Jump to content

bhlaab

Members
  • Posts

    411
  • Joined

  • Last visited

Everything posted by bhlaab

  1. Ah, nice. I didn't expect such a straightforward answer. Good to know you have the ability to change things right down to the source code. One thing I've been trying to do is make it so skill affects accuracy a lot more and doesnt affect the damage the gun does at all But it's been a pain since the Melee damage formula and Gun damage formula share a lot of the same variables-- except melee doesn't have spread (obviously) and so now the baseball bat you get in the very beginning does 82 damage and never misses (and adding points to the melee skill is completely pointless) Oy.
  2. So is this game being made more or less with the geck editor, or are you free to change underlying game systems. For example, could you make it so that failing a speech check sends you to specific dialogue instead of generic "Yeah nice try buddy!" lines, or completely revamp how the game handles weapon degredation beyond fiddling with rate multiplyers etc
  3. Fallout 3 was missing tribals (blasphemy I say), you fine folks will show them some love. ...right? Point Lookout is going to have tribals, but it seems like theyre just going to be Raiders by another name :\
  4. Both will be quite awesome Yeah, but which one will be better I can only afford one game every 3 years.
  5. is fallout new vegas going to be better or worse than alpha protocol
  6. I wonder what the chances of any of these locations showing up in New Vegas are. I mean, Vault 13 is closer to vegas than junktown.
  7. If it makes you feel any better it's also the worst
  8. In any case, it's guaranteed to be the best turn based isometric rpg since 2001 since to my knowledge it IS the only one
  9. I'm thinking more about that "boss cutscene" with the ex-wrestler business guy conspiracy or whatever where he's trying to throw you off the building. I don't think they even tell you when to press the button. I had to redo that one about 800 times.
  10. Mirror's Edge was very poor. I think that the number one problem is that the graphic style made sure that every wall was almost pure white, making even navigating a hallway difficult at high speeds. Also, there were a ton of areas where you're just dropped into an area and you're meant to figure out one single specific way to get out (usually a door you can't quite see right away) For as fast as the game wanted to be, several control problems also got in the way. Instead of Prince of Persia-style wall jumping (Press jump, press jump again) they have a weird 90 degree modifier key, and instead of Zelda-style height-rolling where it's mostly automatic you have to time a "tuck in" button to stick the landing. When you're trying to make a game around momentum and flow, you need to keep the control scheme shallow otherwise it comes off as fidgety. Oh, and QUICK TIME EVENTS.
  11. Oh, right. Here it is. http://fallout3nexus.com/downloads/file.php?id=6984
  12. Of course we are! *Time Passes; from here on my post takes place roughly 6 months into the future* No, none at all!
  13. Okay, new rule: No more games that end in "3"
  14. some aren't maybe the reason they aren't saying anything is that they dont have anything to say yet
  15. Nah, it's more about the lack of game structure and the fact that you need a bit of knowledge about the game world for it to "click" Also a TON of important clarifications are buried under "Ask Me About" which I'm so glad they dumped in Fallout 2.
  16. I was kind of confused about Fallout when I first played it. Mostly because I didn't know what I was doing (I beat the game without ever finding out what FEV was) and some of the quest design wasn't as tight as people like to say. By the time I got to the end credits it was my favorite game ever. Until I started up Fallout 2 (immediately after the credits finished rolling in Fallout 1) Never had a problem with the combat system, though. Missed out on a lot of its features-- Again, it took me until the final dungeon to learn that you can use stimpacks straight from the inventory and you don't have to set them individually as your active item in the middle of battle. Doh.
  17. The game was only announced this april. It's not being released until fall 2010.
  18. no, for now I'm quite content with the magical version of this game that I've invented in my head
  19. wut. jk jk rofl
  20. without being a part of the Obsidian team...i feel like i can almost guarantee that FO:NV will be more of a PC port than a console port (if you get my meaning). Why, because the pc version is the one that will be finished 5 years from now? OH SNAP
  21. -The Fake Patch (in lieu of the awful official 1.5 patch) -Unofficial Patch (additional bugfixes the official patches never touched) -Real Injuries (More or less a return to Doctor Skill) -Real Injuries: Sleep (Adjust how sleeping heals you and your limbs. Pick between oblivion or morrowind systems or neither) -No Stupid Explosive Cars -Power Armor Training from multiple sources -Phalanx: Obedient Dogmeat (you change his combat behaviors a la Fallout 2 followers) -Upgraded Caravan Merchants (Investing in canturbury commons will add guards and equipment to caravans so they are better protected) -Explosive Entry (blow up locks with explosives like in the originals) -Roy Phillips Evil w/ Mask (No longer lose karma for killing a jerk, you can get the mask off of his dead body now) -Crippler (Increases cripple effects and I think adds falldown effects to crippled legs) -WRWC (Goes even further by making you unable to use two handed weapons with a crippled arm or any weapons with both crippled arms) -0h Followers Hire (Hire followers by charisma a la Fallout 2) -Chem After Effects -Weighted Ammo -Real Frag Grenade physics -No VATS slowmo -Traits -XFO (overhaul mod, pick and choose individual modules. One bit allows you to keep flat damage rates on individual weapons and have skill affect ONLY accuracy instead of levelling up magically making guns hurt more, which is my favorite) -Darnified UI Experimental -Finally Turnbased (buggy, but from a design and gameplay perspective works surprisingly well) I have a mod in the works that changes the skill point formula and base skills to something closer to Fallout 1, but rebalanced for Fallout 3. Since Fo3's skills go up to 100 instead of 200 and there are 13 skills instead of 18 I did it like this: (3 + Int) * .70 Tag skills increase by 2 per point and get an initial bonus of 10. Base skills are adjusted to be more like Fo1- for example big guns and energy weapons start off incredibly low, but most other combat skills start off somewhat higher (unarmed specifically gets a huge boost) The luck bonus is unchanged, so it's slightly more forgiving than it sounds. Still, someone with an INT of 1 will end up a bit screwed when it comes to levelling up. Not as much as you'd probably think, though. I also rebalanced someone else's perk/trait mod to work with it, and I'm waiting for permission for it before I make mine available.
  22. Devs always say the minigames will depend on your skill, but it's never the case. It always ends up that any character can pick any locks and the skill is worthless. Of course, die rolls aren't exactly appropriate for AP either. What they shoulda done is had like a progress bar fill up as you lockpick etc and the more you level up the faster it fills or something.
  23. I like the aiming system, gameplay looks fun. Don't like minigames. AI could be problematic. The camera went nuts in hth combat, which I hope gets fixed. Looks like it will be difficult to control with a keyboard-- pretty much every game with a cover system is.
  24. They brought the sluts and flashing lights back so there's that at least
  25. Yeah, I don't recommend this.
×
×
  • Create New...