Translation: "You are still not drunk enough to ride this baby".Vault Dweller said:"Once at the bomb, he tries to use it and a big warning flashes that his skills are insufficient to even interact with it, and has to take some Mentats that he found in the mailbox earlier to boost his intelligence and thus his technical skills (no negative effects from using these drugs are seen)."
Vault Dweller said:From the NMA preview:elander_ said:Aditya said:- You can choose to detonate the bomb BUT would be unable to do so if you lack certain skill
That's a great progress over Oblivion. This time skills mean anything. But that's what every crpg should do.
"Once at the bomb, he tries to use it and a big warning flashes that his skills are insufficient to even interact with it, and has to take some Mentats that he found in the mailbox earlier to boost his intelligence and thus his technical skills (no negative effects from using these drugs are seen)."
elander_ said:Aditya said:If you remove the shit-tainted glasses off your eyes, perhaps you can see things for what they actually are. There was certainly more info available regarding it. Try to be up-to-date when you want to discuss stuff.
Yes i saw your Desslock quote. Now try removing your hype shit-tainted glasses and go play Fallout to see what real choices are.
elander_ said:Aditya said:Its very clear from above text that:
- You can choose to detonate the bomb
- You can choose NOT to detonate the bomb
ha ha ha ha ha boy you made me laugh.
elander_ said:Aditya said:- You can choose to detonate the bomb BUT would be unable to do so if you lack certain skill
That's a great progress over Oblivion. This time skills mean anything. But that's what every crpg should do.
elander_ said:Aditya said:- You can choose NOT to detonate the bomb AND inform sheriff about it
Brilliant so the only difference between this quest and an Oblivion quest is that skills mean something and you can inform someone else of what is going to happen. It's still a black and white quest with bare choices that pale in comparison to Falllout. If this is the best example they could come up with then is a very mediocre example.
elander_ said:Aditya said:Now when this was presented to Codex, people said this is "hype". And so when someone was asking why they arent showing anything related to role-playing, I pointed out that even if they do, people are anyways going to dismiss it as 'hype' and PR bullshit.
So we have to agree with you and think this is a great example of choices of consequences or you will say we don't care?
elander_ said:Aditya said:The C&C indicated in the above example clearly surpasses anything presented in Oblivion. Surely you are not dumb to realize that?
Oh i see you think we are talking about Oblivion 2 and not Fallout 3. I thought the Fallout before the 3 would be enough to clue you in but apparently that wasn't enough. You really are dumb.
Perhaps. I never compared this to FO quests anyways.
Dont be such an idiot. Remember again that I am not discussing FO vs Oblivion here.
The C&C indicated in the above example clearly surpasses anything presented in Oblivion. Surely you are not dumb to realize that?
The C&C indicated in the above example clearly surpasses anything presented in Oblivion. Surely you are not dumb to realize that?
Vault Dweller said:I've seen it mentioned in several magazines that Mentats can be used to pump up your INT to help you handle things that require high brain power and tech skills.
Vault Dweller said:Now, of course, trusting what some dumb article says is a risky business, but considering how broken MW/OB systems were and how easy it was to make stats/skills/combat useless with simple spells and potions, I wouldn't be surprised if FO3 follows the same trend.
Vault Dweller said:I'd say that Bethesda sees skill requirements as "your skill is too low; now cast a spell / drink a potion / pop some pills to beat the check!"
Aditya said:Vault Dweller said:I'd say that Bethesda sees skill requirements as "your skill is too low; now cast a spell / drink a potion / pop some pills to beat the check!"
Kind of like using "Blood Buff" discipline in Vampire-Bloodlines??
Aditya said:Its just an example which was lost in denial. I am not stating it superiority over anything.
Aditya said:Dont be such an idiot. Remember again that I am not discussing FO vs Oblivion here
Aditya said:Thats not the point we were discussion upon. You wanted more details on Megaton questline and claimed it never came, so I told you to read more leaving aside your prejudice about Bethesda.
Aditya said:Quoting me out-of-context isnt going to help. Besides, I already said that outcomes are fixed but there is choice in how you advance.
