Moar! I must get some of those interviews with him when he says truly retarded things. Where's the one with the popular thing about "It's fallout, let's put explosions" like I heard sometimes?Cimmerian Nights said:
Moar! I must get some of those interviews with him when he says truly retarded things. Where's the one with the popular thing about "It's fallout, let's put explosions" like I heard sometimes?Cimmerian Nights said:
Yeah, I would've liked to have gone into more detail like this instead of mostly just vaguely referring to "RPG fundamentals", but I'd still be writing if I did.TheWesDude said:i stopped reading. this is exactly the point i have been saying for years is a core requirement for RPGs. there is no point in further reading for me because i know its going to be parroting opinions i have already![]()
I remember this list was pre-FO3, but a gold-mine nonetheless.Moar! I must get some of those interviews with him when he says truly retarded things.
By other, I assume you mean how they neglected melee/throwing. Movement is such a huge part of melee (obv. you have to be adjacent to foes to hit them), and VATS is completely devoid of movement. I don't know how that can be rectified. Talk about half-bake, they really dropped the ball on melee.Dionysus said:But it does eventually manage to identify the two biggest problems, one of which is a single variable that has already been addressed by modders. And hopefully NV will address the other.
That's not retarded, that's lying! Every game developer does that; even I like to exaggerate a bit about my games every now and then.Cimmerian Nights said:I remember this list was pre-FO3, but a gold-mine nonetheless.
The article only touches on the targeting issue with regard to melee. I think you could have done more in discussing the targeting thing, like noting that they sacrificed gameplay for entirely for cosmetic reasons. I remember that punching someone's leg in Fallout could be animated as kicking them in the head (and sometimes blowing their upper torso away), but the devs didn't allow their animation constraints to limit gameplay options.Cimmerian Nights said:By other, I assume you mean how they neglected melee/throwing. Movement is such a huge part of melee (obv. you have to be adjacent to foes to hit them), and VATS is completely devoid of movement. I don't know how that can be rectified. Talk about half-bake, they really dropped the ball on melee.
Dario ff said:That's not retarded, that's lying! Every game developer does that; even I like to exaggerate a bit about my games every now and then. ...
Dionysus said:I think you could have done more in discussing the targeting thing, like noting that they sacrificed gameplay for entirely cosmetic reasons.
Me too. After being spoiled by playing Jagged Alliance 2 the Bioware RTwP system just isn't one bit fun at all. It's RT with a thin pretense of being something more, and that pretense only makes it worse than regular RT like Diablo. Yes, I think Diablo combat is more fun than RTwP. To put it another way, would Diablo be more fun if you had to repeatedly pause the combat? No.Kordanor said:I am one of the guys you mentioned may disagree.
Dario ff said:...it's just hard to resist, ...
The exclusion of groin shots is also another example of VATS limiting strategic options even more. Head shots had a chance to KO, Eyes shot to blind, Legs to slow them down, Arms to disable and groin shots had the highest chance of bypassing armor (also increased knock down?). Another strategic choice gone. Which is a moot point in melee VATS anyway - you can't target anything.whirlingdervish said:Dionysus said:I think you could have done more in discussing the targeting thing, like noting that they sacrificed gameplay for entirely cosmetic reasons.
..or for no legitimate reason at all.
They took certain targetted shot options out of FO3 without reason, including the groin which was one of the most effective and most well liked options in the 2 original Fallout games.
There is the aspect of groin shots being edgy I guess (it was rated M), but if that's the pretense then again, we see game mechanics and game design dictated by marketing rather than an overriding game design philosophy, and the end result is fewer strategic options.One could argue that they removed the groin shots because it could be seen as offensive to someone (like child killing) yet the entire game was full of the same caliber of mildly offensive "funny" that you'd get from a kick in the balls. This was a game made by people who's idea of funny includes decapitating grandmas, nuking everything in sight and using a teddy bear/garbage launcher to blow people into gibs.
I didn't even touch on how any AP based perk was nullified by VATS. I wouldn't be surprised if some other perks got nerfed in VATS as well.whirlingdervish said:Sadly, there are just so many ways in which VATS is a giant screwup that one article probably can't and shouldn't contain them all.
Pretense has a lot to do expectations going in. Diablo never claimed to be more than a fun dungeon-hack experience. It's when we're fed the disingenuous company line about 'innovation' and 'evolution' when it's a step backwards in almost every aspect that damns something even more when it's not the case.\It's RT with a thin pretense of being something more, and that pretense only makes it worse than regular RT like Diablo. Yes, I think Diablo combat is more fun than RTwP. To put it another way, would Diablo be more fun if you had to repeatedly pause the combat? No.
UniversalWolf said:Me too. After being spoiled by playing Jagged Alliance 2 the Bioware RTwP system just isn't one bit fun at all. It's RT with a thin pretense of being something more, and that pretense only makes it worse than regular RT like Diablo. Yes, I think Diablo combat is more fun than RTwP. To put it another way, would Diablo be more fun if you had to repeatedly pause the combat? No.
That's not how it works, at least in PST, which I just finished yesterday - with autopause at the end of rounds turned on the whole time.Blackfang said:Essentially, the BioWare’s RTwP, should you autopause at the end of each round, give your orders, and than restrain yourself from giving new orders in the middle of the next round, will have only one difference from turn based. The difference is that everyone will act simultaneously, not one after another. It is nothing like Diablo.
UniversalWolf said:A character's "combat round" begins whenever you issue orders to that character, and is independent of any other character's "turn."
Blackfang said:3. I can't tell for certain, what happens when you give some order in the middle of a round to a previously inactive character.
If my memory is correct it was ".. letz put nucular explosions in it" or something.Dario ff said:Moar! I must get some of those interviews with him when he says truly retarded things. Where's the one with the popular thing about "It's fallout, let's put explosions" like I heard sometimes?