe this is actually turning out to be good. I can finally be hyped.
though you can save at any time in the game
Managing Inventory Like It's 1996
I've always been a proponent of the grid inventory system primarily used in action RPGs, and it's great to see a modern-day developer sticking with a working formula rather than going for something much more simplistic. Adam's inventory is split into two sections - a base grid and a quest grid. I never actually found any items that slotted themselves into the latter area, but it's obvious that the team didn't want us running to the nearest merchant just to clear out some room for an important quest item. To help keep your inventory even more manageable, the team made the decision to limit your carrying capacity to one of each weapon. Therefore, if you find your first Machine Pistol on a dead guard, all subsequent Machine Pistols you find will only net you additional ammunition.
As you pick up items (all maneuverable, readable, and obtainable items are highlighted with a yellow outline, by the way), they are automatically arranged and sorted in your inventory, so there's no need for any prior honing of your Tetris skills. Smaller weapons like the Stun Gun take up six grid squares, while larger weapons like the Machine Pistol take up twelve. All of the ammunition I found took up two grid squares, and consumables - painkillers, cyberboost proenergy bars, and beer, for example - take up a single grid square. I never once came close to filling up my inventory space during the demo, but if you'd like to add even more room to your inventory later in the game, you can always invest some Praxis Points into the three Carrying Capacity upgrades underneath the Cybernetic Arm Prosthesis augmentation. Each of these upgrades will add two columns of inventory space to your grid.
Nailed it.Draft said:Maybe RPG purists should take a step back from their character sheets and realize that bullets not going where you are aiming in a first person game is frustrating and dumb.
Deus Ex is not gospel. Not every aspect of its decade old design needs to be replicated in this game.
There's really more organic ways to fix that though. Like maybe we can assume that soldiers/mercenaries/terrorists in 2027 all use radios to communicate, and when an entire warehouse full of people drop out of radio contact it sends a clear indication that something's wrong, so the remaining enemies are more alert or whatever and it becomes harder and harder to take people out without getting into firefights.Chairman Yang said:In this case, Deus Ex 3 is just redressing an imbalance.
Typically stealth games heavily reward the stealth-killing approach rather than the stealth-sneaking approach. Look at Thief, or Hitman, or Splinter Cell. It makes sense to dispose of enemies, because then they'll be out of the way and won't have the potential to disturb you anymore. You can also get loot/items from them in some games.
Deus Ex 3 is making it harder to take that approach by default. You can do it, but now it's not a more attractive option than simply sneaking around. By encouraging sneaking, the game has made BOTH options viable. Later on, if you really prefer the stealth-killing approach, you can take a variety of augs to improve your capabilities there (I know there's one that makes energy regenerate further, and one that lets you take down two nearby enemies at once).
I doubt it, TOR has over half a half a million they claim.Amir0x said:I want so bad to believe. Deus Ex is one of the greatest games of all time, and I still haven't played a game since that has replicated that unique blend of gameplay with as high a standard of quality.
It's hard to not be pessimistic. Someone said 200,000 lines of spoken dialogue in this game, which I think is purely insane and surely has to be the largest number ever for a game. That alone makes me think there has to be a good level of freedom in the conversations, which gives me hope.
I dunno previews are always unreliable, but i am starting to believe this game might be something decent...
StuBurns said:I doubt it, TOR has over half a half a million they claim.
If that GDC thing is real then DA:Origins had 56,000 spoken lines and DA2 is going to have 38,000. 200,000 is a pretty insane number for any game.StuBurns said:I doubt it, TOR has over half a half a million they claim.
The Old Republic. The MMO Bioware is working on.Amir0x said:TOR?
