Grand Theft Auto V
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Theescapist




Posts: 4108
Location: Manchester U.K
PostPosted: Sun, 5th May 2013 14:57    Post subject:
moaning feckers Very Happy Very Happy


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Overlord123




Posts: 2335

PostPosted: Sun, 5th May 2013 15:00    Post subject:
Hopefully it includes a strip club again. "Is this shit legal?" Laughing
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Neon
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Location: Poland
PostPosted: Sun, 5th May 2013 15:02    Post subject:
The trailers confirm that there are strip clubs.
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ZNP




Posts: 63

PostPosted: Sun, 5th May 2013 19:41    Post subject:
Health-bar will only regenerate to 50% max.
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Boneleech




Posts: 1439

PostPosted: Sun, 5th May 2013 20:04    Post subject:
I just hope the higher difficulty removes this op crap
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sausje
Banned



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Location: Limboland, Netherlands
PostPosted: Sun, 5th May 2013 20:19    Post subject:
ZNP wrote:
Health-bar will only regenerate to 50% max.


Still regen is regen, no matter till what % it goes back..
But i guess it will be easy modded, shame devs don't give people choices anymore Sad


Proud member of Frustrated Association of International Losers Failing Against the Gifted and Superior (F.A.I.L.F.A.G.S)
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ixigia
[Moderator] Consigliere



Posts: 65081
Location: Italy
PostPosted: Mon, 6th May 2013 00:16    Post subject:
I've read comments of people extremely happy about this, since apparently the previous games were frustrating, and losing minutes trying to fix your health was a complete waste of time that only contributed to "break the pace" and make action "less epic". It's so sad..

Partial regenerating health could work I guess, but only if they make weapons more effective (>damage, less resistant kevlars etc.) otherwise I fear that it will turn into yet another walk in the park with no challenge, which is not what I expect from this game. :< Oh, and by the way, is it that hard to introduce some proper difficulty settings? Evil or Very Mad
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Interinactive
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PostPosted: Mon, 6th May 2013 00:22    Post subject:
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Yuuichi




Posts: 432

PostPosted: Mon, 6th May 2013 03:23    Post subject:
ixigia wrote:
I've read comments of people extremely happy about this, since apparently the previous games were frustrating, and losing minutes trying to fix your health was a complete waste of time that only contributed to "break the pace" and make action "less epic". It's so sad..


See, the most shocking thing about people complaining about the games being frustrating, and being happy about regenerating health... Sure, there were some hard things in the GTA3-era games. But honestly, they almost never had anything to do with the gunplay, but rather stuff like the time-crunch ambulance/vigilante missions.

GTA4 already had absolutely no challenge to me, so I guess that this change wont really have any serious impact on me.

On a side note, another reason for it being really... depressing to see a regenerating health system put into the GTA series: I've always had mixed feelings about regenerating health in shooters. Sure, the "I regenerate from bullets" aspect is stupid, but long before regenerating health I thought "so I pick up a little medkit and all of my bullet wounds instantly heal?", so really it isn't that much different in my eyes.

But GTA? GTA was one of those rare games where you didn't constantly pickup health mid-mission. The developers designed the game to be semi-challenging (especially pre-GTA4) with the assumption that you'd start the mission with full health and be able to survive until you complete it without further healing. This seems like they're deciding to take a lazy path to game design.

If they wanted to make a change like this they should have simply made it where starting a mission would automatically give you full health. That would eliminate the need to go grab a hotdog/sleep without ruining the entire experience. Maybe add an option to give full health and armor for the retards at the start of each mission.
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Interinactive
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PostPosted: Mon, 6th May 2013 03:29    Post subject:
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Yuuichi




Posts: 432

PostPosted: Mon, 6th May 2013 06:24    Post subject:
Interinactive wrote:

But you still have to work for medkits, they aren't always there, and they're not a crutch you can rely on at all times. There's no punishment for your mistakes if regen is there, there's no challenge or anything to learn from to better yourself. I know some people don't care about that sort of thing, but some do.

A better way to handle it (apart from difficulty modes) would be (IMMOO) to have it be something you can unlock and choose to use if you want it. Right at the beginning of the game. So it's a freely available power (or something that gets integrated into the story) that you can only use if you accept it.

For a game that promises so much customisation is seems like a ridiculously backwards and restricting rule to force 'free health for being shit' on everyone.


Well, like I said, I don't think it has any place in a game like GTA.

But you're absolutely kidding yourself if you think that the medkits everywhere solution is so much better than regenerating health. I'm not a fan of regenerating health, but to be realistic the hardcore PC gaming audience which trumpets and pumps up the medkit system as being so much vastly superior to regenerating health... Those are the people who play on the hardest difficulty setting and THEN bitch if a game doesn't let you quicksave every 5 seconds.

