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Everything posted by Slowtrain
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I like the bug where when an area loads, dead protectrons come flying out of the sky
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To me, a major problem with combat is Fallout 3 is that it is almost impossible to die. There are really only 2 reasons my characters ever die in Fallout 3: 1) I run off a cliff. DOn't laugh. It happens more often than you might think. 2) I wait to long too hit my inventory and get caught with low hitpoints having to wait for an animation to finish before the inventory opens. During that wait I end up taking a couple hits and its game over. This happens most often with the reload animation on the hunting rifle. But other than that, as long as you don't wait for the last minute to hit inventory, its basically impossible to die, since hitting inventory freezes the game and allows you to suck down as much health as you need. Yes, if you actually run out of stimpacks then you've got problems, but that's pretty hard to do except in the very early game since stimpacks for all essentail purposes basically grown on trees. Sop in the end, surviving combat in Fallout 3 is basically nothing more than foraging for enough stimpacks. ANd since they are incredibly easy to find and you can carry an unlimted amount there's isn't much to worry about in combat. FOr me, personally, that makes for pretty unexciting FPS combat. Another option would be not having the game freeze when you enter inventory. Let the baddies continue to attack even as you futz around looking for your medx and psycho and 20 stimpacks. THAT would be a lot more interesting.
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I would agree with Aristes that skills are a bigger problem. The discussion only turned to stimpack use since JOsh had mentioned it again, and it is about the only hint we've seen on what the developers might be thinking about changing. On a side note: I would argue that having a stack of stimpacks tucked into your locker in megaton is not the same as carrying them on you. I stash things in my megaton house all the time, but only periodically go back there. Of course, I never use the insta-travel option, so that probably makes a difference. Anyway, stimpacks are not that critical an issue, but I do support healing over time vs instant heal at the very least. That at least forces a bit of tactical thought in combat.
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Well the idea is that if stimpacks are a far rarer commodity or if you can't have 500 in your inventory every time you go out into the wastes, a player can't just charge into the middle of a fight, take 300 points of damage in just a few seconds, then open inventory and spam stimpacks, then wash rinse repeat over and over again. Fallout 1 and 2 had the same problem, although it was a better better in those games because stimpack use had a couple limitations: 1) You had to wait for your turn to do any healing, and 2) you had to decide if spending AP to open inventory was the best tactical move. IN FO3 you can spam stimpacks anytime with no consequences. I don't think that changing stimpack use is a priority, but it is ONE possible way to increase the challenge of combat.
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I don't think its meant to be a high priority per se. Josh has just mentioned a couple times that he has played with a stimpack mod that changes healing from instant to spread over out time. This was mentioned again a few pages back and we started talking about stimpacks, mostly as to how they affect the amount of tactical thinking in combat. Josh has suggested that the healing over time adds a tactical thought process to healing during combat. Then we just went on to talk about different ways of limiting stimpack use to make combat a bit more challenging. SOme of the suggestions have been limit the anmount of stims a person can carry at any given time, add weight (functionally the same thing except not a hard limit), or make them much harder to find.
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Thank you to Obsidian devs
Slowtrain replied to Mr Nerve Damage's topic in Alpha Protocol: General Discussion
Thread of the week. -
Umm, compared to what? Morrowind.
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If the families are THAT bad, put the children in foster homes. Trade off though. If the children are removed from the parents then the government has to fund their ongoing support while at the same time funding the effort to relocate them to a new home, assuming they can even find a new home and that the new home is actually good. Plus I think having the government force the breakup of a family unit is equally unpleasant as far as government getting involved in people's live. I think sometimes people become parents without really understanding the consequences and responsibilities of being a parent. Forcing them to confront those responsilbities seems preferable than just simply removing the children from their care.
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That horse all ready left the barn, Pop. At this point I see it more as retconning in whatever way is neccesssary to make combat more interesting.
