Do people really want turn based brought back?

Post » Tue May 17, 2011 4:50 am

So, now we need FPS to roleplay?

Well, meanwhile doesnt start to look like COD, im not complaining

But Turn Based again could be cool, I roleplay better in that way
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Sammykins
 
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Post » Tue May 17, 2011 8:05 am

I find that real time tends to [censored]-up most of the stats, skills & perks. But that's just my opinion.

If you want to play "true to the role", shouldn't you be playing by the terms the role sets. This happens completely in TB as the role takes over the "doing" while player does the "deciding". That's playing a role, as opposed to playing as yourself. :shrug:

Perfect anology what role playing is really about.
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mike
 
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Post » Tue May 17, 2011 1:55 pm

And clear line of sight doesn't make one accurate - low perception means low senses. In this case, poor eye sight. A character with poor eyes, shouldn't be able to "FPS" enemies with ease from a distance.


So if it had a Morrowind style to the skills you would be happy? In that, if your bow skill is poor, then even if you are standing on the enemy's head, you'll miss.

I do see some peoples argument that the FPS style has taken the emphasis away from skills. So would this be an acceptable compromise? Instead of bringing back TB, bring in a system where the skills mean something?
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Sharra Llenos
 
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Post » Tue May 17, 2011 5:07 am

So if it had a Morrowind style to the skills you would be happy? In that, if your bow skill is poor, then even if you are standing on the enemy's head, you'll miss.

I do see some peoples argument that the FPS style has taken the emphasis away from skills. So would this be an acceptable compromise? Instead of bringing back TB, bring in a system where the skills mean something?


I would, sure. Not a straight copypaste job, of course, but highly similiar.

At some point, before any real info had come, people suggested that Fallout 3 will likely be "just Morrowind with guns". Well that didn't happen, but I would've been fine with it. In fact, I would've been even somewhat happy, if they had "refined" the Morrowind system for Fallout 3 with similiar enthusiasm as with how they "refined" the Oblivion system for it (god only knows how New Vegas would've turned out with that system....).
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Isabel Ruiz
 
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Post » Tue May 17, 2011 6:12 am

Does God also play Fallout? Cool! Remind me of that question when I die, for real. :D
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Jade MacSpade
 
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Post » Mon May 16, 2011 11:56 pm

Does God also play Fallout? Cool! Remind me of that question when I die, for real. :D


I'll just write it down behind this old worn receipt in my wallet so I remeber to remind you when you eventually decide to drop the spoon for good. :P
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Alada Vaginah
 
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Post » Tue May 17, 2011 10:51 am

You are missing the point that I was trying to get across in a demonstrative way. Let me rephrase it clearly.

Player and Character are one-and-the-same.


No they are not. I, as the player, do not have any clue how to pick a lock. Yet my character can be a master at it. My inability to pick locks in real life should not hamper the fact that he is a master thief anymore than my potential inability at a minigame that is dependent entirely on my skill should. Get it?

Player is role-playing the character you have created. That's what a RPG is.

Simple enough


Indeed which is not what you were claiming only a sentence before this. Role-playing the character. Not being the character. Not using my skills in place of the character.

You said "If my character has 1 perception I shouldn't be able to use my FPS skills to headshot his enemies".

You completely misunderstand what Perception is. If the Character can visually see the enemy, he can shoot it.

Perception will indicate with a red dot that an enemy hidden out of sight behind a wall for instance.

End of story.


A major component of perception is eyesight. If my character has 1 perception he should not be capable of consistently headshotting enemies because he is blind as a goddamned bat. Yet he will be because I am good at an FPS. This is not how it should be in an RPG. If my character has a 10 in small guns and 1 perception he should be as likely to blow his own foot off as to hit an enemy. Yet he will continue to consistently headshot enemies because I am good at FPS games.

If another person who is awful at FPS games creates a character with 10 perception and 100 in small guns he will be incapable of scoring headshots to the degree I can even though his character should be far more accurate than the two outlined above. See why this is not how it should be in an RPG?

