hiver
Guest
Yes, but there is no need to have completely or largely useless skills presented as equal to all others in char gen.
Completely separate issue.Yes, but there is no need to have completely or largely useless skills presented as equal to all others in char gen.
hhah..Yeah, right.
Ok, so I play Fallout for the first time. It's post apoc game inspired by Mad Max. It implies scarcity of resources and strong survival themes, so it seems natural to tag melee as my combat skill (not much ammo to go around), outdorsman (survival, man, you will be walking around scorched, radioactive, post-nuclear wasteland a lot, would be downright stupid to not tag it) and some medical skills (likewise, it's not like there are going to be healing potions or equivalent just lying around in great quantities in harsh, post nuclear environment, right?).
Oops.
Oops what? Can't finish the game?
But isnt choosing skills that are much more useful - making your character more viable - and quite unfairly too, since descriptions dont really tell you how useful something is?I can understand how misrepresentation might piss people off (though I disagree about the complaints regarding Fallout, those skills do exactly what they promise) but if any random choice you make in char-creation actually makes your character more viable, then the entire process of choosing is essentially futile.
Weve been over this before, but i basically see a separate list as a clear explanation of what is supported by a lot of gameplay, the core gameplay. Or most of the gameplay. And what is a complimentary/support skill.Then again, I like my lists of skills and abilities miles long and cluttered with junk and even traps, provided of course that the description of what the skill does is accurate, so no split pools or lists for me pls.
Wouldnt be my personal choice, to say the least.The only compromise I might consider is a faster cap on skills that have fewer uses in the game-world, though I think it's a missed opportunity of potentially turning previously useless skills into surprising gems come lategame.
I'm saying that if I can make no wrong decisions, why do I even have to decide?
System where there are no bad (or overpowered) builds can still be interesting, rewarding *and* challenging, because adapting one's playstyle to their build or finding a build that doesn't fail in the context of one's playstyle can still be difficult.
The question simply changes from "what?" to "how?".
First, there is a tradeoff here, more "what" means less opportunities to ask "how".Why eliminate one for the sake of the other?
You can go North, East and South
>Go East
You fall off a cliff. You die.
>
Not unlikely if I picked first aid instead of melee.Oops what? Can't finish the game?
So I have a choice to either level up my character in a way that doesn't make me stronger, or in a way that leaves me gimped in regards to my primary offensive skill when I can finally use it.Yeah, major oops. No energy weapons in the game huh? You don't exactly need to tag any other combat skills to survive long enough to get your hands on a laser pistol.
Not balances for maximum efficiency doesn't automatically mean shit beyond imagination.Well, there's that, and there's shitting on a game because the first character you built in it wasn't automatically balanced for maximum efficiency.
The whole thing just reeks of the same kind of morons who complain about being backstabbed in multiplayer games.
You don't need any sort of training to be "barely able to hit" someone with a sword or stick. If you put points in it you can expect having some proficiency in it.You mean that barely being able to hit with 3 different kinds of weapons should be a strategy just as viable as mastering one weapon?
Why not use the same argument for non-combat skills? Why can't a low value of charisma/stealth/lockpick/toaster repair be as useful as a high value of either one of those skills? You're totally going to kick ass in the early parts of the game, sure, arguing your way into repairing someone's toaster that's behind a locked door with a guard, but once you get further into the game and the various non-combat challenges require a higher investment into those skills to be of any use? You'll inevitably find your character spread too thin to get anything done. What's the solution? Decrease the required investment and you're making specialized builds less viable.
Not true. You typically approach game with some preconception of how you will play it.if any random choice you make in char-creation actually makes your character more viable, then the entire process of choosing is essentially futile.
Funny thing - the longer the list, the more viable builds if typical build consists of approximately the same proportion of the list.Then again, I like my lists of skills and abilities miles long
Not unlikely if I picked first aid instead of melee.
Besides, being able to beat the game in a way that disregards your build is also bad design, so yeah.
