Quoted from the q/a November dossier:
So my question is really how important is player skill coming in to this game? Sure in RPG's such as Skyrim, how you approach situations and enemies requires good placement and strategy, a lot of it comes down to gear. How important in the Division will player twitch responses be? Will a seasoned Counter Strike or FPS player be better suited to the game than a seasoned WoW vet?Robin: "Will the shooting/combat system be focused on RPG features like skills, damage, statistics, and critical hits? Or will it be a more traditional skill-based shooter?"
We are an RPG first and foremost. So the emphasis for the game is definitely on skill/talent synergies along with your weapon characteristics. We are a Clancy game, we are also an open-world game but really we’re an RPG first. Gear will be important, levels will be important, modifications to weapons will be important… everything that makes a fantastic RPG will be important to the game.
Probably not as near as important as it should be. The FPS players are probably going to be more disappointed in the combat than the RPG players. If the shooting comes down to dice rolls and aiming doesn't hold all that much importance I am sure that a lot of shooter specific players are going to think twice about playing. Personally if this game has more in common with Skyrim than GR:FS I won't bother to purchase it. I absolutely love the way the game is looking, but in no way do I want to bother with an RPG heavy game that takes most the skill out of your hands.
Agreed I enjoy there being a challenge and as someone who always plays a sniper I definitely enjoy seeing my accuracy and precision rewarded.Originally Posted by UnckyBadTouch Go to original post
Here is how i see it. Seeing as there seems not to be any "lock-on" tageting system(god i hope it isnt) so skill will play a part in being able to point you weapon in the right way.
Where the dicerolls come in is where you and the enemy rolls for hit/evasion, dmg/armour, normal hit/crit and so on. This leaves skill as a factor, but one that is in equal import as a well considered build. this is not a fps, but a rpg. And yes, i think this game will have more incommon with skyrim than grfs. and personally i am all for this, my reaction times arent what they used to be and ive never been good at fps games generally since i stopped playing deltaforce pvp.
But these are just my thoughts and random ramblings and nothing has been confirmed. so we will have to wait until we get more gameplay, unless someone wants to deconstruct the existing gameplay vid and count bullets fired versus hits while on target, and dmg numbers.![]()
See it is the dice rolls for evasion and whatnot that really bother me. If I have someone sighted in and we both have a sliver of life left and I have one shot, I shoot center mass dead on and get a miss due to dice roll I will be pissed. I will most likely take my game straight back to Gamestop and pick up something else. Even if it is an RPG there is no place for misses and hits in combat when you can see where your reticle is. Being an operative with some sort of training i believe it is safe to assume they would know how to sight in a weapon.Originally Posted by ScoutViking Go to original post
I pray as well there is no lock on system as that screams, "we don't care if you have skill at all, we just want to be accessible!"
I don't see a need to have dice roll systems in this game. You don't need a dice roll to calculate armor. Hit or miss should be dependent on where your reticle is aimed when you pull the trigger. Evasion should depend on whether or not you are making the moves to not get hit. Not just randomly standing in front of someone getting lucky because dice rolls determined you had an epileptic seizure. Crit v. normal hit is about the only thing I'd find acceptable for a dice roll.
From what I've seen the system Mass Effect uses works fairly to balance choices between Dice Roll esque mechanics and shooter play. Certain lock on abilities (perhaps a grenade launcher) or AOE with intended effect range (grenades, rover bots etc) could appeal to the rpg fans, while speccing into weapon damage would reward the twitch players. Personally, I hope it's less dice rolling, tends to be more rewarding when (if) you land that running strafe shot.
I like that they are keeping players in the dark on a lot of things, but I hope they let us know how some of their combat mechanics are going to work before launch. I don't want to buy it only to find out they have implemented everything into the dice roll combat mechanics I don't want and have to return an opened game. I am looking forward to this game more than any other in a 20+ year gaming period, but dice roll for evade/hit or target locking will be absolute deal breakers for me.
I think I said this somewhere else but, I'm now assuming they'll go with GRO's dice rolls, which is basically as follows; (your weapon damage+buffs)-(other players armor+buffs)=damage done, or something along those lines. It's been a while since I've done algebra. Same for crits, which would be a different dice roll that will happen at the same time as, or immediately after, the normal damage rolls, and depending on crit level will usually come out as x1(x1 would be no crit) critical damage. Most likely crit damage will range anywhere from x2 to x6 or x8 of your damage output after normal rolls. Hopefully no evasion rolls, that would be very annoying for a shooter game. BUT, In order to have evasion rolls fit into a shooter game you would need a lock on mechanic, or targeting system, in the game which, for the best example would be like SWtOR in that they have classes with guns but they have a targeting system. So I don't think you should be worried about evasion.
Too much worrying in my opinion. What i see is standard tps combat with XCOM character customization behind the scenes. A logical evolution from the last RB6 and GR. The only "rolls" with probably be with the weapon damage like an assault rifle might do 50-55 bullet damage at X range and 35-40 damage at Y range. That and perhaps certain loot, unless they just always have enough for everyone and players can trade.
As for crits I doubt there will be rolls there either. A critical will probably just be headshots, shooting unsuspecting targets (not engaged in combat), and probably flanking/ back shots. Standard 1.5x base bonus is likely, no reason to change it. It'll probably kill enemies without helmets, but helmeted enemies will survive Cod4 juggernaut style. However it is likely that there will be abilities to increase crit damage.
Summary: I believe that the only "rolls" will be damage variance, but like in borderlands it will be too low to really matter.
Guys just a question - haven't you ever played Mass Effect ? It's a shooter and a RPG and i think this game will be very much like it. I mean shooting skill and headshots will be important as much as ingame skills. Plus I like post apocalyptic environment and I really think this game will be awesome. So chill out a bit and wait for the next trailer![]()