This. I doubt Storyfags like me care about all this combat talk that much.Poll needs Shit combat but everything else pretty solid option.
As long as no actual features are removed, it does. Oblivion actually did remove features though (e.g. spears because they don't want to spend money on spear animations).Merging skills? That always made sequels better!
armchair fanwank
Josh said:Saying "it just needs balance" doesn't mean that it's a good idea. Balancing skills, subsystems, systems as a whole takes a long time and a lot of effort.
Take Guns and Energy Weapons in F:NV. For this example, assume I am of average intelligence and average "talent" for someone who has been designing video games for twelve years. These two skills essentially do the same thing with two different types of weapons -- much in the same way that the same skills in Fallout 3, Fallout 2, and Fallout did. All that changed were some of the formulae (for both) and the weapon content each skill accesses.
Despite the narrow focus and similarity of these skills, just balancing the content of what's affected by these two skills took me 2 or 3 patches to get *mostly right*. Even now, there's still a fair amount of contention about that in the community.
Now compare Guns and EWs to Explosives. Now compare them to Explosives, Melee Weapons, and Unarmed. Now compare them to ALL the skills in Fallout -- what the skills affect directly, what they affect indirectly. The more things we allow skills to branch out and touch, the more difficult balancing those skills becomes.
I argue that coming up with ideas is relatively easy. Seeing an idea through to the point of being well-executed is much more difficult and time-consuming. The more edge cases and subsystems you design into a system, the more difficult that execution becomes.
Or do you guys think JA2 would be a better game if it hadn't consolidated all weapons under the Marksmanship skill?
The question still stands.
I think JA2 is not a RPG and character progression/building isn't the main focus of the game. It has RPG-ish elements, but they're not the focus of the game. What works for JA2's skill system is not necessarily what I want to see in a RPG.
So? All guns use Marksmanship for accuracy regardless.
As long as no actual features are removed, it does. Oblivion actually did remove features though (e.g. spears because they don't want to spend money on spear animations).Merging skills? That always made sequels better!
New Vegas removed the big guns skill and it was right to do so. Number of people I remember seeing complaining about it: zero.
armchair fanwankJosh said:Saying "it just needs balance" doesn't mean that it's a good idea. Balancing skills, subsystems, systems as a whole takes a long time and a lot of effort.
Take Guns and Energy Weapons in F:NV. For this example, assume I am of average intelligence and average "talent" for someone who has been designing video games for twelve years. These two skills essentially do the same thing with two different types of weapons -- much in the same way that the same skills in Fallout 3, Fallout 2, and Fallout did. All that changed were some of the formulae (for both) and the weapon content each skill accesses.
Despite the narrow focus and similarity of these skills, just balancing the content of what's affected by these two skills took me 2 or 3 patches to get *mostly right*. Even now, there's still a fair amount of contention about that in the community.
Now compare Guns and EWs to Explosives. Now compare them to Explosives, Melee Weapons, and Unarmed. Now compare them to ALL the skills in Fallout -- what the skills affect directly, what they affect indirectly. The more things we allow skills to branch out and touch, the more difficult balancing those skills becomes.
I argue that coming up with ideas is relatively easy. Seeing an idea through to the point of being well-executed is much more difficult and time-consuming. The more edge cases and subsystems you design into a system, the more difficult that execution becomes.
So? All guns use Marksmanship for accuracy regardless.
What the hell are you even trying to argue? And what is the invalid argument you think I'm making?So? All guns use Marksmanship for accuracy regardless.
So do melee weapons and grenades. And all actions also use Agility and Dexterity. OMG THEY MERGED EVERYTHING?!
You have the wrong mindset to try and frame the nuances of JA2 properly. Like most good games, JA2 doesn't bottleneck its subsystems into a list of isolated parameters and call them skills as in most games. What matters is the mechanical interactivity and how it reflects on the game, which JA2 has a reputation for doing exceptionally well. This isn't your typical shopping-list-stats RPG.
"Marksmanship" could be called something like "Perception" without a change in mechanics and you wouldn't be making this invalid argument now.