Limited supermoves feel pretty natural and organic to me. We're all used to the Halo style of melee, where up-close attacks are literally more powerful than bullets, but that's obviously not anywhere near reality. In Deus Ex 3, if you want to do something inhumanly powerful and crazy melee-wise, you have to use up special energy to do it. You can't do it continuously without even more powerful upgrades. I think it makes sense.tiff said:There's really more organic ways to fix that though. Like maybe we can assume that soldiers/mercenaries/terrorists in 2027 all use radios to communicate, and when an entire warehouse full of people drop out of radio contact it sends a clear indication that something's wrong, so the remaining enemies are more alert or whatever and it becomes harder and harder to take people out without getting into firefights.
So I guess I'd rather there be natural advantages and disadvantages to different strategies rather than just having game-y fixes like limited one-button supermoves to balance things out.
Lostconfused said:The Old Republic. The MMO Bioware is working on.
Either way it sounds so insane to me that I think either some is unintentionally lying or is fudging the numbers by taking into account stuff like localization or something.Amir0x said:I should have stipulated non-MMORPG. MMORPGs are on a different scale from all other games. It's quite dramatic to have a single player RPG have 200,000 lines of spoken dialogue.
The 200K figure sounds wrong. I can see 200K words of spoken dialogue, but not lines.Amir0x said:oh right right.
I should have stipulated non-MMORPG. MMORPGs are on a different scale from all other games. It's quite dramatic to have a single player RPG have 200,000 lines of spoken dialogue.
Chairman Yang said:The 200K figure sounds wrong. I can see 200K words of spoken dialogue, but not lines.
I bought Deus Ex during a steam sale last year and haven't touched it yet. For some reason, reading this makes me want to play it today.Amir0x said:I want so bad to believe. Deus Ex is one of the greatest games of all time, and I still haven't played a game since that has replicated that unique blend of gameplay with as high a standard of quality.
IPoopStandingUp said:I bought Deus Ex during a steam sale last year and haven't touched it yet. For some reason, reading this makes me want to play it today.
grkazan12 said:Sorry to derail a slight bit, but I have never played any of the Deus Ex games, been wanting to try them out for a long time now and I was wondering what games in the series should I play? and will the game mechanics be hard to get into?
Oh, yeah, the limited supermoves themselves are fine because everything mechanical takes up bioelectric energy.Chairman Yang said:Limited supermoves feel pretty natural and organic to me. We're all used to the Halo style of melee, where up-close attacks are literally more powerful than bullets, but that's obviously not anywhere near reality. In Deus Ex 3, if you want to do something inhumanly powerful and crazy melee-wise, you have to use up special energy to do it. You can't do it continuously without even more powerful upgrades. I think it makes sense.
It's been years since I played MGS, but I remember a lot of "What's going on? Respond!" on the radio chatter after I killed a dude. So at the very least I'm sure the idea's been played with.Chairman Yang said:Your approach sounds cool too, but it would entail a LOT of design and AI challenges, challenges that might not be worth the small benefit they give.
beautifulDraft said:Maybe RPG purists should take a step back from their character sheets and realize that bullets not going where you are aiming in a first person game is frustrating and dumb.
grkazan12 said:Sorry to derail a slight bit, but I have never played any of the Deus Ex games, been wanting to try them out for a long time now and I was wondering what games in the series should I play? and will the game mechanics be hard to get into?
I don't know why I put 'half a half a million', I meant half a million.Amir0x said:oh right right.
I should have stipulated non-MMORPG. MMORPGs are on a different scale from all other games. It's quite dramatic to have a single player RPG have 200,000 lines of spoken dialogue.
Wouldn't shock me if GTA4 was around that number. There were probably 1000 lines alone dedicated to Niko complaining.Amir0x said:oh right right.
I should have stipulated non-MMORPG. MMORPGs are on a different scale from all other games. It's quite dramatic to have a single player RPG have 200,000 lines of spoken dialogue.
BobTheFork said:beautiful
They're all present here, in the form of augs.Confidence Man said:Not really. It's a pretty dumb statement, for a few reasons. No one was advocating that it be completely unchanged from Deus Ex, having bullets not go where you aim, only that character skill should play a part, given that this is presented as a role-playing game. The "decade old" design is featured in a number of modern games where gunplay is informed by stats like Fallout 3 and New Vegas, Alpha Protocol and Stalker.
