You can hit at point blank range and still not do much damage. VATS wouldn't work if it wasn't largely a stat-based combat system.Ringo12 wrote...
Shooting at point blank range is still a hit. You don't miss reguardless of stats.
Kingdoms of Amalur: Reckoning. An rpg worth keeping your eye on.
#26
Posté 29 juin 2011 - 08:46
#27
Posté 29 juin 2011 - 08:50
Lord Phoebus wrote...
I've heard this before, is this a difference between the console and PC version? Because, for me, if it was under your reticle you hit, if it wasn't you missed.
That's only partly true. Different guns in Fallout 3 had different spread values, which means just because you have a target centered in the reticule doesn't mean it's a guaranteed hit. Increasing the accompanying weapons skill raises damage values, and decreases spread.
#28
Posté 29 juin 2011 - 09:31
Addai67 wrote...
You can hit at point blank range and still not do much damage. VATS wouldn't work if it wasn't largely a stat-based combat system.Ringo12 wrote...
Shooting at point blank range is still a hit. You don't miss reguardless of stats.
And the question Naughty asked specifically said WITHOUT Vats. Reguardless Fallout 3 is more twitch based then tactical.
Modifié par Ringo12, 29 juin 2011 - 09:32 .
#29
Posté 29 juin 2011 - 10:02
The Baconer wrote...
Lord Phoebus wrote...
I've heard this before, is this a difference between the console and PC version? Because, for me, if it was under your reticle you hit, if it wasn't you missed.
That's only partly true. Different guns in Fallout 3 had different spread values, which means just because you have a target centered in the reticule doesn't mean it's a guaranteed hit. Increasing the accompanying weapons skill raises damage values, and decreases spread.
Hmm, maybe I never noticed because I predominantly used 0 spread weapons like Ol' Painless, Lincoln's Repeater and Sniper Rifles. I could hit with far more accuracy than VATS predicted, the number of times I missed a head shot when VATS said I had a less than 20% chance to hit was less than 20%. That said if I could play through the game and not notice that stats had an effect on gameplay outside of VATS, it must have been a pretty small effect.
#30
Posté 29 juin 2011 - 10:05
Ringo12 wrote...
por favor wrote...
The game looks kind of cool! I'm not into Fabel-esque games (I prefer darker and more mature games like Dragon Age) but this game seems pretty entertaining.
That's laughable.
I'm still not sold on Amalur though though honestly this looks like a game I can wait for. This won't be a first day buy.
I meant darker and more mature in comparison to games like Fabel. If you're going to try to be an ass, at least read what I said properly.
#31
Posté 29 juin 2011 - 10:09
Ringo12 wrote...
por favor wrote...
The game looks kind of cool! I'm not into Fabel-esque games (I prefer darker and more mature games like Dragon Age) but this game seems pretty entertaining.
That's laughable.
???
So this Amalur game looks to you to be darker and more mature in tone than Dragon Age games?
I would disagree. Amalur's color palette seems very cheerful and light-hearted in tone. Perhaps the story is quite dark, but so far all I have to go on is the screenshots and gameplay footage.
Modifié par naughty99, 29 juin 2011 - 10:12 .
#32
Posté 29 juin 2011 - 10:11
You can't not notice. You kill things more easily with better weapons, more perks and level up. How can one not notice that?Lord Phoebus wrote...
Hmm, maybe I never noticed because I predominantly used 0 spread weapons like Ol' Painless, Lincoln's Repeater and Sniper Rifles. I could hit with far more accuracy than VATS predicted, the number of times I missed a head shot when VATS said I had a less than 20% chance to hit was less than 20%. That said if I could play through the game and not notice that stats had an effect on gameplay outside of VATS, it must have been a pretty small effect.
I'm fine with FPS mechanics- as long as they work well- but it's nice to have options that work with other playstyles.
#33
Posté 29 juin 2011 - 10:13
Addai67 wrote...
You can't not notice. You kill things more easily with better weapons, more perks and level up. How can one not notice that?Lord Phoebus wrote...
Hmm, maybe I never noticed because I predominantly used 0 spread weapons like Ol' Painless, Lincoln's Repeater and Sniper Rifles. I could hit with far more accuracy than VATS predicted, the number of times I missed a head shot when VATS said I had a less than 20% chance to hit was less than 20%. That said if I could play through the game and not notice that stats had an effect on gameplay outside of VATS, it must have been a pretty small effect.
I'm fine with FPS mechanics- as long as they work well- but it's nice to have options that work with other playstyles.