That's really how it is in real life, too. Someone who is a good shot is a good shot, period. My kid learned to shoot on an AK, has no difficulty translating that marksmanship rating to another gun. Sure, there's an element of acclimation to a specific weapon and its quirks, but that goes beyond even a specific type of gun and goes towards that one, specific gun. Even the language reflects this: A person is a "good shot". They have the specific skillset which makes them good at hitting things at a distance, and it's not critically important what that weapon is. Although a new, unfamiliar weapon will require a bit of testing to adapt to its parameters, the skillset translates.So? All guns use Marksmanship for accuracy regardless.
I'd mostly agree (I feel like pistols are somewhat of an exception).That's really how it is in real life, too. Someone who is a good shot is a good shot, period. My kid learned to shoot on an AK, has no difficulty translating that marksmanship rating to another gun. Sure, there's an element of acclimation to a specific weapon and its quirks, but that goes beyond even a specific type of gun and goes towards that one, specific gun. Even the language reflects this: A person is a "good shot". They have the specific skillset which makes them good at hitting things at a distance, and it's not critically important what that weapon is. Although a new, unfamiliar weapon will require a bit of testing to adapt to its parameters, the skillset translates.So? All guns use Marksmanship for accuracy regardless.
And yes, PoE will be shit. Omnia Merdae Sunt.
I still do not know what to think of this (and have not voted). the game is fucking BEAUTIFUL, but they have to fucking nail that combat. Period, or this will be a disaster.
Pistols aren't really an exception, it's just that their values diverge significantly from that of longer guns, and therefore, are harder to acclimate to and from. The core skillset remains the same: You point and fire at a target, compensating for the effects of travel time, wind, gravity, and air resistance. The values may differ, but the skill is the same. Change too many of these values on someone at the same time, and they'll have to rework their internal habits for them, but the basic skill is still there.I'd mostly agree (I feel like pistols are somewhat of an exception).
I still do not know what to think of this (and have not voted). the game is fucking BEAUTIFUL, but they have to fucking nail that combat. Period, or this will be a disaster.
Or do you guys think JA2 would be a better game if it hadn't consolidated all weapons under the Marksmanship skill?
Yeah, graphics are the most important thing in a cRPG.
The more things we allow skills to branch out and touch, the more difficult balancing those skills becomes.
Are you really that daft? Every time you fire any weapon in JA2, your Marksmanship skill is checked. Most weapons in Fallout don't use Energy Weapons skill for anything at all. That there's a good bunch of other modifiers in both games affecting your overall skill with a weapon, in both games, shouldn't really need to be spelled out cause it's obvious.Or do you guys think JA2 would be a better game if it hadn't consolidated all weapons under the Marksmanship skill?
Do you think Fallout 2 would be a better game if it hadn't consolidated all weapons under the Energy Weapons skill?
You confusing things with Fallout 1, man. Turbo Plasma is no longer the shit in FO2, it's all about Railgun to the Eyes.Do you think Fallout 2 would be a better game if it hadn't consolidated all weapons under the Energy Weapons skill?
You could argue that firing a laser based weapon would require you to keep aiming at the exactly same spot on your target for a relatively long period of time (like a couple of seconds).You confusing things with Fallout 1, man. Turbo Plasma is no longer the shit in FO2, it's all about Railgun to the Eyes.Do you think Fallout 2 would be a better game if it hadn't consolidated all weapons under the Energy Weapons skill?
The real question is why there even is an "Energy Weapons" skill as distinct from any other shooting skill. If anything, energy weapons are the same skillset as shooting any other ranged weapon, only with ALL OF THE DIFFICULTY-INCREASING FACTORS REMOVED. Bullet-drop and wind factors become nonexistent. Delivery time is instantaneous. So, it's basically just a gun where you don't have to worry about any of the things that make actual guns harder to use. Sure, there might be differences in how the weapon is cared for and maintained, but none of this appears in the act of firing the weapon at someone. Firing a lazor cannon is just like firing every other gun, only without any of the things that make a gun harder: No compensating for gravity, wind, or travel time, no recoil, just pure point and shoot.
You could, if the weapon exhibited that behavior in the game, but it does not, both visibly and in the lore descriptions, which treat them as being regular guns that fire pew instead of blam. It is a gun, firing a discrete blast rather than a continuous weapon that you have to hold on the target to cause damage to it. Frankly, any weapon that worked as you describe would basically be unusable as a weapon.You could argue that firing a laser based weapon would require you to keep aiming at the exactly same spot on your target for a relatively long period of time (like a couple of seconds).