Deus Ex: Mankind Divided
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Tue, 20th Sep 2016 18:08    Post subject:
JBeckman wrote:
https://steamcommunity.com/app/337000/discussions/0/343786745996931222/?ctp=13#c343786746009301206

If you use a controller some of the graphical effects are disabled during cutscenes as of this latest patch.

Mind Is Full Of Fuck Reaction


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lolozaur




Posts: 26310

PostPosted: Tue, 20th Sep 2016 19:25    Post subject:
for whoever bought this on steam, that dota2 crap is now marketable; has been for 3 days but remembered only now Laughing
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Mister_s




Posts: 19863

PostPosted: Tue, 20th Sep 2016 22:12    Post subject:
What exactly was the purpose of the garm mission? Just a confirmation of the arc thing? I felt like I missed something when I left. It all felt a bit useless.
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ixigia
[Moderator] Consigliere



Posts: 65081
Location: Italy
PostPosted: Wed, 21st Sep 2016 02:45    Post subject:
Finally and patiently finished the Divided Men's journey, what an absolute delight it was. Even with its evident flaws, the final part feeling a tad unsatisfactory (Dee El Sees ahoy), the evident lack of QA (especially with the AI, often suffering from bipolar disturbs), the embarrassing in-game shop, the dialogues sometimes taking unintentionally awkward routes, the game being filled by an exaggerAAAte amount of resources (not much challenge was had, alas) and occasional derpy facial animations, I still had a great amount of fun, the game just tickled me in all the right places as expected (and needed!).

The downright illegal amount of exploration in Prague 17 - the best hub ever seen in the sub-genre as far as I'm concerned, gave me a permanent cybersci-fi boner, with unparalleled sense of surprise and satisfaction (a big step forward if compared to Human Revolution). The futuristic-yet-antique aesthetics did the rest, with excellent attention to details, high quality, specific crafted textures and great architectural design, reaching its peak with dat night/rainy Prague Me Gusta
The amount of different routes available to deal with various situations greatly pleased me as well, same for the viable approaches and enhanced gameplay (I panthered though it, as per tradition, nobody was killed, not even those who deserved it xD), even though sometimes they overdid it with the vents galore, ending up making it too obvious.

In order to improve the overall experience and spice things up a bit I disabled the radar/markers as per usual and decided not to fully upgrade my character by avoiding certain OP abilities like the remote hacking v2, crysis cloak, more regenerating health (wish I could disable that completely), wallhack, icarus landing and so on (I still went with the sexy Dishonored-esque leaping, trying to use it wisely). The streamlined roots are difficult to eradicate and the couch always noticeable, just like in the previous iteration, but still, very much bearable. We'll never have DX1 again, but in this derp day and age having a game like this one is already a fortune despite everything, as long as one is willing to accept some compromises. >70 hours well spent Very Happy

The plot perhaps lacked in terms of sense of 'epicness' and cyber urge (more present in HR), but I did enjoy the different atmosphere, tone and focus, including Golem itself which reminded me of an alternative vision of the Metro series. Same for the side missions which sometimes I found more interesting than the standard ones, the investigation cases, always having the freedom to deal with shady individuals [Z intensifies], it's always a great pleasure and the beauty of the franchise. It's a shame though that Jensen doesn't have augs in the downside department.. Milena, the redhead smuggler, Aria, Delara, they would have all been yummy trophies. All in all, for me this is a damn great addition to the series, pretty much on the same level as Human Revolution, I always asked for this. (8+/10).


Mister_s wrote:
What exactly was the purpose of the garm mission? Just a confirmation of the arc thing? I felt like I missed something when I left. It all felt a bit useless.

Haha, yup it felt a bit off, I imagine they needed a plausible way to insert a different environment and give a bit more variety.
 Spoiler:
 
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prudislav
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PostPosted: Wed, 21st Sep 2016 08:09    Post subject:
I still fear I will hate it as Prague resident Sad


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Mister_s




Posts: 19863

PostPosted: Wed, 21st Sep 2016 16:58    Post subject:
ixigia wrote:

Mister_s wrote:
What exactly was the purpose of the garm mission? Just a confirmation of the arc thing? I felt like I missed something when I left. It all felt a bit useless.

