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https://steamcommunity.com/sharedfiles/filedetails/?id=3005282816
And no matter the exact values, four pluses with zero minuses resulting in a missed knife attack up close by a martial artist is a joke (yes, statistics, but it's not just one example in those 25+ hours). Making the game difficult and mocking your players are two different things.
We've got the idea: +/- is the big feature of the game it's proud of (broken one, BTW) but let's concentrate on the text below from OP, shall we?
In terms of game design JA3 is stuck around JA2 times not willing to go further. You can't move dead bodies, though the game has stealth. Stealth is mostly done in real time, but it's build around turn-based principles (UI, actions, takedown mechanic - it's overly complicated, painful and not enjoyable at all). Maps have pathing errors, badly placed map borders misleading players with unexpected invisible walls. Inventory management with autosorting is a pain in co-op. Misplaced characters after loading a save (because they were standing on a square with a dead body). Lots of missing information on UI (fatigue level, experience). Desyncs and crashes in co-op. And so on and so forth. Bad sides of the game outweight the good ones.
So using the language of the devs here: the game to me is actually - - - - against + +.
I kept testing, switched sides a few more times, then did 10 in a row of each. Every single time the enemy came out the unguarded exit and shot them in the back. Of course I could and should cover both exits, but this was to test the AI.
For tests use mechanic girl, she can show positions of all enemies on the map.
Yes I have seen the same many times. Done lots of stealthy sneaking up on unaware enemies to get setup in good flanking positions only for one misstep to get me detected and all enemies instantly not only know where my one spotted merc is, but all the unspotted ones too. Total nonsense when the AI is not even held to the same rules I have to follow as the player.
This combined with the total fantasy weapon stats and poor weapon balancing is really sapping the fun out of a game I so badly wanted to be able to enjoy. I don't expect any game to be perfect but I just cannot get past the many glaring flaws and poor design choices here.
How hypocritical it is to argue with such a comment removing all the complexity of well though out combat mechanics and well written algorithm. "Huh, so statistics."
We are talking about game mechanics here, we're not in "telenovelas".
Tried to find back the link, but apparently that topic at Firaxis forums no longer exists.
So. Yes, years and years ago we were discussing the probabilities in XCOM. Those are fair. And yes, 90% chance to hit means 10% chance to miss. And yes, there is a 0.01% chance to miss four times in a row and yes, since it's non-zero it can happen. And yes, I myself was writing that random number generator has no memory. It's all true.
But we're not talking probabilities here. JA3 is having different game design. And without mod you don't even have those probabilities, you rely on your mercs' voice lines ("It seems as a good shot to me") and the +/- descriptions. This is how the game was supposed to work from the original design point of view and this is why you have all those perks. You see the negatives and you work to remove them: you get into weapon's range, you get your sniper to high ground, you take the one with night vision to compensate for the dark, etc, etc. And you still miss. OK, it's a shot, can happen. But it happens way to often! (We were not just resting on sat view all those 25+ hours.) And when your melee character misses his knife attack when you were specifically building it to gain all those pluses and positioning so he has no minuses and he still misses - it's bad game design. Because it means that system is not working. It's not teaching the player and even worse - it's teaching wrong things, things that are not true. And when the players realize that, they stop playing JA game with all those very individual mercs and start playing XCOM with units and hit chances. And that is the part that is wrong.
PS For clarity: we're playing the game as it was designed to be played - no mod for chances. Because we've read the explanations from the devs and decided to believe them and go with their vision.
Please patch the game! Maybe some JA honour can still be salvaged!
Another post with no constructive arguments just a point of view ... another "telenovelas".
Don't get it wrong, sometimes I can watch telenolevas while lying brain dead on a sofa and not being a fan of JA as well.
The reason why knife fights IRL are so deadly is that even a toddler can figure out how to shank someone to death and no amount of training can reliably protect a person from a fatal stab in the guts. Many martial artist believed in themselves, got into knife fights and were killed by some random thugs with a $5 knifes on the streets.
In games we are controlling martial arts masters or seasoned mercenaries with lightning-fast reflexes that, apparently, can't figure out how the thing with the pointy end works.
This "approach" to melee is not exclusive to JA3, btw, just thinking out loud.
Don't worry - it was proven multiple times. Look at this article, for example[sinepost.wordpress.com] (btw, read the other ones on probabilities in games by the same guy - they're quite useful). We decompiled and studied XCOM to its very core while working on tools and mods years ago, we know how random generator and AI work in that one - and it IS fair.
But yet again: here, in JA, the problem has nothing to do with hit chances.