I think that honestly there's probably a better way that is neither the standard regenerating health nor the medkit system.

If it were up to me shooter games would have a bandage system which you could apply only after a firefight ended. Once bandaged health would regenerate exceedingly slowly to the nearest 25% point, only while not in combat. In my perfect gaming world, the only time health would be fully topped out would be at the start of a mission/level. Also, no quicksaving.

But we can't have everything, and pretending that medkits vs. regenerating health helps to teach you and make you a better gamer? That's just silly.

All of that aside, this is a bad decision for GTA V. Thinking that WWII shooters shouldn't constantly have the player running around picking up medkits conveniently stashed by local birds and squirrels under every tree in a Solomon Island jungle, and that health regen is bad for GTA, are not mutually exclusive ideas.
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Interinactive
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PostPosted: Mon, 6th May 2013 06:40    Post subject:
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Yuuichi




Posts: 432

PostPosted: Mon, 6th May 2013 07:04    Post subject:
Interinactive wrote:

"Wow, I screwed up and have 3% of life left, I better be really careful now"

VS

"Wow, I screwed up and have 3% of life left............ and it's 100% again. Careful? Why?"


VS

"Wow, I screwed up and have 3% of my life left........ and it's at 100% because I reloaded the quicksave I made 4 seconds before the fight. Now I can do the fight again and pretend like I'm a pro gamer."
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Interinactive
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PostPosted: Mon, 6th May 2013 07:06    Post subject:
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WaldoJ
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PostPosted: Mon, 6th May 2013 07:06    Post subject:
Interinactive wrote:
Quote:
But we can't have everything, and pretending that medkits vs. regenerating health helps to teach you and make you a better gamer? That's just silly.


One is a scarce resource in a firefight where you must exert caution, one is infinitely on tap at all times. Which of those is more likely to teach you to be more careful and to delve deeper into the mechanics of a game in order to stay alive? What incentive is there to care when you can always rely on getting free health from playing however you want to play?

"Wow, I screwed up and have 3% of life left, I better be really careful now"

VS

"Wow, I screwed up and have 3% of life left............ and it's 100% again. Careful? Why?"


Not really. in an intense battle, health regen is a good thing. Bioshock infinite being one. Some of the battles were really ridiculous. And health regen helped out a lot. Duck and cover.

Most games nowadays that rely on health packs aren't really challenging and always offer a massive health pack vending machine before a boss battle. If you're careful and you belive that the game is smarter than you and you think you're outwitting it, then health packs are a good idea. Health Regen is there to keep the gamer in the game and streamlining the process of going from point a to point b rather than going from point a to a1 to a2 to a3 then back to a then to b for the final showdown. And most games that use health regen give you a feel of the epic battle... which is nice. Current games are more about entertainment value rather than gameplay + entertainment value.

Look at bf3. No one really complains about the health regen in that game. W/o health regen it would be like counter strike. And todays pc elite aren't ready for counter strike level of hardcore. Todays pc elite is about GFX and getting the best FPS on their super elite dated gfx card they bought three weeks ago. Rolling Eyes

But, indie games are coming out with great ways of implementing health kits and health regens... hopefully of all the indie games coming out and making the big bucks, we'll see the big studios copying some of the mechanics.

Also... fucking derp. GTA games were always easy. I only found out about cheats for GTA 4 after I beat it and you can't use cheats during game or it wont save. Neutral None of the new gta games were difficult. None of them gave you the feel of being stranded, stuck, lost, defenceless. It's always easy to get away. it's easy to run. I never had any trouble in any of the GTA 3 and onward.

Gta 1 and 2 were difficult tho.

@quick save.
I don't think any of them had it. You always had to go to the house and save. I never seen / used quick save.


Sin317 wrote:
I win, you lose. Or Go fuck yourself.


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Yuuichi




Posts: 432

PostPosted: Mon, 6th May 2013 07:07    Post subject:
Interinactive wrote:
Which GTA has quick save?

The importance of staying alive is so that you don't have to go and do it all again in an attempt to reach the same point you were at


Reading is important. I said that this is terrible for GTA. Just that it's not so bad for other games.

Just because you instantly are determined to hate an opposing point of view doesn't mean that actually reading that point of view is totally unneeded.
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Interinactive
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PostPosted: Mon, 6th May 2013 07:11    Post subject:
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Yuuichi




Posts: 432

PostPosted: Mon, 6th May 2013 07:13    Post subject:
Interinactive wrote:

In a GTA thread, where I'm talking about GTA, addressing a specific point you made above what you just quoted Scratch Head

If you're going to be condescending while claiming I'm 'hating' as I rationally explain what I mean then nevermind


We were posting back and forth and I repeatedly stated that I was just commenting aside on regenerating health in general.

