Na lang wachten beginnen er meer een meer geruchten over een vervolg op deze klassieker want ja dat is fallout ondertussen.
Fallout 1 stamt alweer uit 1997. Het was toen der tijd een spraakmakende game voor alle turn based liefhebbers.
Niet veel later werd de game gevolgd door fallout 2 omstreeks 1998/99, en was een leuk vervolg op deel 1. Een grote tegenvaller daarna was fallout tactics uit 2001.
Lange tijd werd er gespeculeerd over een 3e deel, die geruchten en rumoeren zijn toen flink de kop ingetrapt door interplay, omdat er te weinig vraag naar was. In meerdere interviews lieten de oorspronkelijke makers altijd al weten dat er wel een idee klaar was maar dat het verder nooit is gekomen.
Ongeveer 2a3 maanden voor de e3 werd het praten over een vervolg of een complete nieuw deel in de fallout serie verboden. Er mocht niet meer over gefantaseerd worden er mocht niks meer gevraagd worden, flames complimenten suggesties alles over een nieuwe fallout werd verboden. De forums werden verkleint en aan erg strikte regels gebonden. Niet veel later werd de telefonishe ondersteuning van fallout ook afgeschaft en nu krijgen we alleen nog een zielig bandje te horen.
Maar er is licht, ja heel helder licht
misschien wel een soort engel voor alle fallout liefhebbers onder ons.
Project van buren werd aangekondigt. En dat zou een game worden waar een hoop fans naar verlangden. Meteen werd er namelijk veel over gespeculeerd wat zou het zijn. En de meesten dachten dat moet een nieuwe fallout zijn of een opvolger.
Ook het feit dat interplay opgehouden is met het ontkennen dat fallout 3 gaat uitkomen en dat project jefferson on hold staat waarvan men denkt dat het bg3 is. waarvan weer is gezegd dat hij volgend jaar helemaal nog niet gaat uitkomen. Maakt het allemaal alleen maar waarschijnlijker dat het fo3 is.
En vervolgens werd er in de afgelopen paar dagen dit gepost.
I thought we already went over this in another thread? Oh well. Jefferson is on hold (that point was made a long time ago); we are working on Van Buren. Neither of these games were officially announced, nor do we intend to announce it until we believe it's ready to be announced (we want to build a hype machine only if we really have cool things to show and support that hype machine). That's about it. We're not actively trying to *beep* anyone off or hide behind a conspiracy. When we have something we're proud to show and hype (read - announce), we will. We are working and are putting together design docs, game mechanics stuff (technical term), etc. This is what we do at the beginning of a big project. Sorry we can't be more specific, but with the rules discussions that Josh and Briarus (sic) are throwing around, you can pretty much guess what we're working on - at least I hope you can. But we cannot officially announce anything at this moment. Besides, wouldn't you rather we announce the game when it is passed the pre-alpha stage and not get burned out on the hype if we announce the game a year or two in advance?
de bron
Puuk degene die toendertijd ook fallout 2 aankondigde
Trek je eigen conclusies maar door alles wat er op de fallout boards en interplay boards is gebeurt lijkt mij dit een erg sterke aanwijzing.
Ik volg deze ontwikkelingen dag in dag uit en vond het nu tijd worden om er maar eens een topic aan vast te koppelen. Ik zal deze openingspost blijven voorzien van elk nieuwtje elk commentaar wat er verschijnt van werknemers en admins op de interplay boards. Ook zal ik hier natuurlijk de eerste screenshots en alles posten als we eindelijk zover zijn.
het laatste nieuws over fallout 3 erm project van buren (-; (14/6/2003)
Eldar wrote (View Post):
I never understood this. I don't recall ever using any weapon heavier than a plasma gun and I finished the game numerous time. That doesn't mean they aren't useful, but I don't understand why the basic assumption is that the player will progress from small arms to rifles and end up with a gatling laser or some such.
Because trying to kill the Master or any end game monster with a small gun other than the .223 rifle pistol (LOL .223 PISTOL AMMO ROFLS REALISM) is likely to end in tears.
The plasma rifle and turbo plasma rifle are, statistically speaking, far better than any other weapon in Fallout 1. Big guns are pretty powerful, but ammo weighs a ton, the weapons weigh a ton, and they chew ammo rapidly.
My general thoughts on the firearm issues are spread over a number of threads, but can be summarized as follows:
* Two firearm categories: small guns (1-handed) and big guns (2-handed). This means a laser pistol would be a small gun and a plasma rifle would be a big gun.
