Any action or inaction in a position of power will always grant you enemies
because the actual combat system is so odd, you make an eyeshot and blind, bypass, triple damage, etc. but you cant say "oh yes im a good player, did you see that?" because in the end its only matter of posibilityes, not the player real-skills. with the time click and wait for what happens becomes unsatisfactory.
Got pretty much everything with exception to steal.
I'm designing that kind of game, where no random is allowed at all, yet still want to retain all the functions.Got pretty much everything with exception to steal.Did not know people would be really interested though :d.
This is RPG, not shooter.
Constant PvP and strange 1 CH powerbuilds are common because of lack of content.
Also who cares about randomness, not only you have random possibilities, your enemy has it too, may be he's better than you, but was less lucky all that time, but now it's his turn to be lucky.
Players don't like it when unexpected random things happen. You make a plan, execute it but it is ruined by random factor which is a lucky crit in this case.
Percentages and skillpoints don't make rpg, what you do and can do ingame makes it. You can roleplay even in counter strike if you want. What works in singleplayer doesn't necessarily work in multiplayer. In fallout singleplayer crits were funny because the player character used them against enemies and got funny results. In fonline we players are in the receiving end and it's not very funny anymore.
All those PnP/RPG players must, by your logic, be having eternal torment playing with dices, hm? An RPG with all the randomness and dice throwing taken out is nothing more than some action adventure, or a 2d shooter.
Then this game isn't for them, what a problem. If they want to play 2D strategy shooter, let them play something else.
And again, if you planned something and random factor ruined your plans, it means that the same can happen to your enemy, so total there's no difference at all, it only adds unexpected events and gives chance to weaker be better than stronger.
And what do you want? Boring constant damage? The damage only needs to be nerfed a bit, just to make players live a bit longer, but it doesn't require constant numbers. Just return all 10mm - laser pistol and other low tier weapons to thier original low damage, and lower higher weapon damage instead, make armor really protect not only for style and nerf crits effects like KO and instakill that instantly makes player out of game. There shouldn't be possibilities to kill player in 1 second, exclude cases when 10 people shooting him at the same time. But constant damage or other possibilities has nothing to do with it, if you want not to die from crits fast.
And this is RPG, your characters is in game, not you, he might miss, hit non vital part of body, he's human, not bot, you can't be sure for 100% in all your actions.
All those PnP/RPG players must, by your logic, be having eternal torment playing with dices, hm?
Okay, let's implement more rpg elements then. My character just succesfully convinced your char to lead me in his base and hand out all his stuff. Dice rolls are great.
You can't deny they don't suffer from time to time:)
There's good and bad randomness. Good randomness is when you randomly encounter a treasure while walking in the desert, or randomly craft a little better equipment than you expected. Random nice surprises are good.
Then there's bad randomness which basically goes like this: "you were critically hit in the head for 120 damage, had your armor bypassed and were knocked out for -20 ap"