So I have a choice to either level up my character in a way that doesn't make me stronger, or in a way that leaves me gimped in regards to my primary offensive skill when I can finally use it.
Fucking brilliant design, Fallout devs, Todd bless you.
Not balances for maximum efficiency doesn't automatically mean shit beyond imagination.
Besides,balancing for optimum efficiency should be the matter of informed decisions you make during gameplay, not uninformed ones made during chargen.
The whole thing just reeks of the same kind of morons who complain about being backstabbed in multiplayer games.
May I ask how?
You don't need any sort of training to be "barely able to hit" someone with a sword or stick. If you put points in it you can expect having some proficiency in it.
If you have several skills that do exact same thing, except with different animations, and different top of the line stuff *IF* you even get it, then thereare three different routes opening up before you:is only one thing you can do to justify their existence:
- give them different enough situational utility/performance/advantage to make them being mechanically separate justified (it may be subtle but should still be there).
No, obvious solution is having both broad-but-shallow and deep-but-narrow characters able to progress and find suitable challenges. Broad characters should find it easier to get into stuff as well as use solutions combining many different skills (like distract a ragged group of bandits with illusion cantrip or setting fire to a bush, sneak in and poison their food with self made laxative, while making a break for it with their prisoner later on, while they have more, um, pressing issues on their minds), having more tools at their disposal, but unable to get into specific high level challenges (elite swordsman approaching you with weapon drawn? fucking run - cantrips won't distract him in this situation, laxatives are poor choice for poisoning your weapon and he will probably cut you into pieces before you'll get to think "mommy, I should've been a farmer").
Not true. You typically approach game with some preconception of how you will play it.
Random build choice followed by random tactics, even if the latter is chosen from group of tactics seemingly fitting your build should still end up with buttrape, the difference being that buttrape would be caused by faulty short-term decision that can be changed easily in next situation or after (preferably not-free) reload, rather than an uninfromed strategic decision you're stuck with.
Besides, being able to beat the game in a way that disregards your build is also bad design, so yeah.
Funny thing - the longer the list, the more viable builds if typical build consists of approximately the same proportion of the list.
But isnt misrepresentation choosing skills that are much more useful - making your character more viable - and quite unfairly too, since descriptions dont really tell you how useful something is?
I can understand how misrepresentation might piss people off (though I disagree about the complaints regarding Fallout, those skills do exactly what they promise) but if any random choice you make in char-creation actually makes your character more viable, then the entire process of choosing is essentially futile.
but if any random choice you make in char-creation actually makes your character more viable, then the entire process of choosing is essentially futile.
It does not need to be uniform - posing things like that is a fake binary extreme choice between two options that are equally bad.If you make shit like that uniform
No it isnt fair play. its shit.Having a skill for both Maces and Swords and then providing a greater selection of enchanted swords than maces in the game is fair play.
And how do you make use of that outdoorsman?Nah, you can get along on non-combat skills with relative ease. Just don't pick fights, you dummy, and make use of that outdoorsman.
Wrong.Considering that your criteria for good design is having any random nonsense build perfectly viable
Again, wrong.it's surprising that you think beating the game despite your build is bad design.
Except I can't know that. At best I can expect heavy and energy weapons to be rarer and/or either getting less ammo or being more ammo hungry.It is brilliant design. Big guns and Energy Weps are the heavy-hitter/specialty weapon classes in Fallout, so they're reserved for the mid to lategame phase. By tagging Energy Weps, you're essentially telling the game "I care about late-game power."
Way to pile up strawmen on top of each other.Now, I understand that the ADD crowd wants the lvl 50 Kill-o-zap Spell from Hell on their level 1 mages, because they have a disease that interferes with their understanding of how the world works, but pretty please don't spoil the fun for normal people who aren't interested in instant gratification.