I also find it hilarious that the same person who [censored]es about TB interfering with his "realistic roleplay" has no issue with a magic compass that highlights enemies who your character would have no way of seeing.
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Jeffrey Lawson
 
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Post » Tue May 17, 2011 5:03 am

So if it had a Morrowind style to the skills you would be happy? In that, if your bow skill is poor, then even if you are standing on the enemy's head, you'll miss.

I know I would! I like to role-play I like limitations any system that makes skills more than a tool to get perks is good for me.
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Ross Thomas
 
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Post » Tue May 17, 2011 7:02 am

You are missing the point that I was trying to get across in a demonstrative way. Let me rephrase it clearly.

Player and Character are one-and-the-same.

No were not if I play a midget or a chick doesn't mean I am a midget or a chick Bad anology but you get the point

player and character are Not one of the same because you can't even do half the stuff the character does like paralyzing mutants with your palm or take 12 bullets to the face can you do that?
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Annick Charron
 
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Post » Mon May 16, 2011 11:36 pm

I'd like it kept at real time, just my opinion though.
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Ysabelle
 
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Post » Tue May 17, 2011 7:15 am

You are missing the point that I was trying to get across in a demonstrative way. Let me rephrase it clearly.

Player and Character are one-and-the-same.

Player is role-playing the character you have created. That's what a RPG is.

Simple enough

You said "If my character has 1 perception I shouldn't be able to use my FPS skills to headshot his enemies".

You completely misunderstand what Perception is. If the Character can visually see the enemy, he can shoot it.

Perception will indicate with a red dot that an enemy hidden out of sight behind a wall for instance.

End of story.


Seems to me you totally miss the meaning of "perception". I have bad eyesight, if I take my glasses off, I can see that a person is there, but good luck in me being able to hit his blurry blob ass with anything from range. you just described a lame ass game mechanic that was gimped from what it used to be, a pretty important stat for ranged combat. Like it should be.
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joannARRGH
 
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Post » Tue May 17, 2011 12:47 pm

Look like more people want real time than turn based. Really it comes down to personal preference, no game can satisfy everyone. In any case Fallout is not going to go back to being full tb anytime soon so there really isn't any sense in whining about it one way or another.
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P PoLlo
 
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Post » Tue May 17, 2011 7:21 am

i think there is a compromise here. i see what the TB people are saying, even though im an FPS guy all the way.

however i don't think doing like Morrowind is the answer.

problem being, first couple times i played that game (all recently, just got it through ebay) i was standing right in front of a dude, swinging my sword (or casting a spell) and not hitting anything. it was really frustrating, and led to me stopping playing multiple times. i've since gone back and committed to just giving it an earnest shot - and actually its the debate that's been going on in these forums that helped me understand what was happening. i've since figured out how to play, and its a really cool game. but i digress.

the problem is that the game doesn't "tell" you in any way what is going on. in modern day, in an FPS game, people are expecting that if they swing a sword at a guy who is standing in front of them, that guy should get hit. and when that doesn't happen, a lot of people are just gonna be like "this game blows" and forget about it.

so i think they just need to build more dynamic "tells" into the game - for shooting guns / bows, perhaps you could make aiming really shakey at low skill levels, and have bullets / arrows veer off course drastically (similar to attempting to shoot a gun or bow in real life) whereas at higher skill levels the game could actually help you out with a bit of that COD quick-lock, where if you quickly press the iron sight, you will automatically target an enemy (provided of course you are aiming in the general direction at first). releasing the button then pressing it again will switch to a new target, making taking on groups more dynamic. and of course how effective that quick-target is (how long / effectively it will follow a target, from a second or two to a couple seconds maybe, with the possibility of loosing the target if they move behind an object, also it would probably start aiming at the body-ish and move to headshots) it could even be separated at the 50 skill level - below 50 the system fights you, over 50 it starts to help - just a little at first, then more and more.

melee is a little more complicated. it would have to involve the enemy dynamically blocking, maybe swinging your sword (weapon) slower, and so on.

this could be furthered of course by reducing the damage done if you actually manage to hit someone
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Dylan Markese
 
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Post » Tue May 17, 2011 7:05 am

