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Fallout So, Fallout 1....I'm raging so hard now.

Discussion in 'General RPG Discussion' started by J_C, May 24, 2013.

  1. Volrath Arcane Patron

    Volrath
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    AoD? Non combat solutions? Without metagaming? Get the fuck out :lol:
     
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  2. ERYFKRAD Barbarian Patron

    ERYFKRAD
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    Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire
    Hey, no one said nuthin'bout no metagame.
     
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  3. RK47 collides like two planets pulled by gravity Patron

    RK47
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    It's a good thing Bethesda recognized all the flaws that JC mentioned and improved it with a real time engine on the third game.
     
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  4. Infinitron I post news Patron

    Infinitron
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    Grab the Codex by the pussy Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    Sorry tuluse, but after playing Quest for Glory, Baldur's Gate, and Torment, there was simply nothing in Fallout that impressed me much. The former especially does a lot of things that people praise Fallout for, albeit in a more constrained adventure game environment.

    Multiple quest solutions? Seen it. Multiple character archetypes? Seen it. Why then should I be impressed by those things?

    Maybe the post-apoc thing just doesn't IMMURSE me enough.
     
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  5. Commissar Draco Codexia Comrade Colonel Commissar Patron

    Commissar Draco
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    Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
    Fallout was released before torment was... if You played them in proper order and don't Jew your shekels you would enjoy it. :keepmyjewgold:
     
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  6. dunno lah Arcane

    dunno lah
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    It takes some effort to make FO combat interesting. Random encounters are bad no matter which way you slice it(I alleviate this situation by hitting "A" ASAP). But the fights against the Khans in FO1 or Den Slavers in FO2 are pretty awesome. With a good plan i.e. a good loadout and proper behaviour set for companions, you'll always end up victorious and feel that satisfaction of victory.
     
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  7. Mangoose Arcane Patron

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    Divinity: Original Sin Project: Eternity
     
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  8. Infinitron I post news Patron

    Infinitron
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    Grab the Codex by the pussy Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    I think another way to improve Fallout's combat experience, other than rebalancing it, would be to just make it a lot faster. Make it essentially a turn-based version of Ultima VII combat. Faster animations, simultaneous enemy movement, streamlined UI with less clicks required to attack, etc.
     
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  9. mondblut Arcane

    mondblut
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    Of course, duh. And "averange" is being quite easy on it in recognition of its other strengths combined. Normally, combat is shit ergo it's shit crpg.

    Shit FPS with nice dialogies, an adventure game with nice dialogues, an ambitious but largery dysfunctional RPG like Fallout, did not play.
     
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  10. baturinsky Arcane

    baturinsky
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    Too much combat? Only mandatory combat in F2 is boss fight.
     
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  11. Grunker RPG Codex Ghost Patron

    Grunker
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    Codex 2012 Dead State Divinity: Original Sin Torment: Tides of Numenera Pillars of Eternity 2: Deadfire

    The interesting thing is that Bloodlines has less shitty FPS combat than the others have shitty RPG combat. Says a lot actually :lol:

    Still, like Infinitron says, games like Bloodlines and PS:T have way more going for them in most of the departments where they do shit right compared to Fallout.
     
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  12. hiver Guest

    hiver
    - jeeeeesus fucking christ....

    JC the dumbfuck, awor spoiled braT sukratz, GRUNKER THE DENSE and Infinitron are now going to judge Fallout..?

    Because teh combat isnt actiony enough?

    The Turn Based combat?
    It lacks actionz eh? You just like...stand there and shoot, right?

    How fucking stupid can you people get?
    .. well... i shouldn't even ask really since Einstein already answered that conundrum.
    Your stupidity is infinite.
    It has no end or limit.

    NEWSFLASH - for you popamole action graphikz sucking dumbasses. Turn Based combat is not about action gameplay or actiony like moves and thrills - at all.
     
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  13. J_C One Bit Studio Patron Developer

    J_C
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    Captain dumbfuck has reported in. :lol:

    And he cannot into reading. Shocker.

    Thank you Captain obvious. Or should we call you Obvious Dumbfuck?
     
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  14. Grunker RPG Codex Ghost Patron

    Grunker
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    Codex 2012 Dead State Divinity: Original Sin Torment: Tides of Numenera Pillars of Eternity 2: Deadfire
    Why doesn't Infinitron get a tagline..?

    I know. That's why I enjoy cerebral combat in games like KotC much more than in Fallout, where cheap thrills like exploding heads is all there is :smug:
     
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  15. MasPingon Arcane

    MasPingon
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    Maybe fighting with kobolds with your maxed out 6 lvl mage in a generic Forgotten Realms setting immurse you more. Maybe you are more into quirky paragraph rpgs or maybe you prefer point and click adventure games? Who knows.

