FeelTheRads
Arcane
- Joined
- Apr 18, 2008
- Messages
- 13,716
VD plans to use VATS in his next game, that's why he tries to make it look good.
APs are time units and thus aren't a TB-only feature. In fact they worked very well in Fallout Tactics (a guy with a magnum and Fast Shot perk could shoot twice as fast as anyone with a rifle or SMG). It worked ok in FO3 too, but the numbers were fucked.
And why it can't work in RT again? Perception based bonus to accuracy and range can be implemented in any system.
Sequence is a part of any TB system, even the ones as simple as Geneforge. It was also in ToEE. That's the only aspect that mighty be lost. However, there is no reason why a basic "who shoots first" sequence can't be incorporated into VATS.
Sniper and bonus rate of fire - not a problem. VATS is AP-based, so anything that involves AP can be more or less easily implemented in VATS.
Again, that's not TB only feature. I'm not sure if Bethesda's VATS can be tweaked to give you a choice of multiple attacks, but any interface can have a simple drop down menu, so theoretically it's possible.
There's a theoretical question and a practical question here. From a practical standpoint, Obsidian would be stupid to try to closely approximate an actual TB battle with a RT system. It would be absolutely retarded to have players freezing in RT if they run out of action points, for example.raving nincompoop said:Or in other words, force TB mechanics (in the classic sense) down VATS throat, and hope it works, and maybe even enjoyable in the same time ("work" doesn't necessarily guarantee an enjoyable combat system), but nice try. I'll guess we will see what the guys and girls @obsidian manage to make of VATS, assuming they keep it in a year and a half (count me down for at least 6 months delay in F:Vegas).
Dionysus said:But from a more hypothetical perspective, a lot of your concerns are silly. Of course you can implement SPECIAL in RT. For action points, you can just adjust the speed at which all characters act. Different attacks that occur at different speeds are a staple of RT games. PE can affect hit detection (like Morrowind), and if you are really concerned about player skill, there could be a lock-on feature that eliminates aiming. With the exception of the TB nature of the combat, there's nothing in Fallout that I haven't seen in a RT game.
You just broke FPS in order to accommodate TB.Stuffing TB features into FPS core gameplay, while retaining a balance with FPS combat isn’t *that* easy, if possible at all, if it was we would have seen such a game made by now.
Are you guys sure? I remember reading somewhere that Asmodeus pushed the abyss to the bottom of the elemental chaos and ended the war.Dicksmoker said:Well if they rewrite history that's just stupid.Bloodwar never happened
No, I wasn't talking about FPSs and TB in that paragraph. I was talking about SPECIAL and RT.raving nincompoop said:You just broke FPS in order to accommodate TB.
Much better than the alternative, no?raving nincompoop said:Or in other words, force TB mechanics (in the classic sense) down VATS throat, and hope it works, and maybe even enjoyable in the same time...
SPECIAL is a character system with 7 stats, skills with starting values determined by the stats, and action points. That's all it is. Other than sequence, which plays a very minor role, nothing is TB only. If you disagree, I'd like to see your reasons and arguments.Overall, I think you missed the point of SPECIAL having TB as core component, meaning you have TB first and then develop the combat mechanics on TOP of it.
Given a choice, I'd go with isometric and turn-based. Given a lesser choice: original VATS vs greatly improved VATS, I'd go with greatly improved VATS. Makes sense?If, of course, you are not interesting in a coherent combat system, but mashing some cool ideas in a game ...
That's your statement. Where are the arguments backing it up?And yes, due to combat being an important part of the gameplay ("u cannot avoid" mama goes here) it obviously had a large effect on SPECIAL, read that as: TB first, SPECIAL later; TB as a fundamental game design decision, SPECIAL as a result, NOT the other way around!
Which is why I suggested to fix it by disabling the forced slow motion.raving nincompoop said:I don’t understand your tangent, in Fallout Tactics the time units are SHARED; they govern both your characters and the opponents, while the opponents in Fallout3 are not.
