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Discussion in 'NMA News and Information' started by WorstUsernameEver, Jun 14, 2015.
That sounds even worse!!
Yeah, it's pretty bad, but I'm convinced that's the case. With this, and the dialogue wheel, I'm thinking of not even renting/borrowing the game.
Rest of the Demo
I guess I prefer having SPECIAL and no skills, to having skills and no SPECIAL, like in Skyrim.
Still fucking terrible, though.
I see... a dedicated Barter bobblehead.
If the system is like Wastewander predicts then maybe Bobbleheads will just give you a special perk.
I am just looking forward to Bug montages where the bit "The good hting about it. is that it just works" is repeated over and over.
If skills are truly gone, then the Fallout series is dead to me. RIP
The combat looks like it was ported directly over from F3/NV. The old combat system was clunky and was terrible from a FPS perspective. They did not highlight the iron sights feature too much, which leads me to believe it's still underwhelming like it was in NV. Regarding VATS - I like it for some situations and I feel it was well-executed.
The only new faction I'm aware of is the Institute. Other than that, there is no word of new factions/enemies. Deathclaws are awesome and they need to perform a stealth kill on you at least once during the game to scare the bejesus out of you.
So I paused on the dialogue and the guy at the door says "Vault-Tec calling". The dialogue options are "Vault-Tec?", "Not Interested", "Good Morning" and "Go On". Is this supposed to be their idea of clever or deep dialogue options? What happens if you pick "Not Interested"? Obviously something will have to happen where the guy continues speaking and gives you the same next four choices: "Enough Space?", "Go Away", "Sounds Great", and "I'm Busy". Again, what happens if you choose "Go Away" or "I'm Busy"? You know what happens. You're gonna end up in the fucking Vault anyway because if you don't you die in 2077 and there's no fucking game!
Bethesda have the worst writers in the industry. Seriously.
Hey, at least it looks like you can burn down the Zepellin and the Flying ship.
Don't worry about missing skills guys, they have been broken for long time anyway. Look at Lockpick skill in FNV for instance - it's basically a hard-set four step threshold without any random factor. (25/50/75/100)
Rank I, and rank II in Science for energy weapon modding... they really did take the skills and turn them into perks.
I speculate they're going to do it like Skyrim and there will be perk trees under each skill... *Sigh*
So, overall I liked...
The armor and weapon crafting
Character creation is near
Voiced protag didn't bother me all that much
looks fun to explore
The Synthetic enemy looked neat and it was something original.
The Brotherhood...again? Really? I got it, their popular, but man, enough is enough.
Combat? Well, it was to be expect. Complete with get in da choppa and gun down da baddies tropes.
Not much on the story sadly.
Probably a bunch of other stuff I'm missing
Agility does say it affects your ability to Sneak. So perhaps there's a chance of avoiding most of the combat. <_<
Yeah, probably not. >_>
Best case scenario is that the "ranks" on the science perk are achieved by upping the corresponding skill to a certain threshold and that Ranks are just for ease of understanding of the crafiting system and skill dependencies.
Well now that the Fallout Franchise is dead we can have some Kickstarter games that set out to do what the previous FO games actually did, with none of this streamlined non sense.
In some ways, but they were also a factor in deciding what perks you could and couldn't take, beyond just the 25 tier thresholds... there's some merit in your argument, but still.
That's initially what made me suspect they were turned into perks. Add that the Intelligence description doesn't mention them as they're what affects skills earned in each level, lack of a Skills tab in the pip-boy and there was no 3 skills tagged in the character creation, it all seemed to point toward that. Highest I've seen is Rank 4 for Gun Nut.
I kinda found the more interactive pipboy rather cute, if a bit pointless, but hey, i like the idea of it and will play with it.
The world building is also cool, and find that really fun -- maybe different for a Fallout game, but hey, I like builders too. Thing is, 200 years into the future, you really shouldn't HAVE to build. If it was like, I dunno, 10 years after the bombs fell, then I understand, you need to build towns, why would people be going to your town?
I hope there's justifications for that.
Now, upon thinking about it, and hearing some other arguments, I began to think if skills are REALLY needed... I mean, as far as combat goes. I get them in a turn based game. But for real time? That tends to rely on your own abilities. I guess maybe the reticle could grow smaller as you gain more skills. But in most Fallout games, including the classics, I just rather quickly got the needed ones to 100 and just kinda shrugged them off. It wasn't long before the skill points became redundant.
I notice that they didn't really talk much about "mod Support"
Skill checks are an important part of Fallout, it's not just about the combat. In New Vegas you could do a lot of tings with the skills in conversation and interacting with certain objects in quests to get around fighting and even to get better rewards. Without skills they are gonna either be percentages or non existent.