* Weapon categories should do different things, not be inherently "better" than each other. Thus, the following proposals:
* Big guns take up both item slots. If you want to switch to another weapon while using a big gun, you're spending 4 AP to go into inventory. Suck it up.
* Small guns, generally speaking, use lower caliber (and lower damage) rounds, but can be placed in one-hand. Though this doesn't mean OMG DUAL WIELD EVERY DAY, it means that you can switch back and forth between two types of guns, or a gun and grenades, etc. without needing to go into inventory.
* Allow people to use two identical small guns simultaneously at large penalties. Give access to a high small guns requirement perk that lowers these penalties.
* Let big guns be appropriately accurate at long ranges, but disallow the ability to make called shots with big guns when within one hex of an enemy.
* Do not make plasma > laser > conventional. Rather, make each weapon type fill a niche. Conventional weapons are good for shooting things at normal gun battle ranges, doing ballistic damage to unarmored, fleshy targets. Plasma weapons are shorter range weapons that do a high amount of heat damage and can be charged for more damaging single attacks (even without making a called shot), thereby blowing out thresholds on demand. Laser weapons are long range weapons with exceptional accuracy. They might even do less damage than a conventional weapon, but they are perfect for a sniper making targeted attacks.
* Make the chance of critical failure based off of the reliability/complexity of the weapon. Why do people still use revolvers today even though they can get a higher ROF from autoloaders?
I'm sure you guys can think of other ways to balance these elements out. The point is that I am not as concerned with how things seem as much as how things are. If you tell me that dual-wielding pistols "seems" unrealistic but I know that small guns "really" suck, I'm more concerned about the latter.
(16/6/2003)
Tot mijn grote vreugd las ik weer wat leuk toen ik vanmorgen vroeg thuis kwam van mijn werk.
Geniet van dit leuke stukje van J.E Sawyer. Dit zijn allemaal vragen die hij zegmaar beandwoord over project van buren ugh fallout 3
Quote:
Fallout had a very good system... Why change it?
The Fallout system (At least in Fallout 1) was pretty well balanced, now, you can go and change it, but why?
I don't think it's balanced at all, looking at the weapon stats.
Quote:
You have a working system, some tweaking might be in order, but changing it for no apparent reason? I don't see the point.
I honestly think you might need to play Fallout again and see how the weapons break down -- either that or break open a stat book and compare the weapons. The small guns are designed to become obsolete, thus rendering the small guns skill obsolete. Try to think of this from the perspective of playing Fallout 1 for the first time. You don't know where to go to get the .223 pistol as soon as you want it. You don't know all of the patterns for character building that come from playing the game over and over again.
In the past few weeks, a lot of people in the division have been playing Fallout and Fallout 2 again. A lot of them got close to the end of the game and realized that they had made "worthless" characters -- characters that for whatever reason had skills that were ultimately ineffective for dealing with the challenges they faced. Small guns fell into that category for both games. Watching someone fight the master with a small gun, even the .223 pistol, is a sad affair when compared to someone using a plasma rifle (turbo or not).
The .223 autoloader does 20-30 points of standard damage with a 30 range, 5 AP cost. The plasma rifle does 30-65 plasma damage with a 25 range, 5 AP cost. Most armor in the game either has a lower plasma DR and/or a lower plasma DT, Tesla Armor being the notable exception.
If you can explain to me how any of the small guns are as good as their counterparts in energy weapons, I'd like to hear it. Honestly, I don't see how anyone other than a masochist would try to go through the game with small guns only when energy weapons are so clearly superior, side to side. It eventually makes the small gun skill less far useful, overall.
Quote:
This, basicly, puts more empahiss on combat skills, which is un-needed.
Fewer combat skills means there's more of an emphasis on them? I don't agree with your conclusion, but you can explain it again and I might get it.
Quote:
they do need 3 categories, just not big, small, and energy...
they need big, small, and huge guns..
I had considered this, but I do think that six combat skills in Fallout is one skill too many. Maybe I'm being overly concerned with that limit.
Quote:
there ought to be a maintenance thing as well, not an active one, just a degredation of weapons with critical failure possibilities increasing over time.
