Arcanum was meant to be more complex and more ambitious, you are right but the devs made a few designing mistakes and were not able to test the balance enough and the effect is - the system can be easily abused and many skills/stats are overpowered or useless. I prefer soemthing that works over something shiny but broken but this is a only preference.VD said:Both systems are unbalanced. However, one is very simple, another is complex. Arcanum is less balanced but it has more features to compensate for it. Fallout is more balanced but it offers the bare minimum. That's what I meant.
I'm saying that SPECIAL is so simple that it can hardly be called a system. It works, obviously, but it doesn't offer you much. Arcanum offers a LOT more.
Where can you "take" a rocket launcher or combat armour or other powerful weapons and ammo for them when searching for the Water Chip?Vault Dweller said:Worth wasting points on it? Like I said, once you hit 75 points in a weapon skill, you can take anything you want. Why waste points on Barter?Awor Szurkrarz said:Barter is one of the most useful skills as it allows to obtain equipment much easier than normally - for example to get Combat Armour and Rocket Launcher in Hub.Vault Dweller said:I was commenting on the system in general. While some creative use could have been found for Barter or Outdoorsman, the system itself leaves them blank, relying on someone else to find a good use for them, which is a sure way to end up with useless skills.
sheek said:No they don't.
The only Combat Armour (and a lot of other stuff) in the Hub is in the Jake's store. Jake has a very high barter skill, so one needs to have a higher barter skill to buy it for a sensible price.Vault Dweller said:I don't remember where I got them (since it's been awhile since I've played the game), but I never bartered for the launcher and I've never had any problems buying or finding the combat armor without any investments into Barter.
Vault Dweller said:I was commenting on the system in general. While some creative use could have been found for Barter or Outdoorsman, the system itself leaves them blank, relying on someone else to find a good use for them, which is a sure way to end up with useless skills.
Vault Dweller said:Because there is no system there. There are stats, skills, and perks. Of course, it can be adapted to anything. What's the adapt? Every game has stats and skills.
Vault Dweller said:Doesn't make sense?Finally, what's wrong with the AC...
Vault Dweller said:Doesn't work with DR and DT? Eliminates a much needed defense skill with armor? Creates a linear progression of armor sets?
Vault Dweller said:Directly related. I think that ruleset would have a better word to use though.... and what do you mean by "combat rules" in the context of a character system?
You personally found them very useful?St. Toxic said:Again, the fact that you personally found Barter and Outdoorsman useless...
You missed my point. Let's try again:... does not mean that there's anything wrong with the character system. Your complaint lies with the implementation of the character system within the game.
Ok. Since you're trying to win on technicality, I replace "every game has stats and skills" with "every game THAT has stats and skills". The transition from TES to SPECIAL was easy because TES, much like SPECIAL, is nothing but a list of stats and skills.So let's adapt the Witcher character system to Fallout as an experiment. How would it look?Vault Dweller said:Because there is no system there. There are stats, skills, and perks. Of course, it can be adapted to anything. What's the adapt? Every game has stats and skills.
And then you put on heavy metal armor which miraculously increase your AC (up to 5 times more) and helps you avoid being hit even more. I can be the fastest bastard with AG 10, but if I put on that heavy metal junk on me, I'm gonna be 3 times better at dodging attacks. Yeah, that makes sense.Starting AC equals your agility. AC is directly subtracted from chance to hit, meaning AC helps you avoid attacks. Left over AP's are added to the AC value at the end of each turn. Hope that helps.
The problem with this setup (AC + DR + DT) is that it makes you invulnerable once you get a decent armor. Only a rare (and unbalanced) critical could kill you, which is why you could wipe out towns, gangster families, and military bases terminator-style.Why should it? You're dodging attacks with AC. Why is it much needed? You've already got AC, DR and DT -- did you really miss Dodge and Parry skills in Fallout? Why is this a problem? Did we really miss out by not having a stat drop with every piece of superior arms or armour?
Vault Dweller said:And then you put on heavy metal armor which miraculously increase your AC (up to 5 times more) and helps you avoid being hit even more. I can be the fastest bastard with AG 10, but if I put on that heavy metal junk on me, I'm gonna be 3 times better at dodging attacks. Yeah, that makes sense.Starting AC equals your agility. AC is directly subtracted from chance to hit, meaning AC helps you avoid attacks. Left over AP's are added to the AC value at the end of each turn. Hope that helps.
