Walpknut
This ghoul has seen it all
I agree, gamedevs should sniff more glue, everyday.
Can you explain yourself properly? You're being too general.You could have saved your self a hell of a lot of time, if you just talked like that 5 pages ago.
(...)Can you explain yourself properly? You're being too general.
It's the natural evolution, in Fallout 1 you kill things, go kill cop, I dun like him, you kill cop, or you kill other guy. Or you kill a doctor or you might not kill, that's plenty of choice. Later on a guy wants you to kill sum people but you can kill him back. The game teaches you what the meat of the game is. Talking is just means to an end, and the end is to kill.
Years later Fallout 4 has improved killing so much, it trully made the previous games look very basic RPG wise.
At first i was going to argue with you, but then i just read this. Too obvious, man. Too obvious.An ideal RPG of the future will be a game where you know a weapon is stronger but you don't know exactly how strong until you try it out, you visually see the enemy get tired and bloody rather than just a health bar going down. Things like lockpicking or speech will depend entirely on how good the player is rather than arbitrary numbers, the combat will be dictated more on player skill, responce and adaptation rather than Higher numbers beat smaller numbers, AI will make things difficult, not gigantic health pools. Leveling wouldn't be a thing because
AI, special attacks, weak spots and cleverly designed encounters would be the thing you would have to overcome, not just an enemy with bigger stats than you running towards you blindly.
Yes, you don't necessarily need to show the stats, but it's kinda important for the transparency of the game. It'd be kinda frustrating if the player never quite knows what's going on with your character, why he doesn't hit for shit or why he doesn't do any damage.Alright silly imitations of you guys aside, I agree with Sawyer that fans like you are too conservative and only value rpg's with classic mechanics. My point stands that you don't need to show player stats, the number of damage a weapon does, you also don't need perks or skill checks.
Unless you can give a logical reason besides "that's how it's always been done and I don't know better". Nostalgia is strong here.
That's because what is suggested morphed over time, because for some reason the suggester changes his arguments on the spot all the time.I have no idea what is actually being suggested to be honest.
My reading comprehension has failed.
So, in short, you want RPGs to play exactly like Skyrim, where the skills doesn't determine anything because, in the end, you can just master all the skills and you're not restricted to your build?And for Fallout, there's a lot of things to learn even in these days.
but for SPECIAL, it is flawed. I like Fallout 2 but choosing stat is a huge flaw of the game.
because the stat I choose in character making determines too much things.
there aren't much chance to change it. so following Fallout's stat system is wrong choice for future games.
Nah, I haven't played Deus Ex but Fallout were successful because it offers vast arrays of opportunity to roleplay a character of player's own choosing. Many of the gameplay elements might have been lacking because the devs didn't provide enough content to use them but that doesn't mean future devs shouldn't pursue this direction. See: Fallout 1.5 Resurrection TC mod for Fallout 2, and Fallout of Nevada.Fallout and Deus Ex tried RP but I don't think they are successful.
both are great games. but that doesn't mean they are masterpieces because of RP.
What does this even supposed to mean? cRPGs shouldn't be cRPGs?CRPG doesn't have to be RP game.
you are yourself, not any other character. so CRPGs should be more about connecting the world and player not about forcing player to role play other character.