A *big* response

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Hi, my name is Karl Burdack. I'm lead programmer for the FOT Team. I'm posting to this board mainly because it seems the most hostile toward the demo, but also because the interplay boards dont work for me.

While I am not the game designer, I do have a deep knowledge of what is going on under-the-hood in FOT, and I would like to give some responses to criticism raised:

DISCLAIMER: Nothing here is the official Micro Forte or Interplay line. What I say today could easily be wrong tomorrow. It is all my opinions, and humble at that :).
However you may quote me if you wish.

-----------------
1) CTB: Agility and its effect Action Points regeneration.

I can tell you for sure that it does. Though it is subtle. If my memory is correct, in the demo any character will regenerate 100% action points over a 10 second period. That means a 10AP character will gain 10AP over 10 seconds. A 5AP character will gain 5AP over 10 seconds.

In effect, a character with 10AP will on average fire twice as much as a 5AP character.

These figures are the result of playtesting to find what played "real time", but was slow enough to make decisions.

I have no doubt these figures will change by the final demo. In fact they already have.

If any gamers out there can test this I would be very pleased to hear the results. It is always possible there is a bug in the regeneration code that we did not find.

--------------
2) Suggestions that CTB is an improper name for what is essentially a real time mode.

Whats in a name?.. When we originally put CTB in the E3 demo, we had a different name for it that I cannot even remember (I think we called it "Continuous Action Points" Mode). I am fairly sure that "Continuous Turn Based" was coined by Interplay's Marketing dept.

What I am trying to say is that the name is partially a marketing decision, much as box art, or magazine ads are. We certainly would not have called it "Real Time" mode, because that is not what we intend it to be.

Does the name of the mode effect how you play the game?

----------------
3) Agility and its effect on how far/fast a character can move.

This is a genuine concern. For those that are unaware, let me explain it:

In TB someone with 10AP (agility=10) will move 10 units, however someone with 5AP (agility=1) will move only 5 units in the same time (turn). So effectively the higher agility character will move twice as *fast*.

In CTB as it stands, movement only prevents regeneration of AP. There is no difference in move speed. This is a serious difference that we are concerned with fixing.

What we intend to do, and most likely you will see in the multiplayer demo, is that characters with low AG will actually *move* slower, both in animation speed, and distance moved per second.

-------------------
4) Turn Based and the missing AP cost for moving.

In hindsight I wished we had fixed this for the demo. The main reason for this lacking is that in the weeks leading up to the demo, we had no time to alter the path finding code to support showing this value in real time.

Anyone who has worked on a generic path finding algorithm in a 3D space on a potentially unlimited size map would understand the scale of the problem.

But we *definitely* will put the AP cost back in. It is essential to playing in Turn Based.

---------------------
5) Suggestions that the graphics are too "clean".

Well, although I am not an artist, I do play a lot of games. I am continually amazed by the cool graphics our artists come up with for tiles.

In all honesty comparing with other games I have played, My opinion is that FOT looks very post apocalyptic. And I gather most people agree that the step to 32-bit color with anti-aliasing has been worth the time we spent on it.

---------------------
6) Red outlines around enemies.

No, this was not another so called anti-turnbased conspiracy. Our engine does not support outlining of character graphics ("sprites"), this is a direct result of having anti-aliased sprites.

This is a geniune concern however because sometimes it is difficult to see where an enemy is (or that they are an enemy). We are looking into ways to fix this, and I hope we have a satisfactory solution for the multiplayer demo.

---------------------
7) AI in turn based

In many ways this is a subjective thing, what one player might find an enjoyable AI to play against, another player might decide was "dumb".

I should make a few points:

- The AI is fairly old in the tactics demo. We froze that particular code in the demo much earlier because of its complexity. Hopefully some of the problems will be solved by the newer changes we have made.

- The AI of the entire map does not attack you the instant you attack just one of them. There are many reasons for this, the main one being that it would not be fun. Some middle ground has to be reached, where the response seems realistic, but also allows for the most enjoyable and tactical experience.

- Some people described a situation (especially in TB) where they would attack an AI, and it would do nothing. We are still working on and QA Testing this, obiously with the goal of fixing any remaining problems.

------------------------
8) Some people cannot figure out how to do a targetted shot.

- Make sure you have the targetted shot icon turned on. Its in the bottom right of the weapon button, just left click it once.

