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Posted
not in burst mode

At least in real life, it always matters. You have less control over where rounds are going with increased range and felt recoil, but your level of control (or lack thereof) doesn't change terminal ballistics. Soldiers with assault rifles don't just hold the weapon at hip level and blindly fire in the direction of enemies. Even an M16 or M4 with standard peep sights can regularly score tight three-shot burst groupings at 50 yards in the hands of a competent shooter.

 

Whether this needs to be modeled or abstracted in games is definitely a separate issue, but the person to whom I was responding implied that placement was not a factor with inflicted firearm damage but did think it made sense for melee weapons. The practical effects of ballistics -- whether it's from a baseball, a bullet, or a piece of shrapnel -- always have to do with what specifically is being hit, at what angle, with what applied force, etc. It's not just a matter of the ft-lb of force at the point of impact. You're effectively breaking apart a complicated living machine, not hitting a cube of ballistic gelatin.

 

and not with explosive ammo like rockets

Rockets/RPGs, like flamethrowers, are sort of screw-up-your-nice-RPG-system weapons if you want to be "realistic" with them. "Realistically" -- putting aside issues of weight and bulk, which even in F1 and F2 were stretched to absurdity -- rockets are awesome. Like, you win with rockets. Congrats. You have something that is incredibly easy to aim and shoot and will kill virtually anything within 20-40 yards of where it hits. People, armored personnel carriers, whatever you got. We don't hear stories about "rocket aces" or "flamethower aces" because once people learn the basics of their operation, the learning curve pretty much flattens out. Again, it doesn't mean that they shouldn't be in games, and it doesn't necessarily mean that no statistical model will support them, but they are dissimilar enough from traditional firearms that they often present some conceptual issues.

Posted
I don't really care what system is used as long as it allows me to build my character how I'd like and the gameplay is enjoyable. I thought the effects of skills on firearm accuracy in Bloodlines (for example) were pretty un-fun. There's something irritating to me about pointing at a wall ten feet away and hitting something 45 degrees off from the center of my crosshairs (it's been a while since I've played Bloodlines, so it might not have been that extreme, but it was nutty). New shooters are inaccurate with handguns, but Bloodlines' implementation both stretched the boundaries of realism (not necessarily top concern for me as a player) and made for frustrating gameplay (biggest issue). I completely disliked Morrowind's melee combat for similar reasons. Actually, that was more bothersome to me than Bloodlines' firearms because in Morrowind you would actually see the weapon hit the target but you'd still miss. Were the gunplay abstracted and removed heavily (as it is in Fallout 1 and 2), it probably wouldn't have been as irritating. F1 and F2's implementation only irritated me with things like flamethrowers at two hexes, but edge cases and wacky weapons will always cause problems unless you just get rid of them, which is sort of like cutting off the nose to spite the face sometimes.

In Bloodlines, only the more basic firearms were like that, the mid-high end guns were pretty accurate.

Posted
not in burst mode

At least in real life, it always matters. You have less control over where rounds are going with increased range and felt recoil, but your level of control (or lack thereof) doesn't change terminal ballistics. Soldiers with assault rifles don't just hold the weapon at hip level and blindly fire in the direction of enemies. Even an M16 or M4 with standard peep sights can regularly score tight three-shot burst groupings at 50 yards in the hands of a competent shooter.

 

Whether this needs to be modeled or abstracted in games is definitely a separate issue, but the person to whom I was responding implied that placement was not a factor with inflicted firearm damage but did think it made sense for melee weapons. The practical effects of ballistics -- whether it's from a baseball, a bullet, or a piece of shrapnel -- always have to do with what specifically is being hit, at what angle, with what applied force, etc. It's not just a matter of the ft-lb of force at the point of impact. You're effectively breaking apart a complicated living machine, not hitting a cube of ballistic gelatin.

I explained myself not thoroughly enough... I meant to say that in VATS one can target specific body parts with firearms, but with skill at 100 one does more damage to the same bodypart than with skill at 50. It's this I have trouble with explaining.

 

Melee/unarmed in VATS doesn't allow one to target limbs and one can merely target the body, so I surmized increased damage at level 100 could be explained by 'imagining' that during the VATS animation one would hit more vulnerable body parts compared to lower levels.