Better weapons and perks make a difference, but I never noticed a difference from skill level.
#34
Posté 29 juin 2011 - 10:20
Lord Phoebus wrote...
Addai67 wrote...
You can't not notice. You kill things more easily with better weapons, more perks and level up. How can one not notice that?Lord Phoebus wrote...
Hmm, maybe I never noticed because I predominantly used 0 spread weapons like Ol' Painless, Lincoln's Repeater and Sniper Rifles. I could hit with far more accuracy than VATS predicted, the number of times I missed a head shot when VATS said I had a less than 20% chance to hit was less than 20%. That said if I could play through the game and not notice that stats had an effect on gameplay outside of VATS, it must have been a pretty small effect.
I'm fine with FPS mechanics- as long as they work well- but it's nice to have options that work with other playstyles.
Better weapons and perks make a difference, but I never noticed a difference from skill level.
The damage for each weapon is calculated based on your skill level.
Are you sure you didn't notice that you were killing enemies that you were harder to kill when your Guns skill, for example was very low?
#35
Posté 29 juin 2011 - 10:42
naughty99 wrote...
???
So this Amalur game looks to you to be darker and more mature in tone than Dragon Age games?
I would disagree. Amalur's color palette seems very cheerful and light-hearted in tone. Perhaps the story is quite dark, but so far all I have to go on is the screenshots and gameplay footage.
Thank you, Naughty.
#36
Posté 29 juin 2011 - 11:17
naughty99 wrote...
Lord Phoebus wrote...
Addai67 wrote...
You can't not notice. You kill things more easily with better weapons, more perks and level up. How can one not notice that?Lord Phoebus wrote...
Hmm, maybe I never noticed because I predominantly used 0 spread weapons like Ol' Painless, Lincoln's Repeater and Sniper Rifles. I could hit with far more accuracy than VATS predicted, the number of times I missed a head shot when VATS said I had a less than 20% chance to hit was less than 20%. That said if I could play through the game and not notice that stats had an effect on gameplay outside of VATS, it must have been a pretty small effect.
I'm fine with FPS mechanics- as long as they work well- but it's nice to have options that work with other playstyles.
Better weapons and perks make a difference, but I never noticed a difference from skill level.
The damage for each weapon is calculated based on your skill level.
Are you sure you didn't notice that you were killing enemies that you were harder to kill when your Guns skill, for example was very low?
Actually I just checked the wiki and there appears to be diminishing returns on the increase at higher levels, I got my small guns up to 70 pretty quick (books+bobblehead for the rest), so there might not have been much a difference between a 70 and a 100. But I really didn't see a difference. According the wiki it also says the spread stat isn't used, so it might not affect your accuracy outside of VATS either.
#37
Posté 30 juin 2011 - 12:13
Aside from damage, skill also determines sway, which is pretty important if you're using a sniper rifle.
I personally use mods that increase the importance of skills anyway. In both F3 and NV.
Anyways, back to your scheduled program.
Amalur is not going to be more serious in tone than Dragon Age. Nothing in the art style or gameplay demos shows that Amalur is going to be all grimdark. Which isn't a bad thing. If you can't do grimdark properly, it looks embarrassing when you try.
It will probably be more serious than Fable, but keep the tone at around a similar level.
Modifié par mrcrusty, 30 juin 2011 - 12:16 .
#38
Posté 30 juin 2011 - 12:52
#39
Posté 30 juin 2011 - 12:53
#40
Posté 30 juin 2011 - 01:14
I'm not a huge fan of this art style normally, but its different than fable due to its crispness and it'll be something refreshingly contrasting after my 400 hours of Skyrim are logged
#41
Posté 30 juin 2011 - 03:19
sympathy4saren wrote...
I think it'll be a nice bit of fresh air for me....a good new flavor of rpg. If the elements the say are in it are in it, such as the 3 crafting mechanics and component breakdown of loot, Diablo style loot, 120 fully fleshed out dungeons, skill layout and perks, etc, then it'll be a very nice addition to my collection and over 100 hours of fun.
I'm not a huge fan of this art style normally, but its different than fable due to its crispness and it'll be something refreshingly contrasting after my 400 hours of Skyrim are logged
Wait. 120 fleshed out dungeons!? Could they just being saying though? I remember people talking about dungeons in Oblivion yet when I played it well...too much dark caves for me to care to remember. Has there been anything said about modding?
#42
Posté 30 juin 2011 - 03:39
Modifié par Addai67, 30 juin 2011 - 03:40 .
#43
Posté 30 juin 2011 - 10:13
Ringo12 wrote...
sympathy4saren wrote...
