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Action RPG - Frustrating or Expected?

Started by April 06, 2005 07:42 PM
26 comments, last by Foxostro 19 years, 10 months ago
For the two-different-styles method to work, the game has to be structured such that one player can stand in the middle of a room, depending entirely on character skills, and another player can leap about frantically, using his 31337 Quake skillz, and there will be even odds in the fight.

How can this work? You could have skills something like Diablo, where your character will level up and gradually gain things like "auto-dodge" or "return fire" skills that will automatically do what bunny-hopping and quick 180 turns do for a skilled player. At the end of the day, it might be very interesting indeed for one player to enter a room and activate all his most badass (and energay draining) skills while other players do their best to fight him with keyboard/mouse controls. Gun Kata is a good description.

Of course, "auto dodge" would infuriate the "straight players", since it would amount to penalizing THEIR aiming skills with filthy character abilities.

It's like substance dualism.
Please don't use view swim. It's horrible. It's infuriating. Yes, in real life, when I look across the sights of a pistol or through the telescopic scope of a rifle, there is a certain amount of motion in the point of aim. But there are ways that even a novice can steady it, and you have an intuitive sense of how your aim wanders because your arms are doing the moving. If you're going to simulate this, at least let the player defeat it somehow. Breath control, different stance/position, use of a tree or wall as a rest, or any other of a dozen techniques can be used to reduce or eliminate unsteadiness without using daizepam.

If you include view swim, you may as well incorporate trigger slap, variations in ammunition, points blank, crosswinds and all the other factors a long-range marksman has to consider when preparing to fire. Remember, this isn't meant to be a rifle sim. Unless it is, in which case I rescind my comments.
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In the Counter-Strike and the Rainbow 6 games, some guns are inherently more accurate than others. A perfectly aligned shot is going to have some degree of randomness applied to it, and the gamers know it. The amount of inaccuracy applied to a particular gun could be modified by the characters's proficiency with that particular handgun or some "handgun skill". This way, a user with absolutely perfect aim in FPS games could only ever be as accurate as the gun he was wielding. At low levels, guns would be unusably innacurate (for any user) for any distance farther than a few meters.

Maybe only use the aimbot idea mentioned earlier if the user wants his aim artificially improved, and they are already very high level. This might help users playing with high leveled characters, but who can't aim a mouse well at all.





EDIT: I was using "their" incorrectly, and that annoyed me :) (But, I don't care about the rest of my grammar)

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