Guardian Fallout 3 interview, the follow-up

You know, it feels like floppy dick every time you miss in Fallout, and I'm certain the developers felt the same way, but they kept it in because it makes sense, I don't see why Bethesda always has to "correct" things because "it felt bad".

Yeah, it feels bad to miss, that's why you invest in skills to make it more satisfying that you can finally do something.

PS - That pacifist comment sounds great, although I wonder what inane lengths he went to to avoid combat, hours of running I predict.
 
The way I read the hit 100% in close combat was that all weapons have a cone of fire, and at 0 range the cone of fire on a baseball bat would be large enough that you simply didn't miss as long as you were close enough and aiming the right direction.

I guess you could assume dodge/parry in on the whole damage is calculated by skill etc... but it would have been nice to have some level of useful interection in close combat and animations to folow it up.
 
It remains to be seen what you're left with when you avoid most of the combat, since that seems to be the main focus of the game. Still, being able to skip crappy, repetitious combat is always good.

As to the lack of animations, two words - lazy ass.
 
Ar.Pi said:
So the percentage shown in VATS is actually how much damage percent?

No, they are to hit percent. You won't see any percentages for mêlée attacks.
 
Meat Shields

Meat Shields



The least bloody play through mentioned above gave no line by line details of the PC build, nor how followers were used or abused.

The potential for multiple builds resulting in different and challenging gameplay paths portends more depth then divined from the culls of dire expectations.

In the FO's many scripted AI's attacked the strongest, meaning the PC.
PC usually had the best weapon, (and best armor).
While playing Jinxed, dropped the sniper rifle when fighting Death Claws.
Tyco had a sniper rifle and Death Claw went for him.

Is it possible in a FPS universe,

that a NPC could be the 'hired gun' and a meat shield,

or in the case of the Non Player Canine Character, a dog meat shield?




4too
 
Brother None said:
You can show the holodisc to the Master, yes, but you get that from Vree. Also, with decent dialogue skills you can get him to ask the female supermutants instead.

As far as I know, the minimum requirements for these endings are intelligence 7 or good dialogue skills.
One great thing about the mutant sterility subplot was that you got hints of it if you ever shot or punched a supermutant in the groin. Their combat taunt response was something like, "That didn't hurt at all."
 
Kind of disappointed at the melee issue, but it kind of makes up with the being able to finish the game without fighting.
 
Brother None said:
Guardian said:
Will weapons require a minimum Strength? Or only a minimum in its governing attribute? (Perception = Energy, Endurance = Big, Agility = Small).

Weapons do not check for minimum stat values, you can use any weapon you want, the skill/stat just makes you better or worse with the weapon.

And this sucks ass.

Was it not like that in Fallout 2? I remember getting the Advanced power Armor and Energy weapons from the start.
 
doomestic said:
Was it not like that in Fallout 2? I remember getting the Advanced power Armor and Energy weapons from the start.

But you had to select specific stas and whatnot so that you'd be able to wear it.
 
Per said:
Specific body parts cannot be targeted when fighting with melee weapons or in hand to hand combat. What is the reason behind this decision? Does melee/HtH fighting offer something else to compensate?

We tried many ways of doing melee with VATS, and having messed a lot with "missing" in melee, it just felt really bad. So once we changed VATS melee to "always hit", assuming you are in range, the body part selection became a bit unbalancing, so now it's a "whole body attack", but you still do end up hitting a specific body part when you swing, but it's based on what you actually contact with, as opposed to what you aim at. This avoids the "always punch in the head" problem, whereas with guns, we can balance out certain body parts with hit percentages, like the head.

Or you know when you miss a roll, create a miss animation for each miss (5 or 7 in total) and apply it to different skill sets (HtH, small guns, big guns etc) . IE one for head, torso, arm(s), leg(s). Or is that too much like work BS?
 
It does look silly when you miss in FP, when you swing right through the guy.

