Fallout Game for a Moron

Oppen said:
Aside from all the already answered points, end combat button should not make them hide their weapons, because it doesn't with the PC. You just stop the hostilities, that doesn't mean you'll put your weapon in your backpack and start painting rainbows around.

Why not? It's not like Fallout has an option to sling your weapon or put it into a less threatening stance I.E. going to the low carry as opposed to the ready. Instead, at best you put a non-weapon item in your other slot (greatly reducing your combat effectiveness) and switch to it when you're getting bitched at. There are much better ways to handle it. I mean, Oblivion and Skyrim actually did something similar to this, if you don't sheathe your weapon, your ability to use speechcraft will go way down and the guards will warn you to put your weapon away. You still get punished for waving your weapon like a dickwad without having to massacre a whole town, deadline several quests and kill your karma rating.


About the random floating dialogs, that has no relevance in the argument of user friendlyness, which is the point of "moron able or unable" games.

Yes it does. First of all, the font is awful and hard to read. It disappears if you click. This would not be a problem if it was negligable dialog, such as, "I used to be the chosen one like you, then I took a Radscorpion sting to the knee". Instead, they tell you sensitive information, like how the Buck and Chuck twins will initiate combat if you confuse them. Like how someone is offended by your weapon carrying. Like how the crazy guy's watch fell into the shitter. This shit is put inside these dialogue strings that are impossible to read quickly, disappear if you click the wrong place and often get overlapped or clipped over by other things. Putting such sensitive information in them is just asinine.
 
Ben said:
Oppen said:
Aside from all the already answered points, end combat button should not make them hide their weapons, because it doesn't with the PC. You just stop the hostilities, that doesn't mean you'll put your weapon in your backpack and start painting rainbows around.

Why not? It's not like Fallout has an option to sling your weapon or put it into a less threatening stance I.E. going to the low carry as opposed to the ready. Instead, at best you put a non-weapon item in your other slot (greatly reducing your combat effectiveness) and switch to it when you're getting bitched at. There are much better ways to handle it. I mean, Oblivion and Skyrim actually did something similar to this, if you don't sheathe your weapon, your ability to use speechcraft will go way down and the guards will warn you to put your weapon away. You still get punished for waving your weapon like a dickwad without having to massacre a whole town, deadline several quests and kill your karma rating.
Because that's not the function of the end combat button. Might it be handled other way? Yes, the AI might had been done a way your NPC's hide their weapons if you don't show yours (i.e., you don't have it in your active slot), but it should not be automatic when you press the end combat button.
Also, assuming there is no people in the world who actually get bitchy mad if you show guns would be unrealistic. I don't give a fuck how Skyrim and Oblivion manages it. If their policy is strict, that's not a bad answer to you showing weapons. I agree there should be a way to mass order your followers to hide their weapons. What I don't agree is your first suggestion, ending the combat and hiding a weapon are different things.
Ben said:
About the random floating dialogs, that has no relevance in the argument of user friendlyness, which is the point of "moron able or unable" games.

Yes it does. First of all, the font is awful and hard to read. It disappears if you click. This would not be a problem if it was negligable dialog, such as, "I used to be the chosen one like you, then I took a Radscorpion sting to the knee". Instead, they tell you sensitive information, like how the Buck and Chuck twins will initiate combat if you confuse them. Like how someone is offended by your weapon carrying. Like how the crazy guy's watch fell into the shitter. This shit is put inside these dialogue strings that are impossible to read quickly, disappear if you click the wrong place and often get overlapped or clipped over by other things. Putting such sensitive information in them is just asinine.
I don't agree it's hard to read, agree with the other points. Sadly, it has nothing to do with your original statemente, where you quoted a silly comment.
Ben said:
And as an aside, I would take "Arrow to the knee" any day over "how do you get a handjob in that power armor"
See? Also, you conveniently ignored the "random" word when you answered. That sensitive information you talk about are not random at all.
 
I still want to debate this so please clarify what you mean by ignoring the random word.
 
What I meant is you answered to something unrelated with what we were discussing, by ignoring that word. Your point was valid, though, and I agreed.
When I told you something like "random floating texts" it meant the random things NPC's told you when you pass near, independently of the character, which was according to the example you took (to clarify, I mean that meaningless comments they do).
Anyway, the only still debatable point about the floating text is if it's easy or not to read, since I already expressed agreement with your other points.
 
Oppen said:
What I meant is you answered to something unrelated with what we were discussing, by ignoring that word. Your point was valid, though, and I agreed.
When I told you something like "random floating texts" it meant the random things NPC's told you when you pass near, independently of the character, which was according to the example you took (to clarify, I mean that meaningless comments they do).
Anyway, the only still debatable point about the floating text is if it's easy or not to read, since I already expressed agreement with your other points.

My issue with that is they disappear quickly, and they do often carry information like "Put your weapon away". When you have 3 guards in a close proximity, their red text will overlap, preventing you from reading it...and causing combat.

And what could be more quest relevant than "Toor like moomoos"
 
Ben said:
My issue with that is they disappear quickly, and they do often carry information like "Put your weapon away". When you have 3 guards in a close proximity, their red text will overlap, preventing you from reading it...and causing combat.

And what could be more quest relevant than "Toor like moomoos"
Good point. There must be a way to make it better, but I can not think of it right now.
 
.. hm, perhaps some kind of recording device in PipBoy? While entering new location, all the floating texts should be stored in log, which could be accessible through PipBoy screen. (For instance, there is a Review function available in a dialogue screen, I can imagine something like that even for floating texts.)
 
valcik said:
.. hm, perhaps some kind of recording device in PipBoy? While entering new location, all the floating texts should be stored in log, which could be accessible through PipBoy screen. (For instance, there is a Review function available in a dialogue screen, I can imagine something like that even for floating texts.)
Yes, I think a logging function with the useful info you "heard" (floating texts near your character) in the pipboy could be good. Maybe make it depend on your PER and INT to make it more realistic. But I think the pipboy is harder to mod than other parts of the game.
That wouldn't solve the unability to see you should hide your weapons (and your crew's weapons) fast enough if you're not experienced.
 
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