Posted: Thu Nov 02, 2006 4:24 am
Then you have misunderstood the ways of DAC. Fascism is always relevant.inaneframe wrote:I'm sorry but the context eludes me.TinyTeeth wrote::act on instinct: The prelude to fascism.
The second oldest Fallout gaming community, online since 1998, keeping warm in the nuclear glow.
https://duckandcover.cx./forums/
Then you have misunderstood the ways of DAC. Fascism is always relevant.inaneframe wrote:I'm sorry but the context eludes me.TinyTeeth wrote::act on instinct: The prelude to fascism.
Is there any kind of Wiki that I could read up on this shit or perhaps you could give me a lesson?TinyTeeth wrote:Then you have misunderstood the ways of DAC. Fascism is always relevant.inaneframe wrote:I'm sorry but the context eludes me.TinyTeeth wrote::act on instinct: The prelude to fascism.
What are you drivelling about, the nazi propaganda is the best.inaneframe wrote:I prefer the propaganda of WWII US. . . They were so much more thought out.
We don't criticize Oblivion for it's bugs, we criticize it for being the heap of shit that it is. Oblivion is not open ended, it just has a large variety of stuff to do. I guess that on the whole, us "hardcore" Fallout fans cannot stand it due to it's lack of intelligent dialogue. In fact, the game is completely fucking devoid of any intelligent dialogue whatsoever. Speaking from my own persepctive, one of the reasons for why I enjoyed was how you had so many different characters and personalities in Fallout. Unlike in Oblivion, you didn't have the same 3 voice actors repeating the same shit all over again, regardless of who they were meant to be. Didn't we all love all of Cassidy's different quotes? etc. My point being, if FO3 is going to be anything like Oblivion (maybe besides the engine), it's going to suck some major balls.inaneframe wrote:Proof they won't what? Ruin the series? Who knows, and it all depends on your angle. They are guaranteed not to please the hardcore Fallout elitists, I don't think anyone will be able to. I'll be happy if they are able to put out a quality game, if not a little disappointed by it's lack of adherence to the originals but an adherence to the originals, a good game does not make.Icabod wrote:Proof they won't.
It looks as though they will stick to the feeling and the emotion of the originals or at the very least try. I think that that is the best we could hope for at the moment.
Why all of this dogging on the Elder Scrolls series on this site? Sure, I hate the mini additions shop crap and it may not even deserve all of the recognition it is getting (maybe it does). The game, Oblivion, is about as solidly made of a game as could be expected and a Fallout fan throwing out cries of it being unfinished or burdened with bugs is ironic because as much as I love Fallout, it had bugs, a lot of them.Mismatch wrote:Daggerfall, Morrowind and Oblivion.
They sure as hell aren't RPG's.
The nicest thing one could say about them is FPS with RPG elements.
But seeing how the RPG elements in said games are bad at best, I'd go with labeling them FPS games.
BTW RPGs were first-person before FPSs even had time to put on diapers, Oblivion is much more open ended than any other RPG that I have played since Fallout 2.
Watch this. Being a native of the Baltic, this is of especial interest to me (especially since 3 members of my family were in Waffen-SS). The women in the sauna said that torrentspy has this *hint hint*.Mismatch wrote:What are you drivelling about, the nazi propaganda is the best.inaneframe wrote:I prefer the propaganda of WWII US. . . They were so much more thought out.
Everyone knows so.
Especially the movies by Leni Riefenstahl are absolutely splendid, of which <a href="http://video.google.com/videoplay?docid ... 7">Triumph des Willens </a> is probably the most famous.
