Fallout 3d

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MeatPoPsicKle
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Post by MeatPoPsicKle »

the computer has as much chance of making a clean head shot on you as you do on it, unless of course you are up against someone or thing that is just plain better than you. Then your best approach is to figure out a way to avoid that person/thing until you are better, or there is a better way to deal with the situation.
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Post by Raymondo »

You cant out run a bullet, if you're in clear space and someone 10 times better then you pops up and aims for a head shot then your fucked.

Or how about

You're in a bar next thing you know a raider blows your head off, you cant do anything because you didn't see it coming and now you're dead.

Sure its more real but it makes things less fun and no one likes having to keep reloading because they can't out run the bullet that is going for their head.
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Post by OnTheBounce »

MeatPoPsicKle wrote:the computer has as much chance of making a clean head shot on you as you do on it, unless of course you are up against someone or thing that is just plain better than you.
Sorry MPS, but I have to side w/Fallout Junkie here. I've played table-top games w/"realistic" (i.e. non-HP-based) damage systems and most of 'em aren't very fun. Take TSR's old Wild West RPG Boot Hill for example. Locations had the following chance of instantly killing a character:
  • Right Shoulder: 10%
  • Left Shoulder: 20%
  • Abdomen/Groin: 20%
  • Chest: 40%
  • Head: 60%
This game was essentiall better suited to beer 'n' pretzels fun simulating historical gun fights since you didn't care if Doc Holiday lived through the game or not. Even campaign games which tied together several related shoot-outs were a pain in the ass since your best gun could get taken out in the opening round of the first scenario w/greater ease than one of FO's infamous "armor bypass" criticals.

What this did was make combat extremely lethal. While a system like this can encourage non-violent solutions since it's extremely easy to get killed, unless that's what you're trying to do it will kill your game idea. Not much fun to be had watching your character whom you've nursed along for months of gaming get bumped off when some strumpet with a derringer gets lucky. Granted, on a PC-based game you can always reload a saved game, but still, even that can get very frustrating, very quickly.

Like I said, if you're trying to encourage non-combat solutions, then this is the way to go and you can safely ignore any objections. If you're looking at making a combat-heavy game, it's a sure-fire way to kill off the fun factor.

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Post by MeatPoPsicKle »

all I can say is SAVE OFTEN just like the first time you played FALLOUT & FALLOUT2
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Post by Raymondo »

You're going to make a great Game developer, very Interplay like.
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Post by OnTheBounce »

MeatPoPsicKle wrote:all I can say is SAVE OFTEN just like the first time you played FALLOUT & FALLOUT2
With an attitude like that all I can say is, "I don't think I'll be saving often since I won't be playing."

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Post by MeatPoPsicKle »

ah well I cant please everyone, I'm just making this game the way I always wanted to see it. As far as a raider sneaking up on you in a bar, the people that populate the few towns you go into, aren't too fond of Raiders. If one was in town, and you didn't pay attention to the ensueing ruckus, then you will have a VERY low Resourcefulness rating. For the most part, you have a very good idea where the Raiders like to hang out... primarily up and down the old I25 corridor. There are random encounters. But frankly unless it is very early on in the game, and you have wondered into areas you are not skilled enough to be in, you will die.

Anyone ever wandered off to San Francisco instead of heading to Klamath right after leaving Arroyo? Same thing, you are either going to get splattered by a) 5 to 7 Enclave bastards near the Military base. b) Remnants of the Masters Army c) or raiders.
Last edited by MeatPoPsicKle on Sun Dec 28, 2003 8:20 pm, edited 1 time in total.
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Post by Raymondo »

Yet your project slogan is By Mutants For Mutants, sounds more like By Me For Me.

Oh well you have it your way then.
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Post by ExtremeDrinker »

Aside from the bitching, I'm sure we'll all be checking it out..Kind of like those of us with an XBOX will rent FO:POS for a few hours, or borrow it from someone who is renting it and scratch up the disc before returning it.
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Post by Megatron »

the game sounds dumb, listen to us you son of a bitch!
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Post by MeatPoPsicKle »