The ending of the words is ALMSIVI.

Posted (edited)
At least in real life, it always matters. You have less control over where rounds are going with increased range and felt recoil, but your level of control (or lack thereof) doesn't change terminal ballistics. Soldiers with assault rifles don't just hold the weapon at hip level and blindly fire in the direction of enemies. Even an M16 or M4 with standard peep sights can regularly score tight three-shot burst groupings at 50 yards in the hands of a competent shooter.

 

Whether this needs to be modeled or abstracted in games is definitely a separate issue, but the person to whom I was responding implied that placement was not a factor with inflicted firearm damage but did think it made sense for melee weapons. The practical effects of ballistics -- whether it's from a baseball, a bullet, or a piece of shrapnel -- always have to do with what specifically is being hit, at what angle, with what applied force, etc. It's not just a matter of the ft-lb of force at the point of impact. You're effectively breaking apart a complicated living machine, not hitting a cube of ballistic gelatin.

 

Since FO:NV will most likely be a FPP game (hey, I can dream, can't I?), I'd love to see ironsights in the game (shouldn't it be a case of merely adjusting the position of the model or even making a faux scope that pops into place when the RMB is hit?), with your skill with that particular weapon affecting how much the weapon wobbles and how much you have to compensate for it, reload times, how fast your weapon breaks down (since the better you are, the more you know how to treat your gun right, skills in Fo1/2 include knowledge of proper maintenance of the weapons, after all) and running speed (since it's a wee bit harder to run with a big slab of junk in your sweaty palms).

 

As for the ballistics model, Fallout: Compendium author, Dubby, was working on formulas for damage calculation in Fo3 that are based on real-life physics and include factors like penetration, armour thickness and type etc., rectifying the "10mm Pistol penetrates Power Armour always" problem Fo3 suffered from.

 

Rockets/RPGs, like flamethrowers, are sort of screw-up-your-nice-RPG-system weapons if you want to be "realistic" with them. "Realistically" -- putting aside issues of weight and bulk, which even in F1 and F2 were stretched to absurdity -- rockets are awesome. Like, you win with rockets. Congrats. You have something that is incredibly easy to aim and shoot and will kill virtually anything within 20-40 yards of where it hits. People, armored personnel carriers, whatever you got. We don't hear stories about "rocket aces" or "flamethower aces" because once people learn the basics of their operation, the learning curve pretty much flattens out. Again, it doesn't mean that they shouldn't be in games, and it doesn't necessarily mean that no statistical model will support them, but they are dissimilar enough from traditional firearms that they often present some conceptual issues.

 

I wouldn't mind for them to be universally deadly weapons, to be honest. A rocket launcher (plz bring back Rockwell's BigBazooka) is damn effective, as you mentioned, and it should be. It'll make going up against enemies armed with them a challenge, a welcome break from shooting people in the face. It's fun (and deadly) in the F3: Compendium, where one well placed explosive rocket is enough to splatter even a power armour toting foe all over the area.

 

A bit of a miniboss approach.

Edited by Mikael Grizzly
Posted
I explained myself not thoroughly enough... I meant to say that in VATS one can target specific body parts with firearms, but with skill at 100 one does more damage to the same bodypart than with skill at 50. It's this I have trouble with explaining.

 

Melee/unarmed in VATS doesn't allow one to target limbs and one can merely target the body, so I surmized increased damage at level 100 could be explained by 'imagining' that during the VATS animation one would hit more vulnerable body parts compared to lower levels.

I am not willing to put my words to the mouth of J.E. Sawyer but I think his point is that, since it is impossible to simulate reality, it would be wise to design the game system, putting emphasis on the game play. I don't think the majority stop to think logical explanation of proper abstraction of damages although something like Oblivion's scaling can brake the immersion in a much more direct manner.

 

Hence I thought it would be more constructive to discuss probable game-plays.

 

I wouldn't mind for them to be universally deadly weapons, to be honest. A rocket launcher (plz bring back Rockwell's BigBazooka) is damn effective, as you mentioned, and it should be. It'll make going up against enemies armed with them a challenge, a welcome break from shooting people in the face. It's fun (and deadly) in the F3: Compendium, where one well placed explosive rocket is enough to splatter even a power armour toting foe all over the area.