Haha, yup it felt a bit off, I imagine they needed a plausible way to insert a different environment and give a bit more variety.
 Spoiler:
 

I didn't understand that either. Why didn't he die? Is it explained later on?
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difm




Posts: 6618

PostPosted: Wed, 21st Sep 2016 17:31    Post subject:
Most likely related to his body not rejecting augs too.


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dannofdawn




Posts: 2227

PostPosted: Wed, 21st Sep 2016 18:25    Post subject:
They did explain it. The drug was suppose to make the victims body violently reject their augs by basically enhancing whatever that causes the reaction in the first place, basically reverse neuropozyne. Since Jensen's don't reject augs, probably because he doesn't have those in his immune system, the drug didn't do anything.
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Radicalus




Posts: 6422

PostPosted: Wed, 21st Sep 2016 19:21    Post subject:
dannofdawn wrote:
They did explain it. The drug was suppose to make the victims body violently reject their augs by basically enhancing whatever that causes the reaction in the first place, basically reverse neuropozyne. Since Jensen's don't reject augs, probably because he doesn't have those in his immune system, the drug didn't do anything.


They explained it even further: orchid research is all based on Jensen's DNA. It's Megan's research. Continued research. You find this in snippers here and there.
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peter980




Posts: 1977

PostPosted: Wed, 21st Sep 2016 20:45    Post subject:
Is that bit explained only if going to the bank?
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Radicalus




Posts: 6422

PostPosted: Wed, 21st Sep 2016 21:19    Post subject:
peter980 wrote:
Is that bit explained only if going to the bank?


I pieced it together even before the bank mission, though it got confirmation there. The game is very good with dropping morsels of information. I just added 2 and 2 together. Bank confirmed. By the tank point though I had absolutely every inch discovered, I played 50 hours afterall.
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templ




Posts: 256
Location: Sirius
PostPosted: Thu, 22nd Sep 2016 01:13    Post subject:
Finished it after about 90 hours and loved every minute of it. Exploring Prague, discovering all of its little secrets and stories, studying the level in order to find the most optimal of routes leading to the completion of an objective - all of that was an absolute delight. I enjoyed it just as much as I remember enjoying Human Revolution the first time I played it.

Gameplay, I thought, was much improved over its predecessor. The movement is more fluid and both stealth and guns feel a lot more authentic. On a more negative note, the AI could really use some work. First, the detection problems: Sometimes an unsuspecting NPC won't react to your actions, even if said actions involve hacking into a computer or punching their comrades in the face right next to them. Other times they will be alerted to the tiniest of sounds coming from the room above or below them. Combat AI is even worse. Enemies constantly run into your line of fire and rarely try to flank you, meaning playing through the game aggressively is a breeze even on the highest difficulty and without activating any of the combat oriented augs - you just need a decent gun (such as the Combat Rifle), enough ammo, and a good cover spot. That's why, if you want at least a bit of a challenge, I'd stick to stealth, and refrain from activating certain augs (such as the Cloaking System, Smart Vision and Tesla). Even with the aforementioned detection problems, it's still the way the game was apparently meant to be played. On the subject of stealth, in future DE games, I'd like to see instances of NPC's moving through the level in a more random manner rather than just following dev placed waypoints on the map.

Level design was also taken to the next level. The levels feel less gamey, but no less fun to explore. The game is still filled with vents, but this time they're almost completely optional even for stealth players. Still, I'd like to see less of them in the next game, since you can pretty much (if you want to) avoid every enemy in the game just by using vents (and they're not hard to find or gain access to either). Also, at first I thought having only one hub world was a step back from HR, but after having experienced both games, I can safely say less hubs and more detail is much better than more hubs and less detail.

Plot wise, the main quest was enjoyable enough if a bit uneventful. I enjoyed the conspiracy bits and the way it rewarded exploration in that players who just blindly follow the main objectives don't really get the whole story, since information relevant to the story and the character of Jensen is often hidden in pocket secretaries, computers and sometimes revealed just by listening to NPC chatter. Still, I wished it lasted a bit longer and that more would be revealed. It seems like just as the plot starts to get really interesting, the game ends. I wanted moar.

