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Temat: Game Informer Fallout 3 article scans
Major problems + worries:
- Stupid crap orc is not a supermutant... WAY too colourful and doesn't look like it was once human. Also, why isn't it hunching over like supermutants did in FO?
- Silver warhammer taken straight out of oblivion is not a sledgehammer... it's too clean and is all metal... at the very least the handle should be wooden.
- Fat Man nuclear catapult? Seriously, bethsoft, that's just stupid. I could cope if it was depleted uranium rounds or something but no, this is a catapult, and it launches something which causes a tiny nuclear explosion, complete with mushroom cloud... stupid.
- Deus Ex style pipboy interface looks nothing like the pipboy interface should. (looks modern scifi, not 50's scifi)
- pipboy itself looks like it was taken out of the packet 6months ago, not like it's been in use for 200 years.
- Quality of dialogue suspect. "That's not the way it works. And it won't do to go around asking questions like that. Especially not around the Overseer." Come on Bethsoft! In English, we NEVER use "and" capitalised or after a full stop, that whole middle sentence sounds unrealistic and forced, it would be better to be "Don't go around asking questions like that" or something... I'm not good at dialogue, but I know what I like... We want well written dark humoured dialogue. I hope it's there. Oh, and dark humoured does not mean full of cruel jokes, it means irony and subtlety, humour from absurdity and subtle references to pop culture, just in case you've got the wrong idea, bethsoft.
- Traits are gone (possibly)? Why?

Other concerns:
- V.A.T.S sounds pretty strange... waiting around for action points? that sounds pretty stupid... it might work I guess.
- So what about the dialogue system? Are they going to use that PoS that was in oblivion, or are they going to use a decent system like in fallout, arcanum or planescape torment
- cliché main quest?
- fixed starting age.
- Why can't we just do character creation in one go?
- slow motion for near misses could get really annoying.

Good things:
- consequences to actions (promised, not delivered yet)
- multiple endings (promised, not delivered yet)
- GORE!!! hahahaha
- Different game play styles available yay for sneaking, yay for diplomacy, yay for tech tricks. etc.
- "shades of grey"
- for the most part, decent looking armour and weapons (aside from with the orc)
- Good looking environment in the vault, mostly decent looking environment outside it (although, they look more Jericho or S.T.A.L.K.E.R. than Fallout).

What we can do to try and improve it:
- Make a list of the main points we think are wrong, get lots of people to put their names to it, take it to bethsoft.
- mod the shit out of it when it comes out. (literally)
- mod good stuff in.






Temat: Game Informer Fallout 3 article scans

For Alec & Darklegacy: What was the bar in the bottom of F1 and F2? Wasn't that part of the Pipboy?
It uses the same rusty look with red buttons and bolts. This leads me to conclude that the "chardex" and "skilldex" parts are also incorporated in Pipboy.

About the nuke launcher:

Technical possibility:
I stated that if implemented, it has to be well-balanced. Fire at only mid to long range, radiate the environment (and player, if too close), turn nearby NPC's hostile.

Canon possibility:
As Fallacy stated, a gatling Laser could be considered "silly" as well. Still, in the 50's, if a nuclear portable launcher was existing, they could imagine making those devices even more portable.
As the mentioned link states however, the real word device was made with the smallest payload nuclear charge possible... WHich leads me to believe that this is or a "dirty bomb" (which can fit in a briefcase), or a sci-fi element. Dits in the 50's sci-fi setting afaik.
Thanks Madmonkeyzoom for the link, good research!

Don't get me wrong, I love F1 & 2, and I will always hope for a real canon follow-up with the original mood and setting. Again, as stated, this needs Fallout's original devs.
Beth doesn't have those devs, so they will make their own version.

You can polish yourself for another 10 year to become an even more glittering gem of hatred, but what will that give you?
I think, realistically speaking, that it's more useful to concentrate now on what Bethesda can really improve in their F3 incorporation. It may not be what you wanted at all, but you can help polishing it.
It may also clear the path for a new market niche of post-apoc games. Ok, that could yield some more crappy spin-offs. It may also tickle an indie or other dev studio to take up the good old cRPG spirit and make a isometric gem of pure old Fallout delight.
Be glad that there is once more interest in the Fallout universe - even bad commercial is commercial, and some people do learn from (others') mistakes. Let Bethesda create and fail, it will have some influence.
Mikael Grizzly wrote: TheSarge wrote: A level cap of 20? That's stupid!