Seriously, I don't mean to be a dick. But it's not that unreasonable to expect you to actually read what I post if you're going to respond to me.
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sausje
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Location: Limboland, Netherlands
PostPosted: Mon, 6th May 2013 11:29    Post subject:
WaldoJ wrote:
Not really. in an intense battle, health regen is a good thing. Bioshock infinite being one. Some of the battles were really ridiculous. And health regen helped out a lot. Duck and cover.



Uhm... that's because those fights where designed around the health system it already had...
Would be stupid to design a game the other way around Wink


Proud member of Frustrated Association of International Losers Failing Against the Gifted and Superior (F.A.I.L.F.A.G.S)
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The_Zeel




Posts: 14922

PostPosted: Mon, 6th May 2013 11:34    Post subject:
games with health regen play differently than those without. in games with health packs you would constantly be careful about what you do, in health regen games you go rambo for a few seconds a time before going back to cover because you know how many bullets your magical health regen shield can sponge up, which imo makes up for really weird and unrealistic gameplay. of course games like half-life with health packs arent exactly realistic per se, but the way you play it is.
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rgb#000
Banned



Posts: 5118

PostPosted: Mon, 6th May 2013 11:51    Post subject:
actually i don't see much difference how i play games with regen and without regen. without regen you just have health packs or similar mechanic scattered around levels.

i like regen system in BF3, it's very subtle, but if you don't take damage for long while only then you regen to 100%, so you aren't put into annoying situations where you are running around with 1% health for 30 minutes.
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noflip




Posts: 765
Location: Sofia, BG
PostPosted: Mon, 6th May 2013 11:53    Post subject:
garus wrote:
noflip wrote:
..basically the same game since GTA3, only with updated graphics..

If you say Vice City and GTA 4 are the same, then you clearly are blind.


ok, except the graphics and the location, name 3 differences.
also, name something in GTA5, which was not in San Andreas.


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Areius




Posts: 14860

PostPosted: Mon, 6th May 2013 11:53    Post subject:
I prefer the Dead Island approach actually, pretty much no health regen (only the first four blocks, which is useless).


PC: Yes. Console: No.
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tonizito
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PostPosted: Mon, 6th May 2013 12:05    Post subject:
noflip wrote:
garus wrote:
noflip wrote:
..basically the same game since GTA3, only with updated graphics..

If you say Vice City and GTA 4 are the same, then you clearly are blind.


ok, except the graphics and the location, name 3 differences.
also, name something in GTA5, which was not in San Andreas.

Characters are different ()
You can swim in GTA4.
You can date chicks in GTA4 Laughing

When GTA5 is out I will.


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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noflip




Posts: 765
Location: Sofia, BG
PostPosted: Mon, 6th May 2013 12:11    Post subject:
oh yeah, I forgot about that part.

in GTA4 there were so little things to do, while not on a mission (compared to previous games at least) that you needed to constantly babysit your so called GF and Friends by taking them out and playing minigames. now thats what I call progress and innovation. Razz
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Stinky244




Posts: 623
Location: Estonia
PostPosted: Mon, 6th May 2013 13:35    Post subject:
noflip wrote:
oh yeah, I forgot about that part.

in GTA4 there were so little things to do, while not on a mission (compared to previous games at least) that you needed to constantly babysit your so called GF and Friends by taking them out and playing minigames. now thats what I call progress and innovation. Razz


Cousin Niko. Want to go bowling?

Can't right now... im robbing a bank.

Ah ok maybe next time...

*5 minutes later*

Hey cous.... *interrupted*

Still robbing a bank.
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tw1st




Posts: 6112
Location: New Jersey
PostPosted: Mon, 6th May 2013 14:14    Post subject:
Stinky244 wrote:
noflip wrote:
oh yeah, I forgot about that part.

in GTA4 there were so little things to do, while not on a mission (compared to previous games at least) that you needed to constantly babysit your so called GF and Friends by taking them out and playing minigames. now thats what I call progress and innovation. Razz


Cousin Niko. Want to go bowling?

Can't right now... im robbing a bank.

Ah ok maybe next time...

*5 minutes later*

Hey cous.... *interrupted*

Still robbing a bank.



While some of the activities and minigames were very fun, I don't want to feel forced into it, like if I don't do them they will start to like me less and less Sad


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Interinactive
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PostPosted: Mon, 6th May 2013 14:23    Post subject:
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rgb#000
Banned



Posts: 5118

PostPosted: Mon, 6th May 2013 14:27    Post subject:
Interinactive wrote:
The phone was missing one thing. An off button.

there was an option to pause all story missions and calls.
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Neon
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Posts: 18935
Location: Poland
PostPosted: Mon, 6th May 2013 14:57    Post subject:
Yeah, you could turn the phone to sleep mode and no one could call you then (and their relationship percentages wouldn't drop too)
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