More like beating it for only accepting certain nominals and not returning change (or your money if you unknowingly gave it wrong nominals), without the notice being displayed on the machine or in its vicinity.I didn't say anything about beyond imagination; I reserve that expression for the junk you're trying to sell. Don't deny that you're riding games for reacting accordingly to the uninformed decisions you make in character creation. It's like beating up a coffee machine because you gave it gravel instead of money and it wouldn't pour you a cup.
Player skill is necessary for game to be a game. Liking games for not relying on player skill doesn't make you a more monocled player. It makes you more of a fan of interactive screensavers.Balancing the gameplay to accommodate for random builds, however, is to eliminate the reliance on character development in favor of player skill
Except we're talking of playcycle of even under a minute VS a playcycle of tens of hours.This game is unfair! I didn't know he was standing behind me with a machine gun! I didn't know he was preemptively launching a rocket just as I passed the corner! I didn't know he was in the bushes sniping my ass!
The whole idea of challenge is overcoming the unknown factor, getting yourself informed through the magic of failure and pain.
There is a difference between playing an RTS with fog of war, but with units functioning more or less like expected, and playing one where half of the units make your base blow up when you try to make them, at which point the game calls you a faggot and CTDs.Some people, when faced with the unexpected, just start bitching and whining. They want the tedium of perfect knowledge of the circumstances and a set of specific actions to carry out to ensure their victory. Imagine knowing all the builds and counters in an rts and playing without fog of war to keep a close watch on your opponent; at what point does the strategy aspect enter into it? Because it's not in the micromanagement, which is a matter of sorting efficiency. It's in trying to make an accurate estimation, and re-evaluating your possibilities when this estimation fails to to be accurate.
No, I think that bare minimum of allocable combat ability should be about enough to make difference in low level combat encounter.Maybe if you're fighting a brick-wall or trying to bash a piñata. The weapons skill is an abstraction for numerous aspects of combat that you have no control over. It's not an absolute value of how fast you can swing your weapon, it's a value strung up by random variables and countered by your opponents ability to deflect or avoid your swings. If you think the bare minimum of combat affinity is enough to tackle creatures who go out of their way to look for a fight, I wish you the best of luck.
Weren't you complaining that I don't know how combat works a while ago?You can't justify a general lack of character proficiency by empowering every weapon to the point where using all three is as good as using one with 300% higher success rate.
So how will your combat against stone elementals with a sword go?I don't care if you're taking out stone elementals with pick-axes, skeletons with maces and saving the sword for fleshy tentacle monsters -- with 300% in either of these I'll get at least the same success-rate as a matched pair, with three times the success rate once I face my own weapon's match.
Task that requires charisma/stealth/lockpick/toaster repair specialist rolled into one person seems pretty difficult, or at least complex.What about rewards? Rewards tend to scale with the difficulty of the task at hand
Problem #1 - shitty character development system not accounting for variable breadth and depth of specialization.a specialist continues to rapidly improve
Problem #2 - shitty quest design providing discrete, pre-designed path for every skill (so for example each quest has, in parallel, a vent, locked door and guard that can be persuaded or killed barring access to objective).With multiple solutions to quests, a specialist would likely have near-equal access to the same quest pool as the broad character
So, let's break it down:So, your idea of making a faulty build playable is to save-scum until you find the right combination of actions that will let you proceed, whether or not these actions have anything to do with your character's abilities? Brilliant.
I was responding to:
but if any random choice you make in char-creation actually makes your character more viable, then the entire process of choosing is essentially futile.
so - things being like that : you are still randomly choosing a set of skills that make your character more viable. - if you happen to randomly choose the correct ones.
And it is misrepresentation because all skills are represented as equal, you can tag all of them and invest equal amounts of skill points into them, which presents the situation as if all skills are more or less equally useful - and you have no idea or any way to find out how much content there is for any of them - before you play through the game. Descriptions for each skill do not tell you anything about that at all.
While you can deduce that combat is very important on account of combat commonly being a big part of gameplay in most RPGs, you have no way to deduce before hand how important other skills are.
