Fallout: New Vegas developers posts round-up

Walpknut said:
Doc Laser Pistol is in piss poor condition, even the guns you loot from the Powder Gangers are in realy bad condition. th e only weapon in decent condition is the piece of crap Varmint rifle.
Yes but you get so many 9mm pistols and varmint rifles from enemies that even with a low repair skill you can get those guns in rather good condition rather quickly.
 
Walpknut said:
I always leave the den with a good inventory, I always kill the asshole that orders the kids to steal my quest items, if you close the door and have Sulik is practicaly free kill, just like Lexx the hardest part of the begining of FO2 is that stupid temple, if you didn't tag melee you pretty much have to run or tag sneak.
In New vegas if you play as a Unarmed character (like me) the begining is just almostt imposible in the hardest dificulty with hardcore mode, you get boxing tape and boxing gloves, and that thing sucks. My character didn't have a reliable weapon until I reached Novac.

I never tag melee and I murder every being in that shithole. C'mon, you must be a post 2000 RPG gamer. We old schoolers don't get fazed by nothing less than Wizardry 4.
 
Jesse Heinig said:
It was not an Fo1 "design goal."

Sigh.

Even if it wasn't a design goal, it's what the system was effectively. If you tried tagging energy weapons as your only combat skill from the beginning, you were pretty much screwed.
 
Jesse Heinig said:
It was not an Fo1 "design goal."

Sigh.

Why would it be wrong if it WAS?

I don't get what was wrong with Fallout 1.
Early-ish RPGs punished newbies. You just
started playing, WE'LL KILL YOU. Ok, Imma
learn from my experiences and choose guns
next time.
 
PegasusOrgans said:
Jesse Heinig said:
It was not an Fo1 "design goal."

Sigh.
Why would it be wrong if it WAS?

Nothing. He's just saying it's not. And unlike us, and unlike JE Sawyer, he worked on it.

I do kind of wonder why it ended up this way if it wasn't a design goal though. How did the guys imagine the combat progression would work?
 
Having played just about any other game, or with a little common sense, you could figure there wouldn't be laser pistols and gatling guns littered outside the vault.
 
PegasusOrgans said:
Walpknut said:
I always leave the den with a good inventory, I always kill the asshole that orders the kids to steal my quest items, if you close the door and have Sulik is practicaly free kill, just like Lexx the hardest part of the begining of FO2 is that stupid temple, if you didn't tag melee you pretty much have to run or tag sneak.
In New vegas if you play as a Unarmed character (like me) the begining is just almostt imposible in the hardest dificulty with hardcore mode, you get boxing tape and boxing gloves, and that thing sucks. My character didn't have a reliable weapon until I reached Novac.

I never tag melee and I murder every being in that shithole. C'mon, you must be a post 2000 RPG gamer. We old schoolers don't get fazed by nothing less than Wizardry 4.

pffftthe last part was a joek right? I didn't tag melee nor did I used melee weapons, I taged unarmed and I wanted to go just using unarmed, I had my guns in the inventory, I just decided to only use Unarmed weapons, once I got the Bladed Gauntlet I just started tearin everythign a new ass. Before that boxing tape and gloves were shit.
Or if you were refering to my experience in the begining of FO2 well I may just have incredibly shity luck (and not the stat) my attacks missed all the time, and well my character was build with speech and guns in mind, I still convinced the guy at the end to just let me go.
 
From Sawyer's Formspring:

Jesse Heinig said that phased obsolescence of weapon skills was not a design goal in Fallout 1 at all. Any comment on that?

He would know better than I. It was presumptuous of me to say that those were goals, but that is the conclusion I reached from observing the distribution, stats, and tactical applications of weapons in F1. My apologies to Mr. Heinig.
 
9/10 Ians prefer automatic firearms.

Energy weapons(plasma specifically) did have quite a punch to them in the first two games. Can't say I wasn't a glutton for .223 and Gauss rifle headshot knockouts, though.

After they hit the ground:
"Go for the eyes, Boo!"
 
Turbo Plasma Rifle aimed at the eyes was almost guaranteed to turn the enemy into a pile of goo. Hence why I always tagged Small Guns, Energy Weapons, and Speech. This way I was pretty much set for the entire game combat-wise.
 
Ausir said:
Even if it wasn't a design goal, it's what the system was effectively. If you tried tagging energy weapons as your only combat skill from the beginning, you were pretty much screwed.
In Fallout, I seem to remember Small Guns being on pretty even footing (power wise) with Big Guns but that might simply be because the Gatling Gun hit too many non-targets. In Fallout 2, Small Guns were great until the end with the Gauss Rifle.

I'm with Sawyer in not liking how combat skills worked in the first two games but a single Guns skill might have been better than how New Vegas did it. I haven't played it so I can't say for sure but he still ended up with two combat skills, even if one had some non-combat uses, presumably to make up for it's combat shortcomings.

I still say that Alternity has the best modern/post-modern RPG system...
 
It's not my goal to take shots at JE Sawyer, and I don't have his email address anyway, so I'll just give a bit more detail on the specifics rather than making blanket argumentative statements. :)

When Fallout was converted over to the SPECIAL system, Chris Taylor and a lot of the other team principals had to rebuild the weapon systems from scratch. Chris worked up the systems for damage thresholds, AP, and so on, and many people on the team contributed their ideas on the use of various weapons.

