BAD design choices

Post » Tue May 10, 2011 11:51 am

With a high gun skill though theres no point in using anything other than a Sniper Rifle, Gobi Rifle or Anti-Materiel Rifle. The problem with snipers is they are as good up close as they are at range.


That is not true at all. Mobs will own you if you try using the Sniper Rifle in close quarters. The AMR is a joke and near useless in my opinion. The Sniper Rifle is great with range but try using it in the middle of a deathclaw or cazador mob and see how far its low reload speed and high AP cost gets you. No good. This Machine on the other hand? Sweet.
User avatar
Jose ordaz
 
Posts: 3552
Joined: Mon Aug 27, 2007 10:14 pm

Post » Tue May 10, 2011 4:32 pm

I don't think a perfect headshot should be achievable at distance of a few kilometres (seriously, I can snipe targets farther than ED-E's sensors see them) by a character who doesn't have 100 guns and 10 PER. Adding sneak attack critical or 5x critical chance on top of PERFECT accuracy is just silly. It dumbs the game down and all the AMR noobs on this forum are a perfect example making snipers so powerful was a poor design choice. If my energy character can kill Deathclaws faster with Ratslayer than with Plasma Caster, something isn't right. It needs a nerf.


Something would definitely be not right if that was the case. It's not though, so there's no problem.
User avatar
sas
 
Posts: 3435
Joined: Thu Aug 03, 2006 8:40 am

Post » Tue May 10, 2011 1:22 pm

I don't think a perfect headshot should be achievable at distance of a few kilometres (seriously, I can snipe targets farther than ED-E's sensors see them) by a character who doesn't have 100 guns and 10 PER. Adding sneak attack critical or 5x critical chance on top of PERFECT accuracy is just silly.


Considering how Snipers in the US armed forces (and other countries of course), can do this with existing weapons... Why is it so silly? It's what the guns are made for.
While i could somewhat agree with the needing 100 guns.. the 10 per doesn't really matter if you're looking through a night-vision 100x magnifier scope. So long as the scope is calibrated properly.. You hit what you aim at. Not much more to it than that

EDIT:
Hell, trust me, MY 'guns' score rl is no where near 100. But give me a properly-aligned scope/sights, I can usually hit the bullseye or very close. while I might have some level of 'natural' ability, I'm far from trained.
User avatar
Alexander Horton
 
Posts: 3318
Joined: Thu Oct 11, 2007 9:19 pm

Post » Tue May 10, 2011 6:31 pm

Enemies are really stupid. 90% of the time I can just snipe them away and they won't even notice me. Literally, they will be walking amongst dead bodies of people I just sniped, and they won't even be suspicious. This has to do with PC users being able to crank up the view distance, while the AI doesn't have the same range. (I think)

This should really be fixed. Technically, one could probably fight through the whole game as a sniper, and never ever get into a firefight. :shrug:
User avatar
Erin S
 
Posts: 3416
Joined: Sat Jul 29, 2006 2:06 pm

Post » Tue May 10, 2011 11:06 pm

I would like to see backpacks hard-wired into the game. hardcoe "weight" is one thing, but come on, no way you can carry more than one rifle and some boxes of ammo really. So I would like weight limited to one outfit/gun/some ammo and stims, until you can get to a store and buy a backpack/dufflebag. And then buy bigger, and bigger, as you progress in the game.

(i know we can mod it, and I have, but it should be built-in, at least in hardcoe mode. I was carrying 7 rifles, 5 pistols, a rocket launcher, a minigun, 3 shotguns, 5 suits of armor, 8 hats, throwing spears... and was skipping along merrily without so-much as a bulge in my pockets. Whaaaaat?)


While this would be cool as a mod, I don't believe it should be in the vanilla game.