You can also try to deduce things based on the setting of the game. Or you should be able to - but thats one of the bigger problems Fallouts have with this issue.
And something we learned doesnt work - by fucking experience.
The misrepresentation isnt absolute - but it is still there.
The gameplay quality should not rely on bad design or development problems that caused lack of content for some skills.
Especially when several skills should be logically very valuable in a particular setting, such as repair, outdorsman, first aid - doctor and traps.
I can go along with skills being not completely equally useful - of course, but those that are there - should have greater value, especially if they logically correspond with the setting.
No it isnt fair play. its shit.
First, if its some kind of retarded high fantasy where enchanted weapons fall out of every bush - then fucking all kinds of weapons enchantments should be around in similar numbers. Over the whole game, of course.
Because under such conditions there is no sane way to expect one type of weapon to be much more numerous and the other almost non existent - especially if we are talking about two weapons that are very common and well known.
Better, in a more sane type of setting the enchanted weapons should be very, very rare and choosing one skill over another should lead you to different path in the game - depending on your very martial prowess with chosen weapon - where you would be able to find an enchanted form of it.
Say, for quick example - your swordsmanship skill gets around and other famous swordsmen challenge you to duels or there is a tournament for swordsmen or a king who loves swordsmanship draws you into some quest - which all may end with you winning or finding an enchanted sword.
While a mace wielder would never even see that path through the gameplay. Or even if he did he would have no use for that sword so he would sell it or do something other with it.
A spear wielder would go in another direction. A bowman would do his own thing. And so on.
This is - providing items and equipment through the gameplay and content - instead of just randomly dropping them around and then limiting one kind for no goddamn sane reason at all.
The problem gets much bigger when we talk about many very different skills that require their own kind of content.
And how do you make use of that outdoorsman?
Wrong.
One of my criteria for good design is that there are no nonsense builds possible in the system.
Again, wrong.
I think that beating the game by disregarding your build is bad design.
Except I can't know that. At best I can expect heavy and energy weapons to be rarer and/or either getting less ammo or being more ammo hungry.
I can also expect heavy weapons to be more demanding on physical stats.
strawmen
More like beating it for only accepting certain nominals and not returning change (or your money if you unknowingly gave it wrong nominals), without the notice being displayed on the machine or in its vicinity.
Player skill is necessary for game to be a game. Liking games for not relying on player skill doesn't make you a more monocled player. It makes you more of a fan of interactive screensavers.
Finally, why eliminate reliance on character development? Character build is still there and determines what the character can and can't do. It's just that if you take the freeform approach to challenges, good compartmentalization of individual abilities into skills, and well designed synergies between as many of them as possible (not meaning explicit synergies, but possible uses of skills together where they augment each other) means that pretty much every build you can make makes sense if it's used in right way.
Except we're talking of playcycle of even under a minute VS a playcycle of tens of hours.
There is a difference between playing an RTS with fog of war, but with units functioning more or less like expected, and playing one where half of the units make your base blow up when you try to make them, at which point the game calls you a faggot and CTDs.
No, I think that bare minimum of allocable combat ability should be about enough to make difference in low level combat encounter.
Weren't you complaining that I don't know how combat works a while ago?
So how will your combat against stone elementals with a sword go?
Or will you just swing pickaxe at them without even being barely able to hit them?
Task that requires charisma/stealth/lockpick/toaster repair specialist rolled into one person seems pretty difficult, or at least complex.
Problem #1 - shitty character development system not accounting for variable breadth and depth of specialization.
Problem #2 - shitty quest design providing discrete, pre-designed path for every skill (so for example each quest has, in parallel, a vent, locked door and guard that can be persuaded or killed barring access to objective).
So, let's break it down:
ironman, highly lethal from the beginning - both systems kill you off outright, no real contest between them.
free reloads, highly lethal from the beginning - both systems net you some savescumming near the beginning, then you finally hit a wall some h in with yours - congratulations for wasting your time, sucker.
any, softer at the beginning - both system give you some rough time at the beginning to allow you adjusting your playstyle, but you can't fix broken build sucker.
