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回報翻譯問題
you lost me at "i don't play games i just cheat them"
That's more because those perks are crap and don't really make a lot of sense to begin with. No one is using throwing knives in a straight fight, they'd be the worst weapon in the entire game. Imagine a sniper rifle that can't zoom in and gets 1 shot every 10 seconds, and has a terrible drop off that can't hit its intended target more than 15m away. That's a thrown knife in CP2077.
The reason it's part of Ninjitsu is because it's for stealth and assassination, not open combat, and in that area it makes sense. If they suddenly apply a ton of armor to it so that it can no longer instant-kill on a headshot, it does't become 'interesting' it just becomes 'useless' because the one situation where it was worth using it in, is a situation where it's no longer worth using it anymore.
Now, I agree melee is too easy. My Athletics/Cool-blooded/Blades character just steamrolls through literally everything, killing whole groups of enemies within half the span of a Sandevistan, but even then, while said character has all the ninjitsu perks related to throwing knives, I only really did it for the lulz because I had nothing else to spend perks on. Even in its current state I'd never use throwing knives as a combat weapon over basically any other option. Even to trigger stuff like the damage boost from bleeding, I'd rather just... make more attacks with my blade in the same span of time, because it's way less risky.
So if this armor change really does go through to make it 'more interesting', I'm pretty sure that is not going to be the actual outcome.
If they added throwing knives as a consumable grenade slot item that also gained all the benefits of the same ninjitsu perks, that I could see myself using in tandem with blade fighting, and that'd be pretty cool.
Maybe, we'll have to see in that case. I did find melee combat very bland because I can just rush up to something, mash attack and move on. All the complexities that SEEMED like they would be relevant, like dodging, counters, timed blocks, etc, only ever came up against dedicated melee bosses like Oda, or in the rare case that I just felt like entertaining a duel against a random melee-only enemy.
Most of the time, even with the perks not being that useful, it's also just suicidal to focus on one enemy like that while all his buddies are shooting at you. So even in the situations where I DID have a chance for an interesting melee fight, I couldn't actually take it since I had to deal with shooters who weren't going to just stand there and let me do a cool swordfight with their melee guy.
Comments like this baffle me. What makes it an RPG? It has stats? Levels? Interactive dialog? Character builds? Most genres of games have that these days to some degree or another.
Running around in first person, using guns and melee weapons from a first person perspective, having to manually aim attacks, aim down sights, etc? That's all exclusive to a first-person shooter. Everything that defines a textbook FPS is in this game. How is it more of an RPG than an FPS?
The OP is using a shotgun badly if it takes 20 shots to kill an enemy, or they are in a zone that's far too high for them. When I use a shotgun it's close up and one shot deaths, occasionally two shots. Then again I keep my gear updated.
Yeah, that's not an FPS thing. Action games have followed that idea way longer than FPS games ever have. If anything, when other genres were still fixed-perspective linear side-scrollers, first person games were the first games that actually offered the player the freedom to look around and go where they pleased.
Forced linear campaigns came decades later, and is still only a component to specific brands, not all FPS games.
You can't say: "What makes it an RPG? It has stats? Levels? Interactive dialog? Character builds? Most genres of games have that these days to some degree or another" ... the thing is, "most games these days" have this stuff because it's trendy and it sells. CDPR, on the other hand, was doing this since 2007. The Witcher 1 was literally developed on BioWare's engine, you know, the guys that made Mass Effect, Dragon Age..? The BioWare engine later got adapted into CDPR's in-house engine, RED Engine. This is their roots. THIS is what they've always done. Action-adventure with RPG elements, such as character progression, stats, loot, exploration, dialogue options with branching paths, different ways of completing missions, multiple endings, etc.. because if all these things put together don't make an **open-world** RPG in this day and age, then what does? What's missing? Rolling virtual dice to perform attacks? Maybe the RPG formula has been redefined over the years and we need to come to terms with it.
It's still an FPS. RPG MECHANICS get lobbed into games all the time, and it doesn't matter why they do it or not. Literally every single mechanic attributed to RPGs has shown up in non-RPG games, and there are RPGs that are considered RPGs while having almost nothing in common with other RPGs. The entire genre of 'RPG' is a grey area unless it's literally just a video game translation of old-school pen-and-paper gameplay like Pathfinder Kingmaker. Pretty much everything else is something + RPG mechanics, and CP2077 is no exception.
It ticks every box for being an FPS, but doesn't tick every box for being an RPG since it lacks a lot of traditional mechanics associated with an RPG, like having a party, having classes (or at least characters with specific roles), being turn-based or at least emphasizing strategy and options over reflex and action. So there's no way it's more of an RPG than an FPS, so criticism from an FPS standpoint is 100% valid. CDPR has clearly designed this game to play as an FPS, otherwise it would have done stuff like Fallout's VATS that lets you play an otherwise-FPS as an RPG.
No they didn't, because it's already an fps. I modded out several of the more bothersome tacked-on rpg mechanics too, since they did more to hurt the game than help it.