What seems to be the problem? Compare D2 single-player to D2 battle-net play. Health goes from "just put a few points there every now and then" to "stat numero uno". If someone wants to play FO3 FPS style, they can do so. If someone wants to use VATS, it should have some decent mechanics and if these mechanics would make stats more important.... well, I don't see a problem.The main problem of Fallout 3 persist though, some (if not all) of you suggestions imply almost two whole games in the price of one, one with VATS, which is really full TB underneath, and one with FPS, in the FPS playthrough, jacking up agility isn’t necessary because you really don’t need a constant supply of APs, but in vats playthrough it is.
How it CAN work?
There are different ways to handle it. I'd prefer to track all actions' AP and subtract recent actions' cost when entering VATS. So, if I can normally count on 12AP and just fired (burst mode, 6AP) at someone and immediately went into VATS, then I only get 6AP. If I fired, ducked, waited a few moments (enough to have 2AP restored), then I get 8AP in VATS.What about entering VATS in the *middle* of an FPS shootout?
Thank you for the advice.If you are going bother and suggest implementation possibilities, at least think of the trivial problems that arises from you suggestion.
How can you not see it? BRoF decreases the AP cost. You enter VATS, have 12AP and instead of shooting 3 times (4AP each), you can shoot 4 times (3AP each). Now, since it's VATS and not TB, your opponents will shoot at you too, but if a super mutant has 8AP and uses a 6AP rifle, then in the same amount of time - your 12AP, you shoot 4 times while the mutant shoots once. You still get the advantage. No?Explaining again how RoF is not a problem if you don’t mind, I'm not really seeing it.Sniper and bonus rate of fire - not a problem. VATS is AP-based, so anything that involves AP can be more or less easily implemented in VATS.
Explain.Sure, VATS interface can be made DiabloII style, complete with reconfigurable attack mode hotkeys. But that stills doesn’t count for the fact that the choice on how to spent APs are diluted, unless of course we go back to this two games in one line of thought.
Would have seen it by now? Why? Because TB in a shooter is everyone's wet dream?Stuffing TB features into FPS core gameplay, while retaining a balance with FPS combat isn’t *that* easy, if possible at all, if it was we would have seen such a game made by now.
Proof?It somewhat amusing, but by the time you will somehow successfully manage to shoehorn SPECIAL into an FPS game, it won't be SPECIAL anymore...
If you and VonVentrue say so.But you are not there yet, and until then VonVentrue point stands.
SPECIAL=TURN BASED
Much better than the alternative, no?
Given a choice, I'd go with isometric and turn-based. Given a lesser choice: original VATS vs greatly improved VATS, I'd go with greatly improved VATS. Makes sense?
SPECIAL is a character system with 7 stats, skills with starting values determined by the stats, and action points. That's all it is.
If you say so.Other than sequence, which plays a very minor role, ...
Unless it is TB only of course.nothing is TB only.
Pro quo pro. =)If you disagree, I'd like to see your reasons and arguments.
It is an interpretation of the final result. Do you disagree with it? (mind you, if you will provide you own interpretation I will also ask for arguments to back it up)That's your statement. Where are the arguments backing it up?
It’s a start.Which is why I suggested to fix it by disabling the forced slow motion.
What seems to be the problem? Compare D2 single-player to D2 battle-net play. Health goes from "just put a few points there every now and then" to "stat numero uno". If someone wants to play FO3 FPS style, they can do so. If someone wants to use VATS, it should have some decent mechanics and if these mechanics would make stats more important.... well, I don't see a problem.
There are different ways to handle it. I'd prefer to track all actions' AP and subtract recent actions' cost when entering VATS. So, if I can normally count on 12AP and just fired (burst mode, 6AP) at someone and immediately went into VATS, then I only get 6AP. If I fired, ducked, waited a few moments (enough to have 2AP restored), then I get 8AP in VATS.
You are welcome.Thank you for the advice.
