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Playable character health vs NPC health


Terrell
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Current NPC health in sp is 4 hits, 8 with full armor. Current health for protagonists we are playing is 15, 30 with full armor. My question(s) are should npc health be raised up to ours? It would be more challenging, and it would feel more like the 3 protagonists aren't some invincible high ranking clan who no one can stop.

 

My other question is would you like a more challenging (thus more rewarding ) health system where 1 head shot equals death, and 2 shots below the neck equals death for all NPC and protagonists alike? I would because then it would really solidify how tough, and skilled our protagonists are vs the average criminal, and one way we could work this out, is to have the higher ranking criminals like Lamar be more intelligent-combat wise versus some average CGF gangster(they will poke their heads out at moments thst aren't so smart, and stretch, Lamar, Wei Cheng, tao won't, while their Goonies think of themselves as superman lol) What would make an interesting feature is if we could toggle health options.

 

Anyways would you prefer the system to be the same, evened out, or be more challenging? As for me, I would rather have a toggle option for all 3 (15 vs 4, 15 vs 15, 2 vs 2)

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ClaudeSpeed1911

If you mean peds and enemies then no.

 

I hate when games have bullet spong enemies,

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GTA could benefit from some boss fights against antagonists with high health or such, for immersion so that the protagonists aren't the only ones who could take a lot of bullets. Just not too many bosses. Remember Big ol Smoke? :D

Edited by B Dawg
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I was disappointed with the boss fights (if you can even call them that) in GTA5. My god how good I felt after finally killing big smoke! :D

In Gta5 it was kinda meh. Headshot, drive. Blow up, Drive. Headshot, drive. Etc.

So I think a rank system as previously mentioned would be good. Harder criminals take more damage. We can build up our strength and therefore our tolerance so why can't our enemies? Like most games just have a learning curve instead of a learning flatline!

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kevin de santa

I disagree I always thought boss systems were tedious like how can he survive 5000 bullets. I like when there health is treated like a actual person

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Definitely f*cking no.

 

 

What needs to happen is our health needs to match theirs and we need full health regeneration to replicate Red Dead Redemption's health system. That game was perfect. You could die in almost one hit but it was always fair. Smarter playing reduced the odds of dying to zilch. Play like a moron like most casual let's players and streamers do and suddenly the game is Dark Souls difficulty.

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I agree, 4 hits would be a lot more challenging, but I would still like an option for an even 2 body shots or 1 head shot for NPCs and protagonists to, because I love the hardcore difficulty, but hate the amped up accuracy like Black ops online practice mode. Right now it's way to easy for me on sp free aim, pistol, or sniper, with only half health. Even if you go on random rampage, Franklin with lowest shooting skill on free aim can still take out like 6 cops with no cover surrounding him lol. I know he's supposed to have potential, but come on. It should be character skill based, of Franklin is in NPC mode, having a gun fight, he is not going to absolutely pwn 6 opponents in 10 seconds with a pistol like we can against police officers even e with free aim because of the health level, and regenerating health. It's harder in GTA 5 because of punk ass NPC accuracy against the current playing protagonist only, even current NPC protagonists that you aren't playing have 50-90 bullet health, and when they shoot enemies even with their combat mgs, the enemies just sit their and soak up bullets, and will never die until you shoot them yourself like on, Paleto score. Either way,the protagonists you're currently not playing as, unless they have a heavy duty gun, and 50+ hits, they aren't going to get through even 10 gun armed enemies, so if they have 15 hits, and a pistol with police surrounding them, the most they're going to get through as a currently non playable protagonist is probably 4 at the most, and thats assuming speacial abilities are just gameplay features, with real abilities not being some physics altering Xavier x men's gift, real time slow motion, or Dumbledore spell enchanting protection shield turning glass to sand, or in this case, lead to rubber.

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Payne Killer

The radar should've been the same of GTA 4, but with armor that can actually take rounds like max payne 3.

And an option to turn off health regeneration.

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Lock n' Stock

The health in GTA V is low enough as it is, even with the strength stat maxed out. For some sort of "hardcore mode" though, I don't see why not.

Edited by xXGst0395Xx
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L0SS4NT0SK1LL3RV

The protagonists dies with 4 assault rifle shoots, 2 shotgun shoots and about 8 depending of the pistol you got shot by.

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HOW'S ANNIE?

Why not just give GTA a difficulty setting like the majority of other games these days? It's a win-win situation for everybody.

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clement_attlee

Why not just give GTA a difficulty setting like the majority of other games these days? It's a win-win situation for everybody.

It would be cool if both the player and the peds had realistic health as a setting. But if so you would die or atleast pass out in car accidents and I'd be OK with that. I also agree with maxpaynefan about the armour. That is one of the things I really liked about MP3

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I want three Difficulty.

 

Easy

- NPC -> low health

- Police AI -> low / max: 4 Stars (N.O.O.S.E.)

- Missions -> with Checkpoints

- Price for Clothes, Haircuts, Tuning etc. > cheap

- Sportscars (Infernus, Cheetah, Adder etc) -> appear more often

 

Medium

- NPC -> normal health

- Police AI -> normal / max: 5 Stars (FIB)

- Missions -> with Checkpoints (5x)

 

Hard

- NPC -> full health (some have armor)

- Police AI -> hard / max: 6 Stars (US Army)

- Missions -> no Checkpoints

- Price for Clothes, Haircuts, Tuning etc. -> expensive

- Sportscars (Infernus, Cheetah, Adder etc) -> very rare

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Toshio_maxoS

B2T lol

 

One Punch -> Ped. dead... where's the sense?

