Things you hate and I like while you like and I hate..

Dienan

It Wandered In From the Wastes
Got a few things in mind..
-How does The Courier, Lone Wanderer, The Prisinor, The Chosen one and The Vault Dweller carry all his/her stuff around? Can't imagine the pip-boy to have some kind of atom-shrinking tech or shit. Hauling a huge duffle bag full of pre-war tech loot and 2000 bottle caps across Mojavi is... Well.. Hard? Imagine croching and sneaking up a deathclaw with an AMR or falling 5ft. You might actually thing Dean Domino was ok to complain a little
-Stamina, running in the desert for hours, climbing over mountains, swimming while carrying 100lbs is impossibly amazing. Imagine a man tide to a 50lbs plate and then thrown into water.. We need staming..
-Repair weapons at weapon repair/work bench only
-XRAY NPC, yeah. Put on a BOS PA and go to see Cannibal Jhonson. Guy knows who your mum is..
Got a lot to add.. Would like to see what you cool people think..
 
Well, most of those boil down to gameplay balancing.
Limiting inventory size to a realistic level (maybe adding a backpack requirement and giving massive mobility penalties while we're at it) makes looting (and thus earning money early on) very hard or at least very annoying.
Personally, I'd like a more realistic size, but constantly watching your weight limit, object size limit, movement penalties and whatever can be quite a nuisance I'd think.

Stamina, yes. The problem is that the gameworld is very large. If you want to reach any destination in a reasonably timeframe, your character has to be beyond olympic level of fitness.
I remember Morrowind depleting your stamina when running, and without fast travel it was hella annoying.
Stamina is a nice realistic touch, but just look at how slow you're walking in real life. I certainly have better things to do with my life than watching a virtual figure slowly shuffle through a landscape. I can do that myself in real life.
The travelling isn't (or shouldn't be) the goal, it's a means to an end.

Repairing weapons at a work bench, yes. Would make sense, although there's something called "field stripping". At the rate the weapons break down in New Vegas it would be very, very annoying if you couldn't repair them yourself anywhere. It certainly sucked in STALKER.

NPCs seeing through your disguise, yes, that's annoying.
 
- Game abstraction. Same reason why Duke Nukem and Doom guy can apparently pull things out of their ass of holding.

- Because Beth doesn't understand how weight actually works.

- You can repair them in your inventory. I don't quite understand your problem.

- Yeah, I always thought that was a bit odd. How do they know who I am with my helmet on? In stalker everyone has a PDA signal at least.
 
Hassknecht said:
Repairing weapons at a work bench, yes. Would make sense, although there's something called "field stripping". At the rate the weapons break down in New Vegas it would be very, very annoying if you couldn't repair them yourself anywhere. It certainly sucked in STALKER.

Stalker does have a slower weapon decay rate than Fallout, at least. The complete mod introduces weapon repair kits anyway.
 
What would be cool is if they added another level of difficulty like "Mega Uber Extreme Hardcore +5"

The current Hardcore mode on NV really isn't that hard, but add in realistic weight and inventory, that could make the game a lot more difficult, and maybe even make the survival aspect of the game that much more immersive.

As far as the traveling though, I agree, gotta keep the quick travel, or a little suspension of disbelief when it comes to stamina.

McCragge
 
One thing I really liked from the original Fallout game was that EVERYTHING had an invisible "bulk" to them, so being able to carry stuff wasn't just an issue of weight, but bulk, too. Now, this didn't really seem to impact players, directly, but if you moved around a lot of equipment from various containers, you'd run into this system at work. I was able to carry the SAME 500-800 lbs. of stuff on my crew of myself, 3 companions, and my car in FO2, when at the start of my dilemma I was unable to do so without someone being encumbered. The total weight of all my loot didn't change. I didn't drop a thing. But I did redistribute it so that the "less bulky" stuff was stored in my car, so that it could carry more total weight.