In Fallout 3 VATS isn’t a cohesive part of the combat system. As such, choosing a VATS friendly character build is unnecessary for players with good twitch capabilities. There players can invest more or all character advancement resources into other areas, making the optional character build player capabilities dependent (less option - based on player). In a TB system, like SPECIAL, that doesn’t happen.Explain.
Would have seen it by now? Why? Because TB in a shooter is everyone's wet dream?
If you and VonVentrue say so.
The unmodified VATS which sucketh ass.raving nincompoop said:Which are?Much better than the alternative, no?
a) your analogy doesn't work. If you want to go with a real estate theme, I'd compare TB to a nice house and VATS to an apartment, in which case the unmodified VATS is a shitty one bedroom unit in a rent-controlled building and VATS with proposed tweaks is a decent condo.Given a choice, I'd go with isometric and turn-based. Given a lesser choice: original VATS vs greatly improved VATS, I'd go with greatly improved VATS. Makes sense?
Ha, Right. If the choice is to buy a house or buy a house and still keep all the money... but you are side stepping, improved VATS is an improved VATS, it doesn’t make it in by itself equal to SPECIAL.
Cop-out.Do I really need to explain how to "connect the dots"? That the dots, after you connected them, have more to them then just a random bunch of dots on a piece of paper? (btw if I do need to explain, expect a link, scratch that, find it yourself)SPECIAL is a character system with 7 stats, skills with starting values determined by the stats, and action points. That's all it is.
No. That's a statement. SPECIAL=TB. I'm asking (again) for the arguments. No "connect teh dots", "find your own links" bullshit please.It is an interpretation of the final result. Do you disagree with it? (mind you, if you will provide you own interpretation I will also ask for arguments to back it up)That's your statement. Where are the arguments backing it up?
Another generic statement. What has to give? Why? Sure, VATS could be more challenging due to removing the cheat mode effects and increasing the importance of stats, and pure RT could be easier. That's all. If that's what you mean, I agree, but not overly concerned. If you foresee more dramatic consequences, I'd like to see some arguments and logical conclusions.But you missed my point, what you are suggesting is two games in one, not that there is anything wrong with that, but if SPECIAL is to live side by side with an RT FPS mechanics within a single game mechanics, something has to give# (here, you seem to ignore asterisk for some reason so I'm trying a different letter, more on that later).
Not really. No extra statistics are necessary. Characters take actions. These actions already have AP costs. When mutants fire at you, they fire at AP-determined intervals, not randomly. The only difference is now VATS slows down time for you and starts you with full AP, because that's the retarded cheat mode design, instead of starting you with what you should have.There you go. It's a good start, but following that path would lead to a requirement to give all moving object (or at the very list all potentially opponents) statistics that I don’t think currently exist in most FPS (including Fallout 3), which will result in a significant increase of computational resources due to constantly updating all the relevant information, especially in NPC rich environment. (don’t know much about game design but some about computers, RT can be very demanding CPU wise)
Give what?One of your points will require player (not character) timing though
#1 something has to give.
And?In Fallout 3 VATS isn’t a cohesive part of the combat system. As such, choosing a VATS friendly character build is unnecessary for players with good twitch capabilities. There players can invest more or all character advancement resources into other areas, making the optional character build player capabilities dependent (less option - based on player).
...This will place games with VATS on the opposite side of the scale in which the SPECIAL system resides.
#2 something has to give.
:facepalm:The point stands, SPECIAL=TB, and until you can prove (SPECIAL = TB is already a given) that an RT FPS can, at a very minimum, provide the same scope of possibilities game play wise that is provided by prior implementation, it will continue to stand.
Vault Dweller said:What can you do in turn-based Fallout during your turn? I mean, we all know that Fallout's combat was very simplistic and can't be compared to juggernauts like XCOM and Jagged Alliance.
So, while VATS is inferior to TB, it's not that far behind that it can't be tweaked.
I think so, but it's subjective, so I won't argue this point with you.
It's a choice.
Some people preferred to play Arcanum in RT, some in TB.
Same here.