Have a watch you cockmonger.
nazi propagandaMismatch wrote:nazi propaganda
It's a branching genre. Fallout adheres to purelly text-based rpg's and adventure games, where the biggest pnp inspiration is choice, words and puzzles. This is, by (I'd guess) most of us here, defined as the pure rpg model. Post text oriented games came the branch in the genre, with it's dungeon crawling and graphical representation, taking with it the pnp combat and skill managment as the core gameplay mechanic. This would by standard definition be the action rpg or arpg, as it relied mainly on killing a load of shit.inaneframe wrote:BTW RPGs were first-person before FPSs even had time to put on diapers
Open ended means that you can basicly skip to the end sequence from your first arrival into the game, either by going for the big bad guy straight away or completely ignoring the main quest until the game ends by itself. As far as I understand, you had to run around closing numerous stagnant portals to hell in order to do whatever, and prior to that initiate contact with numerous NPC's. That sounds rather linear and sequenced, if I'm to be asked.inaneframe wrote:Oblivion is much more open ended than any other RPG that I have played since Fallout 2.
We need Cleck in here to explain the basics.TinyTeeth wrote:the ways of DAC = fascism is always relevant
As soon as someone brings this up, just say something Deutsches like "Mein Herren!" or "Izt die amerikaaaaaner! Sound die alaaaarm!" and always end with .inaneframe wrote:Is there any kind of Wiki that I could read up on this shit or perhaps you could give me a lesson?
Emil sounds like he understands that, and he claims that the rest of BethSoft understands this. However, we're not exactly in a position of power on this one. Oblivion sold well, was well received critically and is what people expect from BethSoft so on that end their hands are almost tied as far as what their approach can be to Fallout. I hope, that with all that good will or as Bush would call it ... that MANDATE, they go and do Fallout 'right'.We don't criticize Oblivion for it's bugs, we criticize it for being the heap of shit that it is. Oblivion is not open ended, it just has a large variety of stuff to do. I guess that on the whole, us "hardcore" Fallout fans cannot stand it due to it's lack of intelligent dialogue. In fact, the game is completely fucking devoid of any intelligent dialogue whatsoever. Speaking from my own persepctive, one of the reasons for why I enjoyed was how you had so many different characters and personalities in Fallout. Unlike in Oblivion, you didn't have the same 3 voice actors repeating the same shit all over again, regardless of who they were meant to be. Didn't we all love all of Cassidy's different quotes? etc. My point being, if FO3 is going to be anything like Oblivion (maybe besides the engine), it's going to suck some major balls.
I love you, you curry eating son of a whore.It's a branching genre. Fallout adheres to purelly text-based rpg's and adventure games, where the biggest pnp inspiration is choice, words and puzzles. This is, by (I'd guess) most of us here, defined as the pure rpg model. Post text oriented games came the branch in the genre, with it's dungeon crawling and graphical representation, taking with it the pnp combat and skill managment as the core gameplay mechanic. This would by standard definition be the action rpg or arpg, as it relied mainly on killing a load of shit.
Now, while ye' fprpg's of olde' relied primarily on skills to get the job done, Oblivion has devalued skills to the point that they are of no real use. As such it has strayed from the arpg model, and can in fact stand to be called an fps or fpf.
You are correct, this is the GTA model of "freedom"Open ended means that you can basicly skip to the end sequence from your first arrival into the game, either by going for the big bad guy straight away or completely ignoring the main quest until the game ends by itself. As far as I understand, you had to run around closing numerous stagnant portals to hell in order to do whatever, and prior to that initiate contact with numerous NPC's. That sounds rather linear and sequenced, if I'm to be asked.
Good for 1 blowjob?Killzig wrote:I love you, you curry eating son of a whore.
Now we're talking!!Killzig wrote:and a reach around.
I can see what you are saying but how would you implement some of these pnp features in battle sequences within the realm of a fpRPG without still coming across as an aRPG? If they were to insert the GURPS rules and use the algorithms for emulation of the throw of dice within an aRPG in real time combat, almost a necessity for FP, how would it even be noticeable to the player? Would that make the experience more enjoyable? I can see them easily implementing the better use of skills within the Oblivion engine. That would not be a problem, I don't think.St. Toxic wrote:It's a branching genre. Fallout adheres to purelly text-based rpg's and adventure games, where the biggest pnp inspiration is choice, words and puzzles. This is, by (I'd guess) most of us here, defined as the pure rpg model. Post text oriented games came the branch in the genre, with it's dungeon crawling and graphical representation, taking with it the pnp combat and skill managment as the core gameplay mechanic. This would by standard definition be the action rpg or arpg, as it relied mainly on killing a load of shit.