Also, putting aside weapon proficiencies, Deus Ex had other skills which made Denton more efficient at normal activities like picking locks, bypassing electronics, hacking computer systems, or using items, none of which are present here.
axdenied said:Sarcasm or serious ?
The release date will be announced next week, as tweeted by the game director:
http://twitter.com/Jeffachoo/status/43807284391985152#
You slimy little nerd. If you're going to call my statement dumb at least have the balls to quote it directly.Confidence Man said:Not really. It's a pretty dumb statement, for a few reasons. No one was advocating that it be completely unchanged from Deus Ex, having bullets not go where you aim, only that character skill should play a part, given that this is presented as a role-playing game. The "decade old" design is featured in a number of modern games where gunplay is informed by stats like Fallout 3 and New Vegas, Alpha Protocol and Stalker.
Also, putting aside weapon proficiencies, Deus Ex had other skills which made Denton more efficient at normal activities like picking locks, bypassing electronics, hacking computer systems, or using items, none of which are present here.
Draft said:Maybe RPG purists should take a step back from their character sheets and realize that bullets not going where you are aiming in a first person game is frustrating and dumb.
Deus Ex is not gospel. Not every aspect of its decade old design needs to be replicated in this game.
Draft said:You slimy little nerd. If you're going to call my statement dumb at least have the balls to quote it directly.
You're examples are so shitty, too. Yes, please Eidos, copy the amazing gun play mechanics from Fallout 3 and Alpha Protocol! Talk about dumb statements.
1) I don't care about the faithfulness to the original as long as THIS one is fun and stands by itself.Confidence Man said:Not really. It's a pretty dumb statement, for a few reasons. No one was advocating that it be completely unchanged from Deus Ex, having bullets not go where you aim, only that character skill should play a part, given that this is presented as a role-playing game. The "decade old" design is featured in a number of modern games where gunplay is informed by stats like Fallout 3 and New Vegas, Alpha Protocol and Stalker.
Also, putting aside weapon proficiencies, Deus Ex had other skills which made Denton more efficient at normal activities like picking locks, bypassing electronics, hacking computer systems, or using items, none of which are present here.
Shooting stuff sucks absolute balls in two of those games. Why should a mechanic that doesn't produce good game play be used? Because it satisfies some proposed checklist of things that are in RPGs? That's bullshit. It's the worst kind of inside the box thinking.Confidence Man said:No one was advocating that it be completely unchanged from Deus Ex, having bullets not go where you aim, only that character skill should play a part, given that this is presented as a role-playing game. The "decade old" design is featured in a number of modern games where gunplay is informed by stats like Fallout 3 and New Vegas, Alpha Protocol and Stalker.
Better?
Even in pretty much every modern FPS you aren't going to hit what you're aiming at 100% of the time.Draft said:Shooting stuff sucks absolute balls in two of those games. Why should a mechanic that doesn't produce good game play be used? Because it satisfies some proposed checklist of things that are in RPGs? That's bullshit. It's the worst kind of inside the box thinking.
A game with real time aiming mechanics doesn't need a secondary math check to determine shot success. That system is unintuitive. The skill check happened when the cross hair was put on target and the trigger pulled at the right time.
Actually in pretty much every modern FPS, ignoring lag, bullets are treated like laser beams. If the cross hair is over the target when the trigger is pulled, it's a hit.tiff said:Even in pretty much every modern FPS you aren't going to hit what you're aiming at 100% of the time.
Actually you can make an argument for it. There is a pretty cliche scene, but its also a nice nod to the concept of augs, where the glass cracks in his hand. Suggesting that he doesn't have full/perfect control over his new body. All his motor control skills and muscle memory are gone so he has to learn how to use his body all over again.User33 said:Plus I never thought it made much sense that a guy who has state of the art nano augmentation, and who has undergone extensive training can't aim a gun properly.