Does God also play Fallout? Cool! Remind me of that question when I die, for real. :D


God plays fallout, but he's still in the intro, right before the world blows up, if you know what i mean.
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Matt Bigelow
 
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Post » Tue May 17, 2011 3:09 am

Does God also play Fallout? Cool! Remind me of that question when I die, for real. :D

He only plays the originals.
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SamanthaLove
 
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Post » Tue May 17, 2011 11:40 am

A major component of perception is eyesight. If my character has 1 perception he should not be capable of consistently headshotting enemies because he is blind as a goddamned bat. Yet he will be because I am good at an FPS. This is not how it should be in an RPG. If my character has a 10 in small guns and 1 perception he should be as likely to blow his own foot off as to hit an enemy. Yet he will continue to consistently headshot enemies because I am good at FPS games.

If another person who is awful at FPS games creates a character with 10 perception and 100 in small guns he will be incapable of scoring headshots to the degree I can even though his character should be far more accurate than the two outlined above. See why this is not how it should be in an RPG?

I also find it hilarious that the same person who [censored]es about TB interfering with his "realistic roleplay" has no issue with a magic compass that highlights enemies who your character would have no way of seeing.


You are not understanding that YOU are role-playing the role as that character you have developed in the scenario. That is the game, it is the intertwined combination of you and character, role-playing the scenario.

As for your so-called magic compass that highlights enemies who your character would have no way of seeing. Ever heard of smell, sound, even absence of sound as an object moves between a sound source and you, heat that would indicate an enemy, or even heat-radar (magic, chuckle) whatever, you just know something is there.
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Ian White
 
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Post » Tue May 17, 2011 7:09 am

i think there is a compromise here. i see what the TB people are saying, even though im an FPS guy all the way.

however i don't think doing like Morrowind is the answer.

problem being, first couple times i played that game (all recently, just got it through ebay) i was standing right in front of a dude, swinging my sword (or casting a spell) and not hitting anything. it was really frustrating, and led to me stopping playing multiple times. i've since gone back and committed to just giving it an earnest shot - and actually its the debate that's been going on in these forums that helped me understand what was happening. i've since figured out how to play, and its a really cool game. but i digress.

the problem is that the game doesn't "tell" you in any way what is going on. in modern day, in an FPS game, people are expecting that if they swing a sword at a guy who is standing in front of them, that guy should get hit. and when that doesn't happen, a lot of people are just gonna be like "this game blows" and forget about it.

so i think they just need to build more dynamic "tells" into the game - for shooting guns / bows, perhaps you could make aiming really shakey at low skill levels, and have bullets / arrows veer off course drastically (similar to attempting to shoot a gun or bow in real life) whereas at higher skill levels the game could actually help you out with a bit of that COD quick-lock, where if you quickly press the iron sight, you will automatically target an enemy (provided of course you are aiming in the general direction at first). releasing the button then pressing it again will switch to a new target, making taking on groups more dynamic. and of course how effective that quick-target is (how long / effectively it will follow a target, from a second or two to a couple seconds maybe, with the possibility of loosing the target if they move behind an object, also it would probably start aiming at the body-ish and move to headshots) it could even be separated at the 50 skill level - below 50 the system fights you, over 50 it starts to help - just a little at first, then more and more.

melee is a little more complicated. it would have to involve the enemy dynamically blocking, maybe swinging your sword (weapon) slower, and so on.

this could be furthered of course by reducing the damage done if you actually manage to hit someone


Ah yes indeed.
Aiming and shooting in Fallout3 does have that waiving effect and inaccuracy with low skill levels, at near 100 in such as Small Guns and 100% repaired, accuracy seems true enough.
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Antony Holdsworth
 
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Post » Tue May 17, 2011 5:43 am

Seems to me you totally miss the meaning of "perception". I have bad eyesight, if I take my glasses off, I can see that a person is there, but good luck in me being able to hit his blurry blob ass with anything from range. you just described a lame ass game mechanic that was gimped from what it used to be, a pretty important stat for ranged combat. Like it should be.



