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divinity OS 2 from what i've seen in their kickstarter pageWhat isometric cRPG has had the kind of modding tools that a Bethesda game does though?
divinity OS 2 from what i've seen in their kickstarter pageWhat isometric cRPG has had the kind of modding tools that a Bethesda game does though?
I beg to differ. With the emergence of more top down-isometric-turn based cRPGs, a new isometric Fallout is just something I personally desire nowadays, and really should work better if it were to be made in these modern time. I'm not saying TBRPG > FPSRPG, but there are many good isometric engine that's a nice contender for Fallout game, like Underrail's engine. Besides, there's still many problems from Fallout 3 that get carried to New Vegas, like shooting mechanics NOT 100% rely on character's skills , but rather player's skills (which is a problem that arises from making the game an action FPS game to begin with), and also how hacking and lockpicking also suffers from this same exact problem (note that I'm not saying they suffered from stupid ass threshold like Very Easy/Easy etc etc, but the mechanic that involve player to work on them, instead of the character doing it all by themselves based on their own skills).FPSRPG. We already have some examples of FPS+RPGs where FPS & RPG co-exists quite nice. And Fallout's TBRPG implementation is not well to begin with, tbh. New Vegas did better it's part of the job. Not perfect but good enough.
I beg to differ. There are tons of ways to still get player do the minigames and rely on character's skills at the same time, even F4 and Skyrim shows some. Same with shooting. I really liked how shooting mechanics was implemented in SS2, Deus Ex and VTM:Bloodlines. And your hatred minigames.I beg to differ.
Ehem, how exactly did Fallout 4 and Skyrim showed minigames allowing character's skills to come into play, aside from blocking our character from ever accessing the lock if we don't have sufficient 'skill' or perk level? I haven't played Fallout 4, but from what I've seen the lockpicking and hacking minigames are the exact same, and Skyrim? Seriously?I beg to differ. There are tons of ways to still get player do the minigames and rely on character's skills at the same time, even F4 and Skyrim shows some. Same with shooting. I really liked how shooting mechanics was implemented in SS2, Deus Ex and VTM:Bloodlines. And your hatred minigames.
The parameter defining, ahem, "sweet spot" of the lock (c) Tumblers Today perk magazine. And I said 'some'.Ehem, how exactly did Fallout 4 and Skyrim showed minigames allowing character's skills to come into play, aside from blocking our character from ever accessing the lock if we don't have sufficient 'skill' or perk level? I haven't played Fallout 4, but from what I've seen the lockpicking and hacking minigames are the exact same, and Skyrim? Seriously?
Eh, I don't know about Fallout 4, but in Fallout 3/NV and Skyrim, looking for the 'sweet spot' STILL rely on player's skills. If it's done it such way, that, higher skills make the lockpick position closer to the 'sweet spot' immediately when we prompt lockpicking (this was done by a perk iirc), then okay I agree with that. But still..... I think minigames kind of limit the role-playing aspect, no matter how hard you tried to design it so that it can mostly rely on character's skills. I mean, do you have any other example of lockpicking/hacking minigames in some other FPSRPG that limit the player's involvement while still having minigames?The parameter defining, ahem, "sweet spot" of the lock (c) Tumblers Today perk magazine. And I said 'some'.
And what's wrong with hacking? I mean, it's 100% random anyway.
It may be tied directly to your lockpick skill. To make things less easy, make lockpick broke really easy or tie to your agility for example.
Deus Ex.I mean, do you have any other example of lockpicking/hacking minigames in some other FPSRPG that limit the player's involvement while still having minigames?
Eh, not exactly. In F4 IIRC the more intelligent you are, the less words you have to choose from.As for hacking, no matter how random it is, it's STILL rely on player's skill, heck it boils down to a game of guessing, instead of 100% character's skills.
Ah.... I need to try a Deus Ex game, then. With an upcoming new Deus Ex, if it turns out to be a good RPG, do you think their engine can fit a Fallout game?Deus Ex.
The more skill you have, the less lockpicks spent.
New? Not at all. Fallout is more wide open but Deus Ex takes place in the city areas and military bases. Old? It's Unreal Engine, grab the 4th version and do it.Ah.... I need to try a Deus Ex game, then. With an upcoming new Deus Ex, if it turns out to be a good RPG, do you think their engine can fit a Fallout game?
Huh, cool. Still, I'd rather not have Gamebryo or Creation Engine to do the job. It's just, you know, has been discussed over and over again. Basically, due to the nature of the engine, there will always be someone saying, "Mods will fix it!". I'd rather see some other engine and implement that world map feature, instead of beating the dead horse here.snip
I get what ya mean m8. But... That system works best for rpgs... Then again it doesn't matter to me as long as the writing is to notch and there's some c&c.Gods no, not isometric please. I absolutely hate luck-based gameplay.
65% chance to hit? Not bad eh?
Miss-Miss-Miss-Miss-HIT-Miss-Miss-Miss-Miss
Fuck off.