How cover system ruined third person shooters

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Phoenixmgs_v1legacy

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Ezekiel said:
Phoenixmgs said:
And the Souls series can learn a lot from Bayo's combat...
Like what? 300 different weightless moves that all do the same thing and overpower you? Endless stamina, which goes against the level design? Jumping around, defying gravity, contradicting the level design further? Assigning attack to a face button, making it hard to look around the environments while fighting? Cheap QTE finishers that would make the game excessively easy? A scoring system that would serve no purpose? Slowing down enemies every time you dodge right? A lock on system that slows you to a slow walk?
Anything more than dodge, then hit with a stick [https://www.youtube.com/watch?v=AC3OuLU5XCw&t=957] would be nice. Perhaps, a juggle, Bloodborne was ripe for that. Perhaps, a dodge/block offset. Perhaps, something like Nioh's Ki Pulse. There's nothing to master in the Souls game from a mechanics standpoint, combat becomes really boring outside of boss battles.
 

Trunkage

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votemarvel said:
Phoenixmgs said:
ME3 reduced cooldowns pretty majorly, especially with the weight system that allowed you to lower the already faster cooldown times even more. The ME3 MP was a blast to play, plus there were so many classes that played so differently like the Geth Infiltrator who probably was the best melee class in the game, phantoms would melt before me.
I loathed the weight system in ME3 as it pushed the balance even further in favour of the gun based classes. As an Adept I found myself having to choose between good weapons or good cooldowns.

Flip to the opposite side of the Soldier and all I had to do was put the ammo powers on my weapons at the start of the level and I was set. Adrenaline Rush taking a little longer to cooldown was in no way a hindrance when you could have all the best weapons and an ammo power for every situation.
personally, I found flinging powers every second was enjoyable, way more then shooting. It gave me options to deal with a situation. You could destroy a room without popping out of cover. But I could understanding someone wanting to shoot thier way out.

The first mission was by far the hardest mission. You couldn't combine powers well.
 

Phoenixmgs_v1legacy

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Ezekiel said:
That's almost every action game. I can get through almost every fight in Bayonetta by dodging and pressing Y. It has canned QTE animations to break up the monotony, but I wouldn't call that a positive. Like in the Souls games, you can change it up if you're getting bored. But the Souls games don't automatically turn you towards the enemy when you press attack, which I'm grateful for. It's not about looking cool, which I'm also grateful for.
Good action games have mechanics to master and you get better at the game the more you play. I played Bayo 3 times in a row when I first got it because I was consistently improving as a player as well as the game being great fun. Same thing with Vanquish, there's quite a huge difference between the videos you made vs how someone that basically mastered the game plays. Again, you seem to have played Bayo in the not fun manner, games aren't just about finding the easiest way to complete them. Also, that stuff wouldn't fly on Hard or NSIC. It's like that video you posted of running through Dishonored 2's opening level, why would you play like that unless you're speedrunning it and that's why I don't speedrun games because it's usually a rather not fun way to play. Looking cool when it's hard to look cool is where the mastery and fun is at.

What can you change up in the Souls game? You can use magic or a shield but that's even more boring and easy. Every weapon just varies along the spectrum of from slow/high damage to quick/low damage. You're still doing the same thing regardless if you have a hammer the size of your character or a katana. Bloodborne added a bit with the trick weapons, but they didn't really add anything to master mechanically. The best thing added was that you could smash an enemy (even bosses) to the ground with a charged heavy attack, which is both cool and rewarding a risky move. However, the game even messes that up by giving the enemy i-frames to get up thereby causing the player to barely get rewarded for such a risky move making it not worth it to even do. That even goes against the Souls mantra of everything is fair because you, as the player, don't get i-frames to get up but the enemy does. The viscerals were definitely a step up from the riposte. I remember seeing a trailer for Bloodborne and seeing Father G knock the player into the air and I was like "awesome, there's juggles!" and I was disappointed when that wasn't in the game.
 

alrekr

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Like who shoved a stick up Ezekiel's butt. Does this guy like any games because the impression I'm getting is that he just hate plays games to trash talk them online.

