Crni Vuk said:
Depends on the information and how its written.
Not really. The information affects the amount and usefulness of what you can learn, while the 'how is written' affects the difficulty or ease of understanding/deciphering/studing it. Once learnt something (that is, once gained the skill points) the only thing that affects how well you retain it is your memory capacity.
Crni Vuk said:
I mean to me it sounds logic to forget something that you have from a magazine but a good detailed and well written book might contain more information which might be easier to remember.
It isn't logical at all. Information is information, and if somewhere there's enough amount of useful and understandable written information to mean an increase of your skill in a given subjet, that you can retain it or not can't be logically related to where you learnt it from, be it a book, a mag, a goatskin scroll or a piece of TP.
I think that you got it righter in your previous post: "it sounds for me at least logic that one could possibly learn more from a book then a simple magazine as long they are about the same topic of course." Of course you can learn more from a book than from a mag, since the former has more data than the latter.
Crni Vuk said:
As said its not like the concept as whole is realistic or logic.
I for one never argued about realisticness, just about in-game coherence.
Crni Vuk said:
But its a part from RPGs and thus to discuss it is somehow like talking about semantics
Again, the fact that it's a typical RPG mechanic doesn't imply it will make sense no matter how it's implemented. If they really wanted an one-use item for a temporary skill boost apart from drugs, then I'd say that a magazine was a poor choice. They could have come up with more coherent things, like, I don't know, battery-charged tools for repair/lockpics or one-use trap springers
a la Arcanum for example.
But one thing I can tell you for sure: trying to rationalize or build up excuses for this magazine thing is as pointless as discussing about semantics. It simply doesn't make sense from an in-game logic standpoint.
sea said:
I think the big problem here is that the books are effective up to about 90% skill, because, while skills do go past 100%, they start to give significantly diminishing returns past that point, except for combat skills. When it comes to utility skills like Repair, Science etc., there are almost no situations at all in either Fallout 1 or Fallout 2 where a skill of 90% is inadequate.
And I mostly agree with you, sea. As I've already said, the original Fallout way is certainly improveable and you point out some of its most evident flaws: the huge level cap and the abundance of books.
One must know however what led to this way of implementing things to understand the origins of these flaws: Fallout way conceived as a race-against-time game, so your decisions about how to invest your limited time (like skill-increasing by reading, buying resources by grinding for money or healing by resting/healing skills) was just another component of the game balance. At the end this importance of time was palliated and ultimatelly (FO 2) eliminated, but there wasn't any attempt to modify those previously mentioned aspects in order to balance things.
So yes, I think that your proposition of reducing the cap beyond which books are useless is a good solution, and it even could be considered logical: maybe books hold plenty of information, but your skill is not only knowledge: it's that and ability; theory and practice. It's thus logical to assume that books can only help you to a point, never making you a master. Speaking of it... this makes me think that maybe it would be appropiate to have different caps for different skills, since there are definitely ones that are mainly theoretical (science) and other that are more practical (guns, combat... etc)