Briosafreak
Lived Through the Heat Death
Some misc stuff for you guys and girls.
First Chad "Briareus" Nicholas replied to a few doubts from atoga on the DAC boards:
<blockquote>Whatever happened to level requirements for perks?</blockquote>
<blockquote> I prefer just straight skill reqs to level reqs. Having a level req instead of a skill req implies that being level N gives you knowledge of how to disrupt someone's shooting skills when in melee range, rather than actually having melee/unarmed skills. I think it makes the game even more skill based than it already is. </blockquote>
<blockquote>So you're saying level should never come into play? Also, that means much higher skill requirements for perks, which means 'jack of all trades' characters who specialize in nothing in particular aren't going to have much selection in the ways of perks. Furthermore, how do you plan to handle non-skill perks (ie. Mysterious Stranger, which requires a high LK and level 6?) Can people just take them so long as they have the stat?</blockquote>
<blockquote> Why would it mean higher reqs? What level would you have to be as a dedicated melee'er to get 75 points into melee or unarmed?
Jack of all trades get a wider selection, but they do not get the higher power perks until they have a high enough rank in a skill. Jack of all trades = wide distribution of skills, no focus. Jack of all trades = wide distribution of perks, no focus. Makes sense to me.
As for your Mysterious Stranger question, I'd assume that it'd still have a level req. J.E. isn't doing away with level reqs. But really, why should there only be a level req on Bonus HTH Attacks? A player that selects the perk but doesn't have any points in melee or unarmed isn't going to get anything out of the perk anyway.
</blockquote>
Next there`s this somewhat old but not reported yet interview on the n00bn00z site where J.E. Sawyer speaks a bit of himself and games, here`s a zip:
<blockquote>Batwingedloony: Nice job. Walk us through a typical day in the life of a lead designer at Black Isle Studios.</blockquote>
<blockquote>JE Sawyer: Well, the typical day of a lead designer usually involves a lot less design than you might think. Black Isle has relatively large design teams, so I have to manage between five and ten people on any given day. This includes people doing area design, dialogue, map layout, and asset creation. Though a lead usually defines the foundation of the game in terms of story, goals, etc., his or her main job is the management of the design team as the team implements the details.</blockquote>
And finnaly DarkUnderlord from Fan Made Fallout has this message regarding this earliear news bit here on NMA:
<blockquote>The php pages can time-out, meaning not all the info loads. To fix this, Temaperacl made .html versions, which are available here:
http://fmf.knightcommand.net/fo2-items/
The problem with that is we're on a case-sensitive server and some of the item names are all capital, while others are lowercase. So some of the red x's you see will actually have images, it's just that the case is different. We'll fix that some time soon.
We'll also have a .zip download of the complete list available soon too, so everyone can download it and use it off-line.
Also, if you thought that item list was neat, check this one out:
http://www.brunslo.com/crimsonskies/procrit/
That's all the critter details from Fallout 2, including images</blockquote>
First Chad "Briareus" Nicholas replied to a few doubts from atoga on the DAC boards:
<blockquote>Whatever happened to level requirements for perks?</blockquote>
<blockquote> I prefer just straight skill reqs to level reqs. Having a level req instead of a skill req implies that being level N gives you knowledge of how to disrupt someone's shooting skills when in melee range, rather than actually having melee/unarmed skills. I think it makes the game even more skill based than it already is. </blockquote>
<blockquote>So you're saying level should never come into play? Also, that means much higher skill requirements for perks, which means 'jack of all trades' characters who specialize in nothing in particular aren't going to have much selection in the ways of perks. Furthermore, how do you plan to handle non-skill perks (ie. Mysterious Stranger, which requires a high LK and level 6?) Can people just take them so long as they have the stat?</blockquote>
<blockquote> Why would it mean higher reqs? What level would you have to be as a dedicated melee'er to get 75 points into melee or unarmed?
Jack of all trades get a wider selection, but they do not get the higher power perks until they have a high enough rank in a skill. Jack of all trades = wide distribution of skills, no focus. Jack of all trades = wide distribution of perks, no focus. Makes sense to me.
As for your Mysterious Stranger question, I'd assume that it'd still have a level req. J.E. isn't doing away with level reqs. But really, why should there only be a level req on Bonus HTH Attacks? A player that selects the perk but doesn't have any points in melee or unarmed isn't going to get anything out of the perk anyway.
</blockquote>
Next there`s this somewhat old but not reported yet interview on the n00bn00z site where J.E. Sawyer speaks a bit of himself and games, here`s a zip:
<blockquote>Batwingedloony: Nice job. Walk us through a typical day in the life of a lead designer at Black Isle Studios.</blockquote>
<blockquote>JE Sawyer: Well, the typical day of a lead designer usually involves a lot less design than you might think. Black Isle has relatively large design teams, so I have to manage between five and ten people on any given day. This includes people doing area design, dialogue, map layout, and asset creation. Though a lead usually defines the foundation of the game in terms of story, goals, etc., his or her main job is the management of the design team as the team implements the details.</blockquote>
And finnaly DarkUnderlord from Fan Made Fallout has this message regarding this earliear news bit here on NMA:
<blockquote>The php pages can time-out, meaning not all the info loads. To fix this, Temaperacl made .html versions, which are available here:
http://fmf.knightcommand.net/fo2-items/
The problem with that is we're on a case-sensitive server and some of the item names are all capital, while others are lowercase. So some of the red x's you see will actually have images, it's just that the case is different. We'll fix that some time soon.
We'll also have a .zip download of the complete list available soon too, so everyone can download it and use it off-line.
Also, if you thought that item list was neat, check this one out:
http://www.brunslo.com/crimsonskies/procrit/
That's all the critter details from Fallout 2, including images</blockquote>