I wrote up a little subsystem for dealing with some additional weapon elements, but I was afraid it was getting too... overwrought with details. Weapons had a heat threshold, cooling rate, and each attack mode had a heat index. If you fired a heavy machinegun or minigun round after round after round without letting it cool, it would start to suffer penalties and eventually stop working. You'd then need to use Repair or a similar skill to fix the problem. This could also be used with a criticial failure chance based on the overall complexity of a weapon. It might be easy to fire a plasma rifle, for instance, but hard to maintain it when errors pop up. But again, that might be too much detail.
Quote:
Good idea is with the conventional, plasma and laser weapons range and also with using two guns at the same time.
But the idea with one handed weapons being small guns and two handed being big ones is... well isn't good.
And also using a big gun will mean having both inventory slots occupied. This sucks as hell!
I don't think it really sucks, I think it's just the price you pay for using a heavy weapon. High caliber firearms (other than energy weapons) tend to be bigger guns. Rifles are usually a lot more accurate at range. Miniguns are huge and can level town hall meetings.
Quote:
Well, in Fallout, one handed weapons aren't weak, that's the problem. The .223 pistol may not be a turbo plasma rifle, but it's certainly a lofty weapon. Going around with two .223 pistols would be pretty damned uber.
I don't agree. You're right that the .223 pistol isn't a turbo plasma rifle: it's about half of a turbo plasma rifle. 20-30 normal vs. 35-70 plasma per shot. Average damage on the TPR is a little over twice as much. The PPK12 only does 2 more than the .223 (22-32), but it's main advantage is a 4 AP cost for standard attack and a REALLY high range (that I can't really rationalize, to be honest). However, if the dual-wielder is suffering penalties to hit for using two weapons, and using twice the ammo it seems like their potential is fairly close, overall.
Quote:
That's the main problem with his ideas, here. You're going from a decently balanced system, then doubling the damage potential in one area, claiming it's for balance.
It was never balanced to begin with, IMO. The raw stats of the .223 and PPK12 put them at about exactly half the damage potential of the TPR. Assuming both their attacks hit, the net result would be about the same damage range as the TPR with a greater tendency towards the mid-range (two random numbers generated), but with twice the ammo cost.
Where did you get the stats for those weapons? I looked them up in the FO2 hint book and then compared them to data in the editor, and my figures match. Hrm.
[i]Quote:
Even if you lessened the gauss pistol stats so that dual wield was equivalent to the rifle, you'd end up *beep* the non dual wield user by basically forcing them to dual wield just to get anything out of the skill. [i/]
Even if the single pistol could be used while a grenade or other item was in the other hand for easy access? Even if you couldn't make called shots with big guns when within a hex of an enemy?
Quote:
Another thing I find problematic about his approach is that it's too much like a D&D deal. Basically, you have pistols or rifles as your choice. Either you have two handed or one handed weapons instead of a distinction based on a more arbitrary classification.
I'm rarely concerned with how things seem, only how they are. But I don't understand how it's like a D&D. D&D splits up every single weapon into its own proficiency type, and you often have to spend an entire feat just to decently use one weapon. And this distinction is entirely arbitrary because it is designed for convenience. When a player picks up a gun, the second they click on it in inventory, they will know that it is either a small gun (1-handed) or big gun (2-handed). A less arbitrary, more "realistic" approach would be to have skills based off of weapon types like handguns, assault rifles, submachineguns, etc.
Quote:
The problem that results from this is that say early in Fallout, you have a hunting rifle for ranged attacking with Small Arms and a 10MM SMG for up close. Both are relatively early game weapons, and using Fallout's system allows you to switch from one to the other as needed.
... if you chose to take small guns early on. If you didn't, you have no use for them at all. You're making an example based on the fact that you've played the game dozens of times and know that the game biases towards small guns at the beginning.
Quote:
That type of thinking also seems to screw up JE's whole rifles > pistols argument. If pistols are so weak, then why the hell would anyone ever pick that skill in the beginning?
Jesus, man. Fallout starts you off with a pistol in your hand. If a player could get a more heavy-handed suggestion to take small guns at the beginning, it would have to be a red marquee banner on the character creation screen. God forbid that a player Tag!s big guns or energy weapons at the beginning of Fallout or Fallout 2 and they've never played the game before. They'll suffer until the Necropolis!
Hokkien wrote (View Post):
Why do we have to Question THIS Lead Technical Designer's Wisdom?? He seems like he can handle ANY gaming system well... So let it alone.
If people don't agree with my suggestions, they should feel free to question them. Just having the title of lead tech. designer doesn't make me infallable, nor does it preclude the possibility that a gamer could suggest something worthwhile.
Voor alle modjes ik heb met the wil overlegt of ik deze mogt openen.
