DarkUnderlord said:
Because you've likely never played in the way that would make them useful. It sounds like your typical Fallout run-through is: Tag all the weapon skills and shoot everything that moves.
Nope. The first time I played it I tagged Energy Weapons, Big Guns, and Speech, and then raised repair/science up when I ran into them in the game.
DarkUnderlord said:
Though you're right that Outdoorsman in the original Fallout is less useful.
Well, I'm only talking about Fallout here, since I found Fallout 2 incredibly boring and silly, and never could bring myself to even complete it once. Fallout I went through five times, though.
DarkUnderlord said:
Only if you had the money and could take on the Mutant Patrols, which if you're doing that, means you're playing the classic fighter character (the one who never has any problems because developers never nerf them like they do everything else).
Well, yes, we were talking about fighter characters:
DarkUnderlord said:
It allowed you to buy pretty much all the decent weapons a lot earlier than you otherwise would be able to, which made things easier. Also useful if you're going Big Guns and need lots of ammo.
DarkUnderlord said:
Rare critical hits in Power Armour, sure. You try taking one of their average hits without Power Armour and see how you go. Oh, you're dead. Power Armour sure is handy innit?
I seem to remember that brotherhood armor they giving you being pretty decent...? But anyway, my point remains. If you are playing a character that's actively avoiding combat, how important is armor? Are you getting it so you can survive those rare random encounters outside? If you can (and they're pretty rare, the only place I can think of them being a problem is around the base), then why use outdoorsman?
DarkUnderlord said:
Much the same can be said about the combat skills. Ever tried a pacifist run? You can avoid most of the combat encounters. I guess that makes the combat skills "mostly useless" too. As I said, it depends on your play-style. If you intend to shoot everything you meet and hoarde the XP from doing so, then yes, you will have no trouble what-so-ever and will find most other things useless.
What are you talking about? If I have combat skills, I can use them everywhere. I mean, I think the only place I think they weren't useful were the brotherhood base (I think even there there's an option if your hand to hand combat is decent). Compare that to science, which is only useful in a handful of places, and again, you only need a low level in it.
DarkUnderlord said:
Books are pretty expensive at a few thousand caps a pop. If you're not a combat character who's shooting and looting everything, a money skill is useful for those (in fact even if you are shooting everything, a money skill is very handy early on the game to get the best stuff a lot easier. With enough cash you can walk right into the Gun Runners and buy all the leet shit from day one, ignoring Small Guns completely - but you *always* tag Small Guns, right?).
I never tag small guns, since Ian and Tycho and the SMG are enough for the first part of the game. Again, sure, you can buy the stuff from the Gun Runners, but that's only useful if you are a fighting character, in which case, you have enough cash and weapons. Books...how are you going to need thousands of caps on those? they only raise the skill up to like 91% or something, and if you are playing a non-combat character who tagged repair, outdoorsman, science, etc., those skills should be higher.
Again, you're acting like this is a theoretical game you're making up in your head.
DarkUnderlord said:
Intelligence is also required to read books - which if you're playing a dumb character removes them as an option completely.
As a stat...yes. But did I ever say that Intelligence was a useless stat? I usually had mine pretty high.
DarkUnderlord said:
I mean, we are talking about playing different roles here and experiencing things in the game you wouldn't otherwise experience because you need certain character builds to get them. But a lot of it does go to my point that nobody -EVER- nerfs the fighter class.
But that's the problem. 97% of the game is available to people that for the most part ignore the other skills, just read the books they come across, and then raise the stat an extra 10 or 20 points when they run into the few checks in the game that need it at 80% or whatever. Even with that perk that gives you extra stats and fewer skill points, I never ran into any problem with the amount of skill points I had. I usually had a bunch of extra ones just sitting around, because I couldn't think of any use for them.
DarkUnderlord said:
To get the Power Armor that needs to be repaired, you need the part from Rhombus - which means sneaking.
I _never_ put any points into sneaking, and never had a problem with this.
DarkUnderlord said:
According to per's Guide[/url], you ideally need at least 75% Repair (if you fail the first check) and I agree that books make that stupidly easy to get (again assuming you have the money to buy them which you either get killing and looting everything in sight or with some. other. skill. like. gambling.).
Yes, but they GIVE YOU THE BOOKS when you have to repair it. "Hey, you need a decent repair skill for this, don't worry if you ignored it, just read these books." I think there's also a tool lying around there? I don't remember.
The equivalent to energy weapons would be if there were two fixed (you couldn't take them with you, had to use them right there) energy weapons in the entire game, and you could only use the skill with those weapons. And you could get full benefits with a 75% energy skill. And they left an energy weapons skill book lying on the seat. And they had a way to bypass that area if you were a sneaking character. If the game was set up like that, then yeah, I'd say energy weapons were useless too.
