It didnt have actual vampires, surely?
i could take tomato killer vampires, or tomato vampire killers, sure... but "real" ones? - you know what i mean...
so magic 80ies radiation causing ghouls, killer tomatoes and fast moving rootless human shaped plants is ok but magic 80ies radiation causing vampires is not?
No, its not. The usual vampires are a fantasy staple, way out of the scope of the sci-fi pulp-retro setting as Fallout is.
You cant actually mix the two, without deteriorating the whole thing into complete incoherent nonsense.
A pulpy sci-fi "vampire" of some kind, that would be another matter. Theoretically.
It didnt have actual vampires, surely?
Bro, we're talking about possibly the most vast and flexible setting ever. You can do almost anything and it fits. You could find a exposed tomb on the ruins of a bombed mega-corporation building. There's a coffin there, right bellow the sun; if you open it, the vampire CEO insides screams and dies. If instead you do something to cover the sun, he rises and attacks you, and after a tought fight you get his sword as a melee weapon or something like that. It could be W2's Kangaxx.
Wasteland 1 fake paragraphs talked about going to Mars, fighting in Verchitin armor and riding Ornijetcopters to save Earth... and it fooled people because it would fit the setting perfectly. Focusing on raiders going pew-pew behind rocks is such a waste...
A stainless steel leach - yes. Sure. Some sort of whacky "vampire" tomatoes - sure.
But not the actual fantasy vampire.
Some kind of dr. Moreau mutant man-beast hybrid - sure.
Real werewolf - no.
The setting doesnt have to be the choice between some grim dark post apoc and complete incoherent fantasy with kitchen sink and the dog thrown in.
Fallouts certainly werent grim dark, especially the second one.
But some specifics and scopes of the setting should be kept in check.
The character system is of course not final. Attribute skill-caps still aren't in and the amount of skill points you get at chargen and levelup can and will be tweaked. That is "balance pass" stuff that comes down the line, it gets unbalanced during development and we re-balanced it (this patch did a lot for how attributes work in particular), but there's no point in perfectly balancing things right now because we will keep changing systems and levels, so you don't do these final balances until you're much closer to release. Appraising it as if it's a final system will give a skewed perspective on its functionality.
I could be wrong but it doesnt seem to me that you could slow down the character advancement to such a level in this game - without making the players feel they are not improving and growing at all. Which of course defeats one of the main purposes of a RPG like this.
It would be much better to concentrate on creating reactive C&C content of different kinds - of mutually really exclusive content, instead.
/
Tangentially, if this beta represents about one third of the game...
That means that Arizona map will consist of Citadel, Ag center, Highpool, Rail Nomads, Prison, Damonta and Darwins village. - which would be 50% of the game.
The Citadel, Ag center and Highpool dont have much to them in terms of RPG gameplay, being very linear small, combat focused maps...
And then it means that California should also have 4 or five locations to it. Just like these. ... LA, Synths base of some kind, The Mad preacher location.... those nuclear suicide mutants and... one, two more small ones?
With several being linear and mostly devoid of any internal C&C...
Just trying to get an overview...