FeelTheRads
Arcane
- Joined
- Apr 18, 2008
- Messages
- 13,716
So what? Skyrim ones aren't, in my book. That makes you a faggot.
Imagine in Torment 2 with like 15 writers or something how many knees will be wounded.
So what? Skyrim ones aren't, in my book. That makes you a faggot.
I was talking about the real-life differences of these two concepts. The problem is that in multiple respects (medicine, computers, weaponry, opening locked containers) the skills differentiation is rather arbitrary and people familiar with these subjects find the skill differentiation quite jarringly out of place.Being a gunsmith doesn't mean just putting a gun together from parts. Putting it back together after stripping it to parts is the same skill as taking it apart in the first place. Also, it's important to note that field stripping is different from stripping a gun down to its nuts and bolts. Field stripping is usually a simple process, that can be done without tools, or, at most, with a limited number of tools and that is done just to do regular maintenance or fix easy to fix issues such as jams and such. Taking a gun apart completely is more complicated and will, most of the time, require tools. The main skill in field stripping is to be able to do it quick, without the need to understand that much about how the gun functions.
On the other hand, a gunsmith can build a gun not just from parts, but from raw materials because of his understanding of its functioning principles and design principles. The gunsmith is to somebody who field strips a gun like the architect and structural engineer together are to the common bricklayer.
If you dissemble a gun and you don't know what you're doing, you may lose parts (pins, springs etc) or damage them (some high end optics). You can install a scope badly and then wonder why the fuck it's not holding zero correctly.
You're really missing the point of the argument. The actions are so similar in scope that there is no reason for them to not be the same skill. You argue that Field Stripping is a simple process done without necessarily understanding the gun's functionality while a Gunsmith fully understands a firearm, could build one from scratch and is the structural engineer of ranged death. So explain to me why a Gunsmith can't Field Strip a firearm? This is the same basic argument as with Field Medic and Surgeon.
Also, if I need Field Stripping for regular maintenance, fixing jams and such, why can my party of Rangers without a Field Stripper use aged, prewar firearms in thefielddesert for extensive periods of time without worrying about a jam? Why don't I need training to load or operate a firearm at all? I have never handled one in real life and probably couldn't load an SMG properly, yet Ralphie can with no skill investment.
To the people who are adamantly defending having these multiple skills, do you think that some other skills should be split into different abilities? The most obvious example that comes to mind is Computer Tech. Do you really think that you should need different skillsets for unlocking loot containers or healing party members but everything done on a computer is okay to fall under one catagory? My wife has an IT degree from one of the better schools in the USA and is an excellent programmer but she can't fix her PC hardware, while I, an uneducated gamer who loves computers as a hobby, is able to.
Why do I need 2 skills to move a stock from one gun to another but someone half as skilled (say a level 4 vs a level 8 Ranger) could handle all aspects of Computer Tech with equal proficiency? Theoretically, Computer Tech will cover repairing computers, taking apart computers and everything that can be done with a working computer, roughly analogous to Gunsmithing, Field Stripping and one of the weapon proficiencies all rolled into a single skill.
Lastly, Safe Cracking is only an issue for some of you because there are so many safes in the game. Replace them with lockboxes, remove the skill and we're good to go. Safes are typically opened in RPGs without a skill anyway, as the player discovers the combination or uses something like Perception to hear the clicks, I really don't want to continue arguing how hard it is to crack a safe, but I'm fairly certain both methods were used well in Fallout 2 (Raider base south of Vault City).
If writers are actually reading eachothers work, they're serving as editors, and the final work tends to be better. Writing collaborations (either chapter segmented or seamless) tend to be much better than what the weakest writer involved would produce by himself. And with 15 writers, i expect a lot of text and worldbuilding, which is what is most important (for me) for that 'immersion on another world feeling'.So what? Skyrim ones aren't, in my book. That makes you a faggot.
Imagine in Torment 2 with like 15 writers or something how many knees will be wounded.
many knees will be wounded.
However, will you have enough opportunities to use all of them during gameplay? This is, ultimately, a matter of having enough resources to create content that uses all these skills. The crux of the matter is to create a list of skills and make them useful enough to be worth getting and, at the same time, avoiding inconsistencies like those that are present in the skill system right now.
Meanwhile at inxile:Torment isn't supposed to be a "funny" game, so I wouldn't expect any memes, from Skyrim or anywhere else.
