mulaalia said:Fallout 3=Fable+KOTOR+Oblivion;and these people actually call themselves Fallout "fanatics";they changed everything from gameplay mechanics to perspective not to mention raping fallout factions and canon by creating BOS the Saintly Order of self-sacrificing holy warriors and rising Enclave from the dead.I would also like to send my greetings to NMA admins,members... for keeping this valuable source of information alive,from a true fan of the turn-based Fallout
Dopemine Cleric said:pkt-zer0 said:Last time I did that in Planescape: Torment, my alignment quickly shifted to Chaotic Evil.marko2te said:In RPG-s I prefer playing with a neutral character that takes side which are more to his own advantage and not what world deem good or evil.
If an evil character is selfish, a good one is selfless, then what is a neutral one like? The only thing I could fit there is dedication to some abstract concept, not people. Something like 'nature' for druids or knowledge for scholars.
"Neutral" Characters usually have an apathetic approach. It is abstract, in a way...
A principle in thinking that things will unfold naturally, and good/evil are different sides of the same coin.
My only recollection of any games where there was a neutral "system" that actually worked are: Fallout, Planescape, and Kotor 2.
What, the implicit quid pro quo arrangement where a supposed unbiased third party gives glowing praise for a product in exchange for the subsequent sales bump they'll get for the exclusive content?moyogo said:I don't know if anyone's brought this up yet, but I haven't seen it so... anyone else have a problem with exclusive previews/reviews?
Cimmerian Nights said:What, the implicit quid pro quo arrangement where a supposed unbiased third party gives glowing praise for a product in exchange for the subsequent sales bump they'll get for the exclusive content?moyogo said:I don't know if anyone's brought this up yet, but I haven't seen it so... anyone else have a problem with exclusive previews/reviews?
It's whorishness, and yeah, there is a problem with it.
Cimmerian Nights said:So that they can't help that they whores makes it OK?
It's a disingenuous stroke-job.
What else is new?
Ausir said:mulaalia said:when it comes to question of Karma and Reputation,Black isle was on good track with their local town/place reputation,in one place you could be idolized while in another hunted and hated,but Beth has completely rebuked this idea because it simply means more work,or maybe i am wrong and they implemented this?
There has been no mention of town reputation in any previews. Wasn't seen in any Pip-Boy screenshots either.
mulaalia said:The best part in Fallout 2 was strolling through the wasteland killing merchants and slaves and then coming in to the civilization and playing a pro-social character,except for the Den of course,where i regularly abuse those item grabbing door urchins
Alphadrop said:mulaalia said:The best part in Fallout 2 was strolling through the wasteland killing merchants and slaves and then coming in to the civilization and playing a pro-social character,except for the Den of course,where i regularly abuse those item grabbing door urchins
And shoot the junkies because no one cares?
Getting a suite in Tenpenny Tower makes much more sense than getting a deed to a house and seems to fit your character becoming a villain there. Tenpenny Tower itself doesn't fit but that's a different issue.Moester said:Gentlemen said:As long as the suite is way different from the house, I'm cool. It seems they really want you to have a sort of base.
I kinda agree and disagree. If you blow up Megaton, then you should have to dig out a shelter or take one over from raiders...why automatically give you an apartment at Tenpenny towers? I think it would be more realistic for the guy to tell you that you have been paid and now to get out of his tower that he will contact you if he needs you again. After all a guy who just betrayed an entire town to you is still a traitor. Like Harkonnen says in Dune (I paraphrase) "Never trust a traitor, even one you create yourself."
Conversely, if the guy at Tenpenny towers offers you a mission that eventually offers you a house (by displacing a group of raiders or joining them) then that would be not so bad. I just don't like automatisms when it comes to quests. I think that the guy from IGN was making too many assumptions about alternate choice options. But I guess we'll see what it was all about later today.
Neutral (in DnD) always encompassed both that and people who went out of their way to keep balance. In the case of Fallout that would mean if a raider group stumbled upon advanced weaponry then the neutral character would make the towns able to defend against it.Dopemine Cleric said:pkt-zer0 said:Last time I did that in Planescape: Torment, my alignment quickly shifted to Chaotic Evil.marko2te said:In RPG-s I prefer playing with a neutral character that takes side which are more to his own advantage and not what world deem good or evil.
If an evil character is selfish, a good one is selfless, then what is a neutral one like? The only thing I could fit there is dedication to some abstract concept, not people. Something like 'nature' for druids or knowledge for scholars.
"Neutral" Characters usually have an apathetic approach. It is abstract, in a way...