I remember sneak had a problem like this too. In the Cathedral, I didn't put any points into sneak, but could still dress up in a robe and sneak around (and again, I think the Stealthboy negated a lot of the benefits).
DarkUnderlord said:
As I've said, the save / reload to pass a check is a legitimate issue Bishop raises (which technically makes any skill completely useless as if you reload often enough, you can get passed anything).
I barely saved/reloaded. If I remember right, you could just keep hitting repair on the armor until it worked.
DarkUnderlord said:
The majority of stimpaks came in combat encounters from enemies. Again, if you're not killing things and are avoiding random encounters, then you need money to buy those (or some other way to acquire them from discerning passers-by).
Why? If you're avoiding combat, how many times are you going to be using them? For the red force fields, OK, but other than that you should be avoiding things, so you shouldn't need nearly as much as a non-combat character.
DarkUnderlord said:
Mind you that's not really a problem most of the time. A lot of the skill and various other requirements in Fallout are shockingly low.
Alright, then perhaps we're just arguing about semantics.
DarkUnderlord said:
Yes, I agree. The combat skills have benefits right up to their 200 max (bonus chance for crits and such) where-as the other skills got to a point where you didn't need much more than you could get with books (expecting perhaps the NPC robot in Fallout 2 which needed 120% Science). That's a problem with the skill system though. The answer isn't to remove those skills, it's to design a better skill system.
DarkUnderlord said:
But mind you, that is an extra 10 or 20 points you put into those skills which you could've used to make yourself more awesome at combat. The fact is, that's you deciding to play the part of an all-rounder (and save / reload when the checks fail). If you have low INT, than those 10 or 20 points are much more valuable too - as you don't get so many skill points at every level up.
The thing is, at ~150% or so (maybe less) I'm getting 95% eyeshots with my turbo charged plasma rifle (or super sledgehammer). At speech around ~150% (maybe less), I was having no problems smooth talking my way through things that could be smooth talked. Even with lowered skill points from the perk that adds the stats, I was going around with tons of unused points.
DarkUnderlord said:
Question: What was your average Outdoorsman skill? Did you ever raise it beyond it's default starting level? If the answer is yes (highly likely, given it affected the speed of your travel on the world map and you crawled like a slug without it), then how can you argue the skill is useless? And again, even 10 or 20 points (which is actually a fair few points under the Fallout system) is much more meaningful with low INT and / or a non-combat character (who's not levelling up as much and doesn't get as many skill points).
I _never_ raised outdoorsman, and _never_ had any problems travelling or running into random encounters. The only long treks I can really think of are to the Glow, the military base, and maybe Shady Sands to Junktown. Keep in mind that the skill also gets raised by Tycho and books, though again, to be honest, I never noticed a difference, because travel and random encounters were never a problem for me.
DarkUnderlord said:
Well gosh, if gaining access to one of the better endings of the game doesn't mean shit to you, then no. Go ahead and just kill everything and don't give a shit. But golly, if you want to experience something else a bit different, then try it sometime.
Eh, I think this guy summer if up well:
Icewater said:
Skills in Fallout weren't useless, they were just gimmicky because of their extremely limited range of uses.
When you take a skill called "Repair" in a post-apocalyptic world with broken shit everywhere you expect it to be a constantly useful skill. Instead, you only need it once or twice.
I mean, why not just call it "open alternate ending skill...this skill, if raised to 80%, opens up an alternate ending!" I'm not saying the alternate ending it opens up isn't nice, I'm saying that the skill does very little outside of that, so having one important check near the end of the game isn't really great.
DarkUnderlord said:
In the original Fallout, no - Science doesn't need to be raised above 100 and you can get there with books which I accept is a horrible, horrible flaw and again goes to my issue about developers making the fighter character able to get passed anything. It's also true that a lot of that that role-playing option choice-bullshit at the start is completely pointless unless you really ARE trying to play a specific role and have a bit of fun with it (which is where Fallout really shines). Not to mention the drugs which gave you one-off short-term boosts to any stat checks which again, could get you passed most things without much effort.
OK, so we...agree.
DarkUnderlord said:
The simple truth is, have you ever played Fallout without raising your Science? I bet you haven't because you'd have missed about half the game's main storyline.
Eh, I think I usually throw in an extra 10 or 15 points when I get to the Glow if I don't meet the skill checks, and that's about it.
DarkUnderlord said:
The best way to test it is to not raise those other skills at all. Keep Outdoorsman down in the toilet. Don't read any books that raise it. Keep Science and Repair low. Ignore all books and options to increase them. Focus entirely on your combat skills and see how much of the game becomes frustrating (constant save / reload to get passed skill checks) and how much you miss out on.
Outdoorsman, like I said, I never raise because I never had any issues with random encounters or travelling even when it was low (which is why I called it useless...though if you want, I can say "a less useful skill"). It might have been useful if, say, they game didn't always tell you where to go, or if the random encounters or environmental issues were something more of a concern. But that would be a different game.
