Surf Solar
cannot into womynz
- Joined
- Jan 8, 2011
- Messages
- 8,831
Because clicking "6" on the keyboard and then clicking at the computer or clicking directly at the computer to see what happens surely is a huge time waster.
No. It wouldn't allow a nice gun image.Fallout is a game of skills, dialogue and C&C. The designers should have helped the player discover those qualities by making them easier to use!
No. Game design isn't about what the Infinitron thinks and about how the Infinitron can't notice that there are skills and about how Infinitron can't even read the fucking manual if he doesn't understand something.Fallout is a game of skills, dialogue and C&C. The designers should have helped the player discover those qualities by making them easier to use!
No, Fallout's interface looks great and the whole sliding broken TV screen thing was awesome.(For the record, I also think Fallout's dialogue UI was kind of fugly, although I can't quite put my finger on why. Putting the dialogue in a window in the center of the screen and adding a portrait might have helped. On the other hand, the Infinity Engine games had a very a similar layout and their dialogue was much prettier to me. Maybe it's a matter of color and font.)
Because clicking "6" on the keyboard and then clicking at the computer or clicking directly at the computer to see what happens surely is a huge time waster.
This thread made me reinstall Fallout.
^ I think that post is actually the best proof yet that me and Infinitron are right, Blaine. It's fine that you love it, but, "atmosphere" and sense of mystery is something that can be said about a lot of games depending on who you ask.
Fallout isn't exempt of critics, but this is some serious nitpicking.About Fallout's flaws: Like I said in my first post ITT, a lot of them come down to easily corrected interface issues.
For example, Fallout is a game with a huge emphasis on skills and skill usage, so why not encourage the player to use his skills, instead of hiding them in that weird Skilldex thingy which is so easy to forget it even exists? The option to use skills on things should have been in a context menu attached to each object in the environment.
Also, objects in the environment - all of them, not just items on the floor - should have been highlighted when you mouse over them, to encourage the player to look for objects in the environment and experiment with them.
It's little things like these that can change your entire experience of a game.
The player should not have to check all options by brute force to discover how to use his skills. What is this, a text adventure where half the challenge is guessing what verbs the parser expects you to use?
The skills are the core element of Fallout's character progression. Why make them unfun and confusing for the player??
Why make skills unfun and confusing to the Infinitron when everyone else finds them fun and clear? Why?The player should not have to check all options by brute force to discover how to use his skills. What is this, a text adventure where half the challenge is guessing what verbs the parser expects you to use?
The skills are the core element of Fallout's character progression. Why make them unfun and confusing for the player??
Tag-team-trolling thread detected.
Who's trolling who?
Only because they are class-specific. If you'd have 8 skills for every class, they'd get relegated to the special abilities menu from which it wouldn't be possible to access them using shortcut keys.Jestai It's not "hidden", but it's not given enough prominence either. Look at the IE interface. Skills are much less important in those games, but they're still much easier to access and use. They're not all dumped together in some weird pop up menu.
And the weapon icon looks like shit while Fallout's weapons look great.Baldur's Gate is a much more combat-focused game than Fallout, yet the weapon selection UI is much smaller.
No. It wouldn't allow a nice gun image.Fallout is a game of skills, dialogue and C&C. The designers should have helped the player discover those qualities by making them easier to use!
Also, skills are very easy to use. You want Skilldex? Press S.
You want to sneak? Press 1.
You want to pick a lock? Press 2.
You want to steal? Press 3.
You want to use science? Press 7.
It is even advised in the manual that you should use 1-8 keys if you want to save time.
That's faster than any menu.
And under F1 you have a list of all keyboard shortcuts.
I dunno about that. First of all, having all enemies move at once would be harder to understand for the player - your brain can more easily process individual actions. Second, it could easily lead to AI issues like people getting stuck when they all try to move somewhere at once. Third, it could lead to them hurting themselves more than the player. Turn-based combat in this case could be sped up a little (and you can in the options menu, by the way), but otherwise it's what, like 5 seconds for all enemies to act when you have max combat speed on? That's about as fast as it can get without fundamentally changing how combat works.I think another way to improve Fallout's combat experience, other than rebalancing it, would be to just make it a lot faster. Make it essentially a turn-based version of Ultima VII combat. Faster animations, simultaneous enemy movement, streamlined UI with less clicks required to attack, etc.