That's why in a lot of cases, first person perspective, and focus on player skill (rather than character skill) can be a detriment in an RPG.

Although Bethesda won't note that part because it's more important to "see the world through the eyes of the character" even though that is complete bull shit.

Also.......the "dodge" animation that Bethesda would come up with, would be very silly.
 
Ausir said:
Brother None said:
Excellent!

Note that he didn't actually answer the question about these particular skills - it might not be possible without investing in Sneak.

how is that even a 'might'? Both pieces of gameplay footage show raiders popping up everywhere firing at you, so unless there are robots lying around every couple of feet you can repair to help you out, sneaking or shooting seem the only two options.

Besides, Emil already said that 'pacifism' was an impossible path. Pete is so neckdeep in his PR doublespeak that he's trying to convince you that this is the game for every type of consumer.
 
I, like others, am glad that a more diplomatic path than "IT MOVES! SHOOT IT!" can actually finish the game.

However, I am concerned that Bethesda are saying here they can't make melee work properly. After all, isn't first person melee combat (i.e Elder Scrolls fights) what they "do best"- and have been doing for years?

As for making it look ok in first person, why don't they, you know, go along with the immersion idea and think about what it looks like in a fight in the (first person perspective) real world when you miss with a melee weapon and base their animation for that on what it actually looks like. That would be immersive, wouldn't it?

EDIT: Apparently I'm now a hideous frak of nature. Why do all the nice people say that? :(
 
Actually, I'm kind of relieved that they didn't do miss animations. Knowing Beth, they would have applied some stupid Matrix-styled "near-miss"-animation in VATS. That would have been just retarded.
 
Isn't there a good chance that its just a big fat lie (that you could beat the game without combat), you guys have endless posts about the lies these same assholes told before oblivious was released, no?
 
"We've been pretty upfront before about the fact that we haven't designed the game so you could complete it without killing anyone. You can play MUCH of Fallout 3 without killing people, and there are options to talk your way through just about every situation in the game. But it's a crazy, violent world out there, and you're going to have to defend yourself at times. "


Emil said this just the other day, right here : http://www.bethsoft.com/bgsforums/index.php?showtopic=830462&st=60&p=12080066&#entry12080066


Doesn't that contradict what Todd said?

So... Can you or can you not finish the game without killing anyone?
 
Every once in awhile I think about all this shit and I just laugh.

It's like a cruel sick joke.

Fallout 3 - An Action-RPG. A "true successor to Oblivion", and not a successor to Fallout 1 and 2... A game where when they were first starting to talk about it, mentioned that they wanted to "get back to our roots" and proceeded to use a Terminator game for their example of how the combat would be, instead of making something that resembled the first two games... Houses you can decorate.... Houses you can decorate.... In the nuclear bombed out wasteland of urban D.C. you can decorate your house. Fallout 3 has houses you can decorate with "themes". UGH I'll stop now. It hurts.
 
doomestic said:
Was it not like that in Fallout 2? I remember getting the Advanced power Armor and Energy weapons from the start.

All weapons had minimum strength requirements. Power armor indeed did not, which is a mistake that Bethesda is fixing by including a power armor usage perk (which makes a lot of sense to me).

I always felt it illogical for Fallout for you to be able to use energy weapons without much knowledge of them. Then again, the chance of them blowing up was bigger. Still, this was one of those elements sequels could have expanded upon.

Could have.

Scare said:
Isn't there a good chance that its just a big fat lie (that you could beat the game without combat), you guys have endless posts about the lies these same assholes told before oblivious was released, no?

It's always possible, but the lies concerning Oblivion were more vague forum statements, I don't think they lied this blatantly about anything right before release.
 
Per said:
Ar.Pi said:
So the percentage shown in VATS is actually how much damage percent?

No, they are to hit percent. You won't see any percentages for mêlée attacks.

So how is he always hitting the target even on low percentage?
Is this for preview purpose only?
 
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