Science and Repair I call mostly useless, because in the couple places in the game where they are actually checked, the check is low and the game gives you ways to raise them. Again, see my comparison to what this would be like with energy weapons.
DarkUnderlord said:
Sure, you can finish the game (because the fighter class can ALWAYS finish the game) but you'll miss an awful lot and a lot of the game will become a frustrating mess. There will be quests you won't be able to complete satisfactorily (without any Repair, those Ghouls in the Necropolis are goners), entire quest lines you'll simply miss out on (Vree's Holodisk) and areas you just won't be able to access at all (stuff in The Glow and other areas).
But the thing is, almost all of that I could do with basically neglecting repair until it was needed, then throwing a few extra points into it if I really had to. Then after that I mostly ignored repair again, and didn't miss much.
DarkUnderlord said:
Stimpaks and books. And if you're non-combat (without steal), you don't find a lot to sell. The best loot items are weapons from dead enemies.
Stimpaks for all those times you avoid combat? Books to raise up repair or outdoorsman, which would mean you wouldn't have to invest in them?
DarkUnderlord said:
What was unbalanced about it? Note I'm talking about re-balancing Doctor / First-Aid and Stimpaks, so if all you can mention is "getting into combat and just chugging Stimpaks" you lose because that's what I'm talking about.
I "lose"? Damn it, I thought I was going to "win".
DarkUnderlord said:
That right there is your problem. You've never played Fallout doing anything but running and gunning - and reloading every time you failed a skill check - have you? It's no surprise then that you think every other skill is useless.
When was the last time you played Fallout? You don't have to reload for failing skill checks (I guess on traps, it helps). Just try again. Raise the skill by 5%, try again. Skill to low? Wash, rinse, repeat. But then again. The game knows it might be too low, and gives you a book.
And as I mentioned I could do steal without a stealth character, like using the robe in the cathedral. It's not that I've "never played Fallout doing anything but running and gunning" that I think the other skills are useless. It's that I played the game doing everything without investing almost any points into the other skills that I think the skills are mostly useless (or, eh, perhaps I should say "it's useless to put much investment in them" if you prefer"). When I'm going through a game doing the science and repair solutions, but my combat skills are raised twice as high - that's a problem.
Like I said, I've gone through the game five times and have finished every quest - and my combat skills were always the skills that were raised the highest, even when I was going with non-combat solutions.
DarkUnderlord said:
Yeah, this is a problem with the non-combat skills. It seems easy to design a combat system where people miss from time to time and it's accepted - and putting that one extra point always has some benefit with even just a 1% extra chance to hit or bonus to criticals. But all the other skills are black and white (which is a problem Bishop mentions). If your traps is too low and you encounter a trap, then traps is considered useless. If there's a minimum level, then why increase the skill above that point? If you can increase the skill through some other means than the skill system (such as with books), then why waste skill points in it? If you can bypass the traps easily (by just walking through them) then why even bother with a traps skill at all?
Another problem with games that use certain checks is that they make the checks scale with the gameplay, which just screws things up. So a few points in guns might mean you move from 65% -> 75% chance to hit early in the game, but if you don't raise it, it responds to a shift from 10% -> 20% chance to hit. But if there are no low level speech checks later in the game, that means that speech becomes an all or nothing skill...if you aren't able to make that threshold, then all early points invested in it are basically useless.
DarkUnderlord said:
It all goes to the issue of poor game design. I think developers add these things in "because it sounds cool" without actually going through the process of what's required to make them cool - where-as they'll spend hours perfecting the combat system. They then add in "escape clauses" probably because some dumb tester picked the fighter class and then whined that they couldn't get passed the trapped dungeon... or they think "Gosh, if I don't have traps, I better add in another option for the non-traps people to bypass this simply and easily!! Aren't I clever?" but they NEVER do the same thing to the fighter ("If I'm a pacifist, how will I get passed this 'Frank Horrigan' forced combat encounter?"). Funny thing is, I think this is the problem Bishops' talking about. If you ignore fighting and actually try to use the other skills, you find that they're completely useless and you can't complete the game. His answer seems to be to remove those skills and just have more action-based fighting.
I think Deus Ex handled this pretty well (note: I only played halfway through). I always felt like lock picking or hacking was useful in the game, and those skills could be used often. The thing is, what is a repairman/scientist going to be doing in Fallout outside of the Glow and a couple places in the Brotherhood/Military Base? A fighter is going to be using his skills all the time, a repairman, not so much (and as someone pointed out, this is in a game with broken junk everywhere).
I mean, hell, if I remember right upgrading your power armor and plasma rifle didn't require any science or repair checks. I mean, hell, it's like crafting being a skill and the best crafted items being bought buy a merchant.