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Cybernetic pig
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Re: GMDX Mode- V2 Release

Post by Cybernetic pig »

Some more examples of map changes, to sell the mod.

-Harder to silent takedown all the UNATCO Troops at the NSF headquarters due to improved AI and altered patrol routes.
-Rebalanced choices such you cannot just break the door to the med bot with a crowbar in the free clinic, Buy the password or use multitools only.
This was consistent with the game since the other door with the same texture and functioning was not breakable anyway.
-To enter the NYC sewers/MJ12 Base the easy way you need microfibral muscle aug upgraded with the aug canister nearby (Osgoods).
-Dowd now displays paranoid behavior similar to smuggler with home defense- but low tech security, no cameras or bots.
Many, many changes like that in the maps in the interest of challenge, choice and consequence and realism
Last edited by Cybernetic pig on Thu Mar 07, 2013 5:04 pm, edited 1 time in total.
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DDentonas
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Re: GMDX Mode- V2 Release

Post by DDentonas »

-Rebalanced choices such you cannot just break the door to the med bot with a crowbar in the free clinic, Buy the password or use multitools only.
This was consistent with the game since the other door with the same texture and functioning was not breakable anyway.
I have a few good taglines for your mod!

GMDX: Two steps forward, one step backwards.

Or

GMDX: Making DX more linear since 2012.

Other than that, good changes!
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G-Flex
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Re: GMDX Mode- V2 Release

Post by G-Flex »

I think part of the problem there is that nobody cares if you break into the medbot room. There's absolutely no risk to doing it, and it expends no resources, therefore there's no benefit to actually paying, or hacking the keypad.
Cybernetic pig
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Re: GMDX Mode- V2 Release

Post by Cybernetic pig »

DDentonas wrote: GMDX: Making DX more linear since 2012.

Other than that, good changes!
More linear? No. You can still go in there, I simply took away a no-brainer option. Increasing the damage threshold of the door wouldn't have even been enough as a single explosive does not have the same value as 2000 credits or 5 multitools. Somebody caring (turning hostile) wouldn't have been enough either, but caring could be anything such as an NPC refusing to give you info. But what NPC in NYC has
info with the same value as 2000 credits or 5 tools? If there is one would their character be suitable to care?

Now you are probably thinking that access to a medbot does not have the same value either, but I gave the NSF corpse in there some goodies to take. Wait was that NSF corpse on the table there vanilla or did I put him there? Ha.
Also the medbot has more value- to install aqualung/environ resistance otherwise you have to carry the canister around for ages or drop it, plus it's a higher difficulty mod so the medbot would be useful.
Last edited by Cybernetic pig on Thu Mar 07, 2013 7:53 pm, edited 1 time in total.
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DDentonas
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Re: GMDX Mode- V2 Release

Post by DDentonas »

Deus ex is all about these little momments where you go. "Oh wait, this is glass. Maybe i can brake it". I have watched countless Deus Ex playthroughs, and it's those momments that make the difference. Desing choices like this, is what makes Deus Ex the best game ever made.

In contrast, things like not being able to brake a glass door, are counter intuitive and brake the game.

And btw, you take for granted that someone will think to brake the door. I would say 1/4 of the people think about it (and when it happens they enjoy the freedom). The rest of them will pay or hack the door.

Ok enough with the "This goes against the spirit of DX". Lets talk gameplay.

With this decision you penalise Rambo players, who are btw the ones who need the medbot the most. Rambo players don't hunt down multitools, they have not upgraded their skills, they can't hack ATM's. Their chalenge in DX, is to dispatch enemies.

What you could do, is make it so it's only breakable with noisy weapons, and have some police in the Clinic. This way hackers and stealth players will have to hack the door (money/atm / multitools) and Rambo players will have to deal with the police.
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G-Flex
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Re: GMDX Mode- V2 Release

Post by G-Flex »

First off: "Break".