Ezekiel said:
If a boxer did a bunch of retarded spins and twirls in the ring, no one would compliment his skills any more than if he simply punched the other guy
So what show boating? Pretty common in sports like boxing and needlessly flashy moves are a pretty common sight in MMA and people do praise them for it. Just check out how much more popular videos of of spin kick KO are over a clip of a standard pin.
 

Phoenixmgs_v1legacy

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Ezekiel said:
Pff... Bayonetta isn't so much about getting better as it is about looking cooler. If a boxer did a bunch of retarded spins and twirls in the ring, no one would compliment his skills any more than if he simply punched the other guy. They'd ask why the idiot is wasting so much energy. I don't care for that fluff, which I don't try to learn the combos. I'd rather play something simplistic yet well designed, like Streets of Rage 2. Streets of Rage 2 is funner than Bayonetta.
But getting good at Bayo is about hitting harder in a shorter amount of time...
 

Phoenixmgs_v1legacy

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Ezekiel said:
Phoenixmgs said:
But getting good at Bayo is about hitting harder in a shorter amount of time...
It's about stringing long combos with different button combinations, which ain't fighting.
No it's not. The combos are 3-6 buttons in length, which is short compared to fighting games. Wicked weaves hit the hardest and come at the end of combos so you don't want long combos. Then, of course, you want to use your magic doing torture attacks and then executing a punish attack to regain your magic, which is set up by combos in which you knock enemies down or up. It's one glorious gameplay loop.
 

Phoenixmgs_v1legacy

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Ezekiel said:
Phoenixmgs said:
Ezekiel said:
Phoenixmgs said:
But getting good at Bayo is about hitting harder in a shorter amount of time...
It's about stringing long combos with different button combinations, which ain't fighting.
No it's not. The combos are 3-6 buttons in length, which is short compared to fighting games.
That's not short. I don't play fighting games. You wanna turn the Souls games into something they shouldn't be. I prefer the importance of positioning and simple attacks in Streets of Rage 2. Dark Souls is kind of like that too, except the level design adds another element of danger, something which Bayonetta's big empty arenas seldom achieve. It's more satisfying to me than a scoring system based on pointless variety and not getting hit, a system of automation with so many attacks that you don't even feel in 1:1 control when you're pressing buttons in random orders and the character keeps performing unpredictable moves. I'd love a modern 3D Streets of Rage. What is Sega doing?
I never said Souls should have combos; either make the combat better or remove the majority of the enemies. Positioning has like zero importance in a Souls game unless you're PvPing as the AI is horrid. Clover (basically Platinum) already made a brawler called God Hand, it's basically 3D Streets of Rage, and oh boy is positioning important in that. TotalBiscuit did a marvelous video on it in his "This is why we can't have nice things" series.

By what you type, it's obvious you didn't learn to play Bayonetta properly because everything you say is completely false. You can play it and completely ignore the scoring system, I didn't give a rat's ass about my score, I cared about getting better and playing the game well, which I knew I was doing or not regardless of my score. It's like a hitter in baseball knows if he's hitting well or not, he doesn't need to look at his stats to know. Some people care about the scoring system and try to get top scores so that's there for those type of people. Just like some people like speedrunning games. Bayonetta does exactly what you tell her to do; if she was doing unpredictable stuff, you were button mashing then.
 

Jamcie Kerbizz

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Adam Jensen said:
This is one of the reasons why having difficulty settings is important in games. Mass Effect 2 is one of my all time favorite games, but on higher difficulties all you do is sit in cover. On lower difficulties you're free to run and gun like a madman and it is glorious. Especially if you play with vanguard class. Mass Effect 3 fixed a lot of the issues by making levels more open and changing the way that health and armor works compared to ME2. Even with cover system in place, ME3 is a really great third person shooter/RPG hybrid.