The initial design goal -- as I recall it; Chris T. might have something different to say about it -- was that each weapon skill group had its own rewards. If you tagged Small Guns, you had an edge right out the Vault at the outset, because you could certainly kill those Giant Rats and Mole Rats much more quickly. If you tagged Big Guns or Energy Weapons, you were taking the trade-off of a slow start in exchange for a long-term payoff. Remember, this was '96-'97, so there was still some debate about whether all builds should be equally viable or whether some builds had specific payoffs that might give you other hurdles (for instance, if you tagged Lockpicking, Gambling, and Outdoorsman, you were probably setting yourself up for a very difficult game with a few shining moments of payoff).

As we approached the end of the dev cycle, it became apparent that some weapon classes were just not keeping up. My stock testing character was an Unarmed/Speech/Science build, and obviously I just couldn't keep up with the endgame encounters while totally unarmed. This sort of testing triggered the creation of "unarmed weapons" such as the brass knuckles, spiked knuckles, and eventually the power fist. This was intended to let the character have an advancement track that would keep up with the enemy power curve. Its success is debatable; clearly when you're fighting centaurs and nightkin, even using the power fist is often a very tough row to hoe, and you rely on a lot of critical hits. Of course, unless you take the right perks, your crits are not guaranteed to do a lot of extra damage, so you may find yourself saving and reloading a lot!

Small Guns had several weapons that were certainly more viable for your endgame play (sniper rifle, .223 pistol) but obviously it wouldn't match up to a lot of energy weapons (turbo plasma rifle) or big guns (gatling gun, rocket launcher if you're feeling saucy). You were getting an immediate payoff for tagging Small Guns but this trade-off would haunt you later unless you slugged away a lot of skill points into skills that you weren't going to be using right off the bat.

I'll admit, the first time I played Fallout 3 and a mercenary dropped a laser pistol right outside of Vault 101, I was pretty surprised. I wasn't expecting all weapon classes to have representatives that ranged from the low end to the high end, thereby giving each weapon category a full scope of playability. It's an interesting design decision, and given the size and scope of games today, probably a better one -- the player doesn't become handicapped by a skill choice, but rather has the option to use his/her chosen skills and sometimes will discover that those skill choices provide extra special bonuses (if you happen to have a weapon that's very good against a particular enemy, for instance). This is harder to do if the player tags no combat skills, but hey, in that case the player ostensibly knows what he or she is getting into . . .

Anyway, that's all that I meant. The weapon skills in Fallout 1 were not designed to force you to spend a bunch of points on Small Guns, then have it become obsolete and force you to spend points on Energy Weapons. Rather, the choice was whether you wanted an immediate payoff or a later payoff. (Whether this actually succeeded in its design is a matter of interpretation by the player. I know that using Unarmed Combat in the endgame got pretty tedious for me.) In modern game design I'd say it's better if whatever your skill choices, you get SOME kind of payoff at each stage of the game, so that you have a more uniformly positive gameplay experience.
 
Well, then Sawyer probably interpreted that wrong. It's surprising though that that never came up though at Black Isle/Obsidian considering people like Scott Everts should know about it.
 
Scott Everts was mostly a level designer, so he might not recall all the details of how the character system was designed by now.
 
Thanks for the longer explanation, Jesse. :) I always thought it was meaned to be like that and to be honest, I like it much more this way.... Though I can pretty much understand it, if someone doesn't like the way and thinks it's better to have a more varied tier of guns in every weapon category in every stage of the game.

First we wanted to go the "Fallout 1/2-way" with FOnline: 2238 too. By now I think that it's a fail and doesn't work in a MMO. Just like many other singleplayer things don't work in a multiplayer game.
 
Ausir said:
Scott Everts was mostly a level designer, so he might not recall all the details of how the character system was designed by now.

As a technical designer, Scotty mostly worked on putting the maps together. Everyone was encouraged to contribute to perks and weapons during the design process, though; the changeover from the old license to the SPECIAL system was on a short timetable, so we wanted as much input as possible. I vaguely remember Feargus putting up a board in one of the hallways with a listing of various weapons, just for general tracking purposes. I also recall brainstorming for perks, some of which were, in retrospect, probably not great ideas. "Empathy" was an interesting idea, but in practice it's not very useful and it added a substantial amount of work because every single line of dialog needed a color tag. Mea culpa. Still, I proposed it because until that point every single perk was just a bonus to skills or combat stats. Naturally, we managed to move away from that design and start adding more perks with curious benefits or role-playing modifiers, things like "Mysterious Stranger" and "Mutate!".

Anyway, back at the topic at hand. Design-wise, sure, some weapons would become obsolete, but I think the notion was that you would replace a given weapon (10mm pistol) with a later more powerful weapon of the same skill group (sniper rifle), but that the improvement curve would be less spectacular for using Small Guns or Melee than for starting with Energy Weapons or Big Guns (and thus starting with nothing and going to some major damage output). Making an entire skill obsolete was not, to me at least, one of the goals. I mean, why would you want to punish the player for his or her choice of skills and skill point expenditures?

So, as Walter Cronkite would say, "That's the way it was."

EDIT: I suppose that it's remotely possible that Chris Taylor had skill obsolescence as a design goal, but if so, it was never communicated to me in that form. ;)
 
tekhedd said:
Strange, I thought it was pretty obvious that I wouldn't be finding "Big Guns" and "Energy Weapons" as a spear-waving tribal at the beginning of F2, but maybe I was not your typical "stoned 13 year old" that is the target market these days. Well, I was well past 13 at the time. :} (And anyway I seem to recall being inebriated much of the time...and you'd think kids would be better at these things than adults. Perhaps they're marketing new games to my mother?)

But then is the obvious question, is that if there aren't any energy weapons or Big guns in the tribal village or inside Vault 13 how in the fuck did the character get any skill with them? Why would you be able to tag those skills if the character didn't have any expertise with them at all?
 
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