a721402
Perhaps tomorrow will be better.
You are the official gay of NMA for lots of reasons, one of those is you into traps.That much is obvious because I ain't gay.
You are the official gay of NMA for lots of reasons, one of those is you into traps.That much is obvious because I ain't gay.
Yeah but you literally did that
Because only the gayest one will suddenly claim someone is gay and liking traps.
You are the official gay of NMA for lots of reasons, one of those is you into traps.
Because you are the one start it, and you done that so often in the past, now everyone is free to call you a gay and none of them will be considered as one.Yeah but you literally did that
Whatever, pillow biter.Because you are the one start it, and you done that so often in the past, now everyone is free to call you a gay and none of them will be considered as one.
Courier is an Orderite and not really NMA'er.Yknow @Courier is gay. I don't understand why I gotta be the official gay despite liking women.
You could only pick two traits.
There was no penalty for stealing stuff from bookcases in people's houses (it shoulda had a karma hit).
I was really ticked off that FO3 passed out perks like candy; (and for balance sake, made them a lot less potent). I don't like ~unlimited. Limits create value, and no limits eliminate value.
I was annoyed with NV's choice to make Wild-Wasteland a (wasted) trait, but it would have been just as bad to offer three traits—even though that could give WW and two others.
Fallout didn't have perks in the beginning. Fargo took the beta home and played it over the weekend, and later told them he didn't have enough to do when he leveled up. They added Perks to the game. Fallout allowed for seven perks... only four in the case of a certain high-powered trait.This has a remedy in the form of Deus Ex's Praxis Points. Basically when you leveled up in those games, you got a point to spend. If you wanted a minor upgrade like damage resistance after one level up, you were free to buy it, but the purchase was entirely optional. If you instead wanted a more powerful upgrade like invisibility, you would then have to save up points for two or three levels in order to afford it. This buy-in method both rewards patience and offers players more choice than the 'one perk every x level' system that Fallout has always employed. You could have both Fallout 2's godly game changers and Fallout 3's negligible buffs coexisting within the same perk ecosystem.
I am going to have to play Deus Ex; (I have it on GoG, and have played a PC in it, but I don't think that I've leveled him up yet). Praxis points would seem to fit the fiction of a cyborg's never ending upgrade.... But traits (in Fallout) are the character's physical and mental quirks that set them apart—from birth. Their entire mind & body can be changed by —optionally— selecting any of them, before starting the game. Traits are like the Star signs, in Oblivion. (Similar to Perks, they are themselves powerful exceptions to the rules.)
As someone who got it on release day, holy shit. It was something to behold. Companions disappeared forever, heads spun around like the Exorcist...