Josh Sawyer forum posts

Sam Ecorners

Vault Senior Citizen
Orderite
Here are some bits of info from Josh Sawyer's posts on different forums. Answering a question about the icon next to the picture of the weapon in the inventory.<blockquote>Yes, it's the (soft) skill requirement for the weapon. Early weapons have no numeric skill requirement even though they are (obviously) tied to a specific skill. More powerful weapons have higher skill requirements. If you don't meet the requirements, the weapon will either be less accurate or your attacks will be slower. The top-tier weapons in the game have a 100 skill requirement (e.g. the AMR, Gatling Laser).

So if you neglect Energy Weapons for half the game and pick up a Gauss Rifle, you will have some pretty swervy aim. As with STR requirements, you can still use the weapon if you don't meet the requirement, but you're really ineffective with it. </blockquote>More.<blockquote>I went to sleep in a small community and forgot that I was being hunted by Caesar's Legion. I woke up to the sounds of crazy gunfire because there were elite NCR troopers stationed there and the Legion assassins had just rolled in after me. A battle royale ensued. Unfortunately, the regular townsfolk in the area were NCR citizens so they tried to "help" the NCR troopers against the Legion. Guess how that went down. At the end of the fight almost everyone in the town had been killed by someone, somewhere. The only survivors were a little kid, some Brahmin, and an unaffiliated merchant caravan that abstained from the fight. Good times.</blockquote>And more.<blockquote>There also appears to be a notch in the condition bar, possibly indicating the point to which you can repair an item without an NPC (or repair kit?).

The notch indicates the point where weapons/armor switch from "Repair" (improving their capabilities) to "Maintain" (providing a buffer before they start to perform worse).

I.e. once you hit "the notch", increasing the CND of the weapon is not making it do more damage or making the armor absorb more damage. It's just providing a CND buffer so you don't have to continually repair items for them to be at maximum capability.</blockquote>On crafting.<blockquote>No, "Wacky Science Lab" is a fictitious example. You could make a new recipe type called "Kiebler's Flippin' Sweet Science Station Supreme!!!" and then associate a bunch of recipes with it. When you launch a crafting interface that specifies "Kiebler's Flippin' Sweet Science Station Supreme!!!" it will only display recipes that are associated with that type. Any scripting interface can launch the crafting interface, so you could associate that type with a new activator, a line of dialogue, or a trigger of some sort.

Each individual recipe can have one skill requirement (e.g. Explosives 20), from one to six different item requirements of different quantities (no substitutions), and one or more item outputs of different quantities. You can also have display conditionals that must be met before the recipe appears at all (for example a special perk or a note added to the player).
</blockquote>
 
I went to sleep in a small community and forgot that I was being hunted by Caesar's Legion. I woke up to the sounds of crazy gunfire because there were elite NCR troopers stationed there and the Legion assassins had just rolled in after me. A battle royale ensued. Unfortunately, the regular townsfolk in the area were NCR citizens so they tried to "help" the NCR troopers against the Legion. Guess how that went down. At the end of the fight almost everyone in the town had been killed by someone, somewhere. The only survivors were a little kid, some Brahmin, and an unaffiliated merchant caravan that abstained from the fight. Good times.

I see Radiant A.I is as lulzy as ever.

Other than that, I'm liking what I've seen so far, and can't wait until it get's here a few days after it's release.
 
Blazerfrost said:
The only survivors were a little kid
Have they said anything about being able to kill children in the game yet? This seems to point that you can't.

You can't. But I think there will be very few of them, and certainly no Little Lamp Light situations.
 
It never really bothered me that much that you couldn't kill kids.

It was the fact that Bethesda made me want kill them, but wouldn't let me that got on my nerves.

I deal with bratty kids who think its cool to swear at work, I don't want to deal with that while I'm relaxing with a game.
 
I like the idea of the item condition notch. It's lame micromanaging equipment in an attempt to keep it in top-notch statistical shape.
 
I.e. once you hit "the notch", increasing the CND of the weapon is not making it do more damage or making the armor absorb more damage. It's just providing a CND buffer so you don't have to continually repair items for them to be at maximum capability.

This is excellent news, I hated feeling like I had to repair my equipment after every few shots in FO3, goddamn OCD. At least now I should be able to get through a fight without that nagging feeling at the back of my mind every time I pull the trigger :)
 
Incognito said:
I went to sleep in a small community and forgot that I was being hunted by Caesar's Legion. I woke up to the sounds of crazy gunfire because there were elite NCR troopers stationed there and the Legion assassins had just rolled in after me. A battle royale ensued. Unfortunately, the regular townsfolk in the area were NCR citizens so they tried to "help" the NCR troopers against the Legion. Guess how that went down. At the end of the fight almost everyone in the town had been killed by someone, somewhere. The only survivors were a little kid, some Brahmin, and an unaffiliated merchant caravan that abstained from the fight. Good times.
So, the assasins started shooting armed guards to get to some guy?
Did they try to sneak in and got caught?
Anyway, what i'm saying is that i'm really afraid of how the A.I is gonna play with this. If I'm sitting inside a heavely fortified camp and some raiders just decide to go charging in, that would be kinda... stupid!
If it was in some small town, they should have butchered the ncr guys if they weren't standing watch and if they were standing watch they should have waited in ambush near town waiting for me to leave or just find a different way in!