For FPS games, difficulty settings are important because PC gamers get to benefit from having a mouse instead of an analog stick and vice versa for consoles. Playing on a higher difficulty setting shouldn't be some kind of achievement and it shouldn't reward you with special unlocks. It should just exist to tailor gameplay according to your skill or device that you use for controlling your character.
Come to think about it, in original DeusEx on max difficulty settings, although there was no cover system, you would keep on hiding behind something constantly and memorising sniper positions anyway.
Since you could tell, that you are in sniper's range, that took notice of you by... loading screen ;) (instant death). Ofcourse once you got few augs and weapon upgrades going you could go all out, building jumping, sword slashin and weapon blazing, pushing this to story breaking level (ie. wiping out everything on mission in which you can either let your brother di runing away trhough window or run out with him guns blazing and supposedly to your own demise; Gunther Hermann is immune to damage in this mission thou, so in the end you have no choice but let him kill you to move the story forward).
 

Phoenixmgs_v1legacy

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Ezekiel said:
Scoring system, your definition of getting good, it's the same thing. Performing combos for more effect. It doesn't matter how long the combo is, it's still lame that repeating regular attacks has so little effect. I don't wanna look at a menu and memorize these arbitrary moves, I wanna play the game. I want my hits to have impact. That's how Streets of Rage 2 makes me feel. I also love throwing people into other people.

There was a game I was thinking of earlier, but now I can't remember what it was. I thought of it after someone on the last page said shooters are better with flat, empty areas. Maybe it was Souls. But I thought of this game because it had pretty basic combat but interesting level and world design, which was far more stimulating to me. I could keep playing it and playing it without stopping. I can't do that with games like Bayonetta and Metal Gear Rising and Vanquish, because they have such bland environments and maps. Platinum still hasn't realized that a combat system by itself doesn't make a game. It makes their games so repetitive.
Punch+Kick+Punch is too hard?

You make the games repetitive by finding the most repetitive way to play and doing nothing but that. The most important thing to a game is how it PLAYS. You think a baseball player would call baseball repetitive because he plays 81 games a year at his home park? It's why there's been a backlash at against open world games because they rarely do any one thing really well, they are a jack-of-all-trades. Environments have gotten bigger yet games have gotten worse. TotalBiscuit hits the nail on the head right here...
 

JUMBO PALACE

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Y'all need to get some sun and remember these are video games.

You know, for fun?
 

SonOfVoorhees

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Cover systems are great but only if you dont have rechargeable shields and health. That way charging out of cover towards the enemy can end in sucess or death. Especially with limited health packs. But many games have cover systems and regenerating shields so you just behind cover until your shield regenerates - thats what makes these games easier and boring.
 

Kerg3927

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I'm not a big shooter player, but I don't see the problem. I usually play games solo on the highest difficulty and I like to be slow and methodical, so cover systems mesh well with that playstyle.

Besides, run and gun is not very realistic to me. In real life combat, the goal is always to find a way to shoot at the enemy while not exposing yourself. Run and gun went out of style about the time that rifling made guns actually accurate enough to hit what you were aiming at (post-Napolean era).

In any real gunfight, the first thing you do is find cover, so it makes sense to me.
 

DefunctTheory

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Kerg3927 said:
Besides, run and gun is not very realistic to me. In real life combat, the goal is always to find a way to shoot at the enemy while not exposing yourself. Run and gun went out of style about the time that rifling made guns actually accurate enough to hit what you were aiming at (post-Napolean era).

In any real gunfight, the first thing you do is find cover, so it makes sense to me.
There's some basis for 'running and gunning' in 'real life' combat, but its pretty specific - Breaching. Especially when taking a building - Speed is life, and moving through a corridor, through a room, from floor to floor as fast as possible is always preferable to taking cover or trying to protect yourself. You just have to push through.
 

Phoenixmgs_v1legacy

Muse of Fate
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Kerg3927 said:
In any real gunfight, the first thing you do is find cover, so it makes sense to me.
The problem I have with realism in shooters is that real gunfights aren't fun. And, aiming in a game is so drastically faster than real life that trying to bring in realistic elements is usually a hindrance on the game.