All I'm saying is that it's possible to tweak VATS to make things interesting and give people a good reason to use it.
First, the cover system is already there. Enemies who are behind cover are harder to hit.
So, choosing a good position will reduce their chance to hit you.
Second, tweak AP costs a bit.
Third, single shot and burst modes. And of course, throw out the slow motion shit and cheat mode penalties & bonuses.
That's all it would take.
Solution: tweak VATS.
False. You can easily cancel everything.
Was that a Jedi Mind Trick? Just checking.
So you never play anything but vanilla parties?
And I don't expect them to make radical changes. A few well-placed tweaks would be nice though.
See the links above.
Give what?
If I fired, ducked, waited a few moments (enough to have 2AP restored), then I get 8AP in VATS.
No. That's a statement. SPECIAL=TB. I'm asking (again) for the arguments. No "connect teh dots", "find your own links" bullshit please
I fully agree.It's pointless.
What rule set? The combat system? It's very, very basic, especially if you compare it to something like DnD and can hardly be called a rule set. Basically, armor makes it harder to hit you and absorbs some damage; you have a choice of several attacks, including body parts targeting. That's it. There is no depth there. Playing a knife fighter/HtH fighter is boring because all you can do is click on the target until it dies. There is no difference between Swing and Thrust. No reason to use different ammo types. The best parts about the combat are rarely seen in RPGs firearms, special effects, and atmosphere.raving nincompoop said:You have not provided any arguments as to why _in your opinion_ SPECIAL is only the character system and doesn't include the peripheral rule sets.
For several reasons:Why should I accept your interpretation of what SPECIAL is and where does it start and ends?
It is one sided and right now it sucks, which is the main reason why we are having this conversation. Is there a way to improve it and make it less painful? As for things in place for enemies' action points, they do shoot in proper and different (for different weapons) intervals, so it's definitely there.Edward_R_Murrow said:It's completely one sided right right now. It's only in terms of the player. I'm not even sure if there are things in place for the enemies to use action points.
Sure. Can it be improved? I say yes and I posted quite a few links that show how.VATS was only designed to be a one-way deal, a quick and dirty way to try and say "Hey look, it's the same as turn-based!".
Not many people, I agree, and I'm not trying to assure you that Obsidian will, like, totally fix it and save the world and even the universe. My point was that it's easy enough to do (so there is a chance Obsidian will take a look at what's available and incorporate it, the same way they used TonyK's AI mode), and even if Obsidian doesn't do, modders will continue tweaking it, especially if there will be a decent RPG that goes with it.Who expects someone like Obsidian or Bethesda to balance things out?
I don't understand it, to be honest. That's like saying "this game has a god mode, so now I have no choice but to dominate and pwn".Yeah, a choice between "Would I like to dominate, or not?". Tough one.
What?What rule set? The combat system? It's very, very basic, especially if you compare it to something like DnD and can hardly be called a rule set. Basically, armor makes it harder to hit you and absorbs some damage; you have a choice of several attacks, including body parts targeting. That's it. There is no depth there. Playing a knife fighter/HtH fighter is boring because all you can do is click on the target until it dies. There is no difference between Swing and Thrust. No reason to use different ammo types. The best parts about the combat are rarely seen in RPGs firearms, special effects, and atmosphere.
There rules are TB period. And it is up to you to prove otherwise.So, what rules are TB dependent?
Aimed shots? Nope. Different attacks?
FOT is NOT a good example. It is TB underneath, pseudoRT on top. You don’t aim, you choose a target and the character does the aiming.If you're looking for specific examples, FOT did a good job transferring SPECIAL combat to RT. The main issues with FOT were fucked up setting, party setup and combat focus which didn't work well with SPECIAL's jack-of-all-trades setup, and the overall design. The combat was inferior, but only because TB is more tactical by default. Not because of SPECIAL.