Aditya said:Hmm. So first you assume that there arent any RP elements coz "hey its Oblivion with guns!" and now when you have contradicting facts you suddenly say "oh, but every cRPG should have those!" are you happy or disappointed?
Aditya said:Perhaps. I never compared this to FO quests anyways.
Aditya said:Dont be such an idiot. Remember again that I am not discussing FO vs Oblivion here.
Aditya said:Vault Dweller said:I'd say that Bethesda sees skill requirements as "your skill is too low; now cast a spell / drink a potion / pop some pills to beat the check!"
Kind of like using "Blood Buff" discipline in Vampire-Bloodlines??
First, what does Bloodlines have to do with FO3? Second, let's examine Blood Buff mechanics. It sets your physical attributes to 5. Not increases by 5, but sets to 5. The difference is important and, hopefully, doesn't need to be explained. The lockpicking increase is minor. Sure, you'd be able to open some easy locks, but anybody who actually played Bloodlines will agree that if you want to be able to open most locks, you'll have to invest a lot - thus reducing or eliminating the effects of Blood Buff on lockpicking - and that playing an unskilled "lockpicker" who's relying on Blood Buff is simply not a viable option.Aditya said:Vault Dweller said:I'd say that Bethesda sees skill requirements as "your skill is too low; now cast a spell / drink a potion / pop some pills to beat the check!"
Kind of like using "Blood Buff" discipline in Vampire-Bloodlines??
elander_ said:Aditya said:Thats not the point we were discussion upon. You wanted more details on Megaton questline and claimed it never came, so I told you to read more leaving aside your prejudice about Bethesda.
Are you saying that i have a prejudice against Bethesda just because i think the quest they have shown is not an indication of Fallout role-playing? That's what i was talking about from the beginning.
elander_ said:Aditya said:Hmm. So first you assume that there arent any RP elements coz "hey its Oblivion with guns!" and now when you have contradicting facts you suddenly say "oh, but every cRPG should have those!" are you happy or disappointed?
I never assumed that Oblivion didn't have rpg elements. We should be happy that a game that has the Fallout name has mediocre choices now that have little to do with Fallout scope and ambition?
elander_ said:Aditya said:Dont be such an idiot. Remember again that I am not discussing FO vs Oblivion here.
But that's why you are a dumbfuck. It's with Fallout you should compare Fallout 3 to and not Oblivion, because Fallout 3 is supposed to be the next Fallout game and not an improved version of Oblivion with guns.
Valut Dweller said:First, what does Bloodlines have to do with FO3? Second, let's examine Blood Buff mechanics. It sets your physical attributes to 5. Not increases by 5, but sets to 5. The difference is important and, hopefully, doesn't need to be explained. The lockpicking increase is minor. Sure, you'd be able to open some easy locks, but anybody who actually played Bloodlines will agree that if you want to be able to open most locks, you'll have to invest a lot - thus reducing or eliminating the effects of Blood Buff on lockpicking - and that playing an unskilled "lockpicker" who's relying on Blood Buff is simply not a viable option.
Aditya said:Umm, it was
The C&C indicated in the above example clearly surpasses anything presented in Oblivion. Surely you are not dumb to realize that?
And not, clearly surpasses anything presented in Fallout
Fallout 3, in its current form is obviously not 'Oblivion with guns'.
Todd Howard sez said:"When we started this, we would go to great lengths to explains the differences from Oblivion," explains Fallout 3's executive producer, Todd Howard. "If you're talking to an enthusiast, there are so many differences, and we feel it's under-selling the game to say it's Oblivion with guns. But when we started talking to more consumer-oriented magazines, we'd have, like, two seconds...and we'd say, 'it's like post-apocalyptic Oblivion with guns.' And they're like, 'Awesome!' To Joe Public, it's mainly first-peron, wide-open game and you get to do what you want. The game it's closest to is Oblivion. So now when someone asks, 'Is it Oblivion with guns?' my main answer is, 'in all the best ways.'"