On top of almost everything else, modern Fallout games just don't have that same system. Yes, an outfit made up of cloth wouldn't weigh very much, so saying it's 8 lbs. sounds reasonable, but you SHOULDN'T be able to carry 10 of those without suffering some form of burden, no matter what duffel bag you've stuffed them into. They're full sets of clothing; that takes up SPACE. If the mysterious "units" that governed carry capacity were adjusted to take bulk into account, or bulk was given its own variable, that would have been dandy. Although for simplicity's sake, I imagine the first suggestion would be easier.
 
The bulkiness idea sounds pretty cool but, then again, the whole realism thing is complicated in itself.

I hate FPS because everything has to be rendered realistically. That means I have to look at every fucking tea cup, dish its sitting on, dresser, refrigerator, blah blah. In the original Fallouts, rooms were less cluttered and the ISO view allowed me to instantly recognize whats searchable and whats just filling.

Areas could be limited to a certain number of rooms that one needs to explore and imagine the rest.

Same with realistic weight and hydration and sustenance, etc. I thought it was kind of cool because it made some of the previously less useful skills, well, useful. Problem however, is that with adequate game design, those less useful skills would not need to be there.
 
DarkCorp said:
The bulkiness idea sounds pretty cool but, then again, the whole realism thing is complicated in itself.

I hate FPS because everything has to be rendered realistically. That means I have to look at every fucking tea cup, dish its sitting on, dresser, refrigerator, blah blah. In the original Fallouts, rooms were less cluttered and the ISO view allowed me to instantly recognize whats searchable and whats just filling.

Areas could be limited to a certain number of rooms that one needs to explore and imagine the rest.

Same with realistic weight and hydration and sustenance, etc. I thought it was kind of cool because it made some of the previously less useful skills, well, useful. Problem however, is that with adequate game design, those less useful skills would not need to be there.

You don't have to look at everything in FPS. Just check out Metro 2033 and last light :)
 
- Can't see your legs when you look down (yeah I know, I know..)
- Exploding heads, small caliber bullets
- Ash piles, goo piles with intact weapons, armor, food, etc..
- No gas masks
- No need to take a piss/poop :D
- Left hand/Right hand weapons (I'm a left hander and I hold a hunting rifle with my right hand and trigger from the left). Just not so immersive
- Cooking explosives
- Finishers
- Fluid V.A.T.S cinematics (NOT fire on target one, fire on target two etc.. Fire on target one, turn to target two's direction, fire etc..)
- No ammo? Swing the weapon like hell in V.A.T.S for a quick KO if the enemy is in range (5,6 swings and you might need to throw that gun away)
- Weapon cabinets (proper player housing or nothing at all)
- Not strong enough to fire an AMR? You might shatter your shoulder and would need to go out of action till you're better
- Enough bot caps? I had 1,000,000 when I went to thd strip (nothing to do with all that so I pickpocket 1000 caps to random people wearing settler outfits)
- Player voice customization
- Got yourself wet? (from swimming) oh, you might need to be careful with that Tesla Cannon. Not to mention the -2 CHAR (same for going in jack rabbit springs, smelly place. Blood splattered all over? -2 CHAR!)
- ...
 
For the inventory vs. object dimensions (height, length, width, overall shape) issue, even something as basic as giving everything tetris-style inventory interfaces (circa Arcanum, Diablo, and NWN1) would be better than just having a general list with only a weight designation.

Personally, I'd be happiest if they just continued what Obsidian started in NV with all the RPG elements (character building/stats, in-game economy, quest architecture, etc.) and choice vs. consequence have more significant effects on gameplay while doing more to eliminate twitch skills and bullcrap FPS mechanics (the camera view is fine if it must stay, it's just the point-click-boom mechanics that need to go... even then I prefer an overhead view rather than tunnel-vision).

Of course, considering Bethesda's developing it in-house, most of that would be like asking a kindergartener to do a high-school kid's trigonometry homework.
 
Played Metro, one of the funner FPS games because it was usually, right to the point but the enviornments were still huge and exploration usually resulted in massive backtracking.

FPS, by design, artificially increased gameplay length through the tedium of gigantic maps and the lack of continous sprint. Everything has to be explored because line of sight severly limits your vision. Also, lighting conditions are another, often used tool, to challenge (I would call it hampering), the players ability to see things quickly and effectively.
 
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