I feel this is a dumb way to do stats and similar to what i have seen in other recent games with use of the term "Potency".I have no idea why devs need to use bad terminology and trying to confuse players with stats.
Your damage should be your weapon and the ONLY other stat that should influence it is your accuracy and ammo.Your other gear should ONLY influence defence/agility/dexterity.With just that simple easy to understand layout you can create a lot of depth in your combat system.Far i'm concerned Skill power is terminology that doesn't make any sense. Power is a form of energy while skill is an ability to perform your actions.Combining the two terms is like saying i drive an automobile Bicycle.
Never forget 3 mile Island and never trust a government official or company spokesman.
IMO, the real problem with the game is its setting. Its neither good for "bullet sponginess" machanics, nor very interesting. Poor choice.
IMO the setting is the draw. To put it this way, there are 6.023x10^23 first-person shooters set in a semi-realistic, semi-plausible setting. There are 6.023x10^23 role-playing games set in a high-fantasy or science-fiction setting. An rpg set in a semi-realistic setting is simply an untapped market and judging by sales, a hungry market. I'm thrilled that this is not a 360 fast-scoping dolphin-diving twitch-fest fps. I rejoice that it is not an mmorpg where you just press 1, 2, 3....and then watch cooldown timers and your screen is all HUD like a spreadsheet and you hardly even have to look at the action in the environment.
And NYC? Having visited the city a number of times since the '80s, I'm astonished by how close it is and often find myself just tooling around exploring. As an aside, I recall going down a street with garbage bags piled high and thought to myself it just looks like a typical day in New York under the Koch administration.
That brings me to the classic types of MUD players: Achievers, Explorers, Socializers, and Killers. There was a recent article suggesting that the jaded state of video games in general and rpgs or mmorpgs specifically is that they are developed almost exclusively for achievers. For me The Division recovers the other three. As maskeweasal said, I've formed more meaningful relationships with other players in this game than in traditional MMO's in a long time.
what I struggle to understand is how is a game like Fallout 4 not basically an RPG Shooter, as well as all the other tons of titles just like it.
Please do not respond to me, even if I ask you a question, its rhetorical.
I miss the days when we bought games in boxes with manual books. Everything was explained in the book and by the time the game was installed we had learned the basics and were ready to go.
More often than not a game provides you with a tutorial that includes controls, menus, etc. which you already know if you have played other games of the same genre, but rules of this particular game's mechanics remains unexplained and requires you to wait until someone makes a game guide on some fan site or forums.
It kind of funny developers think it's necessary to tell a player how to move and look around, how open your inventory and pick up a quest, but explaining his/her character's stats can be skipped and let the player figure it out by him/herself.
I miss the days when we bought games in boxes with manual books. Everything was explained in the book and by the time the game was installed we had learned the basics and were ready to go.
More often than not a game provides you with a tutorial that includes controls, menus, etc. which you already know if you have played other games of the same genre, but rules of this particular game's mechanics remains unexplained and requires you to wait until someone makes a game guide on some fan site or forums.
It kind of funny developers think it's necessary to tell a player how to move and look around, how open your inventory and pick up a quest, but explaining his/her character's stats can be skipped and let the player figure it out by him/herself.
maybe that started to change when companies started hiring non-gamers as game developers..ha! just joking I have no idea if that is even true
Please do not respond to me, even if I ask you a question, its rhetorical.
Or people in general, especially kids today, are just dumb as rocks. It took me not longer than a first glance at the skill screen to realize that increasing skill rating will increase effectiveness. Or maybe I'm just a genius? Nah.. I'm not that smart.. lol
I think it has to do with the wealth of information so readily available these days. There are complete guides holding your hand through every aspect of any popular game within a week of launch. Success in all but the most complicated games is now based almost purely on execution. So when these players are faced with basic rpg mechanics their first instinct is to jump on google and find a guide as opposed to thinking for themselves... I guess division doesn't have enough guides on skill ratings.
You can just look at vanilla wow, a fairly simple game. Yet even a year after launch I'd wager 80% of the playerbase didn't understand it's very basic dps rotations.
I frankly have a bigger problem with the $60 price tag and TWO release day DLCs, on top of several bugged and exploitable mechanics that were not identified during QC or beta.