Fallout 1 had a level cap of 21, grasshopper.
Yeah, and F1 was time-limited. Using SPECIAL in a non-time limited Fallout would have to have a higher cap. IMHO. I like to wander around some in the late game of F2, until I can easily take out Enclave squads and have found all random encounters (Alien Blaster, Solar Scorcher!).
I hope F3 won't have a fixed time for the final quest.
The problem with a lack of time limit is that you don't have any real reason to roleplay a character that has to do a specific quest - saving the world from a psycho that wants to destroy it for example.
Fallout 2 not only allowed players to become uber-powerful, but also failed to create a sense of danger.
Basically they had an organisation that works on viping out the world but the character has almost infinite amount of time to stop it.






Temat: Game Informer Fallout 3 article scans

We know they used " I don't want to set the world on fire" from the ink spots which we know was the intro to the original fallout that doesn't make everything ok. if anything its a knock against the original and they should of found a different song from the era for the intro. yes its cool there using SPECIAL , looks a like a toned down version of it.

here are a few major issues.
1. nuclear catapult
2. Doom Oblivion hybrid
3. A more linear story line
4. looks more like an FPS
5. Its ported to other systems (meaning we will loose certain aspects no matter what)
6. more like Bos and Fo tactics not Fo1 and Fo2


1. While I agree the Fatman is a but much, they might be just using that to show off the engine. Even if it's not a joke / tech demo item, well... I could honestly see some of our... less intelligent compatriots, especially those from 30 years ago, who might think something along those lines wouldn't be a horrible idea.

2. Where do you get "Doom Oblivion Hybrid?" Am I missing something? Can you explain the reference? The only thing I can think of is a complaint about the first person viewpoint, and, well, the second they mentioned AP and Called Shots, my concerns about that went away.

3. The Storyline isn't out yet. All we know is that the game starts with the hero growing up and leaving the vault to follow his father. That's about it. Would you rather the hero be able to choose to not grow up? Fallout itself wasn't all that nonlinear, it just had a lot of sidequests. Same as Oblivion, really.

4. I am not quite sure I agree with this, either. Most of what we've seen so far doesn't look like an FPS. There are a few shots of the character using a gun in first person -- but they've already said they're working on the 3rd person cause Oblivion's sucked.

5. While I'm not too keen on the idea of it being ported, I can't say that anyone who knows Bethesda is AT ALL surprised about this. However, Having played Fallout 2 with a SNES pad with great success, I'm not too worried about this aspect of it.

6. Again, I'm not quite sure what you mean by this -- could you explain? I avoided F:BOS like the plauge, but I enjoyed F:T quite a bit for what it was -- basically a PC version of FFT, with the Fallout background.

I agree that there are valid concerns about Bethesda and Fallout 3. I'll give you that much. But I'm not sure I agree with your list. My major #1 concern is that Bethesda seems to struggle with nonlinearity -- specifically, you might get a quest to look into a group of vampire hunters, and you might get the choice to go with them or stay behind... but you don't have the choice to run into the dungeon and warn the vampires, or even join them.

It's that kinda thing I am hoping for Fallout 3. Joining Raiders, talking bandits out of attacking cities, stealing valuables from traders and framing politicians, etc etc.



