You didn't read what they said on that subject, clearly.
Such a statement needs a quote from the article in question to be legitimate.
Todd said they removed traits because they thought they were too similar (even though the differences were pretty obvious and important). And they did remove negative effects of both traits (the ones they converted into perks) and drugs (aside from addiction, which can now be easily cured by a doctor).
Todd Howard said:Ok, time for some, perhaps, bad news. Traits have been rolled into Perks. That was a hard decision for us, and one that took, literally, years. We kept coming back to it, and re-discussing it, and once we were playing the game, found that the difference between the two systems was so similar that even half the entries in the community "design a perk" contest were actually traits. Take "Bloody Mess" for example, probably the most famous trait. Is the game really more fun if that can only be taken at the very start? Why can't you pick it at level 6? What's so important about having it only at the start? The perk choice is probably one of the most fun parts of the game, and to relegate certain ones to only be chosen when you first start, before you've even played the game and know how any of it feels, just didn't prove as fun to us. How do you know you want Bloody Mess if you haven't seen how bloody the current mess is? (did I just type that?) Anyway, trust me when I say this one was a debate, a long one, and a decision we're not naive enough to think will be understood or applauded by everyone.
Using the contest as a proof is pretty silly, especially that many of the contestants probably haven't even played the original Fallouts.
Followers are great. Until they shoot you in the back, shoot each other in the back, and want stimpaks all the time. I'm actually more satisfied if we get one useful party member than a bunch.
But why do you assume that the party member AI will be any better than in FO2?
If anything, I expect them to just remove friendly fire altogether, which is not better AI, it's lazy design.
and even Black Isle agreed circa Van Buren.
Huh? The default combat mode in Van Buren was still going to be turn-based, with movement based on APs.
4) If you don't have the ST to actually carry the thing and some ammo, it's pretty much moot. If you're looking to play a character big on heavy weapons, you need the carry weight and you'll adjust stats accordingly. This is probably a more realistic interpretation of how you'd actually wander about carrying stuff rather than an arbitrary limit based off a number.
Except that ammo is weightless now, which is hardly realistic.