The side quest, however, are excellent and reminded me of some of the RPG's of old in terms of quality. There aren't that many of them, but they're all memorable in different ways: either by complementing the main story, fleshing out the main character or telling a story of common individuals just trying their best to survive in this unforgiving, yet strangely appealing world. Quality over quantity is what is all about here.

If not through quests, you can also learn more of the world and its individuals by simply exploring abandoned or not so abandoned places, talking to random NPC's, and so on. There are also these unlogged micro quests (such as making sense of a certain murder, uncovering a smuggling operation, finding answers related to main or side quest before even receiving the said quest, and so on), which will only be apparent to those who explore and pay attention.

The publisher's shady practices notwithstanding, I can safely say that any self-respecting RPG lover is missing out by not playing this game. In the age where almost everything (from food to entertainment) is designed to offer instant gratification, this game feels like a welcome surprise (especially considering it's not an indie game).
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blackeyedboy




Posts: 10118
Location: Transylvania
PostPosted: Thu, 22nd Sep 2016 10:17    Post subject:
Very disappointing to see there is no headbob in this game. Not expecting S.T.A.L.K.E.R. headbob levels, but Human Revolution, Alien Isolation and Fallout 4 did it splendidly!

Very, very immersion breaking for me. Sad


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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Thu, 22nd Sep 2016 10:51    Post subject:
great reviews ixi and templ still going through the game, but my experience sounds very similar to yours.

blackeyedboy wrote:
Very disappointing to see there is no headbob in this game.


Yeah, the arms flailing during sprint look really bad with no bobbing.


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Interinactive
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PostPosted: Thu, 22nd Sep 2016 10:51    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 22:58; edited 1 time in total
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Casus




Posts: 4429

PostPosted: Thu, 22nd Sep 2016 11:43    Post subject:
Any news regarding DLC in terms of integration? I have no interest in small separate stories - but if they can feasibly be integrated into the main game - then I'd like to replay it down the road.
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Mister_s




Posts: 19863

PostPosted: Thu, 22nd Sep 2016 12:45    Post subject:
How meaty is the Jensen Story thing?
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blackeyedboy




Posts: 10118
Location: Transylvania
PostPosted: Thu, 22nd Sep 2016 15:02    Post subject:
Drowning_witch wrote:
blackeyedboy wrote:
Very disappointing to see there is no headbob in this game.


Yeah, the arms flailing during sprint look really bad with no bobbing.


Well... shit then!

I play and like FP games exactly for the reason of immersion. We're in 2016 and we are still playing as floating cameras with no simulated weight or "virtual" substance...

Any of these beautifully intelligent game designers ever played a game like Dark Messiah of Might and Magic or Escape from Butcher Bay? Mad Crying or Very sad


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Stige




Posts: 3544
Location: Finland
PostPosted: Thu, 22nd Sep 2016 15:12    Post subject:
What is more annoying than some stupid head bob lol
Or some random delay/weight on your mouse just to annoy you to make it feel "weighty".
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blackeyedboy




Posts: 10118
Location: Transylvania
PostPosted: Thu, 22nd Sep 2016 15:17    Post subject:


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difm




Posts: 6618

PostPosted: Thu, 22nd Sep 2016 15:23    Post subject:
Mister_s wrote:
How meaty is the Jensen Story thing?


The preorder mission was short and easy as fuck, I really hope that new ones are longer.


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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Thu, 22nd Sep 2016 22:31    Post subject:
First Story DLC trailer




// It also already unlocks in ~10h, wut?
http://store.steampowered.com/app/413360/
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Radicalus




Posts: 6422

PostPosted: Thu, 22nd Sep 2016 23:28    Post subject:
My body is ready!

Just please, no more of that "waaah, racism" shit.
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h0rnyfavn
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Posts: 13880

PostPosted: Thu, 22nd Sep 2016 23:30    Post subject:
So.. the whole mission is inside yet another bank? Meh...


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Radicalus




Posts: 6422

PostPosted: Thu, 22nd Sep 2016 23:35    Post subject:
h0rnyfavn wrote:
So.. the whole mission is inside yet another bank? Meh...


Hey man, Palisade bank was the best part of the game, when it came to "defusing" a place.
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h0rnyfavn
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Posts: 13880

PostPosted: Fri, 23rd Sep 2016 09:21    Post subject:
@Radicalus

It was. But I feel using this again in DLC is kinda lazy...


