EraserMark
First time out of the vault
OTB,
I really don't think that would kill the replay-ability of the game. If anything it could aid in it. If the sub-quest negative epilogues are kept vague and don't give away clues regarding completion they just let you know they exist, I doubt it'll harm a thing. It can be optional too. I think it would really benefit fallout rookies, too so that they can see there is more to the game than just the main plotline. The subquest epilogues would be exactly like main city epilogues (only in text form), you'd have no idea how to get the better ending if you didn't look at a walk-through it would just be a way of saying, "Player One, there is more stuff to do." and give you a little focus to the aimless wandering.
Since debating the semantics of cheating won't make gamers stop abuseing "in game loopholes" for character development, I'll have to agree. You are right and it is too bad people waste their time taping down keys and "picking the same lock for as long as one can stomach" instead of downloading a trainer because it accomplishes the same thing and, unless you have a 2400 modem still, takes less time...
I'll have to concede that yes, there is plenty of time & space for characters to be reading and learning while travelling from place to place. I knew somebody was going to bring up that concept and that's why I want to point out my original idea is for applying the action-aquired "experience" to perks instead of having perks require specific stats and skills, & levels.
The skill debate became kind of a tangent. I would like it to be action-based, but I see how it really isn't in the spirit of a Fallout RPG.
I too have a Cd and cd-r..but like Fallout 3 a DVD-R is on my wishlist at Amazon.com...
Maybe instead of my importation wish I'll wish:
1. An animated & talking (with the option of turning off) Pip-Boy to parody the MS Office PaperClip...
I really don't think that would kill the replay-ability of the game. If anything it could aid in it. If the sub-quest negative epilogues are kept vague and don't give away clues regarding completion they just let you know they exist, I doubt it'll harm a thing. It can be optional too. I think it would really benefit fallout rookies, too so that they can see there is more to the game than just the main plotline. The subquest epilogues would be exactly like main city epilogues (only in text form), you'd have no idea how to get the better ending if you didn't look at a walk-through it would just be a way of saying, "Player One, there is more stuff to do." and give you a little focus to the aimless wandering.
Since debating the semantics of cheating won't make gamers stop abuseing "in game loopholes" for character development, I'll have to agree. You are right and it is too bad people waste their time taping down keys and "picking the same lock for as long as one can stomach" instead of downloading a trainer because it accomplishes the same thing and, unless you have a 2400 modem still, takes less time...
I'll have to concede that yes, there is plenty of time & space for characters to be reading and learning while travelling from place to place. I knew somebody was going to bring up that concept and that's why I want to point out my original idea is for applying the action-aquired "experience" to perks instead of having perks require specific stats and skills, & levels.
The skill debate became kind of a tangent. I would like it to be action-based, but I see how it really isn't in the spirit of a Fallout RPG.
I too have a Cd and cd-r..but like Fallout 3 a DVD-R is on my wishlist at Amazon.com...
Maybe instead of my importation wish I'll wish:
1. An animated & talking (with the option of turning off) Pip-Boy to parody the MS Office PaperClip...