And sneaking
I'm talking about RPG mechanics 'in' the combat mechanics, not RPG mechanics in general.
They don't have to be mutually exclusive, but you're never going to get the best out of both worlds and I'd rather it be the best out of one world than feel like a half-assed attempt at trying to cater to both.
You want NPCs to stand in one place 24/7 like they did in Morrowind??
I am just scared of the Radiant questing of Skyrim.. Thats what I am interpreting it is
Ah, I see what your confusion is now. You're confusing Radiant Quests with Radiant AI. Radiant AI gives NPCs their schedules. Radiant quests (which is what you were referring to) randomly sends us to one of several different dungeons when we accept a quest.
The offset of FO3's camera was not "clumsy" by any means. On the contrary, it was totally natural because you could actually see the target with the crosshair. FONV ruined this with most weapons due to so-called "iron sights" actually blocking the view of the target so that you were firing blind (except for scoped weapons, of course). It was totally annoying in FONV and hopefully they will either (1) avoid using direct sighting due to blocking the view of the target or (2) fix things so that the target is not obscured. The entire point of FO3's system was to avoid what happened in FONV. I'm not sure why various people do not see the problem.
As I said before in another post, I always play with the shoujo mod (only way I can play "whatever character I want and do whatever I want" Todd so please take note). However, that doesn't mean anything as far as the problem with direct sighting is concerned because such a problem should not happen regardless of character size/height, especially not when you have child characters in the game with guns.
Sorry for the double post.
NPCs normally stand in one location in most RPGs rather than wander around the world pointlessly. This is true regardless of whether the RPG is made in East Asia or Western markets. I'm not sure why people complain about a very standard feature of such games.
At that point they become action/adventure games that allow the player to distribute points that are essentially pointless anyway. The scientist character who has never touched a weapon will shoot just as well as the super soldier.
I mean, I've said before that I'm very good with FPS and it's primarily what I play. I just wish there was some separation in combat between Fallout and Destiny. To each their own I guess.
I dunno I would get behind ADS, weapon placement and some mechanics, but I also would hope it's still an RPG (character instead of player).
I frankly don't care whether it is a "standard feature" or not. It is poor coding, it is unimmersive, and it should never be found in any quality roleplaying game.
Just because something can be found in other games does not mean that thing a good idea.
Yes, I'm pretty sure that's what he meant. The game is still an RPG, they just improved shooting mechanics to FPS standards.
It amazes me that anyone could ever complain about something being improved. Combat is a fundamental component of survival in the wasteland, might as well make it as polished as you can. As for them looking to other companies for advice: Brilliant. If every company had that attitude then more games would be better rounded and wouldnt have glaring flaws in certain aspects
Umm... all of the extremely popular and well-established RPG franchises use that mechanic rather than having NPCs wander around. These include newer works such as Bioware games as well as older franchises such as the Tales series, Xenosaga, Ys, Phantasy Star, etc. In fact, Bethesda developing the Radiant AI is about the only example of a dev using a system where NPCs are not stationary in the game world, at least as far as vendor NPCs are concerned.
Such games are most certainly quality and are not at all examples of poor programming.
If you can do better and you have your own millions to invest in developing your game concept, as well as prove it by achieving the success of decades-old franchises, please feel free to do so. However, even if you do so, that does not mean that a claim that stationary NPCs are "poor programming" or not high quality design is true.
I am assuming by this that you have never fired a real gun in real life. I have, and the iron sights as depicted in NV are without a question much more "natural" than an offset sight picture with crosshairs superimposed on it.
One thing fallout 3 did well was to make the spread high then you was unskilled. This makes sense and is more natural than low damage then you use guns. In a way its the system used in morrowind but here distance and size of target also matter.
Yes you could exploit it, waiting behind an corner wait and then activate vat doing an series of headshot on short range.
The Gothic and Risen games which are at least very popular in Germany have NPCs with a daily routine.
This was very amusing to read because my biggest gripe with Oblivion was the same thing. Oblivion's mainquest was NOTHING but fetch quests... It just had a few interesting details along the way. Skyrim at least has some more intriguing parts in it's questline so my gripe wasn't as bad with Skyrim as it was with Oblivion.
But ye'h, I'm intrigued with this info about Fallout 4.
Actually, it should feel like a solid FPS while maintaining the RPG combat perks influence. While the aim is to provide a decent FPS experience, the game is STILL an RPG at heart and if the combat system ignores (or removes) combat perks / skills from the combat system, there would be no reason for them to exist. I really DON'T want another FPS combat game (and I'm sure a lot of Fallout veterans agree).
If you really want a pure FPS experience in a game, I do think there are a few alternatives available to you.....please don't screw up one of the last decent RPG hybrid games left out here....
Unfortunately there won't be cars and other vehicles. This is somewhat sad. I just wonder why Bethesda had decided to avoid them in Fallout 4.
I've anyway noticed that there will be some sort of hierarchy among raiders, mutants, enemies in general. That's cool.
If it's actually true, revamping level scaling and having actual narrative consequence is a much needed breath of fresh air. I have noticed that they seem to be saying there's more than Fallout 3 and level scaling works different from Fallout 3, but seem to not even mention New Vegas. New Vegas had revamped level scaling and narrative consequence, so why not mention New Vegas, as it was the previous game in the series? Just because Bethesda didn't make it personally? Just seems sort of strange.
Yeah. Iron sights made the shooting in NV much more instinctive. Glad to see them returning, though I'll have to try the F4 offset system before deciding if I like it or not.
I remember Krosis. His location was extremely near a dragon and a word of power wall. I run into him at low levels and he burned me to ashes.
At low levels, frost trolls and snowy sabercats were incredibly tough to beat. I died so many times it's hard to remember.
Fallout NV did not have level scaling at all, this forced you to do the low level path south then west and then north into New Vegas, this leveled you up enough to be able to survive around NV and use that quest hub. yes it has the effect that if you do quest out of order they will be harder or easier than normal up to trivial / impossible at the worst. Here I prefer Fallout 3 / Skyrims methode with bracketed level scaling, you still have easy and hard areas but not so sharply as in NV.
New Vegas had some scaling but it was so hard to notice. I know one instance where I did Black Mountain early and fought Super Mutants with Hunting Rifles at low levels and another time I'm fighting masters with Super Sledges, Miniguns, etc. I hope it's more like New Vegas but also ranged like Skyrim because my one main issue with non leveled scaled games like DAI, Witcher 3, New Vegas, it was just too easy because there wasn't a set difficulty.
I'm for something different I just hope it doesn't make the game too easy.