The problem with this setup (AC + DR + DT) is that it makes you invulnerable once you get a decent armor. Only a rare (and unbalanced) critical could kill you, which is why you could wipe out towns, gangster families, and military bases terminator-style.Why should it? You're dodging attacks with AC. Why is it much needed? You've already got AC, DR and DT -- did you really miss Dodge and Parry skills in Fallout? Why is this a problem? Did we really miss out by not having a stat drop with every piece of superior arms or armour?
It would have worked if we didn't have both DR and DT. First, we get AC check. If you are hit, then DT (damage threshold) reduces the damage received by a certain amount. Then DR (damage resistance) reduces what's left even further by a percentage.Clockwork Knight said:I figured it also helped chance for attacks to be "scratch" only (like, the heavy metal armor would help deflecting blows better than the light leather jacket, which would offset the freedom of movement of the leather). In other words, the AC would do the job of dodge and parry. It's not just your character moving faster, it's his overall possibility of avoiding damage, not only avoiding being hit.
Vault Dweller said:You personally found them very useful?St. Toxic said:Again, the fact that you personally found Barter and Outdoorsman useless...
Vault Dweller said:You missed my point. Let's try again:... does not mean that there's anything wrong with the character system. Your complaint lies with the implementation of the character system within the game.
A list of skills is not a system. A system is a set of rules defining what each skill is, its role and gameplay effect and balance. Ideally, a developer shouldn't wonder how to make a skill useful because the system should provide the guidance.
Vault Dweller said:When a system hands a developer a list of skills and tells him to go nuts, then we get useless and unbalanced skills and poor attempts to make skills useful by attaching implants schematics to Doctor 75, for example, which is gimmick.
Vault Dweller said:And that's what my point is. SPECIAL is a list of well defined stats and undefined skills.
Vault Dweller said:Ok. Since you're trying to win on technicality, I replace "every game has stats and skills" with "every game THAT has stats and skills". The transition from TES to SPECIAL was easy because TES, much like SPECIAL, is nothing but a list of stats and skills.So let's adapt the Witcher character system to Fallout as an experiment. How would it look?Vault Dweller said:Because there is no system there. There are stats, skills, and perks. Of course, it can be adapted to anything. What's the adapt? Every game has stats and skills.
Vault Dweller said:And then you put on heavy metal armor which miraculously increase your AC (up to 5 times more) and helps you avoid being hit even more.Starting AC equals your agility. AC is directly subtracted from chance to hit, meaning AC helps you avoid attacks. Left over AP's are added to the AC value at the end of each turn. Hope that helps.
Vault Dweller said:I can be the fastest bastard with AG 10, but if I put on that heavy metal junk on me, I'm gonna be 3 times better at dodging attacks. Yeah, that makes sense.
Vault Dweller said:The problem with this setup (AC + DR + DT) is that it makes you invulnerable once you get a decent armor. Only a rare (and unbalanced) critical could kill you, which is why you could wipe out towns, gangster families, and military bases terminator-style.Why should it? You're dodging attacks with AC. Why is it much needed? You've already got AC, DR and DT -- did you really miss Dodge and Parry skills in Fallout? Why is this a problem? Did we really miss out by not having a stat drop with every piece of superior arms or armour?
If we absolutely must have no more than 10 locks in the game, then having a skill is better than having some retarded mini-game. However, a question that begs to be asked is "why 10?" You counter it by saying "well, have 200 stupid locks then, let's see if you like it!" What's wrong with a more reasonable approach though?St. Toxic said:In my opinion, the skill is justified enough by the existence of those 10 doors. Comparing it to a speech or combat skill, which may have hundreds of little uses around this game world, it's not exactly the cure all, but in the end the skill still has a specific function which can be performed in at least 10 instances. If you've set your character up to be the best damn lockpicker ever without knowing what you were getting yourself into, there's nothing to blame the game for -- you either make that decision part of the game, or you restart as something more meta.
When you hand something to a developer (or any employee) and say "make it shine", without providing specific instructions (i.e. a well defined character system), you're gambling and the odds aren't in your favor.Balance is for fags, and it's also noticeable. I like my skillgroups fleshed out, and my gameworld coherent, which means as few skill related gameworld decisions as possible. Make it shine, then adapt it to the character system in a way that makes sense.