PERCEPTION-- The ability to see, hear, or become aware of something.
The process of perceiving.
PERCEIVE-- Become aware of something through starting to see smell or hear it.

The GAME's PERCEPTION seems not to be visual eyesight exclusively, or even at all, (you can adjust viewing distance to very low, a Perception of 10 will not make you visually see further). Game perception is becoming aware of something hidden, in however way, heat, smell, sound, or whatever, (even sixth sense) whatever.
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sexy zara
 
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Post » Mon May 16, 2011 10:31 pm

Look like more people want real time than turn based. Really it comes down to personal preference, no game can satisfy everyone. In any case Fallout is not going to go back to being full tb anytime soon so there really isn't any sense in whining about it one way or another.


More people are into better role-play realism and better role-play true to life animation.

Game companies have gone to extreme lengths to get such realism and true-to-life life-like representation as it would be in real life.

I think they might swear profoundly at being asked to make a turn-base play after having gone to all that trouble to make it more life-like.
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Amy Cooper
 
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Post » Tue May 17, 2011 1:42 am

Dude, I don't care if I play it as a [censored] textbook adventure, if I can roleplay, as in using the skills I made my character proficient in and have choices and consequences, then I don't care if it's an FPS, IsometricTB, RTS, 3rdPPaction, p&p, textbook, et cetera.
It is not an indisputable fact that is HAS to be represented in real time to be better gameplay.
That's called immersion, immersing yourself in the game, and doesn't that mean that you're playing as yourself?
When I play an RPG I realize that I control over somebody else and that I'm merely the tool that the character uses to be brought to life.
So what you want is immersion, but that does not mean that an RPG has to have deep immersion to be a brilliant RPG.

If it now is an "indisputable fact" then mind giving me a link to a credible scientific source that tells me so?


The player wanting to play the role as realistically as he desires, that of a true-to-life person (as in Fallout3), player can best do that in real-time than in turn-base.

Turn-base just doesn't cut it.
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STEVI INQUE
 
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Post » Tue May 17, 2011 6:25 am

No were not if I play a midget or a chick doesn't mean I am a midget or a chick Bad anology but you get the point

player and character are Not one of the same because you can't even do half the stuff the character does like paralyzing mutants with your palm or take 12 bullets to the face can you do that?


Player is role-playing the role of a person in such as Fallout3.

In real-time, he can play the role more realistically and true-to-life than turn-base.

Turn-base play just will not do it.
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Melanie Steinberg
 
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Post » Tue May 17, 2011 12:09 pm

Learn to MultiQuote.
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teeny
 
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Post » Tue May 17, 2011 10:02 am

The player wanting to play the role as realistically as he desires, that of a true-to-life person (as in Fallout3).

Meaning: Playing as yourself.

That is "your" definition of it, which is challenged by many others on this thread.
Again, I'm asking for a source to these facts.
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Mark Churchman
 
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Post » Mon May 16, 2011 11:33 pm

You are not understanding that YOU are role-playing the role as that character you have developed in the scenario. That is the game, it is the intertwined combination of you and character, role-playing the scenario.


No I'm not roleplaying the character because the character would fail to make the shot. The player is making the shot. That is not a matter of opinion.

As for your so-called magic compass that highlights enemies who your character would have no way of seeing. Ever heard of smell, sound, even absence of sound as an object moves between a sound source and you, heat that would indicate an enemy, or even heat-radar (magic, chuckle) whatever, you just know something is there.


This is priceless. TB combat interferes with "realistic roleplay" but the fact that every character (even the ones with 1 perception) is half-blood hound who can smell enemies 20 feet out and convert their exact direction to a red blip on a handily provided compass doesn't. Sitruc I am awed.
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Albert Wesker
 
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Post » Tue May 17, 2011 5:11 am

There are far too many FPS's now-adays, It gets far too old after seeing 50+ commerical's with the same view, though I'm not one of those 'PUT TB BACK IN NOW' people, If given the choice, i'de choose TB.

But thats only gonna satisfy a hand full of people so the person making the game like that would loose OUT BIGTIME. Not to mention this isnt the 90's anymore we have alot more technological advancements.
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mike
 
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