- When you click on an enemy to attack it, a manual targetted shot window appears, where you can select from all the classic locations Fallout offered.

- The last location you attacked will also be used by the sentry modes.

--------------------
9) End combat problems.

Well, we will continue to fix bugs relating to this up till the final release probably. This is a bug that the original Fallouts were never able to fix completely either, and is a source of annoyance.

--------------------
10) Comparisons with Commandos.

Well here I can only offer personal opinion, which is that I think of Commandos to be more of a puzzle solving game than a tactical combat game. But I suppose it all comes down to definitions :).

---------------------
11) Its too easy. OR, "I can play the whole 1st mission with Strom only".

What can I say? Some people can finish the first level of Quake 1 in under 30 seconds. Some can't even finish it.

This is why games implement difficulty settings. If you are really good at tactics, try a harder difficulty setting. If you find it too hard, switch to easy. We have tried to make the "normal" setting ideal for the average gamer, which is a hard thing to decide.

Basically we have a tug-of-war between our QA telling us its too easy, and our producers/director telling us its too hard.

Also these 2 missions were designed as though they were the first 2 missions of the game. Thus they would be the easiest missions in the game.

If someone can finish mission 2 with just Strom, in insane difficulty, please give me a walkthrough of how you did it :)

------------------
12) Some people want to be able to rotate their characters to face a certain direction.

Why? In tactics it does not matter what direction your guys face, they shoot the same and see the same things in *all* directions. We intentionally did not want the player to have to concern themselves with this. I've got a feeling that we will probably be forced to put something in to allow rotation of youre characters. But i'm just interested in hearing why people want to be able to do it?

------------------
13) The missions are too linear.

This is definitely true for mission 1. This was intentional because we wanted the newbie player to be able to figure out what to do. While I cannot give exact information on the other levels in the game, I do know they have more non-linearity than the missions in the demo.


-----------

In conclusion (if you've even read this far), we appreciate all feedback, and we will strive to fix major flaws in gameplay that arise. That was our intention from the beginning with this demo.

I hope our customers can appreciate the amount of effort we are putting into listening to our fans.

And I'm sure Chris is doing a good job of responding on the official board, that I wish I could get access to :)

If you have any questions just respond to my post I suppose.

Cheers,
Karl Burdack
Lead Programmer
Micro Forte, Canberra.
 
Thank you Karl:

[font size=1" color="#FF0000]LAST EDITED ON Dec-31-00 AT 06:21PM (GMT)[p]I do agree that it's been a bit of a fight on both sides, but perhaps we can combined nail out the issues. :-)

I do have some concerns here, about a couple of items in particular:


>---------------------
>6) Red outlines around enemies.
>
>
>No, this was not another so
>called anti-turnbased conspiracy. Our
>engine does not support outlining
>of character graphics ("sprites"), this
>is a direct result of
>having anti-aliased sprites.
>
>This is a geniune concern however
>because sometimes it is difficult
>to see where an enemy
>is (or that they are
>an enemy). We are
>looking into ways to fix
>this, and I hope we
>have a satisfactory solution for
>the multiplayer demo.
>

Definitely. It's a clear example of your Perception stat in effect, seeing what otherwise could be a hidden enemy for the player or hidden from the player's perspective, but is still seen by the character. How about instead of a red outline, I noticed a floor halo is available for the players when they are selected. If the customary red outline is not available, then would perhaps a red floor halo work, coinciding with the green/red of friendly/unfriendly? I see this as easily introduced to both CTB and also TB play.

>------------------
>12) Some people want to
>be able to rotate their
>characters to face a certain
>direction.
>
>Why? In tactics it does
>not matter what direction your
>guys face, they shoot the
>same and see the same
>things in *all* directions.
>We intentionally did not want
>the player to have to
>concern themselves with this.
>I've got a feeling that
>we will probably be forced
>to put something in to
>allow rotation of youre characters.
> But i'm just interested
>in hearing why people want
>to be able to do
>it?
>

This I *relly* feel is a major concern. A good deal of tactics is being able to sneak up behind someone for an ambush. What good is that, if they are equally aware in a 360 degrees circle?