Yeah
Random build choice followed by random tactics, even if the latter is chosen from group of tactics seemingly fitting your build should still end up with buttrape, the difference being that buttrape would be caused by faulty short-term decision that can be changed easily in next situation or after (preferably not-free) reload, rather than an uninfromed strategic decision you're stuck with.
ironman, highly lethal from the beginning - both systems kill you off outright, no real contest between them.
free reloads, highly lethal from the beginning - both systems net you some savescumming near the beginning, then you finally hit a wall some h in with yours - congratulations for wasting your time, sucker.
any, softer at the beginning - both system give you some rough time at the beginning to allow you adjusting your playstyle, but you can't fix broken build sucker.
It's still a passive skill, and very situational one. So what will my good natured medic (first aid, doctor) with a knack for survival (outdoorsman) do with his situational advantage? Beat people over the head with his doctor's bag?What, you don't know? Every point you put in it makes it less likely that you'll get hit with a random combat encounter. At particularly low levels of the skill it's quite likely that you'll spawn at a disadvantage, and for a non-combat character that can be a serious problem. Random items and easter-eggs on the map are pretty much just a quirky bonus though.
It may just as well imply incredibly complex and flexible character system.That implies either a fairly simplistic character-system or a particularly rigid one.
Not linear path, but if you can disregard chargen, then why have chargen?Unless we're talking about kiting some boss in an action-rpg and actually using game-glitches to your advantage, there's no "disregarding your build" available. Maybe you think chargen is supposed to put you on an exclusive linear path throughout the game, though I don't see why you'd actually advocate linear design.
We were talking in a context. In Fallout neither first aid, doctor nor outdoorsman can be used to progress through main quest. If I tag those three skills I am expected to use them as axis of my character, so either the game fails by providing unsupported builds, or it fails by allowing you to progress ignoring your build.A diplomacy character is not prevented from entering combat by anything that he has selected, and a combat character can still talk his way out of a bind. If you put heavy armor on your bard, with enormous penalty to every ability he's got, just so he can survive one particularly bad encounter, nothing is broken or lost. Your stats, and by extension their mod on your skills, whether or not you have chosen to invest in them, generally grant you the every-man's permission to attempt any feat. So, builds are not disregarded; at the worst they are evolved situationally.
Relevant. I intend to say that it's bad design to introduce me to the meta until I've beaten the game at least once.Irrelevant. There's a lot of things you can't know about the game both before and after you've played it, and that isn't going to change.
Unless you intend to say that it's bad design not to introduce you to the meta right away at the character screen?
So you want to trade strawman in for ad personam?A lot of effort expended in that rebuttal, I see. There was no fabrication in what I said.
How about you demonstrate how your statement does apply to my design ideals in the first place or STFU and GTFO?If you want to demonstrate how my statement fails to apply to your design ideals, you may do so, but ADD kiddies want instant gratification or they start crying and, at least so far, that's what I'm getting from you.
Or my currency back.No, giving it money would imply giving the system something of value, such as an informed decision. I suppose you could be giving it foreign currency, but you would hardly be robbed of it -- you just wouldn't get your cup of coffee.
If you want your decisions to not involve any skill, you might as well replace yourself with RNG - nothing of value will be lost.Well, sorry, but I'll always favor decision making over twitch gaming. If I ever want a monocle, guess I'll go buy one.
Tactics, my friend, tactics. You have a variety of tools at your disposal, you have rich environment providing many natively mechanical (as in not specifically scripted) opportunities to use those skills, you try to devise combinations of actions using available tools that solve your problem.I don't see it. Maybe you're talking about, like, a graph where all the skills mesh together, and your character's affinity is represented by a line crossing all of them to some degree? So that when, say, you've got a lock that needs to be picked, part of the lockpicking skill is represented by repair and another part by, err, hat-making? How are these builds used in the wrong way, as opposed to the right way? Look, maybe you could describe the character system for me?