Temat: Desslock explains level scaling
Desslock of PC Gamer has dedicated a column to explaining how level scaling in Fallout 3 will work:Gaining power to kick some serious butt is a hallmark of RPGs. Typically, you're initially relegated to exterminating rats and similarly mundane vermin, but after questing for a few dozen hours, you're capable of dragon slaying. One of the great perks of becoming more powerful is the ability to strut through previously ominous territory and beat the crap out of enemies that used to terrify you. But Oblivion scales in difficulty and denies you that sense of accomplishment. If you return to a crypt after gaining some experience levels, hoping to stomp the zombies that previously manhandled you, you discover that those blasted undead have upgraded to deadly Wraiths. Oblivion's enemies reorganize into groups, and as you advance in level, enemies are supplanted by more powerful creatures within those groups. So, the Goblins you once encountered are replaced by Goblin Skirmishers and finally by Goblin Warlords. There isn't even a reprieve once you've encountered a group's most powerful creatures, as those enemies constantly scale up in attributes and equipment to match your level. Oblivion's scaling makes level advancement less rewarding, makes its world unrealistic-eventually, bandits demanding pennies end up decked out in glass armor and magical equipment worth more than lavish estates. You're actually regarded for not advancing in level-quests such as the Kvatch Siege are easier you undertake them as a pleb, since you'll only encounter Stunted Daedra instead of their more formidable counterparts. A demonic invasion isn't so terrifying when its bridgehead forces could have been routed by a lone wild bear.
Fortunately, Fallout 3 will not use Oblivion's level-scaling, but contrary to what you may have read elsewhere, scaling isn't completely discarded. The first important change is that creatures never scale up in abilities to match your level, so each Deathclaw in F3 will always have the same attributes, regardless of your character's level when you have the misfortune of encountering it. Second, each territory in the game is now assigned an encounter level that determines the level and equipment of critters when you discover that area, so a first-level character that wanders into an area designated as "encounter level 5" will be badly outmatched by the inhabitants. Loot is also generally scaled to the area's encounter level, but some item items will be hand-placed, which is similar to how Morrowind handled loot.
An area's level doesn't remain static, but it gets locked as soon as you enter it. If you enter a city block designated as a level 5 area, it will remain a level 5 area and never scale up in difficulty. Areas you haven't yet encountered do "tether up" in difficulty level, but the tethering level doesn't linearly scale with your level, so there's still an advantage to gaining experience levels. The city block that's initially designated as a level 5 area will tether up and be designated as a level8 area if you don't wander into it until you're a level 15 character. But since an area's level is locked once you enter it, you'll still get the satisfaction of returning to a previously difficult area and annihilating its residents once you have a more powerful character.
Bethesda's still tweaking these systems, but they should make exploration more interesting and not diminish the regard for advancement by making you feel like you can never really get ahead. I'd still prefer a static world like Gothic's, where encounters are always consistent regardless of your character level, but this toned-down scaling system sounds like a huge improvement over Oblivions.

Thanks Stag.




Temat: V13 tidbit
See, this is the genius of EVE. It's all about the players. There are no "bosses." But when you kill somebody, unless it's a n00b combat mission against NPC's, you're actually affecting another player. You're ruining somebody's day, or you're protecting yourself or your friends from having your/their day ruined. Your actions actually matter, and not in an entirely superficial way.

And mind you, I don't think EVE is perfect. There's a reason I don't play it. But the basic model to it is spectacularly beyond anything idiot-games like WoW have come up with. There's also a reason why the ratio of intelligent gamers to total idiots is far superior than it is in game's like WoW and such. The game is designed with actual intelligence. Say what you will about the skill system that "rewards you for not even playing the game," it is a system that prevents you from grinding simply to advance your character. It's also a system that, at least in terms of skils, doesn't make the gap in power between somebody who's been playing for a couple of months and somebody who's been playing for a couple of years enormous. The longer you play the more diverse your skills are, but in terms of raw power, you can specialize within a couple of months pretty well. It's not a system for everyone, but it's a brilliant system that deserves respect, because it solves a lot of problems that most MMO's seem to revel in, as it supports their whole "Let's addict our players to our game through dishonest and nefarious means" mindset.

Now, skill systems aside, Fallout should follow the EVE system of PvP and putting players at the forefront of EVERY game design decision. NPC's are ultimately useless and needless when you give your players enough freedom. Fallout, like EVE, is a game DESIGNED for open-PvP. And as EVE has proven, you can have open-PvP if you design it smartly enough so that it's not just a meaningless combat-fest ala Battlefield 2.

If you have an open-PvP system that actually means something, then you're going to find that people will actually fight and die for a reason, which will ultimately be much more meaningful and much more fulfilling than anything the mainstream offers.

