Erny
It Wandered In From the Wastes
Good topic (and please dont kill it with flame) Hard to think of many not related to technology advances...
Nice intro/tutorial level - vault 101. Good start for noobs and not tedious/long (like many game tutorials are)
Repair skill on items - good implementation - however, not used much for quests and other stuff. Still a good system.
You can manufacture weapons from junk - good feature!
More emphasis on radiation - there was definitely not enough of it in fo2. (but still not enough, Id like radiation to be much more threatening, like in stalker)
Inventory is a bit easier to manage, with classes and item titles.
Hack and lockpick minigames - I actually like those. even if they are not RPG-ish by nature ok. Would it be better if it was just skill/PE/LC dependant and all you had to do is reaload if the roll fails?
Lots and lots of well made areas to explore, and not just random caves/sewers
questionable stuff
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Perks each level? I like that (but the perks are not-so good)
Many items that give (+) to stats and skills... Im not sure if its good but I dont mind it
Making a mix of fps+turnbase(vats) system is a radical step in another direction, and not that well-made one even. You cant call that an improvement. (TBS combat in Fallouts had its problems, butmaking it into FPS is NOT improving, its like replacing old shoes with a new hat...)
Combining med and first aid was a nobrainer really, just removing the redundancy of already no-so necessary skills.
Combining throwing + traps into one 'explosives' skill is ok I guess, but not so logically clear (since there are many non-explosive traps as well) and Im not even sure that skill matter for anything other than the explosive dmg ;/ Maybe they should have called it 'traps&explosivse'
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cant think of much else... its really staggering how many thing are made WORSE (not different, simply worse) while so little got improved
Nice intro/tutorial level - vault 101. Good start for noobs and not tedious/long (like many game tutorials are)
Repair skill on items - good implementation - however, not used much for quests and other stuff. Still a good system.
You can manufacture weapons from junk - good feature!
More emphasis on radiation - there was definitely not enough of it in fo2. (but still not enough, Id like radiation to be much more threatening, like in stalker)
Inventory is a bit easier to manage, with classes and item titles.
Hack and lockpick minigames - I actually like those. even if they are not RPG-ish by nature ok. Would it be better if it was just skill/PE/LC dependant and all you had to do is reaload if the roll fails?
Lots and lots of well made areas to explore, and not just random caves/sewers
questionable stuff
__
Perks each level? I like that (but the perks are not-so good)
Many items that give (+) to stats and skills... Im not sure if its good but I dont mind it
Making a mix of fps+turnbase(vats) system is a radical step in another direction, and not that well-made one even. You cant call that an improvement. (TBS combat in Fallouts had its problems, butmaking it into FPS is NOT improving, its like replacing old shoes with a new hat...)
Combining med and first aid was a nobrainer really, just removing the redundancy of already no-so necessary skills.
Combining throwing + traps into one 'explosives' skill is ok I guess, but not so logically clear (since there are many non-explosive traps as well) and Im not even sure that skill matter for anything other than the explosive dmg ;/ Maybe they should have called it 'traps&explosivse'
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cant think of much else... its really staggering how many thing are made WORSE (not different, simply worse) while so little got improved