» Mon Dec 14, 2009 12:13 am
I have been playing Fallout 3 lately and IMHO there is quite a bit that should be borrowed from it. Namely:
1. De-couple skill increases from attribute increases. It is an awful mechanics (which, I dimly remember wasn't in DF), that forces me to use skills I dislike, just not to gimp my character and possibly hit a wall, like in Oblivion. I have been enjoying F3 so much, because I could just play a character that I wanted to play, use the skills that I wanted to use, etc. Just give me a fixed amount of attribute points per level, which I can distribute as I like, and let skills increase through use, as always.
Also, let major skills level over 100%, so that again I could progress my character through the whole game without being forced to play it in the ways I don't want to.
2. Stealth mechanics + enemy indicator should be borrowed wholesale. I never enjoyed sneaking so much in any game. It is logical, tactical it allows for some advanced planning, it ramps up tension. Brilliant!
And BTW, every piece of heavy armor equipped should detract from the stealth skill, not just the boots, like in Oblivion. Also, a bared large weapon like a sword, etc. And stealth attack multiplier should be higher for melee weapons/unarmed than for ranged weapons, since it is much more difficult to get that close to the enemy without detection.
3. Lockpicking - ditto. Both provide active, enjoyable uses of not-directly combat skill, which rely both on the character skill and on player's participation.
4. There is a bit to borrow from the Explosives skill too, for the possible Traps skill. There are a lot of traps that need to be disarmed (and can then be picked up in some cases) or avoided in F3, which again make exploration more enjoyable. This and ability to place traps should be imitated, IMHO. Also, would be nice if we could make traps and/or apply harmful potions to them. Also, allow us to equip harmful potions and throw them at an enemy like grenades in F3.
5. Repair. I liked how it worked in F3, because it made the otherwise mundane loot useful and saved even a low-Str character too many trips to the merchants. In TES V it would be nice to also make traps with it from junk lying around in the gameworld and also to figure out how to make special items (no boring blueprints!).
Oh, and conversations between random characters in F3 were very much improved from Oblivion too.
From Oblivion I'd borrow: Alchemy. That's it. Just allow me to throw harmful potions at the enemies, too. And apply them to traps.
Other things I want:
Climbing. Seriously, I am sick and tired of my character being stopped by obstacles that would be trivial for my distinctly non-heroic self. Coupled with improved stealth mechanics it could allow for some really exciting gameplay. Or for terrific views of the landscape, like in the Gothics. Get your pick.
Non-lethal knock-outs of humanoid creatures. Let bare-handed HtH result in a knock out, but unlike the horrible implementation in MW with opportunity to loot. Also, they should stay under for a few minutes. The opportunities for roughing NPCs up without murder, tavern brawls, using another type of persuasion or bulgaring something without becoming a murderer couldn't be overestimated! Oh, and HtH should be still usable for killing stuff once one equipes brassknuckles, fighting gloves or whatever.
Persuasion - please, either ditch the mini-game and just have a likelihood for success of Persuasion option, like in Fallout 3 or make it like insult dueling in the Secret of Monkey Island. I.e. have us collect all those jokes/threats from other NPCs and reading books first and use them logically on a given persuad?e.
Mounted Combat and generally decently working horses. Seriously, guys, it has been more than a decade. It wouldn't be imbalancing at all if riding requires a skill and horses can't enter caves.
Integration of Magic into the gameworld, as already mentioned. How is it that nobody seems to be aware of the Open spell? Or in MW, Recall? NPCs should take account of magic in their everyday lives. Also, side-quests that require creative use of magic.
Tactical use of Magic in Combat - let there be attacks and counters, tactical spell combinations, like I hear Dragon Age has them, tactical use with the environment - flammables, ice, etc. Also, a spell that slows everything down. Things often moved far too quickly for me in MW and Obl.
Better Melee Combat - Oblivion was making baby steps, but really, there is a lot of room for improvement.
Playable Third Person