Your hand picked parts are a part of a whole.- I've offered you a logical "let's take it apart and see what's inside" explanation
Your example does not suffice.- I've offered you an example – FOT
Is AoD system TB ? Make AoD2 RT while retaining the choices that are derived from combat TB system like SPECIAL, and then will talk.- I've spent the last 5 years tweaking AoD system, which is very close to the Fallout system. I daresay that I understand "SPECIAL" much better than you do.
*Point at Fallout*- You've failed to provide any arguments and repeatedly posted SPECIAL = TB instead, which means that you don't have anything else to add to the discussion.
your retarded, everything you've posted makes you look retarded. so stop posting and go wack off to your father.raving nincompoop said:What?What rule set? The combat system? It's very, very basic, especially if you compare it to something like DnD and can hardly be called a rule set. Basically, armor makes it harder to hit you and absorbs some damage; you have a choice of several attacks, including body parts targeting. That's it. There is no depth there. Playing a knife fighter/HtH fighter is boring because all you can do is click on the target until it dies. There is no difference between Swing and Thrust. No reason to use different ammo types. The best parts about the combat are rarely seen in RPGs firearms, special effects, and atmosphere.
A => B
Where is it?
There rules are TB period. And it is up to you to prove otherwise.So, what rules are TB dependent?
Aimed shots? Nope. Different attacks?
Different attacks modes in general and aimed shot per se are, in SPECIAL, are joined in the hip to on one side to APs and the other to TB.
In diable2, delays where injected to the system, you can click as fast as you wanted but those frozen orb will only produced in a maximum of pre dictated intervals, in diable2 they injected some TB like mechanics into RT.
The difference is, these delays are skill specific, and are not tied to a trait. In the development of SPECIAL a decision was made, and now in order to enjoy more AP in your turn, in Fallout, you have to invest more points in agility.
In SPECIAL you are limited by you character traits, and you choose, in character creation time what those limits are within the available scope of SPECIAL, in diable2 you, the PLAYER, are limited by the time delays (assuming you can both reach and exceed these limitation).
In combat, under SPECIAL system, you are presented with choices, the choices you are presented with are derived from your character, in diable2 players are limited to some arbitrary delays in order (I assume) to retain a balance between different characters build and/or different characters (not that it matters why exactly these delays where introduced). These delays constituted an artificial constrain, place down on top of the player abilities, in SPECIAL artificial constrain exist too but they are derived from the character.
FOT is NOT a good example. It is TB underneath, pseudoRT on top. You don’t aim, you choose a target and the character does the aiming.If you're looking for specific examples, FOT did a good job transferring SPECIAL combat to RT. The main issues with FOT were fucked up setting, party setup and combat focus which didn't work well with SPECIAL's jack-of-all-trades setup, and the overall design. The combat was inferior, but only because TB is more tactical by default. Not because of SPECIAL.
Your hand picked parts are a part of a whole.- I've offered you a logical "let's take it apart and see what's inside" explanation
Your example does not suffice.- I've offered you an example – FOT
Is AoD system TB ? Make AoD2 RT while retaining the choices that are derived from combat TB system like SPECIAL, and then will talk.- I've spent the last 5 years tweaking AoD system, which is very close to the Fallout system. I daresay that I understand "SPECIAL" much better than you do.
*Point at Fallout*- You've failed to provide any arguments and repeatedly posted SPECIAL = TB instead, which means that you don't have anything else to add to the discussion.
Fallout is the equivalent of prior arts, and since, to the best of my recollection, there isn’t any information to support your claim, or to even suggests that SPECIAL and TB are different entities, and/or that SPECIAL was either designed with other combat mechanisms in mind (other then TB) or without TB in mind, I have no choice but to default into the conclusion that SPECIAL=TB as established by Fallout.
If you have any information that support you claim (a developer quote for example) I would appreciate if you could bring it to my attention. Until then your claim, is yours alone and not a fact in by itself.
Since Fallout established SPECIAL=TB by mere existing (not only that, but also by the fact that the creators of Fallout are also the creators of SPECIAL, thus Fallout present the original intent of the creators of SPECIAL), the burden of proof that SPECIAL is just the character system, or that SPECIAL has nothing to do with TB as a combat system lays mostly on you.