    [​IMG]

    Bloodlines combat mechanics are absolutely abysmal. I won't believe there is one person here that didn't want to cry when being forced to make his way through the endless tunnels full of monsters. Not only it's shit(especially ranged, Toika cannot into FPS), it's not fun at all. I really can't see why you compere it as superior combat system( in it's own sub genre) to Fallout .FO combat was fun, it was rather quick for a turn based game, it was simple and you didn't have to bother with it if you didn't want to. The game offers you enough solutions to finish your journey with non-combat approach. How exactly is worse then Bloodlines?
     
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  16. Infinitron I post news Patron

    Infinitron
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    Grab the Codex by the pussy Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    Maybe it does, but the point is that it doesn't need to. I don't need the immersion to compensate for the game's annoying design flaws.
     
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  17. MasPingon Arcane

    MasPingon
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    So you are saying Baldur's Gate has better design then Fallout?
     
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  18. Grunker RPG Codex Ghost Patron

    Grunker
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    Codex 2012 Dead State Divinity: Original Sin Torment: Tides of Numenera Pillars of Eternity 2: Deadfire
    He's saying that for Baldur's Gate's faults, it still has areas where it excels. Fallout doesn't, except maybe in its setting.
     
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  19. Infinitron I post news Patron

    Infinitron
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    Grab the Codex by the pussy Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker

    Basically yes. It's better designed for what it's trying to do, which is providing what I call the "classic RPG experience" - an adventure with equal parts overland countryside exploration, dungeon crawling, town exploration, with a solid system of classes, races, spells/special abilities, etc. Primarily focused on combat, but also with a decent amount of dialogue.

    About Fallout's flaws: Like I said in my first post ITT, a lot of them come down to easily corrected interface issues.

    For example, Fallout is a game with a huge emphasis on skills and skill usage, so why not encourage the player to use his skills, instead of hiding them in that weird Skilldex thingy which is so easy to forget it even exists? The option to use skills on things should have been in a context menu attached to each object in the environment.

    Also, objects in the environment - all of them, not just items on the floor - should have been highlighted when you mouse over them, to encourage the player to look for objects in the environment and experiment with them.

    It's little things like these that can change your entire experience of a game.
     
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  20. MasPingon Arcane

    MasPingon
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    I'm not a big fan of Baldur's Gate 1. Maybe that's why I can't see where it excels. Care to elaborate?
     
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  21. Blaine Cis-Het Oppressor Patron

    Blaine
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    Grab the Codex by the pussy
    For me, atmosphere was the most endearing quality of the original Fallout games, followed closely by a sense of mystery/unfamiliarity/venturing into the unknown (qualities I rarely see cited specifically with regard to cRPGs, and which few games can match), followed by writing and dialog.

    I found the combat satisfying due in large part to the visceral death animations and audio, which is perhaps a popamole reason to enjoy combat, but whatever.

    There are hotkeys for each skill.
     
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  22. Grunker RPG Codex Ghost Patron

    Grunker
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    Codex 2012 Dead State Divinity: Original Sin Torment: Tides of Numenera Pillars of Eternity 2: Deadfire
    ^ I think that post is actually the best proof yet that me and Infinitron are right, Blaine. It's fine that you love it, but, "atmosphere" and sense of mystery is something that can be said about a lot of games depending on who you ask.
     
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  23. Infinitron I post news Patron

    Infinitron
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    Grab the Codex by the pussy Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker

    That's not really good enough though. You have to memorize them, plus not all skills are applicable to every item. A context menu would remove the obviously unnecessary stuff (I don't ever need to use my Stealth skill on a chest).

    Here's another thing:

    The designers of the Infinity Engine games realized that players do a lot of routine actions in the environment - opening doors, opening chests, and other random "frobbing". So those things are instantaneous - there's no animation, you just need to be close enough.

    Fallout makes you watch a boringly slow animation for every one of these actions. Again, it's a small thing, but all of these small things, together, ruin the player's enjoyment and de-incentivize environmental interaction, which is supposed to be an important pillar of the game.
     
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  24. Blaine Cis-Het Oppressor Patron

    Blaine
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    Grab the Codex by the pussy

    I'm not arguing for or against you, just weighing in.

    I'm too close to the Fallout games to view them objectively. I've played FO1 nine times, FO2 thirteen times, and was an obsessed superfan for a very long time until I finally got tired of playing them. I've since backed off a bit. I know they're not objectively the best cRPGs ever developed, but they're perhaps the most sacred to me personally.
     
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  25. Blaine Cis-Het Oppressor Patron

    Blaine
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    In my opinion, it's an intentional design decision meant to emulate the fact that a player must choose which skill to use on a given interactive object entirely of their own accord. A context menu typically presents all viable options, while hiding non-viable ones. For example, the player might not realize that a given object can be repaired or science-d until he tries it. A context menu would remove all guesswork, informing the player of what is and isn't possible.


    Oh come on, Infinitron. A small animation makes you impatient, and it should be instant because FUN? Memorizing a handful of hotkeys is too hard? Smells like decline in here.
     
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