Uh huh. I really hate to waste DAC's bandwidth on this, if you want to continue to bitch, come on over to the Fallout3d forum. I was resigned along time ago to the reality that this game would not appeal to a certain portion of the Fallout community, primarily the Turn Based crowd and the Orthographic view crowd. If you want a clone of the first two games with a different story, I'm sure there are going to be a ton of Ian Out MODs available soon. This is a completely different game set in the Fallout Universe. I will remain true to Fallout canon. But I will not make the mistakes of Fallout2... ie; it was a rip off clone, quickly produced, that should have been released as a MOD or an update, but not a seperate game. It was THE SAME GAME with minor changes much like upgrading from Diablo II to LOD. I expected an updated game. I got a new adventure in the same game. This will be a completely different game. Some of you will not like it because it will not be a Fallout/Fallout2 clone. So be it.
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Post by Raymondo »

The only reason we don't like it is some of your ideas aren’t really great or balanced besides from that everything is cool.
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Post by MeatPoPsicKle »

Did you really think the gameplay in Fallout2 was balanced? By the time you were 3/4 the way through the game only Frank Horrigan was a challange. Simply walking into Navarro and blowing the entire base away including the turrets wasn't much fun or realistic, it was tedious. I would rather have a game where your challanges at the end of the game are as great as at the beginning.
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Post by Raymondo »

Yeah and so you shouldn't make that mistake, try improving YOUR games balance instead of complaining about other peoples.
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Post by MeatPoPsicKle »

Ill let the demo speak for itself, and it's a little futile trying to defend things that no one has seen or tried yet. Wanna be a beta tester? Fine. Come sign up and when I am in that phase you can have direct input, otherwise we are argueing semantics.
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Post by Grimnar »

I think you might run into trouble where the AI either aims like shit, or starts to aim headshots thru walls ... before youve become visible to them.

I dont know much about programming AI ( or programming in general ) , but i know for a fact that many professional developers have a hard time balancing this.

In order to enjoy the story and RPG elements, i think its necessary to either add an overall set of HP without hitlocations to all chars, or make it turnbased + isometric .... im thinking turnbased in first person, and somehow it doesnt sound right. :?

Just some things to consider perhaps, GL with the mod !
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Post by jota23 »

Grimnar wrote:... the AI either aims like shit, or starts to aim headshots thru walls ... before youve become visible to them.
This is more my area, so I'll respond to this one.

In the Unreal Script, it is possible to not only set the Line-Of-Fire trigger, but also to limit the accuracy, aggressiveness, tactics, reaction time, etc. to more effectively match your level of ability in each area of the game. When you first enter the game, the AI will not be very effective, but as you progress, so do the AI's. I'm confident that I'll be able to find a balance that will maintain enjoyable playability, but also require that your fighting tactics improve throughout the game. Of course, as Meat stated earlier, if you decide to go somewhere out of your league, you'll probably get slaughtered due to the fact that the AI's will be set to a higher standard in later levels.

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Post by Raymondo »

Ill let the demo speak for itself, and it's a little futile trying to defend things that no one has seen or tried yet. Wanna be a beta tester? Fine. Come sign up and when I am in that phase you can have direct input, otherwise we are argueing semantics.
When will you understand Head shots don’t fucking work, do you know anything about design. Look at BF42 or any other Multiplayer game which allows sniper rifles, it’s a total pain in the ass when you keep getting killed and you cant find the fucker, doesn’t it? That’s what the head shots will be like in your game, you’re playing with fire and you’re going to get burned. At least make it take off hp’s instead, that would be the smart thing to do.
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Post by Megatron »

Yeah man, listen to raymond! He know's what shit's going down man'!

I don't think it'll be any fun. Like...miniguns? How the fuck are they going to be put in the game eh? It doesn't make any fucking sense at all for fucks sake. Goddamn it man, think of your fucking actions! Think of what's at stake here! The kewl factor! Fuck!

If you want to make a counter-strike mod based around the de_dust universe, that's ok I gess. PEACE!
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Post by ExtremeDrinker »

I think the screenies look pretty killer..The story is good, and I can deal with headshots...I'm the guy that's the sniper you can't find...

Do whatever you want, but (you should) play it for a few days with random people first....Get a really diverse selection of beta testers..Beginners to Advanced...More beginners/intermediate, though...There are more of them than advanced players, anyway...And if they can handle the killer-headshots, then anyone can.

I doubt headshots will make much of an impact in playability, though...I've played quite a few games with this, and I've noticed most people do the "run over here, fire a few rounds, run over there, repeat" style of play...

I'm gonna check it out when it's ready, and I'll make my decisions on the amount of suckage then.
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