Prone Squanderer
A bit of a Sillius Soddus.
What is Todd then?
Todd's not alien, he's Burke.
EDIT: Scratch that, Pete Hines is Burke.
What is Todd then?
You're not meant to be able to kill the alien, that's part of the game's appeal. You're a survivor, not Alien Trilogy Ripley.
Speaking of aliens, we were talking about Emil weren't we?
Aren't I very witty.
With this kind of random system you could really say that at this point Bethesda introduced magic into the Fallout world. I mean it, seriously. They probably don't give a shit about it and don't see it that way, but items that do no clue? Freeze enemies? Like a random baseball bat? Or no clue upgrades that make your gun shoot two bullets for the same magazine or what ever crazy shit they came up with that makes absolutely zero sense. It's something that would work in a game like Diablo or something similar, hell even a game like Oblivion or Skyrim works better what that and something like Borderlands probably as well. But in a game like Fallout, it simply feels like magic.Both of these examples are of mechanics which were developed from the previous games, but one of them improves player immersion, because shooting a gun in a FPS should give you the visual and sound feedback that makes it realistic and believable, while the other was made to compliment a core game loop at the cost of realism.
What is Todd then?
Emil is the Alien Queen.
Pete Hines said:I like what we’ve done with the dialogue system… and having played Fallout 3 again recently I keep, in Fallout 4 when I’m playing, I keep hitting the button to leave dialogue. I keep forgetting, ‘Oh, I can just walk away’. I don’t have to wait for this guy to stop talking’. And now I’m playing other stuff, where there’s dialogue and I’m thinking, ‘Oh, I wish I could just walk away’. Because I don’t have the attention span for long dialogue!
I have missed this piece of brilliant marketing. If the face of Bethesda feels comfortable posting something of this sort, then, surely, the general agreement in the studio must be that Fallout 4 didn't need to lean on good writing and all of the changes to make walking out of a dialogue easier and skipping dialogue were made with that in mind.Emil gets hate for the story.
Hines gets hate for this:
I like what we’ve done with the dialogue system… and having played Fallout 3 again recently I keep, in Fallout 4 when I’m playing, I keep hitting the button to leave dialogue. I keep forgetting, ‘Oh, I can just walk away’. I don’t have to wait for this guy to stop talking’. And now I’m playing other stuff, where there’s dialogue and I’m thinking, ‘Oh, I wish I could just walk away’. Because I don’t have the attention span for long dialogue!
and
not interested in discussing how realistic things are in an alternate universe post-apoc game w/ talking mutants and ghouls
Emil Pagliarulo: (INTELLIGENCE) Uhhh... I like what you are thinking!
TES3's design is probably one of the most retarded things ever happened to immersive sims. (after Invisible War habbened)Morrowind was the last honest RPG Bethesda made. Console era beginner or not, that much credit it deserves.
TES3's design is probably one of the most retarded things ever happened to immersive sims. (after Invisible War habbened)
Mixing 1st person RT combat with dicerolls of TB isometric rpgs like bethesda did, and be still competent, you wot m8? Morrowind combat doesn't even have the feel of impact, FFS. If anything, combat in 1st person should at least be fast and lethal like in Deus Ex for such games, but bethesda thought otherwise. Doing only one half of the job is anything but good, honest or not. TES3 would win alot more kool kredits if it was just fucking Wizardry 8 Lone Explorefag Edition.
If anything, combat in 1st person should at least be fast and lethal
It wasn't THAT bad. I played Morrowind and I loved it, yes the combat had its issues, but it wasn't so bad that it's unplayable. I am sure it could have been done in better ways, where a critical failure wasn't just like hiting nothing, ther ecould have been a visual presentation, like the enemy avoiding your hit or something. But Fallout 3s approach was really not better in that part, even worse I would say where a low lvl raider takes 30 head shoots from a rifle because it was in poor conditions.TES3's design is probably one of the most retarded things ever happened to immersive sims. (after Invisible War habbened)
Mixing 1st person RT combat with dicerolls of TB isometric rpgs like bethesda did, and be still competent, you wot m8? Morrowind combat doesn't even have the feel of impact, FFS. If anything, combat in 1st person should at least be fast and lethal like in Deus Ex for such games, but bethesda thought otherwise. Doing only one half of the job is anything but good, honest or not. TES3 would win alot more kool kredits if it was just fucking Wizardry 8 Lone Explorefag Edition.
More importantly, Morrowind had an interesting world which looked alien but functioned in a very believable way. That was conveyed visually, something Bethesda have remained good at since then, AND through the writing, in books, in the responses that the characters had to your questions, something that Bethesda have gradually failed at more and more with every consecutive game after Morrowind. That was partly because of a design decision some time during Oblivion's development to voice every single line of dialogue and limit most of the stories the world could communicate to the player to visuals. Neatly assembling skeletons on benches and teddy bears in bathtubs is not a good way of world building. It's the cheapest way to tell a story that holds no meaning or message other than: "there were people, now they dead" in a world which seems to be filled with 95% interchangeable baddies for you to mow down and a game concept of "rebuilding the Commonwealth".It wasn't THAT bad. I played Morrowind and I loved it, yes the combat had its issues, but it wasn't so bad that it's unplayable. I am sure it could have been done in better ways, where a critical failure wasn't just like hiting nothing, ther ecould have been a visual presentation, like the enemy avoiding your hit or something. But Fallout 3s approach was really not better in that part, even worse I would say where a low lvl raider takes 30 head shoots from a rifle because it was in poor conditions.
The really good thing of Morrowind, was that its gameplay contained a lot of complexity and freedom for the player, so much that you could brake your game and not because of bugs or something that was wrong, no intentionaly! With potions, magic and very high skills and/or items. The trick however, was to know what works and what doesn't, the game gave you mechanics to explore. Now, everything is perfectly crafted and railroaded and when ever something crazy happens - like the potions in Skyrim - it's patched out.
Literally sorts of shit cookies. Why would you remember Fallout 3 exactly?But Fallout 3s approach was really not better in that part, even worse I would say where a low lvl raider takes 30 head shoots from a rifle because it was in poor conditions.
Would you like to to play and appreciate Goldenlands 1-2 or Lionheart, these are RPGs after all? Or there are some standarts for isometric rpgs invented?but it plays like an RPG
Among others things, such asAll the combat really lacked was a visual response for hits and misses
If it's shit, it's necessary.I don't see why that's necessary.
Would you like to to play and appreciate Goldenlands 1-2 or Lionheart, these are RPGs after all? Or there are some standarts for isometric rpgs invented?
Among others things, such as
-Parry
-Dodge
-additional audio responses
-Combos, even simpliest ones
If it's shit, it's necessary.
Yes, just flavour. But it's also happens that Morrowind combat is extra bad, it's in first person and requiers some player agency to win fights yet no response is given back to the player and the player can't do much shit other than swing a stick or throw projectile which is fine for isometric game but not fine if you're in full control of your character FPS-style.There is blocking. The other stuff is not pivotal, just flavorful.
Yes, it doesn't. But being fast makes it dynamic enough not to pay attention to it that much and at least concentrate in developing better stat numbers in weapon skill of your favor to survive and prosper in popamolowind.Pacing and deadliness do not fix anything by themselves.
No, it's because developers were so ambitious they forgot about developing a competent game and forgot about standards. Just like Bethesda.Don't know about Goldenlands, but Lionhearts problems were not how it played (my personal dislike for RtWP aside). What it did wrong was rooted more deeply in what they wanted to achieve with that game and how they managed it.