If they had time to do two DLCs, they had time to fix what was obviously broken.
ok, ok, ok. First of all, this is a fallacy and it's one that is propagated much too often these days. There is no DLC. There is planned DLC, but it's not out yet. If you can find a AAA game that doesn't have plans for DLC, buy it!
Oh?
So I can't go to the Steam page, this very second, and see 2 different uniform packs for sale, in the DLC section?
And were they not offered on release day, and were they also not included in the price of a $60 game?
(It took developer time to do those item packs, and it is time that could have been spent fixing up some exploits and bugs, but no.... squeezing a few extra bucks on top of a full priced title is more important.)
Yeah..........
I pre-ordered the game and got those packs.....I don't see the problem really.
this video implies that its more likely those who dont like the game dont like it because its too easy and not very immersive. From watching the video I have experienced the things he is talking about exactly as he is talking about them in other games so I can associate with what he is saying even though I havent played the game
The game is extremely difficult. Extremely. If you play a hard mode mission, even in the tutorial -- chances are you won't make it through alive the first time around. Maybe not even the second time.
In the Dark Zone its extremely tough too, you can't just run by mobs as they will chase you and can fire at you from very long range. Running into other players isn't great either. I would also say the immersion level is quite high in comparison to other games out there.
That being said... players aren't disliking the gearing system.. they just aren't understanding how to use it effectively.
Not sure what game you are playing but we were farming the hell outta the challenging runs, have the tunnel down to a 30 min with no knock downs. Two of us clearing daily hards in 15 mins or less.
this video implies that its more likely those who dont like the game dont like it because its too easy and not very immersive. From watching the video I have experienced the things he is talking about exactly as he is talking about them in other games so I can associate with what he is saying even though I havent played the game
The game is extremely difficult. Extremely. If you play a hard mode mission, even in the tutorial -- chances are you won't make it through alive the first time around. Maybe not even the second time.
In the Dark Zone its extremely tough too, you can't just run by mobs as they will chase you and can fire at you from very long range. Running into other players isn't great either. I would also say the immersion level is quite high in comparison to other games out there.
That being said... players aren't disliking the gearing system.. they just aren't understanding how to use it effectively.
Not sure what game you are playing but we were farming the hell outta the challenging runs, have the tunnel down to a 30 min with no knock downs. Two of us clearing daily hards in 15 mins or less.
Then chances are you were heavily geared by then. Probably one of the few that farmed the DZ for Phoenix Credits and likely had a full set of gold gear in no time. It doesn't diminish the difficulty, and obviously some missions are tougher than others.
And I'd be more than happy to watch your video you post on youtube of you knocking out challenging missions in less than 30 minutes. Don't forget to show what gear you're wearing.
if you read the OP you can see how my post makes sense.
'confused about RPG shooter style skills'? really how so? never played a game before?
Still isn't really my point, so I will just restate what transpired. One guy said the setting was a poor choice and provided no rationale for that statement. I decided to say I liked the setting and provided my thoughts on why it is so. If someone wants to interact with my specific points as opposed to just quips, I'm all ears.
Comments
Your damage should be your weapon and the ONLY other stat that should influence it is your accuracy and ammo.Your other gear should ONLY influence defence/agility/dexterity.With just that simple easy to understand layout you can create a lot of depth in your combat system.Far i'm concerned Skill power is terminology that doesn't make any sense.
Power is a form of energy while skill is an ability to perform your actions.Combining the two terms is like saying i drive an automobile Bicycle.
Never forget 3 mile Island and never trust a government official or company spokesman.
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
More often than not a game provides you with a tutorial that includes controls, menus, etc. which you already know if you have played other games of the same genre, but rules of this particular game's mechanics remains unexplained and requires you to wait until someone makes a game guide on some fan site or forums.
It kind of funny developers think it's necessary to tell a player how to move and look around, how open your inventory and pick up a quest, but explaining his/her character's stats can be skipped and let the player figure it out by him/herself.
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
You can just look at vanilla wow, a fairly simple game. Yet even a year after launch I'd wager 80% of the playerbase didn't understand it's very basic dps rotations.
It was a bonus I believe.
'confused about RPG shooter style skills'? really how so? never played a game before?
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
And I'd be more than happy to watch your video you post on youtube of you knocking out challenging missions in less than 30 minutes. Don't forget to show what gear you're wearing.