Edward_R_Murrow
Arcane
Lumpy said:http://fallout.bethsoft.com/images/art/fallout3screens/fanscreens/megatonbar.jpg
Why is Naked Snake in Fallout?
Lumpy said:http://fallout.bethsoft.com/images/art/fallout3screens/fanscreens/megatonbar.jpg
Damn fine looking graphics, though. Can't say there's anything wrong with that picture. Except for being from Fallout 3, of course.
Some of my favorite player responses are simply "[Say Nothing]", and playing the silent type.
That's awesome! Not.Different outfits also come with different stat boosts sometimes, and do more than basic "damage resistance". Like mechanic's coveralls that boost your repair skill, that kind of thing.
Rejoice! No "modders covering Bethesda's ass" this time around, hopefully.9) Will the PC version of the game include some sort of SDK or level editor like Elder Scrolls games have? If not, might one become available via download in the future? And how about the console versions, what have you done to give them the same options PC players have?
It will definitely not be included on the disk.
I can already see dozens of NPCs leaning wherever they can.We added a lot of animations, so people in town are doing more. They "seem" to be interacting with the world in a more realistic manner, but that usually means going up to something and playing an animation. It can be something really simple, like we added "lean against wall". It's funny how something that small can give life to a person. They walk into a space, and just lean against the wall, arms folded.
This actually sounds like a good idea. I wished Gothic3 would've done that.Most of these do not respawn, once they are cleaned out, they are clean. Some respawn for specific reasons, and some have a limited number of creatures respawn to keep it interesting if it's a huge area that we don't want to feel "dead" later on.
Absolutely fantastic.15) How will the real-time combat skills work? Will the chance of missing be larger as the skill is lower, or does it affect the amount of damage done? Or will this be featured in weapons swaying and/or recoil compensation?
The skill affects both how well you aim (your hand wobbles on screen), and how much damage you do with a shot. Over the course of the project, we really dialed back the skill wobble, and dialed up the damage effect. It's really not fun to miss all the time, it just made the game feel terrible. You can also "aim", like many shooters. You use the right mouse button, or left trigger on a console, and your character aims at the target. You can't run while you are aiming, but it negates most of the skill wobble. Not all of it, but enough to compensate for a really bad skill. What you find is, as your skill raises, you don't have to rely on aiming as much, so it's a good balance.
Not sure what you guys are bitching about, maybe you should give a more constructive criticism besides "zomg no traits"
DiverNB said:6) Would you take us through a hypothetical dialog tree that demonstrates the typical choices made available to the player?
I don't have enough space to really do that. They are big. If you look at Fallout 1, it's deeper than that. To give you the scale, we have over 40,000 lines of dialogue, compared to a few thousand in Fallout 1.
I find this very, very hard to believe after oblivion.
7) What can you tell us about the way Armor works, will it come as a full set or as parts, and how will it influence perception? Will there be a special HUD when wearing it?
It comes as two parts, the body part and the helmet. So you can mix and match. And then you can also put on things like glasses and other items. Different outfits also come with different stat boosts sometimes, and do more than basic "damage resistance". Like mechanic's coveralls that boost your repair skill, that kind of thing. We wanted a reason that you might wear clothes as well as armor. There's a merchant's outfit that ups your Barter skill for instance. When it comes to armor, and in particular power armor, yes it does affect some stats (Power Armor lowers your Agility). There is not a special HUD when wearing Power Armor.
Ammo has zero weight, as we didn't want the player having to micromanage that aspect.
Dark Matter said:Not sure what you guys are bitching about, maybe you should give a more constructive criticism besides "zomg no traits". There are a few very questionable things mentioned in the interview, but all in all, it didn't make me completely detest what FO3 is turning out to be. If anything, it seemed to create some new hope of FO3 turning out to be a decent, fun game after reading all those "omfg portable nukular launcher and grizzly bear deathclaws" shit from mainstream gaming sites/mags.
PS. Screens look great. Except that interface one, god that was awful. Is the PC version gonna use the same interface? What a huge step down from the great character info page from the original Fallouts.
Todd Howard said:In regards to essential NPCs, it works like Oblivion, in that when they "die" they get knocked "unconscious" and get up a little while later. It worked well in Oblivion, so we kept that system ...
Seboss said:Right, using Martin and the other super secret spy priest as cannon fodder during the whole game worked pretty well indeed.
I realize that explointing that in Oblivion is stupid powergaming, but that should not be possible in the first place.
Unkillable characters is not good design, it's laziness.
Darth Roxor said:Seboss said:Right, using Martin and the other super secret spy priest as cannon fodder during the whole game worked pretty well indeed.
I realize that explointing that in Oblivion is stupid powergaming, but that should not be possible in the first place.
Unkillable characters is not good design, it's laziness.
Given how suicidal they are, it's better to have them immortal than to reload every 5 seconds after all.
Darth Roxor said:How is it against logic? Tell me, what can randomly attack you when you are teleporting?
Dark Individual said:WHY couldn't there be encounters during fast travel like in, you know, other Fallouts? The whole point of FO is the dangerous wasteland.
The Klingons I tell you, the Klingons!Darth Roxor said:How is it against logic? Tell me, what can randomly attack you when you are teleporting?
Mareus said:
Mareus said:
I can see it now. 5 super mutants, 1 Fatman, and 5000 nukes. Brace yourself super muties, a 19 year-old boy fresh out of the vault is going to blow both you and half of the fucking continent away in less than 5 minutes.Ammo has zero weight, as we didn't want the player having to micromanage that aspect.
Fat Dragon said:I can see it now. 5 super mutants, 1 Fatman, and 5000 nukes. Brace yourself super muties, a 19 year-old boy fresh out of the vault is going to blow both you and half of the fucking continent away in less than 5 minutes.Ammo has zero weight, as we didn't want the player having to micromanage that aspect.
Yeah, those holey metal things don't look right. The rest is okay. What's very nice is how well they've created a decrepit-looking but still functional building.Truth said:Damn fine looking graphics, though. Can't say there's anything wrong with that picture. Except for being from Fallout 3, of course.
Something about the pictures always looks off. Like objects don't blend in well with the gameworld like copy-pasted elements layered in a picture.
Truth said:Some of my favorite player responses are simply "[Say Nothing]", and playing the silent type.
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I looked at that shot and couldn't get rid of the feeling that there's something missing.Lumpy said:http://fallout.bethsoft.com/images/art/fallout3screens/fanscreens/megatonbar.jpg
Damn fine looking graphics, though. Can't say there's anything wrong with that picture. Except for being from Fallout 3, of course.
Technically, there is nothing wrong with the statement in question. Killing people is, indeed, wrong. However, in the content of rpg mechanics, "killing - bad, helping - good" represents the simplest, least interesting and intelligent setup. Are you dying to play a game where most choices are kill/help/ignore? Does the Megaton quest sound interesting to you?Gnidrologist said:Considering into account all the idiocy from Beth and all i don't see what's wrong with this statement without eleboration. Unless it wasn't a sarcasm.Vault Dweller said:Killing is bad, helping is good. Got it!
I think you should choose your punchlines more wisely.