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That's pretty much how I see it as well. If radiation is a concern for the player make it a concern for the player, make it signifcant. Otherwise just leave it out. If Fallout 3 had simply left out radiation, radaway, radx, and radiation suits would the game have been affected noticeably? WOuld the gameplay have changed? I would say no. It's just busywork for the player.
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I totally agree about radiation. In FO3 radiation is not even an inconvenience; it's just a minor thing that results in some busywork of downing a radaway periodically. I would much orefer it more like STALKER, where even a small amount of radiation causes sigificant ongoing helath loss if you are not protected and where large amounts of radiation will pretty much kill your character almost instantly unless you have substantial protection. For all the gameplay signficance radiation provides in FO3, it could have just been left out altogther without losing much.
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The Witcher animated potion drinking which definitely affected how one went about using them in the middle of combat. You could swig two or three in a row but each one took up valuable time to consume. Also had the toxicity concept which was another limiter. I think the biggest problem with stimpacks is they are just too easy to use, too easy to get massive free heal with no consequences. TH e only issue with stimpacks is making sure you are carrying enough in inventory at any given time. This has always been a problem with stimpacks in the Fallout games, not just in FO3.
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Hard to balance, sure. But first things first, stop putting first aid kits every 5 feet. Meds and Ammo should definitely have weight to limit the amount you can carry. Things need to be much more expensive in general, especially stimpacks. Give the Barter skill a reason to exist! I vote yes for all of the above. Especially meds and ammo having weight. That would really change things. I should also point out that my current char has over 10000 caps in addition to all that junk. And only a 25 barter skill. Barter skill doesn't have much purpose when there is that much wealth in the game. A little post-nuclear scarcity would be a welcome addition to the gameworld.
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I don't disagree that devs have to put up with a lot of garbage on their boards, consequently if devs choose not to make responses it doesn't bother me. If I were in their position, I would probably do the same. But, if they do CHOOSE to respond, the response should have more value than "don't like it, don't buy it." which sounds like something a whining three year old would say.
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Just look at the absurd amounts of ammo and meds my current (lvl 12) char is carrying. This character hasn't even been trying to packrat or conserve stuff. This is just what she has accumulated over the coutrse of regular gameplay. These kind of numbers completely devalue the worth of these items and make gameplay much less interesting.
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THIS. I thought this mechanic worked well in Mass Effect... for the most part. It also has the nice side effect of making the doctor skill more valuable.
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I agree that this was a problem in FO3 (and 1 and 2 for that matter) but it is a hard thing to balance. A better solution would be to simply limit the number of stimpacks a player can carry, that way everyone is playing in rougly the same ballpark. Players who spend points on doctor can get more use out of their limited supply than someone who doesn't. That being said I think X/time approach to healing is better than an instant fix.
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Gotcha, MC. SOmehow I missed the transition from clips to unlimited ammo.
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When a developer response to a complaint/concern/issue from a fan is: "If you don't like it, don't buy the game", I just roll my eyes. It's just about the most pathetic and weak response possible, and it is all too common, I'm afraid.
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Are the two of you tryign to get her in a "better" teaching area? It must be a difficult thing to live with day after day. Feeling like your workplace is chronically unsafe can be pretty distracting.
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edit: dang dp
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The respawn rate in FC2 was somewhat ridiculous, but the game was still very good. I dealt with the respawns by going around the checkpoints rather than through them and never going back the way I came. WOrked out well enough for me.
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I wouldn;t mind seeing a TB tactical combat game like XCOM set in the Star Wars Universe. Of course, I'd rather see a game like XCOM set somewhere besides SWU even more so. But if was SWU I'd probably play it, if the game as good. Other than that, no interest at all in SWU. Or Star Trek either for that matter.
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I'm not sure what that has to do with weapons not having clips though. Watching people fire weapons without clips is like watching people drive around in cars without wheels.
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So you think such invasive government action is justified? I don't think it will work. SO it's probably a waste of time and money.