This is a roleplaying game, characters are tailored to different types of playthrough. Narg is supposed to be an unarmed/melee type. Don't complain you suck at guns, if you picked a character, without checking what kind of character it is first.
small guns are a tagged skill for narg and upon reaching 100% with them, they were still useless until I got to san fran and bought the gauss rifle (which required me to get a few things from each of my 3 party members' inventories until I had 21k caps worth of items to trade for it which was a major pain in the ass).
You see, Armour in the game reduces damage, on top of stopping attacks, however powerful hits can pierce through that damage reduction(especially critical hits)
So, the reason they are going from 0 to 20, is because one attack was better than the other attack.
0-20 is acceptable. but when an enemy can be either one shot or take 10 rounds of attacks to down, that's a bit TOO random, it's silly territory. if I'm standing right next to someone with a sawed off shotgun and roll a crit on their HEAD, I don't expect it to do 0 damage, ever. the fact that it can is a design flaw. I don't believe that it's so hard to program it in such a way that if 0 damage would ever be dealt, the game instead changes the roll to a miss. then, instead of reading: "you were critically hit in the head for 0 damage, the bruise will make good party talk," it would simply say, "tough alien missed." sounds a lot less ridiculous to me, even if one implies you're strong enough to take the blow and the other implies that you're evasive enough to dodge the blow, it's still better. if you still want the flavor of endurance vs agility in there, then have such crits do a minimum of 15 damage, so that anything rolled below it is automatically increased to 15, doesn't sound too hard to me. sounds like a few IF, THEN lines in a program file.
So, the reason they are going from 0 to 20, is because one attack was better than the other attack.
0-20 is acceptable. crits shouldn't be 0-213 though, sorry, see my last point. that's simply TOO random. it's already random whether or not a crit is rolled so when a crit's rolled it should maybe do 40-200+. that would be nothing to complain about.
And yeah, the fights with low-level creatures are kind of tedious, but you can't just expect rats and wolves to only appear in parts of the world where it's beneficial for them to appear, that would just be bad worldbuilding.
really? how about a faction so evil that they wipe out most lower life forms almost entirely at some point later in the game? like, maybe the enclave? after this event is triggered, I can see meaningful quests coming out of the scenario too, how's that for world-building AND fixing the stupid problem? no more packs of goddamn radscorpions, thanks. less than a minute's worth of thought solved this, what's black isle's excuse?
Games back then didn't hold your hand 24/7. They required you to think of ways to solve problems.
but it didn't require me to think of it at all. I clicked on the mine cart and the text box said something like, "if only there were a metal pole attached to this cart, you could attach dynamite to it and push it into the debris blocking the entrance." it was given to me, I didn't have to "think," that's why I mocked it. the irony is that this is a roleplaying game, it shouldn't tell me what "I" think. I should never have gotten to sarcastically type something like, "so there's this mine cart at one point that 'I' had the brilliant idea to use in combination with a metal pole and dynamite like a retarded MacGyver to gain access to the military base." I'd have never done something so stupid, I'd have just set the charges near the debris.
Yes every quest is accomplished by clicking, well done, you have described every single game ever.
I've gotten this a few times and haven't bothered to respond b/c my other points explain why it's more of a problem in this game. 1. randomness to a stupid degree. 2. combat is way too long. 3. you only control one of upwards of 15 chars which makes your actions less impactful during combat - your clicks effectively do so much less. other games require timing, accuracy, and/or critical thinking b4 you click. look at Hitman. after "deciding" to do a quest here, there's no conscious thought - you know exactly whatneeds to be done. or you click on an npc who tells you exactly what needs to be done, same thing.
Calling us "Diehard fanboys, with hard ons, that should be calling there doctors rather than playing this pile of shit", is the kind of thing that makes people think you are a troll.
Don't call us trolls, when this line was almost certainly intended to be aggressive.
no it was simply worded with emphasis and hyperbole in such a way as to motivate someone to actually feel the need to prove me wrong. if I had worded it like bill nye the fucking science guy, would ppl have googled my name to see what they could find on me? no. neutrality is met with neutrality and is boring. antagonizing, well... makes me an antagonist in your eyes and essentially gives you ppl a "quest."
Has it not occured to you that many of those quests also involve skill checks, choosing dialogue carefully, making choices, ect.
"do the right thing or do the wrong thing" isn't a choice and doesn't require conscious thought, sorry. I dismiss fo2's "choices," along with the concept in general. you do what you're going to do based on your personality which you have no control over (among other things like beliefs, preferences, level of intelligence, pool of knowledge, none of which you have control over at any given moment in which you make a "decision," but this is another discussion which most ppl are too stupid for so I'm just going to say "fuck it" here). then next time you play the game, you do it differently just b/c you've already done it your way. either by "choosing" the 2nd closest thing to what you'd do, or the furthest away from what you'd do, depending on your preferences. really there's no such thing as choice. I believed there was in grade school, every idiot you meet does. don't be a tool. "choices in fo2" ultimately means that for each NPC, there's actually 2, but you'll only see 1 of them per playthrough and to see the rest you'll have to go through the game again. you call it "replay value," I call it "not significantly different enough to change the overall experience." I don't need to see what it's like when NCR is hostile towards me while the mob in new reno is friendly, I've seen the opposite and can imagine what that would be like. I don't need to see a hole where vault city is, I know the "difference" I've made, if you truly consider there to be a difference between a lifeless crater and a city. especially after you pass it. it's not like you're returning.