 

A bit of a miniboss approach.

Something like limited ammunition may be good enough for game balance issue but I don't think it is good gameplay-wise... Bloodlines' flame thrower is definitely effective but they are not fun to use...it was like an obligation to use it for bosses. Your description of rocket type weapons seem to be more for spectacles in the same league of gore effects, which seems to be the role of Fatman in FO3, though.

Posted
Something like limited ammunition may be good enough for game balance issue but I don't think it is good gameplay-wise... Bloodlines' flame thrower is definitely effective but they are not fun to use...it was like an obligation to use it for bosses. Your description of rocket type weapons seem to be more for spectacles in the same league of gore effects, which seems to be the role of Fatman in FO3, though.

 

Gameplay-wise, I'd like to see it as one of those rare weapons that you treasure and use only in the most extreme of circumstances. Yes, a bit like the Fatman, but without the silliness of being a nuclear catapult.

Posted
I explained myself not thoroughly enough... I meant to say that in VATS one can target specific body parts with firearms, but with skill at 100 one does more damage to the same bodypart than with skill at 50. It's this I have trouble with explaining.

 

Melee/unarmed in VATS doesn't allow one to target limbs and one can merely target the body, so I surmized increased damage at level 100 could be explained by 'imagining' that during the VATS animation one would hit more vulnerable body parts compared to lower levels.

Thanks for clarifying. I usually used melee outside of VATS, and I could typically hit the body parts I wanted to hit. In that sense, non-VATS gun use wasn't much different to me than non-VATS melee use.

Posted

The comment about Bloodlines worries me. Of course, I could infer anything from the comment because it doesn't really say anything specific about NV. However, when I aim my weapon at the bad guy and start dishing out the heat, will my relfexes be more than incidently important. Moreover, let's say I want to use a less legitimate style of combat and go into VATS mode. If I have a 95% chance of scoring a torso shot from 5 feet away, does that mean I will always hit because it would be silly to miss?

 

Of course, I know from experience that folks can miss you even at relatively close range. I have had someone shoot at me with a rifle and miss where I would have expected someone to hit. Maybe not off by 45 degrees, but you get my point.*

 

I just want to have some clarity where you stand when it comes to PC skill/player reflexes. I know some player reflexes must be involved. After all, combat is in real-time, so the player will have to shoulder some of the burden no matter what. Nevertheless, that doesn't mean that you should shrug and say it looks silly to miss close opponents and so we're going to treat this like an FPS. Hey, I've been the odd man out before. I just want to verify where the design is going so I can start complaining about it at the earliest convenience.

 

*The only thing you can infer from this is that I'm a big wimp who will run from someone shooting at me.

Posted
The comment about Bloodlines worries me. Of course, I could infer anything from the comment because it doesn't really say anything specific about NV.

I can't talk about F:NV's content or mechanics yet. I can talk about game content and mechanics in general and explain my own preferences as a player and the thought processes behind game development design decisions. But please, everyone, stop extrapolating this information into conclusions about F:NV. I'm sorry, but it is infuriating. I'm not designing this game according to my personal preferences as a player (which are actually pretty wide), nor does any specific design methodology automatically apply to the work we are doing on this project.

Posted
I thought the effects of skills on firearm accuracy in Bloodlines (for example) were pretty un-fun. There's something irritating to me about pointing at a wall ten feet away and hitting something 45 degrees off from the center of my crosshairs (it's been a while since I've played Bloodlines, so it might not have been that extreme, but it was nutty). New shooters are inaccurate with handguns, but Bloodlines' implementation both stretched the boundaries of realism (not necessarily top concern for me as a player) and made for frustrating gameplay (biggest issue). I completely disliked Morrowind's melee combat for similar reasons. Actually, that was more bothersome to me than Bloodlines' firearms because in Morrowind you would actually see the weapon hit the target but you'd still miss. Were the gunplay abstracted and removed heavily (as it is in Fallout 1 and 2), it probably wouldn't have been as irritating. F1 and F2's implementation only irritated me with things like flamethrowers at two hexes, but edge cases and wacky weapons will always cause problems unless you just get rid of them, which is sort of like cutting off the nose to spite the face sometimes.

