Always when it comes to Bethesda. There's no repair skill in Maryland.
Things there just don't work and get scrapped all the time.
Always when it comes to Bethesda. There's no repair skill in Maryland.
Things there just don't work and get scrapped all the time.
And how many gameplay mechanics have Bethesda actually "fixed"? (I'm honestly curious)
>implying everything can just be fixed
Pro tip, it can't.
Implying nothing can be fixed.
Not the case bro.
I never said anything of the sort.
Put that scarecrow back out in the field.
Folks are making a great many assumptions here, I'll wait and see what the system really is.
Nor did I say what you implied I did; it's a very specific case and gamedesign does bend. But you do argue against fixing things every single time it is brought up.
I actually argue against keeping things for no reason other then to have more things.
There is a large difference.
Again, put that scarecrow back outside.
It is just you who sees no other reasons than "just because".
Honestly.... I kinda preferred the number-based skill system. Buuuuut, on a more logical level, I can sort of see the advantages of a Skyrim-style skill tree.
Say you specialize in melee combat.
The first few skills could be basic damage increases, or attack speed modifiers... but at higher levels, you would have to start choosing between weapon types, like bladed weapons or blunt weapons. Then two-handed vs. one-handed... then finishing up with advanced techniques and martial arts style abilities. You COULD be a master of all forms of melee combat, but that would mean using more precious skill points.
Skills like Science might be done properly with a skill tree as well. Trees specializing in computer hacking, chems, maybe even a "scientific theory" point to give more conversation options.
So yeah. I'll miss the numbers, but I can see the advantages of a tree.
As have I; on my side.
But be that how ever it is, this is as far as I go with this one. There's no end to be had unless the other just stops.
But that implies either of us can....
But war, war never changes.
Actually, wrong. All skills do for RP is which ones get tagged. Other than that, it does not matter what the SPECIAL is because they can all (almost) be maxed and do THE SAME THING. How is that "more Roleplay" possibilities when the skill makes the SPECIAL, which is much more important for RP than the skills are, are made less important because the thing that the specials can do are already covered by maxing EVERY skill?
Nostalgia blinds to the pros of change, which makes people think that certain things are the only things that make RP possible.
Which has what to do with anything I've said? NV's added mechanics were not useless.
Uh, no. Crafting worked. Different types of ammo worked. DT's and the reworked armor system worked. Do I need to keep going?
I had a gunsith in NV, that had tangible mechanics for rolep laying as such. 3 didn't. And that's just one case of a build that wasn't actually viable before.
The added mechanics in NV, especially iron sights and crafting, were what I liked most about the game.
Except it didn't, in fact, it was so utterly broken J Sawyer had to give every medium and heavy armor in the game DR in his mod to actually make them useful because DT's damage calculations were so mathematically flawed that they made every armor above light armor worthless.
DT was mathematically and objectively the singular most broken feature in the game, hands down. Even the guy who designed the game admitted it doesn't work.
They didn't actually, not because they were fundamentally flawed themselves, but because DT didn't matter worth a flip.
Alternate ammo types are complete placebos on anything but hardcoe/very hard mode, or when facing the artificial difficulty level scaled DLC monsters like robo scorpions in OWB.
You mean the completely bloated and poorly organized mess of a crafting list that was mostly just things you could find in the game world either directly, or at least some suitable alternative for? Not to mention the complete lack of balance when it came to ammo crafting, where it was always less expensive to just buy the bullets then it was to buy the materials to make the bullets.
Fallout 3's crafting system worked, because it was a small and manageable list of unique weapons that offered actual unique gameplay elements.
Skyrim's crafting system worked because it was actually organized, and let you make basically anything in the game.
NV's crafting list was neither, it was the worst of all worlds rolled into one.
That's not getting into the
-Entirely broken and useless faction armor system.
-Equally broken faction rep system that didn't manage to do anything that Morrowind, Oblivion, or even Skyrim did without one.
-The total imbalance of content in what is supposed to be a grey morality, both sides are equally right, narrative.
and basically every other thing NV added being broken as well.
But that par for the course in Obsidian games, such KOTOR2, NWN2, and Alpha Protocol,.
And what makes it even more sad... is that even with all those problems... I would still rather play them then most other games.
Actually I'm right. Some one with 90 in guns is different than someone with 70 in it.
Opinions are subjective. What isn't is that those mechanics added viable character build options that weren't viable before. So my statement stands, more equaled more.
Except none of it has any real synergy. A character with 1 intelligence and 100 Sicence, Repair and Medicine will work the same as a character with 10 intelligence and 100 in those skills.