There's no reason Fallout needs to have the same inventory limits as Deus Ex or STALKER. We're all accustomed to having 4 dimensional hyperspace arsenals in Fallout... even though carrying a minigun, anti-materiel rifle, and multiple pistols and shotguns sort of does kill immersion at some points.
User avatar
Max Van Morrison
 
Posts: 3503
Joined: Sat Jul 07, 2007 4:48 pm

Post » Wed May 11, 2011 2:37 am

A bunch of good points there, but as someone mentioned above, I strongly disagree with the opinion about Stealth Boys. The current number of Stealth Boys makes the game way too easy as it is, so adding more of them let alone allowing the player to make more would be just unnecessary. I agree with the points about enemy AI and empty bottles/syringes after using chems or beverages, as well as Energy Weapon modding and Survival Recipes.
User avatar
Dean Brown
 
Posts: 3472
Joined: Fri Aug 31, 2007 10:17 pm

Post » Tue May 10, 2011 8:12 pm

Here's another one, lack of an in-game encyclopedia listing all creatures, ingredients and pieces of equipment. I'd like to be able to check without GECK what DT of a Cazador is. I'd like to know what recipes a plant I found is used in. I'd like to know what upgrades a gun I've bought can hold without going to Wikia. This all should be listed in the game in an easy to read format.
User avatar
Lavender Brown
 
Posts: 3448
Joined: Tue Jul 25, 2006 9:37 am

Post » Tue May 10, 2011 8:00 pm

Here's another one, lack of an in-game encyclopedia listing all creatures, ingredients and pieces of equipment. I'd like to be able to check without GECK what DT of a Cazador is.

Then get Living Anatomy perk with high Medicine skill?
User avatar
CArlos BArrera
 
Posts: 3470
Joined: Wed Nov 21, 2007 3:26 am

Post » Tue May 10, 2011 5:10 pm

Then get Living Anatomy perk with high Medicine skill?


Yea, waste 1/15th of all my perks to get 1/4th of the information necessary to play the game. ;-) I want my builds to aim for perfection, no space for perks like that on them.
User avatar
Killah Bee
 
Posts: 3484
Joined: Sat Oct 06, 2007 12:23 pm

Post » Tue May 10, 2011 11:11 am

Yea, waste 1/15th of all my perks to get 1/4th of the information necessary to play the game. ;-) I want my builds to aim for perfection, no space for perks like that on them.

Then suit yourself. :P
You can't have the cake and eat it too.
Prioritize.
I chose it because of the +damage, the finding out health and DT was just a bonus to me.
User avatar
natalie mccormick
 
Posts: 3415
Joined: Fri Aug 18, 2006 8:36 am

Post » Wed May 11, 2011 2:30 am

Codex is a fairly standard thing in gaming these days. After ME and DAO demanding it should be treated as a very reasonable concern and demand - not frowned upon. Especially if the interface of the game is vastly inferior compared to interfaces of other titles in the genre.
User avatar
daniel royle
 
Posts: 3439
Joined: Thu May 17, 2007 8:44 am

Post » Tue May 10, 2011 12:38 pm

I made a 10 charisma, 10 intellect character that relies on my companions to kill things and guess what....it works on very hard/hardcoe. Sure I have to use some mines and stuff to weaken things like deathclaws, but my character takes on a support role instead of being the main contributor to the battle. I have the pack rat perk so I can tote around extra explosives and because I only need perception for them I have pretty low str and agi. I guess a person has to know what playing a "role" actually means instead of trying to do EVERYTHING with their main character.
User avatar
Gill Mackin
 
Posts: 3384
Joined: Sat Dec 16, 2006 9:58 pm

Post » Wed May 11, 2011 3:23 am

Here's another one. Explosives should be a replacement skill for Lockpick which would allow to cause small explosions around the lock to bust a safe or a door open. This way player would have a choice between being a silent burglar - or just blasting the thing open. Small charges should be craftable at benches. Not allowing us to open safes with an explosive but instead forcing us to lockpick them is kind of silly based on how safe locks are constructed. Using explosives would be cheaper in skill points - but would attract attention and reduce karma if a friendly door is blown up, whilst Lockpick would require more skill points to open everything but would do so quietly and without a hassle.
User avatar
Milagros Osorio
 
Posts: 3426
Joined: Fri Aug 25, 2006 4:33 pm

Post » Tue May 10, 2011 8:13 pm

I don't think a perfect headshot should be achievable at distance of a few kilometres......

