MasterSmithFandango
Arcane
- Joined
- Aug 6, 2008
- Messages
- 7,269
Wiz8 was the bestest.
Interesting way to put that, but ideally there should be no underutilized skills in a game. Unfortunately, those games don't exist.This easily creates a death-spiral for skills. If it's not useful enough to use regularlly it will only grow worse and worse compared to other skills.
Used how? Because the simplest workaround is that you use every skill at least once before level up and that restriction is so much scrap~I like how the leveling is in Underrail and Fallout 1/2, But I'd like it to where you could only increase skills that you 'used' in the previous level.
If you found a way to use all of the skills without leveling up, then I guess congratz to you. You shouldn't be able to increase up your gambling skill if you have never actually gambled any to improve.Used how? Because the simplest workaround is that you use every skill at least once before level up and that restriction is so much scrap~
Bad systems
Fallout 3 was bad. Could have damn near top score in everything by the time the game ended. Too many points, and INT just adds more
No skill difficulty curve, underutilized skills, especially outdoorsman.Good systems
Fallout 1 & 2 were good, limited points allowing for different playthroughs. INT was op, though.
Well, I don't want to sound like piling on to Fallout 3 for KKK, and hey, I finished it. I felt the leveling up system kind of just gave the player too much. A perk every level and up to 20 skill points per level (+bonus perk points) seemed to be too fast a power curve. They changed tag skills, diminished the need to max out weapon skills, and added a perk every level. I like straight-line growth or slow growth, but too much of a good thing is... too much. It could have been balanced better with a fixed 10 skill points per level and some other enhancements. Int is already powerful enough, it doesn't need to contribute skill points in this game. I could further go into VATS to demonstrate how quickly one could be "master of the Wasteland" even without meta knowledge of gaming the system.That's not due to the level-up system, it's due to the huge number of skill books found in-game.
When I played a month or two ago, I felt like my character was still weak as fuck even as a level 20 with max int + skillbooks + all the bobbleheads. Maybe I just played on a higher difficulty level or something, I was still getting smashed by Mutant overlords and shit.Well, I don't want to sound like piling on to Fallout 3 for KKK, and hey, I finished it. I felt the leveling up system kind of just gave the player too much. A perk every level and up to 20 skill points per level (+bonus perk points) seemed to be too fast a power curve. They changed tag skills, diminished the need to max out weapon skills, and added a perk every level. I like straight-line growth or slow growth, but too much of a good thing is... too much. It could have been balanced better with a fixed 10 skill points per level and some other enhancements. Int is already powerful enough, it doesn't need to contribute skill points in this game. I could further go into VATS to demonstrate how quickly one could be "master of the Wasteland" even without meta knowledge of gaming the system.
Well, I said it was good, not great. For all it's warts, it also gave the player tag skills which increased dramatically key skills but made others slower to raise and your initial tag weapon is probably not the weapon you'll end the game using. It gave Perks every three levels and it was fun to get them - they were infrequent enough that getting one was a moment of quiet contemplation. Skill points were too generous based on Int though, and for that it's not perfect. Outdoorsman, traps, and gambling were underutilized, but overall it would be pretty difficult to master everything without a greater level of game knowledge than a few runthroughs, and it was the rare unlucky slob who tagged any of those. I am certain the system would have been perfect if they had the GURPS license, but overall, I think they did a fairly nice job.No skill difficulty curve, underutilized skills, especially outdoorsman.
I'd say it's between good and bad.
When I played Fallout for the first time, I ended up making a 'stupid' character and couldn't understand why my character was saying gibberish. It was... frustrating for a 12 year old newbie.and it was the rare unlucky slob who tagged any of those.
Maybe you are, I played the game and found the first gigantic mutant outside Three Dogs crib. Pretty much ran around kiting the mutant while blaring away on his legs. No VATs. To be honest, this is first playthrough talking, it was pretty easy to use the environment to get away and heal, then come back and drop mines or whatever. The first one I met I could just run into ruins, heal, then come back out and try to cripple it. Think I was level 7 or so, but I don't think it would matter much.When I played a month or two ago, I felt like my character was still weak as fuck even as a level 20 with max int + skillbooks + all the bobbleheads. Maybe I just played on a higher difficulty level or something, I was still getting smashed by Mutant overlords and shit.
May have been hard to see then, but a run-through of Fallout 1 with low INT is practically mandatory! The game wouldn't be the same without that, as much as it may have frustrated you. But hey, if they made it so that every char behaved the same way with the same Int, you might not be here now.When I played Fallout for the first time, I ended up making a 'stupid' character and couldn't understand why my character was saying gibberish. It was... frustrating for a 12 year old newbie.
Those guys were figuratively 'easy' in the fact that they were slow, and you could do your tactic. The guy that I'm talking about,Maybe you are, I played the game and found the first gigantic mutant outside Three Dogs crib. Pretty much ran around kiting the mutant while blaring away on his legs. No VATs. To be honest, this is first playthrough talking, it was pretty easy to use the environment to get away and heal, then come back and drop mines or whatever. The first one I met I could just run into ruins, heal, then come back out and try to cripple it. Think I was level 7 or so, but I don't think it would matter much.
You know, that fight was tough, but dammit if they didn't give you a big reward for winning! After the fightThey did add a lot of challenge in the expansions, though.you get to felate Three Dog
I did pretty much the exact same thing, but being a greedy XP slob that I am, I always carried about 50 land mines at all time. I did come back and kill that mutant. I'd run backwards and drop land mines like crazy, or leave a pile around doorways when being shot from a distance. Yes, it's cheap, but I picked it up pretty quickly in ... that Police HQ at the beginning of the game.Those guys were figuratively 'easy' in the fact that they were slow, and you could do your tactic. The guy that I'm talking about,, he had a tri-laser gun and ripped through me without remorse and could target from miles away lol. Had like a bunch of HP too and eventually I just stealth-boyed past him and got the objective.was a dude in one of the museums where you have to pick up the satellite or w/e.
Interesting way to put that, but ideally there should be no underutilized skills in a game. Unfortunately, those games don't exist.
Gambling once at smallest allowable threshold should be enough. in F2, it amount to 5 dorra, and can be done as early as the Den (I THINK Klamath has gamble but I am not sure). Mind you, it mean two or three level you can not raise it, but early level should concentrate on combat skills to stay alive anyway.
No no, the restrictions only work on early level and early game. After that, it's so much paperweight.
It allowed to quickly gain hypercompetency allowing 95% eyeshots, though.Well, I said it was good, not great. For all it's warts, it also gave the player tag skills which increased dramatically key skills but made others slower to raise and your initial tag weapon is probably not the weapon you'll end the game using.
I liked skill points based on Int. Very sensible.Skill points were too generous based on Int though, and for that it's not perfect.
IIRC gambling allowed to gather a lot of money much faster. Lack of certain level of Outdoorsman should really fuck the character up and there should be some places that are simply unsurvivable without Traps skill (maybe the lower levels of The Glow?).Outdoorsman, traps, and gambling were underutilized, but overall it would be pretty difficult to master everything without a greater level of game knowledge than a few runthroughs, and it was the rare unlucky slob who tagged any of those.
Like Wasteland you say?
That's because super mutant overlords are overpowered stupidly balanced shit added with the DLC to "fix" how easy the game was before that. Same with ghoul reavers and albino scorpions, hp sponges with thousands of hp and a bonus of +30 unblockable damage.When I played a month or two ago, I felt like my character was still weak as fuck even as a level 20 with max int + skillbooks + all the bobbleheads. Maybe I just played on a higher difficulty level or something, I was still getting smashed by Mutant overlords and shit.