Not sarcastic, stupid.Right, I forgot. Multiplayer games don't get played for tens of hours, and generally people learn all there is to know about the game in under a minute. Notice that I'm being sarcastic.
That's pretty evident.Well, the enemy units might come out of nowhere and "make your base blow up" at which point you call your opponent a faggot and ragequit. I'm not sure what you're trying to say though.
Adaptability doesn't imply you know how to adapt, only that the possibility exists.I'm saying perfect predictability and adaptability makes for a boring existence.
How is dying slightly later a difference?"Make difference" in, what, winning you the fight or make you lose the fight less thoroughly?
Yet you fail to grasp the exact same thing, except to a much greater degree. Combat skill shouldn't represent some flat to-hit bonus. Combat skill should be relative. Even fairly low level of proficiency should be sufficient to thoroughly fuck an unproficient combatant up. Even relatively high level of proficiency shouldn't give you much chance against master.I was complaining that you fail to grasp what a combat skill is meant to represent.
Well, specialist has much less options available. "Hit obstacle with a sword, repeat" or "find a vent, sneak through it, find next vent, repeat" don't exactly strike me as interestingly designed quests.You mean that a quest targeted at a specialist is a sign of a shitty character development system?
Fail.We press buttons at random in chargen, go into the game and try to adapt to our character's skills. We fail. The failure, according to DraQ, lies in a faulty short-term decision that we can easily alter after reloading, this time, presumably, not trying to adapt to our character's skills. We succeed. Hooray, we're not stuck.
Again, that's pretty evident.I don't know man, I'm really not following.
This actually makes sense. Lasers have no recoil, reach their target at light speed, and are not effected by gravity (fuck off Einstein, I know it light is effected by gravity, but not enough to matter in this context).Also, make adjustment to the number and breadth of individual skills - why the fuck are doctor and first aid separate? how exactly is firing laser pistol different from firing a regular one, but similar to firing laser rifle?
Well, imagine that you thought about it, picked a right skill for that purpose - and the game fucks you up because there is no fucking content in which you can apply that skill - in the way you would reasonably expect to be.I did say "any", as in, "it doesn't matter which random skills you select, you're still making the right choice." There should be a thought process involved here. What does my character need? What are my character's strengths? What's going to make him better and what can I do without?
But if it turns out there is no content - ergo no gameplay for that skill - you cannot perform any action at all with it.But skills have no reason to be representative of game content. All they need to represent are actions which the character is able to perform, and what these actions do.
I can deal with having a tougher time in the game - just fine. If it makes sense.You're not going to over-invest into a skill at level 1 anyhow, unless it has a total of 0 uses in the game, and with stats you generally have a base to work with outside of skills rather than starting as a completely blank slate, so it's unlikely you'll break the character at chargen.
But that means there would be enough gameplay-content for combat skills. Harder - yes - but you could still play the game, you have your own gameplay content - which makes sense in the setting.I'm hopeful that the future may bring diplomacy-centered rpgs, but I'll be pissed off if there aren't any combat skills simply because they're deemed less viable than the skills around which the game is centered. Supposing that the entire storyline presumes you've invested heavily in diplomacy, and the optional and entirely avoidable combat is realistic in the sense that it carries with it ridiculous social and physical penalties, I'd still expect it to be among the core skills and not just some flavor additive.
I have nothing against that. Thats a reasonable - sane proposition.And, naturally, it would go against the entire premise of the game to attempt to balance the usefulness of combat with the usefulness of diplomacy -- it devalues what you're able to achieve in a system when using the optimal approach -- but that it's there as an option, though a more strenuous and unreliable one, is invaluable for non-linearity.
But it does work. The games aren't broken, you're able to finish them no matter what you start out as. Some options kick more ass than others, but that's a natural consequence of simulating any scenario.[/QUOTE]You can also try to deduce things based on the setting of the game. Or you should be able to - but thats one of the bigger problems Fallouts have with this issue.