 

Yes, I agree that the cone implementation of skill vs spread is irritating and bad. I also think Morrowind screwed it up by not being very clear WHY you're missing.

I think a better system is to just be very obvious about the dieroll-- have your weapons always hit the crosshair, but have the game decide whether or not it actually connects with the enemy you're pointing at. And then have a little floating number when you're crosshair-over the enemy so the player knows when to not bother.

 

There, it properly abstracts itself with the floating number, and you never get irritating spread that hits, say the wall in front of you instead of what you're aiming at. It's probably a good idea to take out the tracers, though.

Posted
The comment about Bloodlines worries me. Of course, I could infer anything from the comment because it doesn't really say anything specific about NV.

I can't talk about F:NV's content or mechanics yet. I can talk about game content and mechanics in general and explain my own preferences as a player and the thought processes behind game development design decisions. But please, everyone, stop extrapolating this information into conclusions about F:NV. I'm sorry, but it is infuriating. I'm not designing this game according to my personal preferences as a player (which are actually pretty wide), nor does any specific design methodology automatically apply to the work we are doing on this project.

 

Sorry. It's kind of hard though. If you post something like "I HATE HATE HATE HATE HATE games with brown dogs in them!! Ok well, back to working on the Dog City in New Vegas" It's hard not to read between the lines. :)

Posted

It would be wise of us not to do something more than glancing at the thoughts of the designers since anything can change at this stage of the development. ...Well, I guess I have written this before.

 

Talking of the thoughts of the designers, what about watching the presentation of Chris Avellone showed in this thread. It's quite long and I haven't finished watching it, though.

Posted
The comment about Bloodlines worries me. Of course, I could infer anything from the comment because it doesn't really say anything specific about NV.

I can't talk about F:NV's content or mechanics yet. I can talk about game content and mechanics in general and explain my own preferences as a player and the thought processes behind game development design decisions. But please, everyone, stop extrapolating this information into conclusions about F:NV. I'm sorry, but it is infuriating. I'm not designing this game according to my personal preferences as a player (which are actually pretty wide), nor does any specific design methodology automatically apply to the work we are doing on this project.

It's cool, bro. I just wish I had a wolfish grin icon.

Posted (edited)

If New Vegas doesn't have a radio station something has gone horribly wrong as it was without a doubt the best thing Fallout 3 brought to the series. So here are some suggestions

 

Johnny Mercer- Personality

Ella Fitzgerald & Louis Armstorng - Stars Fell on Alabama

Spade Cooley - You Never Miss the Water till the Well Runs Dry

Roy Rogers - Don't Fence Me In

Ink Spots & Ella Fitzgerald - I'm Making Believe

Mills Brothers - Paper Doll

Johnny Mercer - Ac-Cent-Tchu-Ate the Positive

Al Dexter - Pistol Packin' Mama

Ink Spots - Beginning to See the Light

Bing Crosby - Would You Like to Swing on a Star

Danny Kaye - Black Strap Molasses

Louis Armstrong - A Kiss to Build a Dream On

Teresa Brewer - Music, Music, Music

Andrews Sisters - In the Mood

 

Anyone else got any?

 

One thing, if there is a radio station I hope there aren't any boring instrumental tracks.

Edited by bhlaab
Posted
If New Vegas doesn't have a radio station something has gone horribly wrong as it was without a doubt the best thing Fallout 3 brought to the series. So here are some suggestions

 

Johnny Mercer- Personality

Ella Fitzgerald & Louis Armstorng - Stars Fell on Alabama

Spade Cooley - You Never Miss the Water till the Well Runs Dry

Roy Rogers - Don't Fence Me In

Ink Spots & Ella Fitzgerald - I'm Making Believe

Mills Brothers - Paper Doll

Johnny Mercer - Ac-Cent-Tchu-Ate the Positive

Al Dexter - Pistol Packin' Mama

Ink Spots - Beginning to See the Light

Bing Crosby - Would You Like to Swing on a Star

Danny Kaye - Black Strap Molasses

Louis Armstrong - A Kiss to Build a Dream On

Teresa Brewer - Music, Music, Music

Andrews Sisters - In the Mood

 

Anyone else got any?