Secondly, bulletproof and even explosionproof glass and doors are pretty common in Deus Ex. Having a couple more won't kill anyone's immersion.
DDentonas wrote:With this decision you penalise Rambo players, who are btw the ones who need the medbot the most. Rambo players don't hunt down multitools, they have not upgraded their skills, they can't hack ATM's. Their chalenge in DX, is to dispatch enemies.
Yeah, turns out that not upgrading your skills, hyper-specializing your character for combat, and not bothering to find useful consumable items will mean that your options are limited in certain areas. Are you also going to complain that you can't smash keyboards with your face in order to hack computers?
Cybernetic pig
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Re: GMDX Mode- V2 Release

Post by Cybernetic pig »

In contrast, things like not being able to brake a glass door, are counter intuitive and brake the game.
Did you not read that there is an unbreakable vanilla glass door about 4 meters away from the one we are discussing?
And btw, you take for granted that someone will think to brake the door. I would say 1/4 of the people think about it (and when it happens they enjoy the freedom). The rest of them will pay or hack the door.
The mod is designed for experienced Deus Ex players. Most probably know about the breakable door. Regardless the choice had no negative consequence at all whilst the other two did, and I wanted to change/remove that.
Ok enough with the "This goes against the spirit of DX". Lets talk gameplay.
#-o
DDentonas wrote: With this decision you penalise Rambo players, who are btw the ones who need the medbot the most. Rambo players don't hunt down multitools, they have not upgraded their skills, they can't hack ATM's. Their chalenge in DX, is to dispatch enemies.
This is laughable. I am a "Rambo player" nine times out of ten. If there are any long-time Deus Ex fans who have never upgraded their skills or explored i'd give you a large sum of money. As for new players, they shouldn't be playing the mod as it would be too hard for them.

Now, now, El Bel.
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DDentonas
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Re: GMDX Mode- V2 Release

Post by DDentonas »

G-Flex wrote:
DDentonas wrote:With this decision you penalise Rambo players, who are btw the ones who need the medbot the most. Rambo players don't hunt down multitools, they have not upgraded their skills, they can't hack ATM's. Their chalenge in DX, is to dispatch enemies.
Yeah, turns out that not upgrading your skills, hyper-specializing your character for combat, and not bothering to find useful consumable items will mean that your options are limited in certain areas.

Why? If someone wants to play that way, why should he be penalised? In Vanilla, this door is breakable for a reason. To allow combat specialists to have access to the medbot, that they so need. I get that CP thinks that this is unbalanced, but the solution is not restricting a combat centric player access to a medbot. We should always strive to have more freedom in a game, when possible. If you wan't it to be more balanced, add a consequence for this action. Maybe do what i wrote above and add some police officers in there. Maybe add an alarm and some turrets. Maybe something else. But don't ban a player type from an important area.


CP: Make the other doors breakable too.
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Cybernetic pig
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Re: GMDX Mode- V2 Release

Post by Cybernetic pig »

DDentonas wrote:
Why? If someone wants to play that way, why should he be penalised?
The kind of player you speak of probably wouldn't even find the free clinic or think to break the door. Heck he/she would probably have given up back on Liberty Island.

To allow combat specialists to have access to the medbot, that they so need. I get that CP thinks that this is unbalanced, but the solution is not restricting a combat centric player access to a medbot.
As I said, I am almost always a combat-centric player. Credits are available to all player types, as are multitools.
We should always strive to have more freedom in a game, when possible. If you wan't it to be more balanced, add a consequence for this action. Maybe do what i wrote above and add some police officers in there. Maybe add an alarm and some turrets. Maybe something else. But don't ban a player type from an important area.
Turrets in a free clinic?
CP: Make the other doors breakable too.
I could do, but that would defeat the point of the stronger choice and consequence design I went for. I eliminated one choice to give the other two more value. Where possible I tried to keep the amount of choices intact or even add more.
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DDentonas
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Re: GMDX Mode- V2 Release

Post by DDentonas »

Cybernetic pig wrote: Where possible I tried to keep the amount of choices intact or even add more.

