Naked Ninja
Arbiter
Can't, he's busy with your mom at the moment.
Yeah, but Bethesda turned Reductio ad absurdum into a design philosophy.Naked Ninja said:The repair system sounds fine to me. In a PA setting you would fix broken items by scavenging the unbroken parts from other similar items.
Yes, you are delusional.Naked Ninja said:My jedi mindpowahs are telling me this is just another case of Codex-Hates-Anything-Bethesda nitpicking.
Sure. However, there is a difference between taking items apart and using best parts, The Good, the Bad, and the Ugly style, and stacking items.Naked Ninja said:The repair system sounds fine to me. In a PA setting you would fix broken items by scavenging the unbroken parts from other similar items.
How about a combat system where you click on enemies and they die? How awesome would that be? What? The actual mechanics? Come on, don't be a fag. Do we really need this step where you are actually hitting enemies and taking damage? Can't we just imagine it?So the only thing keeping it from being acceptable is an unnecessary step where you muck about with your inventory?
The foundation of Bethesda design.To imagine...
However, there is a difference between taking items apart and using best parts, The Good, the Bad, and the Ugly style, and stacking items.
How about a combat system where you click on enemies and they die?
The actual mechanics?
To imagine...
The foundation of Bethesda design.
Only we would like it.Cloaked Figure said:If BIS had made FO3 it would have been exactly like this and you know it.
I dunno, Arcanum seems pretty popular around here...Naked Ninja said:Most people aren't actually looking for a "workbench-simulator minigame" where you have to keep track of nails and springs collected.
I thought that "removing interface steps is good" was the basis for your argument, not "repair is a second class system that doesn't deserve respect".Naked Ninja said:Was Arcanum's system crafting or repairing? Repairing isn't generally as exciting as making new shit. Ditto for Gothic.
Yes.Naked Ninja said:You mean taking bits from the various items and combining them into one working item?However, there is a difference between taking items apart and using best parts, The Good, the Bad, and the Ugly style, and stacking items.
It's a lazy and shitty mechanic. I'm not saying that FO3 should have a repair system, but since Bethesda decided to throw one in, I expect something more than a half-assed, the most idiotic way to represent repair.It's not a different mechanic, it's an abstraction. And a perfectly acceptable one.
No. Bethesda skipped the "good part" and jumped straight to the end. Stack two helmets and now you have one better helmet! The analogy works.How about a banana fudge milkshake? It makes as much sense as that comparison.How about a combat system where you click on enemies and they die?
It's got nothing to do with gui, just like combat is more than gui steps of targeting and clicking.Seriously, are you implying that removing the intermediate gui step of Item->parts->add parts to item is somehow equivalent to combining all the combat mechanics in an RPG into a single click?
Don't exaggerate.
Yes, Gareth. Mechanics is a fancy word for clicking.Oh please. Repair mechanics? Clicking is a gameplay mechanic now?
They dislike degradable equipment, especially when it's combined with non-existent (must take to shops to repair) or idiotic repair mechanics.In all the polls on repairing conducted, people, even here, mostly dislike it as a tedious chore.
Which was fun.Sodomy said:Also, Gothic did great things by NOT abstracting the extra inventory step out. Want to forge a sword? Get a metal ingot, heat it up in the forge, pound on it on the anvil, and dip it in water to cool the blade.
I thought that "removing interface steps is good"
While I can't name any games that handle repair that way
that doesn't mean that it shouldn't be done.
Also, I'd argue that repairing is no less exciting. Ever had a gun jam on you in System Shock 2? Remember the joy you felt when you fixed it?
Vault Dweller said:In unrelated news:
http://www.aeropause.com/2008/08/pax-08 ... pressions/
"they have done an AMAZING job of melding RPG elements from the originals into Fallout 3. The old stats like Action Points and Perks are, of course, adapted for the new 3D platform, but far from feeling tacked on, I felt very much the same as I did when I played Fallout for the first time."
Actually, it did. You had to go into your inventory, drag a repair tool on top of it, and play that minigame with the nodes.Naked Ninja said:Remember how disappointed you were that, in SS2, repairing that gun didn't involve a whole bunch of inventory fiddling? No? You don't remember that feeling?
And why is choosing where to spend scarce resources when repairing not a fun choice?No, removing pointless interface steps is good. With crafting you're choosing where to spend your scarce resources, it's more of a fun choice. Repairing is not as exciting as making a new cool item in the first place. To have your items degrade and then have to play mix 'n match with the nuts and bolts in order to just repair that items functionality....sounds enthralling.
Because repairable degradable equipment is far more common in FPS/RPG hybrids than it is in pure RPGs, and because it's hard to come up with a scenario where playing auto mechanic on a sword makes any sense.I wonder why?
Well, this is the first repair system I've ever seen that doesn't require some "repair" resource to use...So, if it is a hypothetical system that hasn't ever been done...why does Bethesda deserve so much bile for not doing it either? What exactly are they dumbing down there, a purely theoretical system you imagine might work but have no proof of? Wow, those bastards. Hatred+1!
Remember that time you found a maintenance tool so you could finally repair that gun that had been broken for the last fifteen minutes?You just described combat surprises as being exciting, not the actual process you took to repair the item. Convince me that playing inventory micromanagement with nuts and bolts would have enhanced that feeling for you.