Uhm... I don't know what Fallout you played, but except for early on (Fallout 2 did this exceptionally) you'd be knee deep in ammo. Fallout had more aspects to it, but it definitely was a shooting game as well.
:shrug: Ammo had weight, weight vs usefulness, vs sale value. In Fallout you could very likely regret leaving that third rocket for keeping the minigun ammo (or vice versa). Fallout [to a point] was self limiting... FO3 is?
~Also [at the risk if ignoring the 500 pound gorilla here], FO3
should be held to a double (even triple) standard, given that it's got 6 to 9 years on Fallout, and it requires 64 times the ram, a dedicated 3d accelerator and a 2400 MHz CPU (instead of 90 MHz).
Point being... it doesn't matter if Fallout3 surpasses Fallout in some ways, what matters is how greatly it surpasses... IE. simply having the same [arguably less complex] dialog mechanics should never be sufficient given the enhanced demand on the system (and the enhanced capability of common systems)...
FO3 should have amplified the original intents of the series by having the most detailed environmental affecting C&C dialog system to date ~and it doesn't. That doesn't make it a bad game by any means, but it does make it fall short of its potential. Fallout 3 could have had the best of TES, and the best of Fallout (magnified and enhanced by several years progress), but it only has the best of TES and the trappings of Fallout (and several TES flaws carried over).
Having to spend points to make it through one thing and then never using it again would be very poor design.
Amended quote: I actually disagree with this quite a bit; No one forces the player to max out Traps or Barter (or medical ~which should never have been merged IMO); but for those that choose to, there should be options unattainable by any other choice... The maxed medical PC should have surgical options where the 50% PC has none (or at least a really high chance of failure and no chance of the best possible outcome).
But much of Fallout's skill system was counter-intuitive. Tagging a skill that your character realistically would have no way of obtaining, and raising it to high levels while never even touching one just makes no sense. Fallout 2 for example.. I know it's been done to death, but a tribal tagging energy weapons while the best weapon he can scrounge up from his entire village is a flint spear? You could have it over 100 in a few levels and not expect to see so much as a laser pistol for several levels to come.
Fixing it would require reworking the fundamental system however, and I don't want to be the near the intenet if that happens. The cries would be deafening and I can't swim so well in an ocean of tears.
Agreed, and I think the Witcher solved that somewhat. In the Witcher you can harvest alchemical ingredients from a monster only if you know what they are; So... You can cut off the claw of the frightener, but might not know to extract the eye, unless you'd read about it.
In Fallout, skills could (IMO should) be restored and added to, where the PC can read information on say... energy weapons, and have an inkling about them when they find one, but were previously unaware that they existed prior to learning (or at least were totally unfamiliar with them ~kind of like Samuel Jackson's character in Diehard 3, where he knew nothing of automatic weapons, and was unable to shoot one ~for not understanding the safety lock).
@Rebet:
Guns would be scarce and valuable (as would the skills to use them).
Imagine in a modern Fallout (made with a bit of Torment's attitudes & concepts), that your PC could train an NPC in proper fire arm use. Also there
are [or should be] places in the FO world (often undiscovered by most) that would have heavy weapons and small arms with lots of ammo... A PC that spent the time reading up on their use would greatly benefit from finding such a cache, over one that honed their skill with a hammer or brass knuckles instead ~but both could benefit from selling the arms.
* There is a fantastic article on mobygames.com (which I can't link to due to extreme & profuse language), that showcases the evolution of RPG's [ignoring the 70's and starting] from the dawn of the 80's up to the [then current] Witcher.
Its a great [and tremendously long] article that I found worth reading. It mentions BlackIlse & Bethesda games a lot.
Its called "The World of Western RPGs" (and can be searched for by that quote)