The WoW model works, but if you notice, it only *really* works for WoW. Before WoW, the standard was EverQuest, and everybody was trying to, but not quite achieving the numbers EQ had, which was somewhere around 400,000 subscribers. WoW changed all that, but they did it by doing something different from EQ. EQ was all about the group-grind. It wasn't big on missions. It was big on you going to a location, killing everything in sight until you got what you were looking for, be it loot or experience points, and then you'd go to the next zone and do it all over again. WoW turned it into a largely single-player experience, unless you *wanted* to group, at least until the max levels. It also kept things about the mission, so that you actually felt, if only superficially, like you were actually doing something.

Nobody's achieving what WoW did because WoW did its own thing, and nobody's going to like a shameless copycat. That's just physics. This is why Fallout Online is going to outright FAIL, and why we're going to see Interplay die all over again. Because they're not going to do anything except shamelessly copy WoW to a large enough degree that you won't be able to tell the difference beyond the graphics and a few key systems, and nobody's going to be able to do WoW justice like WoW can. Innovation is what's going to lead to success, and I think that's proven by EVE.

Despite the fact that EVE Online isn't a huge success, it's the only MMO that's been consistantly GROWING for years, whereas every other MMO (even WoW) has been gradually losing numbers.

And once EVE brings in actual character-avatars instead of having everything be ships, you're going to see a ton of people buying the game, I suspect.



Temat: V13 tidbit
I never was in favor of MMORPGs but sometimes you see the wasted potential in them...

The usual problem with the MMOs is that they always reward combat over everything else. UO for instance was a good idea at it's core on this aspect but you always needed combat skills, at least to an extent because of enormous population of PKs surrounding you. This concept of needing even a little knowledge of combat to survive actually fits the FO setting but the painful fact is that the aim of the raiding is NEVER the resources in MMOs. You only hack and grind for gold or XP or more specifically PHAT LEWT.

Another problem with the MMOs vs. FO setting is that in a world of desparation there's only a "Chosen One" to save the world and it's whole population (with the emphasis on the word "One"). And in an MMO you'll risk having towns full of heroes or "Chosen One"s to be more specific. Face it. No one will sit around and do boring jobs like mining in Broken Hills or farming in Shady Sands for all day long. No one but maybe a handful few. Because each of us know what FO is all about and the feeling that it gives you is to put it roughly (or as Bethsoft said) "You're SPECIAL". Of course even a lousy farmer might want to strap a gun and go out on a journey to "save the world" but that points out to a yet another problem with MMOs vs. FO...

Remember the first one to try and leave the vault? Remember his corpse lying in front of the vault door? This was the first scene to greet you in the harsh, outside world of Fallout. I even remember sharing his fate on my first playthrough; flesh eaten by those damned rats. World of FO is one unforgiving motherfucker. I remember saying the wrong things in the wrong place. A place that is unfortunately called Khans base. And I remember being outnumbered and trying to run, only to be shot down before I reach the exit. And I remember seeing my skeleton decaying in the wasteland... When you die in the harsh wasteland your skull smiled at you which indicated (at least for me) "you're dead. Better luck next time". In MMOs it kinda whistles the tune from Nick Cave's last track from Murder Ballads. And it all comes down to "You couldn't kill him/her/whatever. Try again". Death is the end. Even if you're a farmer reeking of brahmin shit or a badass in Power Armor. I don't want to see my body cut in two by a laser rifle only to be knitted back to life by some über techno gizmo with Vault-Tec/Robo-Tec label on it. Death must have unforgivable consequences. Not just losing some of your PHAT LEWT! When you die, you die. End of story. It is the harsh law of the world. I think it'll even make the most powerful raider to think twice about a raid. And it'll keep everyone in edge...

And lastly there's this thing that'll throw all the uninhabited, desolate wasteland feel to trash. Yes, the overpopulation of the gameworld. Fortunately something like limiting the number of registered characters by server will solve this problem.

All that being said unfortunately Interplay wouldn't stray away from a tried and accomplished path (which is WoW) and even if they tried Bethsoft/Zenimax wouldn't let them.

And that was just my 2 cents...
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