 

One thing, if there is a radio station I hope there aren't any boring instrumental tracks.

 

Except a radio station makes no sense in the post-nuclear wasteland.

Posted

Along with everything else that doesn't make sense. The music in Fallout 3 was great. Even if it's not a conventional radio station, I want more tunes, man!

 

I think a radio station in the basin would be great, but outlying areas are going to be screwed by the mountains. Maybe music tapes interspersed with informational VO work? I dunno, but don't let the 'reality' take away good features. Fixing up your own car and driving circles around 'tribals' riding around on bramin is no less immersion breaking.

Posted

Almost nothing in FO3 made sense. It was all just there.

 

Regardless, Three DOg and GNR was the best and most intersting aspect of the entire game for me.

Notice how I can belittle your beliefs without calling you names. It's a useful skill to have particularly where you aren't allowed to call people names. It's a mistake to get too drawn in/worked up. I mean it's not life or death, it's just two guys posting their thoughts on a message board. If it were personal or face to face all the usual restraints would be in place, and we would never have reached this place in the first place. Try to remember that.
Posted (edited)
Except a radio station makes no sense in the post-nuclear wasteland.

 

Why doesn't it? They have radio towers and computers and the ability to play holodiscs. Makes about as much sense as large underground vaults operating for 200+ years

 

And for full disclosure: I partially brought this up for suggestions of fitting oldies music to add to my Fallout 3 custom radio station so come on with the suggestions people >:^(

Edited by bhlaab
Posted

funny, I hated three dog and the radio. it took me right out of the setting, post-apocolyptic fiction to me is usually very isolating and quiet and dangerous, and listening to three dog howling like a retard didn't really work for me.

 

On the other hand, I DID like walking into peoples homes and hearing the radio static and switching it off and having silence. it was a very eerie feeling and one that i enjoyed quite a bit. So I guess you could say I hated having a radio on my pipboy (i just pretended it wasn't there) but I liked the radios sprinkled around the wasteland/inside homes.

 

three dog was just plain obnoxious, same as the dj in six string samurai on which 3dog was based. It made more sense in the movie though because it was sort of a wierd rocknroll samurai PA mashup - not fallout (though fallout is certainly a mashup its really more pulp sci fi meets western PA with some retro aesthetics than samurai rockabilly)


Killing is kind of like playin' a basketball game. I am there. and the other player is there. and it's just the two of us. and I put the other player's body in my van. and I am the winner. - Nice Pete.

Posted
funny, I hated three dog and the radio. it took me right out of the setting, post-apocolyptic fiction to me is usually very isolating and quiet and dangerous, and listening to three dog howling like a retard didn't really work for me.

 

On the other hand, I DID like walking into peoples homes and hearing the radio static and switching it off and having silence. it was a very eerie feeling and one that i enjoyed quite a bit. So I guess you could say I hated having a radio on my pipboy (i just pretended it wasn't there) but I liked the radios sprinkled around the wasteland/inside homes.

 

three dog was just plain obnoxious, same as the dj in six string samurai on which 3dog was based. It made more sense in the movie though because it was sort of a wierd rocknroll samurai PA mashup - not fallout (though fallout is certainly a mashup its really more pulp sci fi meets western PA with some retro aesthetics than samurai rockabilly)

 

Three dog is annoying, but also lead to one of the more inspired moments in the game-- where you can kill him. Then if you tune in it's some intern lady giving very very brief segues to the music.

Posted
funny, I hated three dog and the radio. it took me right out of the setting, post-apocolyptic fiction to me is usually very isolating and quiet and dangerous, and listening to three dog howling like a retard didn't really work for me.

 

 

I hear what you are saying and I agree with you. The problem is that SO MANY aspects of FO3 were neither internally consistent or cohesive, that it didn't matter if GNR took me out of the setting because I already was.

 

FO3 was a lark. Just run around and shoot things and find stuff. In that sense it was fun enough.