Otherwise, instead of seeming a bit human, the characters would be like moving sentry stations. Have a sniper? No problem, just stick him in a long hallway, and as long as he has enough time to turn around, he'll be fine - throwing out the possibility of someone actually getting a complete ambush from the flank or rear. Sneaking behind them would only be as effective, in that case, as if you were sneaking right in front of them.

Plus, if I remember right, there are certain bonuses or whatever for shooting someone in the back? (Like in Fallout, if I remember right - along with skills like stealing and sneak, etc.) So if you cannot change how you are facing manually, it presents a problem.

A LOS sort of like JA2's could be used, where it's in a "visual range" in front of them, which would affect how skills and combat works a bit too.

Another gripe of my own would be the map scrolling. To prevent looking at the entire map, Fallout and Fallout 2 had it only go to a certain point, if I remember it correctly. Here in the demo, you could scroll to one side or the other, as if you had aerial visual support. Admittedly, it's a difficult concept due to having multiple characters. So it's kind of a catch 22, and really not easily fixed unless you want to integrate an LOS like X-Com Apocalypse. Which then you'd have to have the whole map set into sectors and process each sector state for every movement - not an easy or perhaps possible addition into an existing game engine.

Anyways, thank you for taking the time to respond, and good luck!


[font color=orange]
--------------------------------------------
Dennis Leary stole my song! That...asshole!
--------------------------------------------
 
Holy crap, Karl just killed almost all of my lovely criticisms!

>Does the name of the mode
>effect how you play the
>game?

Actually, it affects how you perceive the game. "Real Time" would hae sent up red flags among a lot of people when it was first announced rather than a "Wait and see" attitude that "Continuous Turn Based" would generate.

>----------------
>3) Agility and its effect on
>how far/fast a character can
>move.
>
>This is a genuine concern.
>For those that are unaware,
>let me explain it:
>
>In CTB as it stands, movement
>only prevents regeneration of AP.
> There is no difference
>in move speed. This
>is a serious difference that
>we are concerned with fixing.

Awesome news. This was one of my biggest complaints about CTB mode. I'm really, really happy that it's being addressed. If I can't run like Jessie Owens with a high agility, I'm not happy. ;)

>-------------------
>4) Turn Based and the missing
>AP cost for moving.
>
>But we *definitely* will put the
>AP cost back in. It
>is essential to playing in
>Turn Based.

Does this mean that unused APs at the end of the "real time turn" will also go away?

As it stands, it's almost like carrying APs over from one turn to the next.

If you have a guy with 5APs, and he's in CTB combat, he's going to burn 4 APs firing, and keep that extra AP for use in the time frame, so he'd only need 3APs to fire again instead of four. He'll be able to jump the gun, pardon the pun, on his next atack phase.

>---------------------
>5) Suggestions that the graphics are
>too "clean".
>
>In all honesty comparing with other
>games I have played, My
>opinion is that FOT looks
>very post apocalyptic. And
>I gather most people agree
>that the step to 32-bit
>color with anti-aliasing has been
>worth the time we spent
>on it.

My only two criticisms on the graphics are with the sprites I've seen. Everything else look great, IMHO.

The Deathclaw in FOT as seen on Freelancer doesn't look right at all. Deathclaws have tiny back legs and really long forelegs, triangular bodies and walk on all fours. In the picture on Freelancer, that deathclaw is walking upright on large back legs and has really tiny forelegs/arms.

Supermutants also don't look right as seen on Freelancer. Supermutants' legs are proportional to their bodies. They really look like large, green, hunched over humans in FO. The Supermutant on that page looks like he's a Supermutant torso on human legs.

>---------------------
>6) Red outlines around enemies.
>
>
>No, this was not another so
>called anti-turnbased conspiracy.

What jerk would suggest that?!

Oh, yeah, I did that. ;)

>This is a geniune concern however
>because sometimes it is difficult
>to see where an enemy
>is (or that they are
>an enemy). We are
>looking into ways to fix
>this, and I hope we
>have a satisfactory solution for
>the multiplayer demo.

Wouldn't the aura just "fringe" a bit on the player sprite with the antialiasing, making it look like a glow?

Also, couldn't you pick a red, yellow, and green that isn't used in the color scheme and just not antialias that palette with the used palette?

>- Some people described a situation
>(especially in TB) where they
>would attack an AI, and
>it would do nothing.
> We are still working
>on and QA Testing this,
>obiously with the goal of
>fixing any remaining problems.

Good news, indeed.