And something we learned doesnt work - by fucking experience.
Now that's a tough nut to crack. How do you suppose we make gameplay quality a separate issue from bad design or development problems, hm?[/QUOTE]The misrepresentation isnt absolute - but it is still there.
The gameplay quality should not rely on bad design or development problems that caused lack of content for some skills.
Im talking about balance of content - not mathematical balance of skill mechanics.I hear what you're saying, but I'm of the opinion that balance leads to more streamlined and minimalistic games and game-worlds that feel mechanical rather than natural. It's generally one of the staples of mmo's to provide players with basically equal experiences no matter what builds they invest in, and we've had plenty of rpg's that feel just like single-player mmo's primarily, in my opinion, because of their adherence to this ideal.
And it was barely finished and had all kinds of development problems.Though I'm forced to agree that a number of the Fallout skills, such as traps or repair, are perfectly in tune with the setting but probably less so with the style of gameplay. There's a whole list of features in regards to sustainability that would have made them tons more useful as primaries, like for instance the need for food and water in the desert and constant equipment malfunctions. It would make for quite a different type of game though, considering Fallout was pretty heavy on the scripting and relatively underdeveloped on the sandbox.
I dont want to placate retards in that way.I didn't specify. Suppose there's only one enchanted weapon in the game, linked into the main storyline, and it's a mace. So what, you're going to add in a sword, a spear, a bow etc, a version for every possible weapon type and player preference in the interest of placating some retards? Who cares? You're not going to see any pvp in this game, the computer already cheats, the designers are trying to kill you (at least hopefully), it's not an mmo -- why balance? As long as the game is beatable with every weapon-type, why would it matter?
I don't think gear should play such a central role anyway. I mean, I can understand UO providing a Vanq variety of every single weapon, because if you give players too definite an edge in fucking each other up then that's what they'll go for, but even then you could still cut people to ribbons with regular junk-gear, provided you had the skills and knew what you were doing, and it made sense to use junk because of the potential that you'd fail horribly and lose it all. Would you really like to see a weapon-related quest-line implemented in rpg's as a general rule of thumb?
But that makes sense. For being underpowered and having a hard time over most of the game - you get the only magical weapon in the game.Nice example, but I'm not swayed. If the setting calls for the most epic weapon to be a magical sling-shot, and the sling skill is the most underpowered and unattractive one of all, I see no problem with that.
Sure, good idea.If you want an easy solution, don't make combat skills weapon specific, make them action specific. Melee weapons all rely on thrusts/stabs, slashes and overhead strikes and have varying damage and utility depending on the performed action, so that any character (provided his stats are in order) is theoretically able to use any weapon. A character primarily proficient in thrusts will do better with spears and daggers and worse with maces and axes, for instance, though a Mace of Death Magic +10 would still hurt when thrust into anyone's eye-socket. A fourth skill, one that influences aim/chance of success, may be in order -- something like Steady Hand -- that would cover ranged weapons as well as melee, though it probably wouldn't be a main skill for hand to hand combat unless you were trading damage potential for accuracy.
Probably needs more fleshing out, but at least you'd have no reason to mess with the game content.
Nah, it's pretty much the same shit.The problem gets much bigger when we talk about many very different skills that require their own kind of content.
It's still a passive skill, and very situational one. So what will my good natured medic (first aid, doctor) with a knack for survival (outdoorsman) do with his situational advantage? Beat people over the head with his doctor's bag?
It may just as well imply incredibly complex and flexible character system.
If your list of skills is long enough, then the character will likely have points in many of them even while staying focused, which means they will be unlikely to gimp themselves with unsalvageable skill selection.
If skills are flexible and problem solving free-form, then there will be a way of utilizing nearly any combination of skills to your advantage in any situation, even though it may be very non-obvious and difficult for player to come up with.
As for the breadth of character, if you can't balance for different breadths, then you can always try to constrain characters to fixed number of skills at given level of specialization (the way the older TES games have done it).