Now, while ye' fprpg's of olde' relied primarily on skills to get the job done, Oblivion has devalued skills to the point that they are of no real use. As such it has strayed from the arpg model, and can in fact stand to be called an fps or fpf.
Tough question. You have to shift the weight from player action to character action. Let's examine the adventure game standard input, say for example, DUCK goes into BARREL for whatever reason; the point isn't the actual insertion of the DUCK into the BARREL but the end result of it, so the action is automated and so shifts the weight from the player to the character ( the player need only bring those together ). A realtime fpf isn't just 'Use SWORD on BAD GUY', instead aiming for the battle as a priority and not the end result, thus making the action purelly player oriented.inaneframe wrote:I can see what you are saying but how would you implement some of these pnp features in battle sequences within the realm of a fpRPG without still coming across as an aRPG?
Well, as previously explained, the amount of damage the opponent takes would be completely reliant on your character's skills. Furthermore, you'd likely find yourself shooting someone in the head or chopping someone's arm off without doing any damage to the opponent on several occasions. You being able to connect with a sword or aim straight with a gun is something that pnp rules ignore, seeing as your personal skills aren't ever considered upon. Things like that tend to annoy you, because it does give mixed signals to the brain. You hit but you miss, you did but you didn't. Say for instance that the lockpicking minigame in Ob actually relied on your character's skills, making the lockpicks move slowly or break without any real reason. You'd be furious. I'd be furious. FP simply warrants an input that pure rpg's aren't able to comply with.inaneframe wrote:If they were to insert the GURPS rules and use the algorithms for emulation of the throw of dice within an aRPG in real time combat, almost a necessity for FP, how would it even be noticeable to the player?
It'd make it pretty fucking annoying.inaneframe wrote:Would that make the experience more enjoyable?
Well, modders worked it in the right direction from the start, from what I have heard, by removing the level scaling. How skills handled after scaling was removed is beyond me. Oblivion could work with full skill imput, certainly, by blocking out some of the mini-games and of course working without level scaling, but wether it'd make the game better or worse I can't say. In vanilla Ob the skills work like bonuses, in the vein of GTA:SA -- it's not like you need to improve anything to be a tough opponent ( the mp servers proved that ) so it's skill optional ( basicly, your character is that tree guy from Tekken 3, and he's impersonating you ) which does create a huge gap between player and character.inaneframe wrote:I can see them easily implementing the better use of skills within the Oblivion engine. That would not be a problem, I don't think.
Yeah see that was my biggest annoyance with Oblivion, the level scaling! It simply makes no sense. I loved how, in Fallout, I could come back and annihilate EVERYONE later on in the game, ok you're getting me excited and that Fallout 2 disc in my binder is looking quite tempting to me right now! Hell so is Arcanum, hehe. yeah make fun of the idiot, go ahead!St. Toxic wrote:Well, modders worked it in the right direction from the start, from what I have heard, by removing the level scaling. How skills handled after scaling was removed is beyond me. Oblivion could work with full skill imput, certainly, by blocking out some of the mini-games and of course working without level scaling, but wether it'd make the game better or worse I can't say. In vanilla Ob the skills work like bonuses, in the vein of GTA:SA -- it's not like you need to improve anything to be a tough opponent ( the mp servers proved that ) so it's skill optional ( basicly, your character is that tree guy from Tekken 3, and he's impersonating you ) which does create a huge gap between player and character.
Trotsky did some time in Hollywood.box wrote:Nazis had the coolest uniforms and the best slogans. It's a pity they had to go off and do stupid horseshit like be at odds with America while we had that fellow-traveling cripple syndicalist traitor President in office. Ah well, kudos on the Jew and Slav murder. My only regret was that we didn't send them Hollywood