A principle in thinking that things will unfold naturally, and good/evil are different sides of the same coin.
My only recollection of any games where there was a neutral "system" that actually worked are: Fallout, Planescape, and Kotor 2.
That's pretty much the generic build for a neutral evil character.marko2te said:As said there are very few games that successfully implement this concept since majority of games only have extreme good or evil alignment. I see neutral characters as people who do things for their benefit and dont care if the world will sees them as good or evil. Whatever you do in the world youll always piss someone off, and doing stuff for your advantage doesnt necessary need to be evil.
And that's exactly what is wrong with alignment systems. Alignment is restrictive enough as far as choices go but to take it a step further to where you are is absurd and horribly restrictive. Besides which, not all characters place any amount of weight on alignment and what your suggesting means that you would be creating a character who does no matter what.marko2te said:In my opinion alignment and dialog should be tied together. When you start the game like in PT your character is neutral but that his actions change his personality. I always hated in games how a person can easily change from boyscout to antichrist, i would limit this change. As said at the beginning of the game you are neutral, at that point in dialog you can have both good, evil and neutral choices, if you choose lots of good choices youll become good and people will see you as a good person but youll lose the ability to choose evil choices. So you are a good guy that cant do evil things but can do neutral and good and if you do lots of neutral you again become neutral and again have access to all paths.
They claim to be journalists and thus they claim to be neutral (comes with the title). Now whether or not such journalists are whores or liars is where this discussion seems to be heading but I'm not sure that this is the right place to have that discussion.Moester said:Besides you're only a whore if you sell out your integrity, these guys never claimed to be unbiased! Its like calling shows like Entertainment tonight and Extra whore. They're not whores, they are shows that are basically advertisement in of themselves. Its like Freakin' transformers, the only point of that show was to sell a toy line.
marko2te said:As said there are very few games that successfully implement this concept since majority of games only have extreme good or evil alignment. I see neutral characters as people who do things for their benefit and dont care if the world will sees them as good or evil. Whatever you do in the world youll always piss someone off, and doing stuff for your advantage doesnt necessary need to be evil.
That's pretty much the generic build for a neutral evil character.
marko2te said:In my opinion alignment and dialog should be tied together. When you start the game like in PT your character is neutral but that his actions change his personality. I always hated in games how a person can easily change from boyscout to antichrist, i would limit this change. As said at the beginning of the game you are neutral, at that point in dialog you can have both good, evil and neutral choices, if you choose lots of good choices youll become good and people will see you as a good person but youll lose the ability to choose evil choices. So you are a good guy that cant do evil things but can do neutral and good and if you do lots of neutral you again become neutral and again have access to all paths.
And that's exactly what is wrong with alignment systems. Alignment is restrictive enough as far as choices go but to take it a step further to where you are is absurd and horribly restrictive. Besides which, not all characters place any amount of weight on alignment and what your suggesting means that you would be creating a character who does no matter what.
mulaalia said:The best part in Fallout 2 was strolling through the wasteland killing merchants and slaves and then coming in to the civilization and playing a pro-social character,except for the Den of course,where i regularly abuse those item grabbing door urchins
Alignment systems are restrictive to roleplaying, not always dialogue options. That said, there are games where people will or will not even talk to you if your alignment isn't in the right zone which is the closest there is to what you suggest. Still, restricting dialogue options based on such an abstract concept is ridiculous. What about a Robin Hood of the wastes? What about Mad Max? What you're suggesting doing would shoehorn people into even more limited play styles and disallow characters from treating NPCs whom they like more or less differently.marko2te said:I dont agree, there are very few games in which your alignment will prevent you from doing evil or good stuff. As i said most games have no restrictions and allow the player to be good one second and evil another. i dont think that that is realistic. Imagine a sheriff in a small town who does everything by the book and one day he decided to be the cop, judge and jury, extremely sadistic cop, judge and jury. Its much more believable if that transformation was made as a long process in the story where the character during several quests looses faith for the law and humanity and decides that he is the best law.
rcorporon said:So, let me get this straight.
If I'm good, I get a house.
If I'm bad, I get a house (suite).
If I'm good I get killers tracking me down.
If I'm bad, I get bounty hunters tracking me down.
If I'm good I get certain conversation trees.
If I'm bad, I get certain conversation trees.
However, if I'm good I can change to bad, then back to good, without much trouble.
What's the purpose of "choice" here?
Ar.Pi said:The purpose is that you play the game in all possible ways and get all the achievements! CHA-CHING!