And you have not met it.
Blind fanboism. "I don't want to hear anything! SPECIAL = TB!! The rules are TB period!!!" Sure, whatever.raving nincompoop said:There rules are TB period. And it is up to you to prove otherwise.So, what rules are TB dependent?
Different attacks' speed is measured in AP instead of, say, very RT-ish seconds. FOT demonstrated that time units and RT work together perfectly, maintaining both the speed advantage, high AG advantage, and even combat affecting traits/perks.Different attacks modes in general and aimed shot per se are, in SPECIAL, are joined in the hip to on one side to APs and the other to TB.
Do you not understand what TB is? No TB mechanics were injected in Diablo 2. And I wasn't talking about special attacks' cooldown. I was talking about weapons speed.In diable2, delays where injected to the system, you can click as fast as you wanted but those frozen orb will only produced in a maximum of pre dictated intervals, in diable2 they injected some TB like mechanics into RT.
And there is nothing here that says it can't/doesn't work in RT. First, characters with high agility start with more AP and can attack more before they run out of points. Second, traits and perks like Fast Shot and Bonus Rate of Fire reduce AP cost and let you attack up to twice as fast. Third, AP regeneration speed should be tied to agility, thus ensuring that characters with high agility will consistently attack more than low-avg agility characters.In the development of SPECIAL a decision was made, and now in order to enjoy more AP in your turn, in Fallout, you have to invest more points in agility.
Have I compared Fallout/SPECIAL to Diablo/Diable 2?In SPECIAL you are limited by you character traits, and you choose, in character creation time what those limits are within the available scope of SPECIAL, in diable2 you...
FOT had two alternative SPECIAL-based combat modes. One TB, one RT. The RT mode wasn't "pseudo" and it definitely wasn't on top of anything other than bad design.FOT is NOT a good example. It is TB underneath, pseudoRT on top. You don’t aim, you choose a target and the character does the aiming.
I have a feeling no example would.Your example does not suffice.- I've offered you an example – FOT
Never mind. Have a good day.*Point at Fallout*- You've failed to provide any arguments and repeatedly posted SPECIAL = TB instead, which means that you don't have anything else to add to the discussion.
Fallout is the equivalent of prior arts, and since, to the best of my recollection, there isn’t any information to support your claim, or to even suggests that SPECIAL and TB are different entities, and/or that SPECIAL was either designed with other combat mechanisms in mind (other then TB) or without TB in mind, I have no choice but to default into the conclusion that SPECIAL=TB as established by Fallout.
If you have any information that support you claim (a developer quote for example) I would appreciate if you could bring it to my attention. Until then your claim, is yours alone and not a fact in by itself.
Since Fallout established SPECIAL=TB by mere existing (not only that, but also by the fact that the creators of Fallout are also the creators of SPECIAL, thus Fallout present the original intent of the creators of SPECIAL), the burden of proof that SPECIAL is just the character system, or that SPECIAL has nothing to do with TB as a combat system lays mostly on you.
And you have not met it.
Blind fanboism: "I don't want to hear anything, SPECIAL rules are the character system only !! SPECIAL is whatever I say it is, period!!!".Vault Dweller said:Blind fanboism. "I don't want to hear anything! SPECIAL = TB!! The rules are TB period!!!"
...Never mind.
Thank you.Have a good day
elander_ said:If VATS worked like FOT, as a switch between two combat systems it would be much more interesting.
Vault Dweller said:Vince - VATS sucks, it should be tweaked and maybe we'll have something decent.
Eddie - VATS sucks, it can't be fixed and should be purged because RT in FO3 is a better option.
raving nincompoop said:elander_ said:If VATS worked like FOT, as a switch between two combat systems it would be much more interesting.
Who will do the aiming when you go out of VATS?
elander_ said:I played FOT entirely in CTB (continuous TB mode) and only switched to RT when the enemy was mostly eliminated.