Gameplanet.co.nz previews Fallout 3

Hm... supergenius AI? That is nice.... NARF! POINT!!!!


Seriously, wouldn't it be easier just to copy AI from... um... GTA IV for example :P
 
Seymour the spore plant said:
Hear me, for this I say unto ye: I have foreseen the future, and Liam Neeson shall be last boss.

I'm betting on a lame rip-off of the Master, what with all the thirst and fountains of life going on in there.

It's either going to be Liam Neeson or God.

Because who wouldn't want to kill Liam Neeson or God?
 
This has been said before, but apparently someone doesn't get it:
(I'm looking at you Mr. Hines)

Bloody Mess isn't a perk.

It was also never meant to add damage to any attack.

the only traits that added to your combat abilities in a meaningful way, all had negative side effects to make up for the positive bonus.

The only negative effect of bloody mess was trying to pick up all the shit off of a corpse that had been shot with a pulse/plasma weapon, and it had no beneficial effects to offset this.

and 20 perks? :facepalm:
 
Makagulfazel said:
shihonage said:
However the whole thing would still remain fucking stupid, tempting the player to keep restarting the game until he gets what he wants.

Yeah... DUMB idea to show the percentages.
Why do you think they put them there? It's obvious: because hardcore players can't be bothered to remember the character they are playing...

Worked perfectly in Fallout 1 and 2, works perfectly in every other game. But no... this is next gen.

whirlingdervish said:
Bloody Mess isn't a perk.
Aren't traits off Fallout 3? I thought I read it somewhere... Traits are off, right?
 
Morbus said:
Yeah... DUMB idea to show the percentages.

Why do you think they put them there? It's obvious: because hardcore players can't be bothered to remember the character they are playing...

Worked perfectly in Fallout 1 and 2, works perfectly in every other game. But no... this is next gen.

It doesn't matter whether percentages are shown. The mere existence of this mechanic is just dumb game design.
 
Hmm. Well, Revelation is definitely post apocalyptic... bleh.


Pete's response to the first question is puzzling. "We want to make the best possible Fallout, as long as it follows directly in the footsteps of Oblivion. Also, it's not remotely possible that those two goals are in conflict. Have a nice day."
 
Makagulfazel said:
shihonage said:
However the whole thing would still remain fucking stupid, tempting the player to keep restarting the game until he gets what he wants.

Yeah... DUMB idea to show the percentages.

At first I thought it was.. but the more I think about it, I like it. If you remember the arguement for turn based action rather than realtime (which I am still glad the direction they went), it was character skill over player skill. So rather than have the player "guess" how good the character is at a given option, just tell the player and he has a better chance of playing at the characters strengths. That and it is actually if you think about it kind of similar to the OLD tabletop rpg. Often you had an idea how lucky you were going to have to be to have an action be successful or not.

It doesn't matter whether someone is going to save and load their game 50 times to get a success on something. That argument I find really funny. Do you really care if "joe" down the street is doing that with his game.. It's a friggin single player game. I mean if you are the idiot doing that to get one option to work that you have a 5% chance of success with, then it's your fucking time your wasting and not mine, I could give a rat's ass.
 
Press: You didn't really look at a map in the game - how do you know where to go?

Hines: (Hines brings up Pip Boy 3000) There we go - this is what the world map looks like. This is every location in the game you can discover, it's enormous. What will happen is when you explore around the world you'll get map markers, given to you by NPCs. If you're familiar with Oblivion it works in very much the same way.

Why bother writing out directions for people to try and follow when you can just write "I'll mark it on your map" every time. Bethesda has some of the laziest designers ever. There is no other word for it. They could write out the directions and make it optional to allow you to ask for the map marker if you can't find it, but instead they take the path of least work and just 'mark it on your map' straight up. Lazy bastards.
 
Xenophile said:
Makagulfazel said:
Yeah... DUMB idea to show the percentages.

At first I thought it was.. but the more I think about it, I like it. If you remember the arguement for turn based action rather than realtime (which I am still glad the direction they went), it was character skill over player skill. So rather than have the player "guess" how good the character is at a given option, just tell the player and he has a better chance of playing at the characters strengths. That and it is actually if you think about it kind of similar to the OLD tabletop rpg. Often you had an idea how lucky you were going to have to be to have an action be successful or not.

Good point. Certainly reminds me of pen and paper games back in the day.
 