As a rule of thumb, depending on gameplay synergies, you'll want a character being small slice of your skill list if there are virtually no synergies, but if there are many, you'll want considerbly greater breadth - extreme case: assuming all skills synergize with each other, will give you the most variety of builds that play very differently for characters with as much as 0.5 coverage of your skill spectrum.
Not linear path, but if you can disregard chargen, then why have chargen?
We were talking in a context. In Fallout neither first aid, doctor nor outdoorsman can be used to progress through main quest.
If I tag those three skills I am expected to use them as axis of my character, so either the game fails by providing unsupported builds, or it fails by allowing you to progress ignoring your build.
If I am not supposed to treat my tagged skills as axis of my character then why the fuck tag random skills in the first place?
Either make it so that you can only tag the skills that get high starting values based on your SPECIAL, make you tag more skills than you have shitty/purely auxiliary skills in your skill list, or some combination of both.
Also, make adjustment to the number and breadth of individual skills - why the fuck are doctor and first aid separate?
how exactly is firing laser pistol different from firing a regular one, but similar to firing laser rifle?
Relevant. I intend to say that it's bad design to introduce me to the meta until I've beaten the game at least once.
Having seemingly valid build derp up for metagame reasons is very bad.
If the game gives me not one but two medical skills, I can't reasonably expect truckloads of stimpaks rendering one and half of them irrelevant.
If the game gives me energy weapons and heavy weapons as alternatives to regular ones, I can reasonably expect to find a raygun or machinegun early, but have to hang onto it instead of selling it for considerable cash, and having ammo troubles offset by the amount of awesome I can unleash in combat.
So you want to trade strawman in for ad personam?
How about you demonstrate how your statement does apply to my design ideals in the first place or STFU and GTFO?
If the game gives me energy weapons and heavy weapons as alternatives to regular ones, I can reasonably expect to find a raygun or machinegun early
Or my currency back.
Again, informed decision is not something you can make based on manual alone, and there is no value in randomly blundering through arbitrary contrivancies of a system only to run through the same content repeatedly.
If you want your decisions to not involve any skill, you might as well replace yourself with RNG - nothing of value will be lost.
Tactics, my friend, tactics. You have a variety of tools at your disposal, you have rich environment providing many natively mechanical (as in not specifically scripted) opportunities to use those skills, you try to devise combinations of actions using available tools that solve your problem.
I have already given you an example in the form of hostage rescue through use of unusually low level illusion, sneak and alchemy.
Not sarcastic, stupid.
Multiplayer games rarely make your mistakes trail after you for multiple hours. Multiplayer games also don't force you to experience the same fucking content again and again as part of the necessary learning on those mistakes.
Adaptability doesn't imply you know how to adapt, only that the possibility exists.
How is dying slightly later a difference?
Yet you fail to grasp the exact same thing, except to a much greater degree. Combat skill shouldn't represent some flat to-hit bonus. Combat skill should be relative.
Even fairly low level of proficiency should be sufficient to thoroughly fuck an unproficient combatant up. Even relatively high level of proficiency shouldn't give you much chance against master.
Having three different melee skills at moderately low level shouldn't make you a failman, especially in universe, where having your spear or sword/axe (or entire quiver of arrows) stuck in an undead will make you curse (briefly) the day when you decided you won't be taking a mace or katana with you, while facing off some huge and nasty beast with a sword will make you want nothing but spear or good bow and proficiency in its use.
Of course having your sword at moderately low level (along with your spear and mace or whatever) shouldn't do fuck to help you when you got yourself into a duel with master swordsman.
Well, specialist has much less options available. "Hit obstacle with a sword, repeat" or "find a vent, sneak through it, find next vent, repeat" don't exactly strike me as interestingly designed quests.
Fail.
You still have to try to adapt, only this time you know something about how game works.
Again, that's pretty evident.
Maybe try re-reading?
St. Toxic for president!