Undefined means that the supporting mechanics are not defined. Writing a few skill descriptions doesn't take long.Odd. I'm pretty sure the definition of the skills is right there in the description, if not in the name. You should look it up.
Lasers, explosions, plasma, electricity, fire - everything just glances off. Good armor.Of course, because shots and hits glance off of the metal armour.
The complaint is that once I get a decent armor with the magical glancing off properties I can kill anything I fucking want without any danger to myself. I can wipe out military bases, criminal families, etc. I mentioned that already, but your misdirection attempt was cute and appreciated.And this is a problem how? A decent armour in the fucking wasteland is supposed to give you a righteous edge. Any baddies you come across that have the same edge are playing by the same rules, so what's your complaint here? That a crack addict can't kill you once you're in military gear with 6 months of combat experience on your back? Cry me a fucking river.
One man, no matter how awesome, should NOT be able to kill entire towns, because he too is just a guy and can be killed.About wiping out towns, with some effort you could do it sans the armour. It's doable. It should be doable. A guard is just a guy. A shopkeeper is just a guy.
Vault Dweller said:One man, no matter how awesome, should NOT be able to kill entire towns, because he too is just a guy and can be killed.
Can you do it without SFLing?Vault Dweller said:The complaint is that once I get a decent armor with the magical glancing off properties I can kill anything I fucking want without any danger to myself. I can wipe out military bases, criminal families, etc.
Vault Dweller said:If we absolutely must have no more than 10 locks in the game, then having a skill is better than having some retarded mini-game. However, a question that begs to be asked is "why 10?" You counter it by saying "well, have 200 stupid locks then, let's see if you like it!" What's wrong with a more reasonable approach though?St. Toxic said:In my opinion, the skill is justified enough by the existence of those 10 doors. Comparing it to a speech or combat skill, which may have hundreds of little uses around this game world, it's not exactly the cure all, but in the end the skill still has a specific function which can be performed in at least 10 instances. If you've set your character up to be the best damn lockpicker ever without knowing what you were getting yourself into, there's nothing to blame the game for -- you either make that decision part of the game, or you restart as something more meta.
Vault Dweller said:Anyway, I didn't say anything about lockpicking. Gambling, barter, 2 medical skills, outdoorsman, throwing, etc are a different matter.
Vault Dweller said:When you hand something to a developer (or any employee) and say "make it shine", without providing specific instructions (i.e. a well defined character system), you're gambling and the odds aren't in your favor.Balance is for fags, and it's also noticeable. I like my skillgroups fleshed out, and my gameworld coherent, which means as few skill related gameworld decisions as possible. Make it shine, then adapt it to the character system in a way that makes sense.
Vault Dweller said:Undefined means that the supporting mechanics are not defined. Writing a few skill descriptions doesn't take long.Odd. I'm pretty sure the definition of the skills is right there in the description, if not in the name. You should look it up.
Vault Dweller said:Lasers, explosions, plasma, electricity, fire - everything just glances off. Good armor.
Vault Dweller said:The complaint is that once I get a decent armor with the magical glancing off properties I can kill anything I fucking want without any danger to myself. I can wipe out military bases, criminal families, etc. I mentioned that already, but your misdirection attempt was cute and appreciated.
St. Toxic said:And this is a problem how? A decent armour in the fucking wasteland is supposed to give you a righteous edge. Any baddies you come across that have the same edge are playing by the same rules, so what's your complaint here? That a crack addict can't kill you once you're in military gear with 6 months of combat experience on your back? Cry me a fucking river.
Vault Dweller said:One man, no matter how awesome, should NOT be able to kill entire towns, because he too is just a guy and can be killed.About wiping out towns, with some effort you could do it sans the armour. It's doable. It should be doable. A guard is just a guy. A shopkeeper is just a guy.
Volourn said:Technically, you just proved hjow retarded youa re.
Playing a fighter in NotR and trying to find a good balance between to-hit-% and strength, and decide whether to use two-haned or one-handed weapons, what peripheral skills to learn, how much LP to use for increasing hit points, how to increase strength in other ways than by using LPs and when to take advantage of those other ways, were, as a whole, as much fun I've had with a character system.Vault Dweller said:In much loved Gothic and Risen the character system was always the weakest aspect.