I think it'll be a nice bit of fresh air for me....a good new flavor of rpg. If the elements the say are in it are in it, such as the 3 crafting mechanics and component breakdown of loot, Diablo style loot, 120 fully fleshed out dungeons, skill layout and perks, etc, then it'll be a very nice addition to my collection and over 100 hours of fun.
I'm not a huge fan of this art style normally, but its different than fable due to its crispness and it'll be something refreshingly contrasting after my 400 hours of Skyrim are logged
Wait. 120 fleshed out dungeons!? Could they just being saying though? I remember people talking about dungeons in Oblivion yet when I played it well...too much dark caves for me to care to remember. Has there been anything said about modding?
I haven't heard anything about modding, but most games are moddable. I would be shocked if there wasn't modding in some form.
The 120 dungeons are fully fleshed out....I doubt a new company in 38 Studios trying to promote a corresponding mmo and a rts company turned rpg developer Big Huge Games would lie out of the gate in their first game.
I saw two dungeons...and the entrance to three others. They're very, very detailed, colorful in some areas and not too dark. The dungeons are designed by Todd McFarlane and his team, just like the rest of the artwork. They claim to be very dedicated to meaningful detail and variety, and it shows in what I've seen.
Im sure there are dark catacombs, but what I saw wasn't too dark, lit well by torches and color palate, and BIG, BIG, BIG
#44
Posté 30 juin 2011 - 10:50
#45
Posté 01 juillet 2011 - 12:18
Ringo12 wrote...
Sounds interesting. I'll have to read some more about it and especially the crafting. I like a good crafting system.
Me too. It gives so much more personalization to your character. From what I've read and saw in demos, one thing you can do is augmentation from loot (inserting a gem or artifact to power a weapons....one I saw made the sword be on fire during the day and glow and shine ice at night). Sagecraft, as they are calling it, allows you to break any weapon or loot item down into component parts, use specific parts for your needs and well the rest, or put back together.
They used an example of a warrior class hammer that dealt X percentage of shock power. In Sagecraft, you can go to a smith, break the hammer down into its components, use the shock power to, lets say, a dagger if you're a rogue, and sell the remaining items to a vendor.
How deep and complex this goes is to be determined, but if its complex then it will be friggin SWEET!!!!!!
#46
Posté 01 juillet 2011 - 12:39
sympathy4saren wrote...
Ringo12 wrote...
Sounds interesting. I'll have to read some more about it and especially the crafting. I like a good crafting system.
Me too. It gives so much more personalization to your character. From what I've read and saw in demos, one thing you can do is augmentation from loot (inserting a gem or artifact to power a weapons....one I saw made the sword be on fire during the day and glow and shine ice at night). Sagecraft, as they are calling it, allows you to break any weapon or loot item down into component parts, use specific parts for your needs and well the rest, or put back together.
They used an example of a warrior class hammer that dealt X percentage of shock power. In Sagecraft, you can go to a smith, break the hammer down into its components, use the shock power to, lets say, a dagger if you're a rogue, and sell the remaining items to a vendor.
How deep and complex this goes is to be determined, but if its complex then it will be friggin SWEET!!!!!!
/drool
That does sound great.
#47
Posté 05 juillet 2011 - 05:28
L33TDAWG wrote...
The game seems to be too much like a fanboys dream game, mixing all these different elements in from different rpg genres, seems a little off putting.
I can understand that perspective, but aren't most games a combination of good elements put together? Is the fact it is a game with a lot of combined elements a bad thing? Does it mean it lacks artistic feel?
From everything i heard and read, it is a genuine hardcore rpg with genuine hardcore action combat. Neither side of the coin got left out.
I'm not a really big fam of action combat, but a lot of the ability looks to based off of how your weapon is equipped, enchanted and what not....statistics play a huge role. So does timing. But that's just for the combat it seems.
I'm curious how shakrams will feel in combat.
I'm also excited to learn more about features that they are really hush-hush on...such as their destiny system. There is a lot yet to learn about this game....can't wait for new info.
#48
Posté 05 juillet 2011 - 05:35
Like I said before, though, I'm really curious what story and writing will be like. It looks like they went the general direction of Planescape Torment but I'm sure it'll have its own identity.
#49
Posté 05 juillet 2011 - 07:09
The official forums are up. I am dorky enough to sign up for this card giveaway.
#50
Posté 05 juillet 2011 - 07:44
I wish they would give away a replica of one of the mage's staffs....the one they show in demos looks really neat





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