One of my grandfathers was a field medic in the military, he never went to school for anything, ever. I'd go into detail about the man but it's safe to say that he probably couldn't preform surgery, he wasn't a doctor after his military career, he went back on to welfare. I'm just throwing out possible solutions to make them make more sense. If field medic had the advantage of being able to operate under combat, but was limited in regards to preforming complex surgeries, it would make each a more viable option.
Consider the following:
- each MD has had training in surgery (and in anesthesiology), including some training in neurosurgery and pediatric surgery. While in practice complex surgeries can be performed only by specialized surgeons, each MD should be able to perform a simple emergency surgery.
- This is Wasteland and qualified MDs are scarce. That means that they will need to be jack-of-all-trades doctors, as there is not enough of them to specialize.
- We had similar historical situations in reality in extreme combat situations, like in besieged cities under constant enemy attacks. A family doctor may end up removing bullets and performing amputations, because he is the most qualified person available, while the hospital is constantly under artillery fire (for the popular example, see the movie "Der Untergang").
Is this a bug? I thought surgeons were the class that got rid of super hilarious arrow in the knee status effects.Surgeon skill
/ If you get a wounded knee (a stupid arrow in the knee meme) - the surgeon skill cannot do anything about it. Its impossible.
Because!
Obviously, who could ever expect a surgeon to be able to do anything about a wounded knee, right?
Agreed on this, having to individually sell what each ranger wants to sell is particularly tedious and annoying, there should be a pool items option while trading at the least.Trading:
Is retarded and it aint a bug. Its by design.
First of, the trading inventory list does not show you ANY weapon or item specifics or numbers. In your inventory you have those polaroid pictures poping up (sometimes since it bugs out) - while at the traders there are none.
Just the stupid list icon, the name, weight and the price.
You guess whats that weapon or item actually is like! Telepathically.
Second, when youre adding stuff from your inventory to the trading tab... if you click on another team member picture, to add their items too... it wipes the weapons and items that you added previously.
Really. Im not joking.
Which means that previous to trading you have to manually move every single item to the inventory of the team member which you will designate to trade.
:applause:
Perception
Serves exactly shit all in terms of gameplay.
It does not make you discover anything. The places where you can dig you can see yourself, no need for a character to have any skill for it - and there is absolutely nothing else that you can dicover by using that skill. At least I... havent discovered anything else.
What you can do is click it next to any NPC you come by and get XP and some stupid golden sparkling icon flying over those NPCs for it. The icon does not have any meaning or purpose btw. It just sparkles as you get XP for "percieving" NPCs that are standing two feet from you. You can do this once for every single NPC and creature in the game.
You can also kill some beasties and then when they are dead - you can use perception on them and get the same sparkling icons flying over them and more XP.
Only the character that has the skill gets that XP.
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Fixing this skill could, and should be as easy making some npcs/items difficult or even impossible to make out without it. make objects highlighted with the skill brighter, and I don't have too much problem with the dig spots, if some are out of the way and not particularly noticeable I could imagine it might be useful. Scanning NPCs should do something, show you their loadout or carried items or something.
So you're telling me that limiting resurrection to being used after combat is unreasonable? Instead unlimited resing while in combat in an already easy as fuck game is a better solution because you think doing surgery while getting shot at should be something every surgeon can do?And forcing a surgeon not to be able to do anything in combat is godamn super moronic idea too.
Thats right. Cant use blood packs or bandages or other field medic specific stuff / unless you also have adequate points in field medic.There is minimum field medic requirement for using some items.
No, thats just what your stupid moronic ignorant brain tells you i must be thinking, because youre stupid.So you're telling me that limiting resurrection to being used after combat is unreasonable? Instead unlimited resing while in combat in an already easy as fuck game is a better solution because you think doing surgery while getting shot at should be something every surgeon can do?
You want surgeon to be a skill, that lets you unlimitedly res your party while in combat, remove all status effects for free, also in combat, as well as provide bonuses to each and every single health based consumable?
That's pretty stupid, although since surgeons can remove status effects anyway, being able to use bandages would be redundant. The rest makes little sense, either make consumables usable by everyone, and simply apply the bonus to medic, or just do the proposed skill requirement.There is minimum field medic requirement for using some items.
No you stupid sack of shit, that's exactly what you're saying, what I just wrote is exactly what combining those skills would do you half baked retard.No, thats just what your stupid moronic ignorant brain tells you i must be thinking, because youre stupid.
and apparently you aren't playing yourself so youre just talking and thinking out of your asshole.
The games of yore have always been chocked full with inside jokes and mockery of other developers or games deal with it.From the looks of it, 'whacky Skyrim jokes' was apparently one of the overarching design goals.
Pretty fucking embarrassing, Brother None.