O' really?

Do you know how far few kilo meter it is in the game? it is like shooting the Quarry's Deathclaw from Lucky 38....last time I check, you can't do it..........
User avatar
Charlotte Henderson
 
Posts: 3337
Joined: Wed Oct 11, 2006 12:37 pm

Post » Tue May 10, 2011 3:38 pm

That is not true at all. Mobs will own you if you try using the Sniper Rifle in close quarters. The AMR is a joke and near useless in my opinion. The Sniper Rifle is great with range but try using it in the middle of a deathclaw or cazador mob and see how far its low reload speed and high AP cost gets you. No good. This Machine on the other hand? Sweet.


Its actually pretty easy to deal with Deathclaws and Cazadors up close with the Snipers/AMR. I know because ive done it several times.
User avatar
Alessandra Botham
 
Posts: 3440
Joined: Mon Nov 13, 2006 6:27 pm

Post » Tue May 10, 2011 1:05 pm

O' really?

Do you know how far few kilo meter it is in the game? it is like shooting the Quarry's Deathclaw from Lucky 38....last time I check, you can't do it..........


Best of all, you do it without even having to lie down, can do it crouching, standing or even running forward. I dare you to prove me you can hit a head at 5km with a sniper rifle weighing as much as AMR when crouching. ;-) True sights accuracy is off the charts throughout the game - and it's a poor design choice.
User avatar
Svenja Hedrich
 
Posts: 3496
Joined: Mon Apr 23, 2007 3:18 pm

Post » Tue May 10, 2011 8:25 pm

Best of all, you do it without even having to lie down, can do it crouching, standing or even running forward. I dare you to prove me you can hit a head at 5km with a sniper rifle weighing as much as AMR when crouching. ;-) True sights accuracy is off the charts throughout the game - and it's a poor design choice.

lol its an rpg first fps second... therefore the fps part comes backseat to the rpg... AND............its a game.
User avatar
Nathan Risch
 
Posts: 3313
Joined: Sun Aug 05, 2007 10:15 pm

Post » Tue May 10, 2011 8:24 pm

I absolutely agree with this. To carry a small arsenal around with you breaks the immersion, in my opinion. To counter this, a few months ago I created a rule in the F3 section (I'll post the link if you want) in order to create some structure and restrictions. Its basically limited to 2 two-handed guns (commando perk), and any two from one handed guns (gunslinger), melee, and unarmed. That's it. I currently play Normal + hardcoe + my weapon restriction rule. I'm tough like that. :)

Also, I agree with point #6 regarding enemies. I want to be spotted a lot earlier, unless its a Feral Ghoul, or I'm using a Stealth Boy.


I play like that, but the problem I have is looting. I should be able to take the guns from the raiders I just killed, put them in my bag, and go sell them. I would have liked to have seen a Resident Evil 4 style backpack system. I like the idea of pockets that are seperated like how they are in your pip boy. Weapons, ammo, aid, apparell, misc. I saw some kind of mod screen shot of someone with a backpack on. that looked cool. It should affect your sneak. You should have to take off your backpack if you are going to sneak through a dugeon and only use your pockets. That, or have a very empty backpack. Not rattling around with bottle caps and 9mm ammo.
User avatar
sarah
 
Posts: 3430
Joined: Wed Jul 05, 2006 1:53 pm

Post » Tue May 10, 2011 8:54 pm

I rather my items all goes into my adamatium wristband's flat space storage.
Or proper backpack.
User avatar
Laura Tempel
 
Posts: 3484
Joined: Wed Oct 04, 2006 4:53 pm

Post » Tue May 10, 2011 9:21 pm

Not sure why people are bringing up real life as an argument against game balance. Game balance always comes first and "realism" takes a back seat to it in a video game. I mean, the gameplay involves players wielding golf clubs charging towards super mutants firing energy cannons and yet still the player can beat the crap out of that super mutant. Again, realism takes a backseat to game play balance.