So you're gonna tell me that while this is true, the best solution you could come up with, for this problem, was making the door indestructible?
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DDL
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Re: GMDX Mode- V2 Release

Post by DDL »

If I found it to be unbreakable, I'd probably try and panic someone into running through the door via magic AI door opening skillz, because fuck shelling out 2 grand.

I personally love that it's breakable, mostly because there's just something so endearing nihilistic about this scene:

"You want to use the medbot? 2000 credits."

"Hmmmm...I see." *pulls out GEP gun, in the middle of a fucking medical centre*

The nurses go appropriately apeshit, and giggles are had by all. He's JC Denton, and he gives zero fucks about your codelocked doors.
Cybernetic pig
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Re: GMDX Mode- V2 Release

Post by Cybernetic pig »

DDL wrote:If I found it to be unbreakable, I'd probably try and panic someone into running through the door via magic AI door opening skillz, because fuck shelling out 2 grand.

I personally love that it's breakable, mostly because there's just something so endearing nihilistic about this scene:

"You want to use the medbot? 2000 credits."

"Hmmmm...I see." *pulls out GEP gun, in the middle of a fucking medical centre*

The nurses go appropriately apeshit, and giggles are had by all. He's JC Denton, and he gives zero fucks about your codelocked doors.
Lol, you're not helping, DDL. You can roleplay zero fucks given JC anywhere :lol:
DDentonas wrote:
So you're gonna tell me that while this is true, the best solution you could come up with, for this problem, was making the door indestructible?
Yes.

I'm willing to consider better ideas, but I've yet to hear any.
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Re: GMDX Mode- V2 Release

Post by DDL »

I dunno, I'm with DDentonas on this one: generally if a door had something interesting behind it, and was not vital to the plot, it tended to be breakable. The breakability was kinda part of the reward for out-of-the-box thinking like "hey, fuck it: let's fire off a rocket in the middle of a clinic".

I mean, hell: it's your mod: do what you like. I'm just stating my personal position.
Cybernetic pig
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Re: GMDX Mode- V2 Release

Post by Cybernetic pig »

DDL wrote:I dunno, I'm with DDentonas on this one: generally if a door had something interesting behind it, and was not vital to the plot, it tended to be breakable. The breakability was kinda part of the reward for out-of-the-box thinking like "hey, fuck it: let's fire off a rocket in the middle of a clinic".

I mean, hell: it's your mod: do what you like. I'm just stating my personal position.
Sure, I don't want to restrict any freedom or thinking outside of the box. But when you have played the game so many times you tend to go for the smash the door with crowbar option every time in this particular instance because you would be robbing yourself when taking the other two options whilst knowing about the door. It was a no-brainer option.

Blowing up doors is hardly thinking outside the box for us anymore anyway.
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Re: GMDX Mode- V2 Release

Post by G-Flex »

DDentonas wrote:Why? If someone wants to play that way, why should he be penalised? In Vanilla, this door is breakable for a reason. To allow combat specialists to have access to the medbot, that they so need. I get that CP thinks that this is unbalanced, but the solution is not restricting a combat centric player access to a medbot. We should always strive to have more freedom in a game, when possible. If you wan't it to be more balanced, add a consequence for this action. Maybe do what i wrote above and add some police officers in there. Maybe add an alarm and some turrets. Maybe something else. But don't ban a player type from an important area.
Players are already effectively banned from certain content if they don't have the appropriate tools, augs, or skills. That's nothing new, and finding a few multitools isn't that hard and is something any sort of character build can do, if you don't feel like shelling out the money.


I like the freedom involved in being able to smash open the doors, but it's such a no-brainer decision that it's effectively not a decision at all. There are no consequences whatsoever to doing it, and it costs you nothing. There is absolutely no reason to go about it any other way. That's not meaningful choice in a game; that's just sloppy design.
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