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blackeyedboy




Posts: 10118
Location: Transylvania
PostPosted: Fri, 23rd Sep 2016 09:35    Post subject:
"Bank Heist" mission... bullshit! Does it add headbob movement, at least?! Cool Face


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demde




Posts: 6537
Location: Lake Karachay
PostPosted: Fri, 23rd Sep 2016 09:37    Post subject:
9 GB DLC
Gonna have to wait to yarr it ain't no paying for SP.


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JBeckman
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Posts: 34986
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PostPosted: Fri, 23rd Sep 2016 10:11    Post subject:
http://steamcommunity.com/app/337000/discussions/0/343787283752172067/

Quote:

[23-09-2016] PC Patch notes for Deus Ex: Mankind Divided Patch build 551.7
We have just released another PC patch for Deus Ex: Mankind Divided, v1.7 build 551.7_P7. This patch focusses on DLC and critical issues that were reported by users during the last weeks after the awaited DirectX 12 Graphics API release.

This patch will be applied by Steam automatically when you next start the game. If your game does not update, please restart the Steam client.

The following fixes are in this patch:

Added support for the Jensen Story: System Rift DLC mission. Re-unite with Frank Pritchard, Adam’s friend and former colleague at Sarif Industries, and assist him in hunting down information on the mysterious Santeau Group. Desperate to get more information, Pritchard targets one of the most secure data banks ever created – the Palisade Blade. In agreeing to help, Adam may also be able to uncover hints as to who the Illuminati really are.
Added Lens Flare option.
Improvement of Tobii EyeTracking's cover at gaze: Better responsiveness. Separate the responsiveness setting from Extended View. Filter the gaze point harder to get better snapping.
Tobii EyeTracking's gun arm at gaze (new feature). When using Nanoblade, P.E.P.S or Tesla augmentations, the gun arm will aim in the direction of your gaze, quick shoot by releasing the trigger early or hold for continued aiming.
Fixed an issue where Extended view is enabled when shopping.
Fixed an issue where Extended view - Gun arm weapon reticles are moving.
Various crash and bug fixes.

Release of DirectX 12 support in Deus Ex: Mankind Divided:
Users are able to utilize the awaited DirectX 12 Graphics API. To activate this you are required to do the following:

Within your Steam Library, right-click on Deus Ex: Mankind Divided.
Select ‘properties’ from the context menu and navigate to the Beta tab.
From the dropdown menu, select dx12_preview then close the window.

After the game has downloaded the DirectX 12 supported build you can then toggle DirectX 12 from either the launcher window or from the Display options within the game.
Note that DirectX 12 requires a restart of the game if (de-)activated from within a running Deus Ex: Mankind Divided game session.

o WARNING: Using the DirectX 12 API can offer better performance on some systems, however, it will not be beneficial on all.
o Multi-GPU is not yet supported in this patch.
o If you encounter problems with DirectX 12, we recommend turning it off again. There are no visual or gameplay differences between the two DirectX versions.
o Stereoscopic 3D with DX12 is supported on AMD, but on new windows versions “3D display mode” must be enabled through the Windows “Advanced display settings” menu.
o As always, make sure that your drivers are up to date.

The following fixes are in this patch for DX12:

Fixed an issue where some object would appear black.
Fixed a shadow issue.
Improved DirectX 12 CPU usage.
Various performance improvements and bug fixes.

Known DX12 issue:

There is a known bug that causes some very high end cards to regress relative to DirectX11. Improvements have been made but this is being further investigated by the development team.

While we expect this patch to be an improvement for everyone, if you do have trouble with this patch and prefer to stay on older versions, we have made a Beta available on Steam, v1.0_build524.6, v1.0_build524.7, v1.1_build524.10, v1.2_build524.15, v1.3_build524.17, v1.4_build545.4 and v1.4_build545.5 that can be used to switch back to previous versions.

We will keep monitoring for feedback and will release further patches as it seems required. We always welcome your feedback!
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h0rnyfavn
Serial Humper



Posts: 13880

PostPosted: Fri, 23rd Sep 2016 10:37    Post subject:
Quote:
There is a known bug that causes some very high end cards to regress relative to DirectX11.


They still haven't fixed it ?



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