No, sniping is pretty overpowered at this point. Not sure why some of you can't admit it. It's not like the devs are going to nerf it anyway.
User avatar
Kaylee Campbell
 
Posts: 3463
Joined: Mon Mar 05, 2007 11:17 am

Post » Tue May 10, 2011 12:55 pm

As far as food goes, they should have made simple generic "container" recipes like roast, soup, on-stick and such and allow to use a number of different ingredients to fill spots in each of them. So to cook a soup, you'd need something fluid like beer, wine or water, some protein, some vegetables and spices. And now let's say you have water, vegetables and spices, with those you could cook a gecko soup if you have meat for that - or cook a brahmin soup instead, every ingredient would be perfectly replaceable by anything in the same category.

This would multiply the number of potential recipes - as well as made all the ingredients useful. Higher survival rate could allow using more "Bear Grills" ingredients and for roast a scorp. Final score of how much the meal feeds and hydrates you would depend on the type of it (stick or kebab would feed less than steak) as well as quality and cost of ingredients. So you could cook a super-soup from the most expensive exquisite ingredients - or make a casual one using most basic stuff like dirt, water, yeast and some salt. Or an almost unlimited number of meals between those two border examples - as long as you have enough ingredients from every group.

This would be a good design choice. :-)
User avatar
Astargoth Rockin' Design
 
Posts: 3450
Joined: Mon Apr 02, 2007 2:51 pm

Post » Tue May 10, 2011 11:44 am

Not sure why people are bringing up real life as an argument against game balance. Game balance always comes first and "realism" takes a back seat to it in a video game. I mean, the gameplay involves players wielding golf clubs charging towards super mutants firing energy cannons and yet still the player can beat the crap out of that super mutant. Again, realism takes a backseat to game play balance.

No, sniping is pretty overpowered at this point. Not sure why some of you can't admit it. It's not like the devs are going to nerf it anyway.


It's a Role-playing thing; 1 shot 1 kill. That's the way it should be IMO. I guess the Dev's agreed.

The only thing I dont like about it is the range (as in how far away you can see enemy's and objects for that matter) svcks... even with actor fade maxed out on the ingame settings.

It still svcks... I had to go into the fallout .InI and set it too 15 manually.

With actor fade maxed up to 15 in the .InI, I had to change the zoom on the rifle to 6 in Geck (default zoom is 25).

Now I can shoot at stuff I can't see without a sniper rifle. (literally like 9 cells away and the bad guys head is still smaller then a pin head).

That's overpowered... That's how you snipe.
User avatar
Benji
 
Posts: 3447
Joined: Tue May 15, 2007 11:58 pm

Post » Wed May 11, 2011 1:38 am

It's a Role-playing thing; 1 shot 1 kill. That's the way it should be IMO. I guess the Dev's agreed.

The only thing I dont like about it is the range (as in how far away you can see enemy's and objects for that matter) svcks... even with actor fade maxed out on the ingame settings.

It still svcks... I had to go into the fallout .InI and set it too 15 manually.

With actor fade maxed up to 15 in the .InI, I had to change the zoom on the rifle to 6 in Geck (default zoom is 25).

Now I can shoot at stuff I can't see without a sniper rifle. (literally like 9 cells away and the bad guys head is still smaller then a pin head).

That's overpowered... That's how you snipe.


Cheater.
User avatar
Annick Charron
 
Posts: 3367
Joined: Fri Dec 29, 2006 3:03 pm

Post » Tue May 10, 2011 8:45 pm

The enemies don't react to unsilenced Sniper Rifle shot at maximum Actor Fade, so i see no need to increase it further. I save Beyond Visual Range figthing to flight simulators :D
User avatar
GLOW...
 
Posts: 3472
Joined: Thu Aug 03, 2006 10:40 am

Post » Tue May 10, 2011 9:34 pm

As far as sniping goes....I found it extremely hard to hit targets at max view range if I am not crouched and still. If I move or stand there is a lot of sway and spread to my shots.... your mileage may vary though.
User avatar
Gaelle Courant
 
Posts: 3465
Joined: Fri Apr 06, 2007 11:06 pm

PreviousNext

Return to Fallout: New Vegas