The point is, you couldn't just take a bunch of Mentats to pass every Intelligence check in Fallout (unless you already had high intelligence, because Mentats provided a limited buff). It also didn't work for skill checks, I think. While in Fallout 3, Todd takes a couple doses of Mentats, apparently making the skill redundant.Aditya said:You were singling out Bethesda when you stated "your skill is too low; now cast a spell / drink a potion / pop some pills to beat the check!" in a tone that suggested may be its something stupid. So I reminded about Troika's way to 'beat the check', which works not just for lockpicking but even for comabt. No, it doesnt work on all locks and has blood point penalty but we dont know how Bethesda is implementing its Mentats version as well. As BN stated, its work in progress. Call it 'rod of might' or 'blood buff' or 'mentats pills', this mechanism to temp boost stats is hardly new.
DefJam101 said:Well, anyways.. you seem to be responding with 1 sentence to every question so there is no point in continuing this.
@kingston
We both know I am talking in different context when I say its not 'Oblivion with guns'
Did I say that? While I'm fairly certain that Beth will find the most idiotic way to implement buffing, the concept itself is as old as the genre. I explained how Blood Buff worked to indicate the difference between an interesting implementation and a game-breaking one. If you need examples...Aditya said:You were singling out Bethesda when you stated "your skill is too low; now cast a spell / drink a potion / pop some pills to beat the check!" in a tone that suggested may be its something stupid. So I reminded about Troika's way to 'beat the check', which works not just for lockpicking but even for comabt. No, it doesnt work on all locks and has blood point penalty but we dont know how Bethesda is implementing its Mentats version as well. As BN stated, its work in progress. Call it 'rod of might' or 'blood buff' or 'mentats pills', this mechanism to temp boost stats is hardly new.
Training in Morrowind has two major problems, the first is the cost and the other is the availability of trainers that can train skills to high levels. There is a simple way to counter act this using a spell with the Drain Skill effect. Simply use the drain skill effect to drastically lower the skill you desire to improve, then find a trainer and use the lowered rate to quickly improve your skill. (Note: Bretons will have to use a Weakness to Magicka effect to fully use the Drain Skill Effect. Note that even after reaching level 100 in whatever skill you trained, you can keep training it with Drain Skill and your main level can keep going up.
...
Super-Powerup
Prerequsites:
* Any Fortify Skill spell. See Restoration Spell Effects and scroll down to "Fortify Skill" for info on these spells. If you do not have Tribunal, you may have to perform a quest to obtain this.
* Your best Alchemy tools.
* Ingredients to make the super-potions of your choice.
* A few fortify & restore magicka potions.
<snip>... The end result will allow you to create (without failure) insane potions (like speed +368 for 1000 seconds, +72 magicka for 209 seconds, Levitate 368 for 500 seconds, etc.). Note that for speed, I had to use a combination which resulted in "Fortify Speed", "Drain Fatigue", "Restore Fatigue", resulting in a potion that canceled out it's own negative effects. Combining the speed and levitation potions, we could easily travel from one end of the map to the other in about 10 minutes of game playing time.
Additional Notes: We later learned that you can drink multiples of the same potion and the effects will stack. Thus, drinking a ton of fortify intelligence and luck potions may be easier and more effective than putting it on custom spells.
...
To prevent this type of imbalance, Bethesda should have used a logarithmic difficulty/magicka cost for the amount that a spell increases the skill, not a linear value. Additionally, restrict custom spells (as well as enchantment effects) to a single instance of the same type of effect (i.e., so you can't do "Fortify Alchemy +100" 8 times in the same spell).
Please elaborate what context you mean. In my context "Oblivion with guns" means the game plays like Oblivion, only with guns. I'm not sure how it can really differ.
An improvement over core Oblivion? As in, being some sort of Oblivion expansion?Aditya said:FO3 is improvement upon core Oblivion
Lumpy said:See, that's the problem. People don't want Fallout 3 to be a sandbox RPG, even if it were everything Daggerfall, Morrowind and Oblivion should've been, combined in the most awesome sandbox goodness evar possible. It should be a sequel to Fallout 1.