I'm not exactly on the fence with all the interviews, but wasn't projectile skills did exactly just that?
There is some. But not enough to make any sensible difference character progression-wise. In my very first playthrough I set a goal to myself to create a character that's an absolute noob with guns, but learns through the adventure. I set AGI and PER to low (turns out PER didn't affect accuracy afterall even though the description says so, or so I'm told), took the +20% ROF -20% ACC and Foureyes traits (and decidedly did not wear glasses early on) and didn't tag Guns. It just so turned out that ne sway and spread are negligable and further offset by crouching and ironsights. It was quite disappointing.
My criticism on that from 2010 already has been that the accuracy penalties (sway and spread, Sawyer said there was nothing in the engine to support dynamic recoil so I don't know if asking for that would've been plausible) should've been heavyhandedly larger than what they were and the increments adjusted such, that it gets subtly easier otherwise with point increments, but once the requirements are met, there's is a bigger jump in performance.
Again, I'll say, compared to Fallout 3 it did much more.
Being better than Fallout 3 is a selfevident absolute. One can justify any kind of shortcomings by comparing to it. I'd rather judge the game by its own merits.
But I also have to ask, what do you exactly meant with 'did so very little'?
I mean that they didn't affect gameplay as much as they should've. Dialog checks are all well and good, but otherwise, the primary use of the skill.... it's accuracy argument above.
I remembered some minor criticism for Fallout 1&2, that if you tagged Energy Weapon at chargen, you're fucked because EW won't really start appearing until mid and pretty late in the game. In New Vegas, however, tag Energy Weapons and you'll be given one by Doc Mitchell. Hell, you can get pretty good ones quite early in the game.
But it makes so little difference whether you choose guns or energy weapons now that it's quite practically a choice between aesthetics. That's the criticism. In original games energy weapons were thematically something odd and in a way mysterious high tech wonders that had devastating effects. They were "late game" weapons for a reason.
I don't really understand this. Care to elaborate further?
Eliminating even the damage vs HP progression makes it even closer 'just a shooter'.
Not possible because they're on the leash by Bethesda.
Yeah, I don't believe that's entirely true. I have a very vivid recollection of Sawyer saying - several years ago and I can't remember if it was on Formspring or in some interview - that had they wanted to, they could've made a game completely from scratch on another engine. But due to the time and money constraints, it would've meant that the game wouldn't have been even half the size of New Vegas and they had set their own goals such that "it has to be bigger than Fallout 3", and that that's why they went the way they went. They had quite some creative freedom.
I try to point my criticism towards what I believe they were capable of doing. The map thing was already half done through transition between DLC areas, only the dynamic overland map part was missing.
Like Cobra Commander said, it was changed. Maybe not altered enough
Yeah. Not enough.
However, I wouldn't say Bethesda's implementation of %-checks are 'better'.
Not Beth's "implementation" specifically, but the system being used.
And the savescum argument is... I dunno. If someone chooses to do it and thus ruin their experience and still complain about it, it's their fucking loss and nobody else should care, not devs nor other players.
Ways of discouraging savescumming and encouraging accepting failure is a new conversation entirely.
Meanwhile, some checks in Fallout 1&2 won't appear unless you've met certain threshold.
You'll notice that I didn't say %-checks should replace thresholds.
Expressing knowledge that comes with higher skill or stat number and is otherwise hidden, is good design, it is how it should be. But when it comes to persuading, begging pleaing, intimidating, or otherwise trying to influence one's sensibilities, it is logical and called for that the result is not written in stone.
I guess it's a matter of design preference, really. Fallout 1&2's system is the best, though I guess they made it that way in New Vegas so they can write those failed checks dialogues.
I've no qualms with how NV handled it's threshold checks other than that the numbers [INTELLIGENCE 5/6], at least, should've been hidden. I thought the failure dialogs in those checks were quite novel idea. I just had hoped, that persuasion and intimidation checks were more about "haggling" than flat checks.
Yeah, I'll have to give you this one. On top of that, they even removed that maximum repair possible from Fallout 3, which is a cool system I'd say. At least you can craft Weapon Repair Kit in New Vegas, though.
Again, not possible because they're on the leash by Bethesda.
In the light of the previous response to Beth's leash, I don't believe they said "minigames or bust".
As for mods. I don't use them anymore (tried some with Oblivion and Fallout 3, and... they didn't get any better that way, just a bit different in certain ways). Too much hassle over worth for someone not that much into all those technicalities and the troubleshooting that's likely to follow. If a game is not good enough on it's own, it doesn't deserve to be played.
If you meant by that with how you can choose to interact with objects and how you do it (Look at, Use Items at, Use Skills at, etc etc) like you do in Fallout 1&2..... well, yeah, I don't think such a whole new feature is possible for the engine.
When you first find ED-E, and click on it, a dialog window opens that gives you various options for interactions (and there are few other context sensitive cases of that elsewhere in the game too). Same with when you click companions and the companionwheel opens up. I don't see how those systems couldn't be utilized for environmental and item interaction.
I don't think anyone here is saying New Vegas is beyond criticism. I'd say it's a matter of hitting the mark with right criticism.
What is the "right mark" here, though, if it is not the aspects that counter the original RPG design that could have been closer to the ideal only if made so?
However, adding to Rise's post I would say, and also reiterate, that New Vegas's improvement to shooting mechanics at the very least pretty good for an FPS-RPG hybrid.
Yeah, my criticism in that regard is precisely against making it a better shooter at the expense of more potent RPG mechanics affect the combat situation. I think the game should've been worse as a shooter and be adjusted so that there's less trashcombat that requires that shooter aspect highlighted.
Definitely miles ahead of what was implemented in Fallout 3, even though sadly you can't see how it's that way.
"Miles" does indeed sound like an exaggeration based on my experience. And indeed I think the "improvement" went in the wrong direction there. It should've went to become more of a wholesale RPG than a better shooter-RPG.