I do have to ask what kind of combat do a true RPG have? Is it turn base?
I do have to ask what kind of combat do a true RPG have? Is it turn base?
The rules have not remained the same. The point of an RPG is that success in actions is completely determined by the character's abilities. This game relies on the players abilities as a base and them throws some stats on top of it that only slightly change the outcome of attempts. It's an action game with slight RPG mechanics, not an RPG.
Also turn based combat is not some kind of graphical setting in the game. Its a gameplay mechanic. Gameplay mechanics will never be outdated unless they are inherently flawed which no matter how terrible you may think it is, turn based is not.
Eh, not really. You can have a first (or third) person RPG. It just has to rely entirely on character skills instead of player skills. For example, you can aim at something as the player but being able to actually hit it would rely on the character skills.
Because skills affecting the damage of a bullet instead of the ability of the character to hit something makes no sense.
What 'sells' has nothing to do with it. It's about what works. Turn based still works and it works better.
Strength isn't a skill... Strength is strength. It makes sense that the stronger you are, the harder you hit and the more damage you do.
In Fallout 1 weapon skill meant the ability to hit certain areas on the body. Higher damage meant you hit a more vital area, not that your bullets did more damage.
Ugh and I'm not going to argue with you about what is outdated any more because we're clearly talking about different things. I don't care what the opinions of the masses are. I still enjoy turn based combat and I also enjoy other forms of combat. So nobody is going to tell me it's outdated.
The only way a Player Character has any agency is if it can control itself, sorry but I don't have to ask my PC to act and hope it agrees, the only time I've seen PCs act this way was in scripted ways in games like Silent Hill 3, some bad Diablo copycat, or under berserk/confuse statuses in a Final Fantasy. It is always player agency enacted through the PC. What you are talking about is how the game enacts a players choice through the PC. Both check for environmental factors, but one is more fluid and interactive. Agency is when an individual is free to make their own choices outside of control, whether that be fate, deity, or the Player. Final Fantasy 12 is closest thing I've seen where a PC is given some minimal level of Agency through the Gambit system, but that can be taken away at any moment.
The problem here is that you're still using your player skill to take aim, which is a little demanding if it works like an FPS and makes it really frustrating when a shot you aimed clearly just arbitrarily misses; see Morrowind. Maybe if it was a lock-on feature instead of FPS-style, but I dunno, I feel like that offers less chance for stat-influence than having gun/character stats that tangibly affect recoil, accuracy, damage, fire rate, etc and still feels fun.
As for turn-based, I still think it's a valid way to handle gameplay. But not Fallout's turn-based gameplay. It feels like Morrowind's hit/miss gameplay, but painfully slow. But Chrono Trigger, or Pokemon, or most older FF games have really solid turn-based combat.
1. Fallout is not "every game." I don't care what skills do in other games.
2. Yes, influence but not determine. Yes, different parts of the body take different amounts of damage but that doesn't matter. What matters is the damage a rocket will do.
3. lol you are such a closed minded person
Yeah I understand this. Which is why I said above turn-based does it best. Aiming in a first person game could be considered the same as moving your cursor over an NPC in Fallout and clicking to attack. Although if it is done in real time it does add extra pressure on the player.
Meh, I actually prefer Fallouts turn based system to the JRPG approach.
1&2. I see what you mean and my response is still the same. Fallout 1/2 didn't output the same damage like Fallout 3 and NV does. Its because in Fallout 1/2 when you aim you're only aiming at the area of the body. The damage relates to the actual spot in that area that you hit and its based on your skill. In Fallout 3/NV your damage just rises statically. It has nothing to do with where you hit on the body.
3. You are closed minded because you consider everything 'old' to be junk and you want everyone else to have the same opinion as you.
The turn-based market is far from dead. Look at PoE, Wasteland 2, Torment as well as JRPGs. Just because they aren't as profitable as non turn based games doesn't mean they are dead.
The skill-adjusted damage approximates hit probability.
In Fallout, if your character has a 50% hit probability and a weapon that does 10 damage, then he will average about 5 hits for every 10 attacks, and his average damage for 10 attacks will be 50.
Divide 50 damage by 10 attacks, and we get his average damage per attack, which is 5.
Now move that character into an FPS. Players want to score a hit when their aim is good; they don't want chance to rob them of their hit. So, we get rid of the character's 50% hit probability and adjust his damage output instead. We reduce his weapon's damage from 10 (what it really is) to 5 (our calculated damage per attack). The player probably won't hit every time he attacks, and so his average damage per attack will be less than 5. Exactness isn't important, though. The main thing is that we have something in place to represent the effect of the character's skill on combat.
They shouldn't have a choice in the matter; they shouldn't be affecting the aim of the gun. Even FO3 is not ~totally a shooter. Shooters are where the player should affect the aim of the gun; RPGs aren't [supposed to be] about shooting.
It does not matter in the same way.
** Missing any of those aimed shots does not put the PC in a vulnerable state for having used the time... Think instead... of VATS working as is, but not slowing down anything , and offering zero damage shield ~~that might make it matter in the same way.
(That's also complaint #1 of what's wrong with VATS.)
I am going to disagree with this part, as having different results in damage is actually pretty realistic. In your earlier comment about the rocket skill does have an impact on what kind of damage a body will receive, it shouldn't have a 65 point swing, but it should have some variation.
Additionally, here is why I think Skill Perks came to be.
Take a look at FO3, skills were quite is easy to get to full. Between armor, books, perks, leveling, or drugs skills could easily get to 100. Obsidian noticed this and tried to reduce the ways to increase all your skills to 100, they did it by reducing the amount of books, having less 'magical' armor, and very few perks that increased skills, but they still had drugs and magazines to help you if you really wanted that small boost. The problem with FONV is that when they started doing DLC, they realized that they wanted to add more perks, which meant more levels, which meant more skill points at new levels. Thus FONV eventually had the same problem that FO3 have, as it is quite easy to have every skill at 100.
When BGS started developing FO4, they knew about many of these problems and probably were wondering how to control the skill portion of the game. They could've tried to rework leveling to control skills, but found that this probably slowed the game down too much, made somethings too difficult to give the player more freedom to explore anywhere and actually engage in the events there, or they perceived that this would irritate players. So, they could have thought, " why don't we just reduce the max skill level and work around that in leveling?" The problem there is you still have a system that, when you in all likelihood, add DLC expansion is going to result in the same scenario of characters with maxed skills, as players will likely demand additional character progression in new DLC.
The simplest and smartest decision was to get rid of skills and have them tied to something that makes players choose between new fancy things to do or have the basics filled out. This gets rid of a system which is full of control issues, simplifies the game mechanics, and gives the player the option to either play a highly 'skilled' character, a freak of the wastes, or even a class (or multi-class) like Caravaneer, Thief, Asssassin, etc.
It makes your choices for how you set up your SPECIAL, what perks you buy, and how you interact the world that much more important, as you can't just wait to be the Master of All Skills anymore. Any great RPG (or game in general) finds ways to improve it's systems, by cutting systems that get broken too easily, attracting more players, and adding options that players want (hence Bethesda's love of the Modding community).