Fallout 1 stamt alweer uit 1997. Het was toen der tijd een spraakmakende game voor alle turn based liefhebbers.
Niet veel later werd de game gevolgd door fallout 2 omstreeks 1998/99, en was een leuk vervolg op deel 1. Een grote tegenvaller daarna was fallout tactics uit 2001.
Lange tijd werd er gespeculeerd over een 3e deel, die geruchten en rumoeren zijn toen flink de kop ingetrapt door interplay, omdat er te weinig vraag naar was. In meerdere interviews lieten de oorspronkelijke makers altijd al weten dat er wel een idee klaar was maar dat het verder nooit is gekomen.
Ongeveer 2a3 maanden voor de e3 werd het praten over een vervolg of een complete nieuw deel in de fallout serie verboden. Er mocht niet meer over gefantaseerd worden er mocht niks meer gevraagd worden, flames complimenten suggesties alles over een nieuwe fallout werd verboden. De forums werden verkleint en aan erg strikte regels gebonden. Niet veel later werd de telefonishe ondersteuning van fallout ook afgeschaft en nu krijgen we alleen nog een zielig bandje te horen.
Maar er is licht, ja heel helder licht

Project van buren werd aangekondigt. En dat zou een game worden waar een hoop fans naar verlangden. Meteen werd er namelijk veel over gespeculeerd wat zou het zijn. En de meesten dachten dat moet een nieuwe fallout zijn of een opvolger.
Ook het feit dat interplay opgehouden is met het ontkennen dat fallout 3 gaat uitkomen en dat project jefferson on hold staat waarvan men denkt dat het bg3 is. waarvan weer is gezegd dat hij volgend jaar helemaal nog niet gaat uitkomen. Maakt het allemaal alleen maar waarschijnlijker dat het fo3 is.
En vervolgens werd er in de afgelopen paar dagen dit gepost.
I thought we already went over this in another thread? Oh well. Jefferson is on hold (that point was made a long time ago); we are working on Van Buren. Neither of these games were officially announced, nor do we intend to announce it until we believe it's ready to be announced (we want to build a hype machine only if we really have cool things to show and support that hype machine). That's about it. We're not actively trying to *beep* anyone off or hide behind a conspiracy. When we have something we're proud to show and hype (read - announce), we will. We are working and are putting together design docs, game mechanics stuff (technical term), etc. This is what we do at the beginning of a big project. Sorry we can't be more specific, but with the rules discussions that Josh and Briarus (sic) are throwing around, you can pretty much guess what we're working on - at least I hope you can. But we cannot officially announce anything at this moment. Besides, wouldn't you rather we announce the game when it is passed the pre-alpha stage and not get burned out on the hype if we announce the game a year or two in advance?
de bron
Puuk degene die toendertijd ook fallout 2 aankondigde
Trek je eigen conclusies maar door alles wat er op de fallout boards en interplay boards is gebeurt lijkt mij dit een erg sterke aanwijzing.
Ik volg deze ontwikkelingen dag in dag uit en vond het nu tijd worden om er maar eens een topic aan vast te koppelen. Ik zal deze openingspost blijven voorzien van elk nieuwtje elk commentaar wat er verschijnt van werknemers en admins op de interplay boards. Ook zal ik hier natuurlijk de eerste screenshots en alles posten als we eindelijk zover zijn.
het laatste nieuws over fallout 3 erm project van buren (-; (14/6/2003)
Eldar wrote (View Post):
I never understood this. I don't recall ever using any weapon heavier than a plasma gun and I finished the game numerous time. That doesn't mean they aren't useful, but I don't understand why the basic assumption is that the player will progress from small arms to rifles and end up with a gatling laser or some such.
Because trying to kill the Master or any end game monster with a small gun other than the .223 rifle pistol (LOL .223 PISTOL AMMO ROFLS REALISM) is likely to end in tears.
The plasma rifle and turbo plasma rifle are, statistically speaking, far better than any other weapon in Fallout 1. Big guns are pretty powerful, but ammo weighs a ton, the weapons weigh a ton, and they chew ammo rapidly.
My general thoughts on the firearm issues are spread over a number of threads, but can be summarized as follows:
* Two firearm categories: small guns (1-handed) and big guns (2-handed). This means a laser pistol would be a small gun and a plasma rifle would be a big gun.