Notice how I can belittle your beliefs without calling you names. It's a useful skill to have particularly where you aren't allowed to call people names. It's a mistake to get too drawn in/worked up. I mean it's not life or death, it's just two guys posting their thoughts on a message board. If it were personal or face to face all the usual restraints would be in place, and we would never have reached this place in the first place. Try to remember that.
Posted

i am so excited about killing 3 dog now! I had no idea beth would let me do that! maybe they did learn some lessons from oblivions everyone with a line of dialogue is invincible


Killing is kind of like playin' a basketball game. I am there. and the other player is there. and it's just the two of us. and I put the other player's body in my van. and I am the winner. - Nice Pete.

Posted

I didn't really like the radio station either. I think it just gave the player to much of a "safety net" somehow. Somehow it just doesn't feel lonely enough when you have the possibility to turn on the radio whenever you want.

 

Three Dog also *really* got on my nerves after a while, and the "good fight" nonsense was a bit painful to listen to. An idea I do like a lot is that some of the quest stuff comes back to you via the radio, but of course that reactivity could be put in other places of the game.

 

I did like the Enclave radio with the president rambling from the eyebots, but still. I'd rather that the player doesn't have the "luxury" of being able to turn on a radio whenver he wants.

 

I will also agree that while Fallout 3 is quite visually coherent and generally beautiful to look at overall. The consistancy of the actual content was all over the place, which is a reason why I have a hard time with Bethesdas games (the recent ones anyway). On one hand you have a pretty damn good quest like the one with the Android where you have a bunch of different solutions and levels to the quest. On the other hand, you walk into a town where two really stupid looking' super heroes are combatting each other. It's just way to over the place.

Listen to my home-made recordings (some original songs, some not): http://www.youtube.c...low=grid&view=0

Posted

i agree 100% with all that about inconsistency.

 

It's ok to have wildly disparate things happening if your tonally consistent and/or very conscious of internal consistency. F3 had none of either. At least in fallout 1 there were farms or other explanations for how people were surviving.

 

helping explain crop rotation is still one of my favorite moments of any fallout game, it felt so realistic, and was a great use of science/intelligence in dialogue

 

I was trully appalled at the lack of farming in F3. like no joke, it was one the things I noticed most about the improbability. maybe just because I admired it so much in the first games.

 

it sounds nitpicky to many people, but it makes a difference to the overall product if there are blemishes all over it. A really delicious cake with a dead bug inside is still kinda gross even if the dead bug only touched part of the cake.

 

to make my comparison more ridiculous - the clunky interface of fallout 1 would be like serving the cake on paper plates instead of fine china, cake is the best cake ever eaten, but could have been served better. Fallout 3 is cake with dead bug in it - delicious in many places but... kinda awful in others


Killing is kind of like playin' a basketball game. I am there. and the other player is there. and it's just the two of us. and I put the other player's body in my van. and I am the winner. - Nice Pete.

Posted

Like VATS, you could turn off the radio if you wanted. I guess I'm one of those rare players who actually liked the game. I know that there must have been one or two of us, at least.

 

I liked the radio. I even liked Three Dog. For the most part, my only problem with Three Dog is that the banter reached the end and just looped around. So you could say that I got bored with his chatter and just wanted the music. When I wanted to stealth, I just turned off the radio on my pip-boy. For folks who hated the radio, that works really well. I mean, this isn't like refraining from using all your skill points at level up. You didn't need to listen to the radio to finish the game and so it was entirely optional. There is nothing artificial about choosing to toggle the radio. Of all the beefs, saying you hated having the radio on makes the least sense to me.

 

On the other hand, I really enjoyed the music. I even liked Three Dog for the most part, even though I ended up tuning him out. So, I hope they have some way to catch some good oldies in NV. If they don't, it won't be all that bad. I can understand the idea of wandering the silent waste in isolation. Fine. Having a wide assortment of oldies is also very nice.

 

For my part, I think the biggest problem with the radio is that the choice was between Three Dog, who had 'I'm the rebellious good guy' pasted on his forehead and the 'eeeeeevvviiiiiiiiiil' enclave radio. I think they could have put better variety on the enclave radio and made it a real choice. Of course, some folks probably LURVE marches, so they'd disagree with me.

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