Sarvis said:
Even the inventory... getting to something in inventory involves scrolling down that annoying list, without mousewheel working if I remember correctly.
Did mice even have wheels back then? I always thought that was only something that happened on a large scale a few years after Fallout. Considering Fallout was also originally released for DOS.
Sarvis said:
That only works if you don't carry a weapon in each slot, which means your just using one gun in combat all the time since it costs AP to open up the backpack if you want to switch.
The AP cost of taking out another gun and putting it in the other hand at the start of a combat round is negligible. It's 4 APs, which is equivalent to one shot depending on the weapon you're using. While you're there, you can even use Stimpaks. In fact one of the great tricks of Fallout is opening up your inventory and using as many Stimpaks as you wanted, healing completely and getting back into the game. If it bothered your play style that much, you could even get the AP cost down to 2 with a perk, which make accessing the inventory costing AP a moot argument as 2 AP is quicker than most weapons could fire (bar the pistols, with suitable perks) and you often would have 2 AP or more left over at the end of your combat turn because you don't have enough for another shot.
Sarvis said:
So I guess I either maintain an advantage in combat, or fight the clunky interface... I know which one I chose. The interface shouldn't force you into a certain playstyle.
It doesn't, it simply mirrors the logic that if both your hands are full, you've got to put something away. To me that's what made it more of a point for NCR. You either had to keep one hand empty (which generally I did, given you had to watch the "put gun away" animation whenever you tried opening a door or using a skill if you did have a gun in your hand) or you had to go to the effort of opening up your inventory and putting one away.
As for scrolling the inventory list, it's not hard to whizz through compared to other "clunky" interfaces. I've always found Fallout pulled off the interface quite well, especially compared to other games which have come out since. You could order items in your inventory in the list the way you wanted by moving them around a bit and accessing items quickly generally wasn't an issue. You could even use the bags in the game and sort the inventory further into something almost like sub-directories of stuff (something I haven't seen in a game since).
Sarvis said:
No, I wouldn't complain if I had to click on the guy to start talking again. That's what we call the USUAL way it's done, and it's done that way for a reason: it isn't annoying.
Not that BOTH options couldn't have been provided.
This is just a lame argument by you and isn't an interface issue, it's more about your personal preference and the way you played. Fallout allows you to click the "barter" button and trade with any character in the game, at any point during dialogue. Exiting out of dialogue after trading and then clicking to talk to this person again would be more annoying, esepcially if you were mid-way through a conversation.
Most of what you've mentioned boils down to your choice of play style and Fallout already caters for it with a range of perks and other things you can choose as you build your character throughout the game. If Fallout was released today, I'm also certain it'd let you use the mouse-wheel too.
Tim Cain's Fallout is (even by the standards of its time) one of history's more overrated games
This guy is just an idiot. Even by the standards of today, Fallout does a lot better than most.