In any case, if they do it nicely, I suppose it should be a nice feature, but i seriously doubt they have everything planned out. I mean i doubt they put time and effort in writing everything properly so some guest guy COULD die from this attacks and then you would have to find some other way to do something without being a scripted part of a quest. The way I see it is something like:
If you have reputation with faction A
If you are near a town with no significant npcs/quest givers/whatever or a town with its quests completed
Then
Some guy from faction B spawn and attack the town.
So... pretty meaningless!
 
Makagulfazel said:
I like the idea of the item condition notch. It's lame micromanaging equipment in an attempt to keep it in top-notch statistical shape.
It's almost as good as going back to a system where weapons don't degrade as their durability decreases, they simply become unusable or break when they run out of it. Of course that system is almost as good as just not having weapon durability at all...

Annoying and stupid micromanagement is annoying and stupid micromanagement. They already limit most of the best weapons by limiting their ammo, making economics be the main point of durability. Controlling the player's resources is a fair enough thing to be concerned about for game balance but durability is a heavy handed control which adds more tedium than enjoyment.
 
UncannyGarlic said:
It's almost as good as going back to a system where weapons don't degrade as their durability decreases, they simply become unusable or break when they run out of it. Of course that system is almost as good as just not having weapon durability at all...

Annoying and stupid micromanagement is annoying and stupid micromanagement. They already limit most of the best weapons by limiting their ammo, making economics be the main point of durability. Controlling the player's resources is a fair enough thing to be concerned about for game balance but durability is a heavy handed control which adds more tedium than enjoyment.
I agree completely. Guns are limited by ammo and granted, ammo wasn't much of a problem in the first two games (unless you were using the bozar or something in the second game) and in any case i don't remember ever running out, so yes they should have fixed this and not add durability to guns.

Unfortunately they imported this system from oblivion where everything seemed to be made out of paper. If you didn't have the repair skill raised up, you were forced to carry 4-5 swords and 50 repair hammers every time you went somewhere and no it wasn't much fun.

The thing is, repairing isn't so much of a bad idea if done correctly. I mean, guns don't break very easily by simply firing them. If you want to consider the post-apocalyptic nature of things you could simply add a first time use-repair thing. You find a gun in a remote facility all rusted up or something and before you use it you must repair it. After you have repaired it you don't have to do it again for a very long time. It would even make sense!
Also, you can have a more regular repair for melee items, based on its use (aka if you hit with a knife someone wearing power armor it should take a durability hit, if you hit someone with just regular clothes, it shouldn't!)
 
seems like the original game spirit is back, multiple skill requirements for weapons having different effects. Now each different character-build will really play different, excluding one from some game-effects, while opening others.

The part of the ncr vs. legion fight, reminds me of new reno, where one lost bullet could have devastating effects
 
Joervol said:
The thing is, repairing isn't so much of a bad idea if done correctly. I mean, guns don't break very easily by simply firing them. If you want to consider the post-apocalyptic nature of things you could simply add a first time use-repair thing. You find a gun in a remote facility all rusted up or something and before you use it you must repair it. After you have repaired it you don't have to do it again for a very long time. It would even make sense!
Yeah, I'd also be fine with durability if it was only damaged on critical failures, which would be more likely the lower your skill is below the requirement.
 
I second the weapon degradation ideas of Joervol and UncannyGarlic. Too bad those ideas won't make it into the release. Maybe someone could mod them in?

Gaddes said:
I see Radiant A.I is as lulzy as ever.
What I think is the worst part of the Radiant A.I. is that the NCPs have no regard for their own lives. If I am a shopkeeper, and a fight breaks out between my faction's army and another heavily armed faction, there is no way that I will stick my neck out to get it blown off when I am presumably paying the army with my tax dollars to protect me. Most merchants would probably either bunker down and wait to see which side wins (and if the other side wins try to switch sides at least temporarily) or try to flee.

I realize that some would get into the fight but they would probably either be pulled into the army ranks or just attack in whatever opportune (and asymmetric ways) that presented themselves.

Also why would the other faction keep attacking when both sides are taking equal losses? At a certain point the last two (or ten) guys in a faction would look at each other and say, "Hey do you feel like living? Because I do." Unless there is some crazy strict honor code or religious fanaticism or brainwashing going on (or a machine gun prodding them forwards), most people go into battle because they think they are going to win, not because they think they are going to die. And most people are actually pretty good at realizing when the odds are against them (when over half of their buddies are dying). So why doesn't the Radiant A.I. ever retreat?

TheUnwashed said:
The part of the ncr vs. legion fight, reminds me of new reno, where one lost bullet could have devastating effects
Yeah, I realize that the FO2 A.I. was a bit unrealistic too, but you would think that with all of the money that they are pouring into FO3/FONV graphics they would at least make the A.I. believable in battle situations. Along with Joervol's idea about some of them sneaking in, the enemy faction could always just make camp a ways outside of the town and wait a day or two for you to leave its safety.

It probably would have made more sense in FO2 if the enemy faction would have waited for you to leave the others' turf, or else that the place of refuge would have barred you from entry since you have a bloodthirsty mob following you. In most of the dialogue in New Reno it seems pretty clear that the families don't want to fight each other unless they know that their family has the clear advantage. So while random epic firefights are cool, they aren't quite believable.
 
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