* Weapon categories should do different things, not be inherently "better" than each other. Thus, the following proposals:
* Big guns take up both item slots. If you want to switch to another weapon while using a big gun, you're spending 4 AP to go into inventory. Suck it up.
* Small guns, generally speaking, use lower caliber (and lower damage) rounds, but can be placed in one-hand. Though this doesn't mean OMG DUAL WIELD EVERY DAY, it means that you can switch back and forth between two types of guns, or a gun and grenades, etc. without needing to go into inventory.
* Allow people to use two identical small guns simultaneously at large penalties. Give access to a high small guns requirement perk that lowers these penalties.
* Let big guns be appropriately accurate at long ranges, but disallow the ability to make called shots with big guns when within one hex of an enemy.
* Do not make plasma > laser > conventional. Rather, make each weapon type fill a niche. Conventional weapons are good for shooting things at normal gun battle ranges, doing ballistic damage to unarmored, fleshy targets. Plasma weapons are shorter range weapons that do a high amount of heat damage and can be charged for more damaging single attacks (even without making a called shot), thereby blowing out thresholds on demand. Laser weapons are long range weapons with exceptional accuracy. They might even do less damage than a conventional weapon, but they are perfect for a sniper making targeted attacks.
* Make the chance of critical failure based off of the reliability/complexity of the weapon. Why do people still use revolvers today even though they can get a higher ROF from autoloaders?
I'm sure you guys can think of other ways to balance these elements out. The point is that I am not as concerned with how things seem as much as how things are. If you tell me that dual-wielding pistols "seems" unrealistic but I know that small guns "really" suck, I'm more concerned about the latter.
(16/6/2003)
Tot mijn grote vreugd las ik weer wat leuk toen ik vanmorgen vroeg thuis kwam van mijn werk.
Geniet van dit leuke stukje van J.E Sawyer. Dit zijn allemaal vragen die hij zegmaar beandwoord over project van buren ugh fallout 3
Quote:
Fallout had a very good system... Why change it?
The Fallout system (At least in Fallout 1) was pretty well balanced, now, you can go and change it, but why?
I don't think it's balanced at all, looking at the weapon stats.
Quote:
You have a working system, some tweaking might be in order, but changing it for no apparent reason? I don't see the point.
I honestly think you might need to play Fallout again and see how the weapons break down -- either that or break open a stat book and compare the weapons. The small guns are designed to become obsolete, thus rendering the small guns skill obsolete. Try to think of this from the perspective of playing Fallout 1 for the first time. You don't know where to go to get the .223 pistol as soon as you want it. You don't know all of the patterns for character building that come from playing the game over and over again.
In the past few weeks, a lot of people in the division have been playing Fallout and Fallout 2 again. A lot of them got close to the end of the game and realized that they had made "worthless" characters -- characters that for whatever reason had skills that were ultimately ineffective for dealing with the challenges they faced. Small guns fell into that category for both games. Watching someone fight the master with a small gun, even the .223 pistol, is a sad affair when compared to someone using a plasma rifle (turbo or not).
The .223 autoloader does 20-30 points of standard damage with a 30 range, 5 AP cost. The plasma rifle does 30-65 plasma damage with a 25 range, 5 AP cost. Most armor in the game either has a lower plasma DR and/or a lower plasma DT, Tesla Armor being the notable exception.
If you can explain to me how any of the small guns are as good as their counterparts in energy weapons, I'd like to hear it. Honestly, I don't see how anyone other than a masochist would try to go through the game with small guns only when energy weapons are so clearly superior, side to side. It eventually makes the small gun skill less far useful, overall.
Quote:
This, basicly, puts more empahiss on combat skills, which is un-needed.
Fewer combat skills means there's more of an emphasis on them? I don't agree with your conclusion, but you can explain it again and I might get it.
Quote:
they do need 3 categories, just not big, small, and energy...
they need big, small, and huge guns..
I had considered this, but I do think that six combat skills in Fallout is one skill too many. Maybe I'm being overly concerned with that limit.
Quote:
there ought to be a maintenance thing as well, not an active one, just a degredation of weapons with critical failure possibilities increasing over time.
I wrote up a little subsystem for dealing with some additional weapon elements, but I was afraid it was getting too... overwrought with details. Weapons had a heat threshold, cooling rate, and each attack mode had a heat index. If you fired a heavy machinegun or minigun round after round after round without letting it cool, it would start to suffer penalties and eventually stop working. You'd then need to use Repair or a similar skill to fix the problem. This could also be used with a criticial failure chance based on the overall complexity of a weapon. It might be easy to fire a plasma rifle, for instance, but hard to maintain it when errors pop up. But again, that might be too much detail.