I agree with your complaints about Fallout's UI. It's something you get used to but it isn't exactly great and by no means is it perfect. A context-sensitive radial menu on right-click would have been awesome. But the hotkey solution encourages experimentation and also works pretty well, once you have learned them.The designers of the Infinity Engine games realized that players do a lot of routine actions in the environment - opening doors, opening chests, and other random "frobbing". So those things are instantaneous - there's no animation, you just need to be close enough.
Fallout makes you watch a boringly slow animation for every one of these actions. Again, it's a small thing, but all of these small things, together, ruin the player's enjoyment and de-incentivize environmental interaction, which is supposed to be an important pillar of the game.
So you'd prefer if Fallout had 8 giant icons on the bottom of the screen, or in a hotbar, that were all plainly visible? Would you make even more space available by removing other useful stuff (combat start/end, weapon selection, etc.)? Or do you want fewer slots, like 3? Does that mean if you specialize in stealth then you don't get a speech option visible there unless you put points into it?Baldur's Gate Thief UI:
First of all, there's the fact that each class get its own customized UI. Imagine if Fallout gave you a customized UI based on your skills. It'd be easier to use the skills you specialize in. Wouldn't that be great?
Second, notice how all the Thief skills can be directly accessed from the main screen. Detect traps, stealth. Lock picking and pick pocketing are mutually exclusive skills - you can't lockpick a person and you can't pickpocket a locked chest - so the UI is streamlined to let you use those skills with the same button. For the more esoteric special abilities, you can access a submenu on the far right. On the left, you can select one of two weapons. Baldur's Gate is a much more combat-focused game than Fallout, yet the weapon selection UI is much smaller
What a dumb game, lets you pick Anomen as PC portrait and doesn't even have the decency to add a long lost brothers questline. Anyone that plays it is a moron.
But, I disagree with your "frobbing" complaint. The animations in Fallout serve as a disincentive from endlessly click-spamming repeatable actions, i.e. trying to pick the lock in a door 5000 times just so your 0.05% chance will succeed. Arguably stuff like critical failures are enough but I really think those interaction animations are meant to be a deterrent against abuse more than anything else. You also drastically overstate the length of those animations. They are literally 1 second long, and if you're going to waste 2 minutes doing something over and over and over and over and over and over... you're probably trying to cheese the game, and deserve to wait those 2 minutes.
Your face sucks. Again, the only cRPG with better combat than Fallout is JA2.To paraphrase Roguey/Josh, a good game would be even better with a good UI.
Another example: If the combat in Fallout kinda sucks and is to be avoided, why do combat related things dominate such a huge portion of the interface?
Pressing 1-8 to do stuff. So uncomfortable.I agree with your complaints about Fallout's UI. It's something you get used to but it isn't exactly great and by no means is it perfect.
Provide me a list of cRPGs with aimed attacks and critical hits depending on body part targeted and critical hit descriptions, then.AHAHAHAHAHAHAHAAHAHA
So you'd prefer if Fallout had 8 giant icons on the bottom of the screen, or in a hotbar, that were all plainly visible? Would you make even more space available by removing other useful stuff (combat start/end, weapon selection, etc.)? Or do you want fewer slots, like 3? Does that mean if you specialize in stealth then you don't get a speech option visible there unless you put points into it?
The idea works for Baldur's Gate because most classes have both unique skills and a very limited number of them. It doesn't work well for Fallout.
Read my edited post, I clarified my thoughts a bit. I don't have a problem with hotkeys but I would like the mouse use to be a little more streamlined, like with NWN2's right-click list or ToEE's radial menu. Fallout has something similar admittedly, but you can't really use skills from it.Pressing 1-8 to do stuff. So uncomfortable.
GuI is another thing, but again, when it comes to GuI looks are more important than usability, because it's something that one uses only until one memorizes the keyboard shortcuts.
I would never resign from looking at the gorgeous weapon icons just to make place for 8 buttons.
On the other hand if one wants for example to know what current skill levels are before attempting something, Skilldex is superior to Baldur's Gate's GUI which doesn't provide such information.
Yes, let's compare the UI, usability and technology between a game released in 1997, and one in development in 2012. That's very reasonable.A user customizable UI would be the best bet. And, how fortuitous, Wasteland 2 is doing just that.
However, like I said, that UI would be an additional layer on top of a context menu based interface.