Xenophile said:
It doesn't matter whether someone is going to save and load their game 50 times to get a success on something. That argument I find really funny. Do you really care if "joe" down the street is doing that with his game.. It's a friggin single player game. I mean if you are the idiot doing that to get one option to work that you have a 5% chance of success with, then it's your fucking time your wasting and not mine, I could give a rat's ass.

What use are those fabled "achievements" that Bethesda is putting into Fallout 3 (ones that are reflected ONLINE), if the game allows the player to breeze their way through it by just loading and saving multiple times ? It's not really cheating, either. No trainers involved. Loading and saving is a part of the game. It is what the game LETS YOU DO, BY DESIGN, therefore it is "OK". The temptation will be great to get that juicy dialogue choice when its got a borderline percentage and you're a good way through the game and you "should have it available, damn it".

Now, let's assume that Bethesda took care of the above and pregenerates all outcomes on game startup. How is that different from Fallout's skillchecks in dialogue ? Not by much.

It is somewhat more randomized and less predictable, which partially muffles the meaning of creating a distinct character at the start of the game, as the control of his fate is partially in your hands, and partially in the hands of a random number generator. That... is not a good thing.

The use of "random" only belongs to implementation of frequently used gameplay mechanics (like shooting, skills), because on average, it evens out, and adds some excitement to turn-based, not-exactly-action-packed sequences.

Random probabilities should have no place in something like dialogue. Dialogue options are not frequently reusable, each is unique. There's no fun to be added by shuffling probabilities.

What is the better design ? Instead of assigning a 70% probability to all charisma-affected dialogue choices at CHA of 7, just pre-design a specific 70% of charisma-dependent dialogue choices to be available at CHA of 7. Display the unavailable potential choices as grayed out. This allows for more customized and context-appropriate, tuned content control.

I would never implement dialogue options with probability percentage. It is a pointless design, change for the sake of change, offering no benefits other over options.
 
whirlingdervish said:
The only negative effect of bloody mess was trying to pick up all the shit off of a corpse that had been shot with a pulse/plasma weapon, and it had no beneficial effects to offset this.
Also in FO1 Overseer gets shiny bullet when player have the Bloody Mess.
 
Tails said:
whirlingdervish said:
The only negative effect of bloody mess was trying to pick up all the shit off of a corpse that had been shot with a pulse/plasma weapon, and it had no beneficial effects to offset this.
Also in FO1 Overseer gets shiny bullet when player have the Bloody Mess.
Or if you're a child killer or a berserker... or if you just start combat and do it yourself.
 
generalissimofurioso said:
It's either going to be Liam Neeson or God

Well, considering Todd's professed love for comics, I wouldn't rule out a Preacher-style ending just yet.

But my money's still on Daddy. First he leaves the vault, prompting your quest (Alpha and beggining stuff: check), develops a Messiah complex like Richard Grey (fundie background: check), builds vats or whatever and starts making mutants (who live longer, so fountain of life: check) and then you have to kill him (Omega and ending crap: check). This way, Beth can mostly copy/paste Fallout's story and then masturbate to how GRIMDARK, EDGY and FALLOUTY it is to blow Daddy's brains out.
 
shihonage said:
It is somewhat more randomized and less predictable, which partially muffles the meaning of creating a distinct character at the start of the game, as the control of his fate is partially in your hands, and partially in the hands of a random number generator. That... is not a good thing.

The use of "random" only belongs to implementation of frequently used gameplay mechanics (like shooting, skills), because on average, it evens out, and adds some excitement to turn-based, not-exactly-action-packed sequences.

Random probabilities should have no place in something like dialogue. Dialogue options are not frequently reusable, each is unique. There's no fun to be added by shuffling probabilities.

Having stat-checks would be the best route to take. But since Bethesda HAS to use random number generators for their dialogue(because they don't know how the originals worked, being HUGE fans and all), they should at least not show the damned percentages.
 
Brother None said:
hailtotheking said:
Brother None said:
Another preview from down under.<blockquote>
Bible = Fallout lore? </blockquote>

I think they might be gettting at the "water of life" quote as a reference to the water-chip in F1.

What, so they sayin' quoting the bible about endless fountains of water is a good way to introduce newbies into Fallout lore = waterchip?

...

...Makes sense.


Yeah, pretty lame, if that´s it. As to what else, I sure don´t remember any bibles from either F1 or F2.
 
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