3 normal Punches -> Ped. down

Someone shooting at you, for non sense, you shoot back -> Police trys to kill you

You steal a car -> Police wants to kill you

 

Where's the logic + fun eh Rockstar? -.-

Edited by WildBrick142
edited out a quote that was removed
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Fuzzknuckles

I disagree I always thought boss systems were tedious like how can he survive 5000 bullets. I like when there health is treated like a actual person

Boss fights suck. I think it was Second Son's end boss fight that made me want to die most recently. The fight itself wasn't super difficult, think I nailed it on third attempt... it was just so long-assed that I got supremely bored. Shoot, hide, run, shoot, hide, run. So dull. f*ck boss fights.

Signatures are dumb anyway.

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profdrirhenkie

The thing that really needs an overhaul is the hand-to-hand combat. I hate it that after one, two or three punches the opponent is not just KO, but dead. Why aren't the guys moaning on the ground for a minute like in GTAIV? That adds so much satisfaction after winning a fistfight! And WHY O WHY were the combo's taken out of GTA V!? I really REALLY loved the two-kicks-in-the-balls counter-combo!!

 

Don't get me wrong guys, I really love GTA V! The programmers and artists did a great job at getting it right! But I am really sorry that they omitted it. I have a list by the way what I really missed:

1. The lengthy fist fights and combo-counter attacks of GTA IV (while you should be stronger, as in less punches needed to damage the opponent, with a higher strength level).

2. The moaning on the ground after a kneecap-shot or after being beaten up; mind you, there should be a chance that you knockout an NPC with a punch, maybe increasing this chance with higher strength (or even an martial arts experience bar).

3. Paramedics CPR.

 

And I expected that if an ambulance would come to help a downed NPC, that if he could not be revived they would put him on a stretcher and take the NPC to the hospital (or even after a succesful revive they would take him/her with them too). I would not say they were lazy at coding it in but I really miss it. I think I will buy GTA V for the PC again and start coding new stuff in it so we can get 1-3 back and even an ambulance pick-up.

 

Overall NPC's should have more health, BUT only in the sense when you go hand-to-hand to them. In my opinion bullets should stay unchanged so they do the same damage, but make the damage area specific; so when I shoot an NPC in his kneecap, he falls down, yelling and or screaming, and he tries to run off (if adrenaline kicks in, what surely does), trips a couple of times, and when I shoot in his other kneecap he starts crawling into a safe spot, maybe now he is in shock and just seeks a corner to hide in (not realising it is an pretty open and exposed spot). They should not die when you shoot them in less lethal areas. But when shot in the head (instant KO, not necessarily dead) there should be the "switch off" animation, just a potatoesack falling to the ground, and when shot in the heart area it should do more damage. Would be nice that when paramedics come and get the stretcher there would be a chance that they say "sh*t, he still has got a pulse. Let's bring him to the ER, fast. Call it in.".

 

Anyway I don't think it should be coded by damage per area shot, but I really am interested into the possibility of probability damage; i.e. that when I shoot someone in the heart area, there is a high chance I hit something fatal (for example the heart atrium or shedding the whole heart) so he goes down in about 0-15 seconds, and still "lives" for about 60 seconds. Sometimes I thought this was done in GTA IV (after shooting an NPC it walks away and suddenly drops down, dead) but after repeating it I found out it was pretty random; thus they mimicked it very good with less calculations. Anyway, I don't know if you guys find it TLDR, but going at topics like this, this post will be read.

 

So the SUMMARY, TLDR:

Bullet damage is OK, decrease hand-to-hand combat damage!

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ViceCityStalker

LOL the NPC`s don`t have health a slight breeze f*cking kills them.

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  • 1 year later...
SILBERDRACHEN

It would ruin any immersion you'd get with the game.

 

If I shot you irl you would take at least two-three hits to give up and die. So many just because you probably wouldn't feel the first shots and the adrenaline would kick in. First you wouldn't feel it, then it would start to sting, your adrenaline starts rushing, but in some cases you're paralyzed right away.

 

I've watched enough assassination videos to see what a realistic depiction of death looks like and it already makes me cringe when I shoot at a Lost guy in the face with an automatic shotgun and he just keeps getting back up. Not only does it make me cringe, it's also annoying for many people.

 

It would also make more sense to have weak enemies since they die from one hit in cutscenes anyway.

 

Imagine if you were in a warzone fighting the Taliban or ISIL and your bullets wouldn't do sh*t for like 4 or 5 hits.

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Damn, that bump.

 

 

Definitely f*cking no.


What needs to happen is our health needs to match theirs and we need full health regeneration to replicate Red Dead Redemption's health system. That game was perfect. You could die in almost one hit but it was always fair. Smarter playing reduced the odds of dying to zilch. Play like a moron like most casual let's players and streamers do and suddenly the game is Dark Souls difficulty.

I know this guy is banned, but this is exactly what I was thinking when I read OP's post. But the player's health only matches the NPC's health in RDR's Hardcore mode. In the vanilla game, John has twice the amount that the NPCs do.

 

Still, it would be nice if there was a way to edit the player's health on PC. It's been a while since I played GTA V and modded it (still waiting for InfamousSabre's Pickups script) so there might be a way by now.

 

I really want a mod for GTA V though that replicates RDR's Hardcore mode.

  • Dead-Eye/Special Ability doesn't regenerate automatically, only from kills.
  • Player's health equals ped health.
  • Everything costs twice as much.
  • Payouts from everything are half as much.
  • Fame+Honor/Stats take longer to upgrade
  • Health regeneration takes a lot longer to kick in.

Might be a couple other things I'm forgetting but that's the gist of it.

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FranklinsIron

If you mean peds and enemies then no.

 

I hate when games have bullet spong enemies,

The Division.. Lol.

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