>--------------------
>9) End combat problems.
>
>Well, we will continue to fix
>bugs relating to this up
>till the final release probably.
> This is a bug
>that the original Fallouts
>were never able to fix
>completely either, and is a
>source of annoyance.

In Fallout, there were times when you could End Combat even with the hostile person on the screen, if they were fleeing. Of course, if you went near that person, combat would start again. This is particular noticable when you fight the Slavers in the Den in FO2. They'd coward-out fairly easily.

>------------------
>12) Some people want to
>be able to rotate their
>characters to face a certain
>direction.
>
>Why? In tactics it does
>not matter what direction your
>guys face

I thought the facing affected the armor class in Fallout. If you were facing your enemy, you had a better chance of not getting hit than you did if your back was to him.

>In conclusion (if you've even read
>this far), we appreciate all
>feedback, and we will strive
>to fix major flaws in
>gameplay that arise. That
>was our intention from the
>beginning with this demo.

I read it all. It appears you've read what I put up on Vault13.net, so I could at least do the same for reading this. It's a good read, and I'm happy to see a lot of the criticisms are being addressed.

>And I'm sure Chris is doing
>a good job of responding
>on the official board, that
>I wish I could get
>access to :)

Heh, well, most of the stuff on the Interplay boards seems like a big old lovefest to me.
 
Three Things:

1) I agree with the poster who point out how important facing should be, if nothing else, you should have a reduced perception score for purposes of determining what is behind you, making sneaking up *behind* someone more tactically sound then just plain sneaking up on them.

2) Will there be a form of "sentry mode" for Turn Based in the full game, much like the opportunity fire in many turn based games (Chaos Gate, JA2, etc.) where, in TB, I have someone with a rifle watching a door, and as long as I left him with the required AP before I ended his turn, he can squeeze of a shot if he sees an enemy? I dearly hope so or else CTB will have a rather large advantage in various ways (realism, suppression for cover, etc.)

3) Fallout Tactics *already* rocks, all you can do is make it better. Keep up the great work.

My email is sdlufkin@home.com if you (or anyone) would like to further discuss my points. Thanks.

Scott
 
>>What we intend to do, and most likely you will see in the multiplayer demo, is that characters with low AG will actually *move* slower, both in animation speed, and distance moved per second.<<

Since it's possible to change movement speeds...

Can I plead with you to speed up the movement of characters while in TB mode or at least keep these speed changes out of TB?

Fallout's TB combat seems infinitely faster (once you crank up the movement speeds), but a turn in Tactics seems to take forever.

- Nobody
 
I have only one comment:
-Drop the damn sequence thingie in TB, I really hate it.
I should be able to choose who I want when it's my teams turn..

Odin
Newsie
No Mutants Allowed - Fallout WebSite
http://fallout.gamestats.com
 
>I have only one comment:
>-Drop the damn sequence thingie in
>TB, I really hate it.
>
>I should be able to choose
>who I want when it's
>my teams turn..
>

However that is exactly what the Agility stat is for, and how the Fallout combat system works, for the most part. Check out Fallout and Fallout 2. You'll notice it's NOT all friendly moves, then enemy moves. It's all staggered, and you go by the person's sequence attribute.


[font color=orange]
--------------------------------------------
Dennis Leary stole my song! That...asshole!
--------------------------------------------


"Robert, your time has come!"

"OOOH! Thank you, Master!"

"Don't mention it."

*Robert explodes in a shower of sparks*
--------------------------------------------​
 
>However that is exactly what the
>Agility stat is for, and
>how the Fallout combat system
>works, for the most part.
> Check out Fallout and
>Fallout 2. You'll notice
>it's NOT all friendly moves,
>then enemy moves. It's
>all staggered, and you go
>by the person's sequence attribute.
>
you`re right, mighty roshambo warrior ;-) , but wouldn`t it be better to change things in Tactics since the gameplay is so much different than what it was as a rpg?




"shichisho hokoku"
 
No, it wouldn't be better to change it. Maybe slightly modify it to allow someone with an earlier sequence to delay their sequence at the cost of APs, but not remove it.

Sequence is based on Agility and Perception. If you devote points to these two attributes, you deserve all the bennifits afforded to these two attributes in the Fallout Universe.

Changing the balance of the characters would make it less like Fallout and more like a cheap imitiation.
 
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