Quote:
Good idea is with the conventional, plasma and laser weapons range and also with using two guns at the same time.
But the idea with one handed weapons being small guns and two handed being big ones is... well isn't good.
And also using a big gun will mean having both inventory slots occupied. This sucks as hell!
I don't think it really sucks, I think it's just the price you pay for using a heavy weapon. High caliber firearms (other than energy weapons) tend to be bigger guns. Rifles are usually a lot more accurate at range. Miniguns are huge and can level town hall meetings.
Quote:
Well, in Fallout, one handed weapons aren't weak, that's the problem. The .223 pistol may not be a turbo plasma rifle, but it's certainly a lofty weapon. Going around with two .223 pistols would be pretty damned uber.
I don't agree. You're right that the .223 pistol isn't a turbo plasma rifle: it's about half of a turbo plasma rifle. 20-30 normal vs. 35-70 plasma per shot. Average damage on the TPR is a little over twice as much. The PPK12 only does 2 more than the .223 (22-32), but it's main advantage is a 4 AP cost for standard attack and a REALLY high range (that I can't really rationalize, to be honest). However, if the dual-wielder is suffering penalties to hit for using two weapons, and using twice the ammo it seems like their potential is fairly close, overall.
Quote:
That's the main problem with his ideas, here. You're going from a decently balanced system, then doubling the damage potential in one area, claiming it's for balance.
It was never balanced to begin with, IMO. The raw stats of the .223 and PPK12 put them at about exactly half the damage potential of the TPR. Assuming both their attacks hit, the net result would be about the same damage range as the TPR with a greater tendency towards the mid-range (two random numbers generated), but with twice the ammo cost.
Where did you get the stats for those weapons? I looked them up in the FO2 hint book and then compared them to data in the editor, and my figures match. Hrm.
[i]Quote:
Even if you lessened the gauss pistol stats so that dual wield was equivalent to the rifle, you'd end up *beep* the non dual wield user by basically forcing them to dual wield just to get anything out of the skill. [i/]
Even if the single pistol could be used while a grenade or other item was in the other hand for easy access? Even if you couldn't make called shots with big guns when within a hex of an enemy?
Quote:
Another thing I find problematic about his approach is that it's too much like a D&D deal. Basically, you have pistols or rifles as your choice. Either you have two handed or one handed weapons instead of a distinction based on a more arbitrary classification.
I'm rarely concerned with how things seem, only how they are. But I don't understand how it's like a D&D. D&D splits up every single weapon into its own proficiency type, and you often have to spend an entire feat just to decently use one weapon. And this distinction is entirely arbitrary because it is designed for convenience. When a player picks up a gun, the second they click on it in inventory, they will know that it is either a small gun (1-handed) or big gun (2-handed). A less arbitrary, more "realistic" approach would be to have skills based off of weapon types like handguns, assault rifles, submachineguns, etc.
Quote:
The problem that results from this is that say early in Fallout, you have a hunting rifle for ranged attacking with Small Arms and a 10MM SMG for up close. Both are relatively early game weapons, and using Fallout's system allows you to switch from one to the other as needed.
... if you chose to take small guns early on. If you didn't, you have no use for them at all. You're making an example based on the fact that you've played the game dozens of times and know that the game biases towards small guns at the beginning.
Quote:
That type of thinking also seems to screw up JE's whole rifles > pistols argument. If pistols are so weak, then why the hell would anyone ever pick that skill in the beginning?
Jesus, man. Fallout starts you off with a pistol in your hand. If a player could get a more heavy-handed suggestion to take small guns at the beginning, it would have to be a red marquee banner on the character creation screen. God forbid that a player Tag!s big guns or energy weapons at the beginning of Fallout or Fallout 2 and they've never played the game before. They'll suffer until the Necropolis!
Hokkien wrote (View Post):
Why do we have to Question THIS Lead Technical Designer's Wisdom?? He seems like he can handle ANY gaming system well... So let it alone.
If people don't agree with my suggestions, they should feel free to question them. Just having the title of lead tech. designer doesn't make me infallable, nor does it preclude the possibility that a gamer could suggest something worthwhile.
Voor alle modjes ik heb met the wil overlegt of ik deze mogt openen.
[ Voor 91% gewijzigd door Verwijderd op 16-06-2003 20:08 . Reden: Oops iets vergeten ]