Some people have smoke breaks. I have Codex breaks.Holy fuck, Vince, you really must be under a lot of stress lately to get into fights with Hover...
Youre a cantaloupeYou're a zealot, hiver,
ad hominem,righteous and narrow-minded.
ad hominem, strawman,You're convinced that you're right and smart
Strawman (you are wrong and stupid by your own words, btw)which makes everyone who disagrees with you wrong and stupid by default.
telepathy... strawman?You've even convinced yourself
Strawmanthat going overboard with insults is ok
those are not people but cheap superficial morons who fall for superficial "nice writing" style regardles of its actual meaning.(which is what makes people laugh at you and point fingers)
False self-victimization fallacy.because your "victims" deserve it
You mean something like saying that enjoyment of something is the measure of quality and then failing to comprehend when i ridicule you that you are then a Biliber?It would be fine if you were 14-15 (meaning it's a phase)
I would be delusional if i thought the same stupid shit you do.but I suspect that you're a grown (and delusional) man.
You explained nothing but only made many empty statements just like this one, over and over and over again.I explained my opinion both in the review and the subsequent discussions
Strawman.You rejected it all because you *know* that the game was bad,
I was asking for some but none ever appeared except - "i enjoyed it" - literally.thus no arguments to the contrary could ever exist.
where was that why in your explanations?I explained that all reviews are "I liked or disliked the game, here is why".
Strawman - blatant lie.You rejected it because subjective opinions (even those backed by hundreds of people here) are a heresy.
i wish....There is absolute truth and its name is hiver.
How can a game be good when you - the amazing, infallible hiver - has decreed that it's bad?
It's insane, half the threads I go to eventually get invaded by hiver and Vault Dweller. What follows is some unending, apocalyptic, internet warriors battle. Strawmen being deployed and killed en masse, new weapons are developed and countered, ad hominem missiles, burden of proof artillery, tu quoque gas, ever shifting goal posts and war aims. Each conflict only increasing the grudge level. The fight never ends. War, war never changes.
No, but a certain former vice president of sales will appear in "Sol the proverbially good science fiction game" i can guarantee you that. (if the game ever comes to be)But will Hiver make an appearance as a secret 'Easter egg' foe in AoD?
It's insane, half the threads I go to eventually get invaded by hiver and Vault Dweller. What follows is some unending, apocalyptic, internet warriors battle. Strawmen being deployed and killed en masse, new weapons are developed and countered, ad hominem missiles, burden of proof artillery, tu quoque gas, ever shifting goal posts and war aims. Each conflict only increasing the grudge level. The fight never ends. War, war never changes.
What we need to do is start a go fund me for plane tickets, this thursday Hiver vs Vault Dweller in the thunderdome.
War HAS changed. It's no longer about mondblutism, C&C, or plot-gating. It's an endless series of proxy arguments, fought by Obsidian fangays and thread merges. War, and its consumption of logic, has become a well-oiled machine. War has changed. ID tagged combatfags carry ID tagged weapons, use ID tagged ad hominems. Nanomachines inside their bodies enhance and regulate their retardation. Genetic control. Information control. Emotion control. Battlefield control. Everything is monitored, and kept under control. War has changed. The age of deterrence has become the age of control. All in the name of averting catastrophe from weapons of mass retardation. And he who controls the forum, controls history. War has changed. When the battlefield is under total control, sperging... becomes routine.It's insane, half the threads I go to eventually get invaded by hiver and Vault Dweller. What follows is some unending, apocalyptic, internet warriors battle. Strawmen being deployed and killed en masse, new weapons are developed and countered, ad hominem missiles, burden of proof artillery, tu quoque gas, ever shifting goal posts and war aims. Each conflict only increasing the grudge level. The fight never ends. War, war never changes.
In 2003, had Sawyer even begun to develop his philosophy WRT player experience?
I have an inexplicable desire to take convoluted mechanics and make them elegant. Seeing GURPS throwbacks in Fallout makes me cringe to this day. If you enjoy game systems where armor both makes you more difficult to hit and reduces damage against you, I'm very sorry, but please throw yourself into a volcano.
I'd certainly love to play more Fallout games. I'd like to be a part of a future Fallout team. Hopefully it will one day wind up with a publisher who understands the potential that it has. That is to say that its potential, while not huge, occupies a very specific niche that can still do very well commercially - without jacking up the elements that make it what it is.
Where do you see computer RPGs going?
Straight to hell. There are very few companies making high-profile PC RPGs these days. Troika is one of the last pure PC RPG developer in the U.S. that I can think of. European companies seem to be one of the only bastions of hope. There are exceptions, of course, but I just don't see a lot of buzz for anything new these days. I predict that we may go through another dry spell, followed by a new wave once someone realizes that no one is making any high-profile PC RPGs.
Any way to tell when that was posted? The page source has an address with "/1999/" in it, but that's the only obvious reference to a year with potential (you can't access any thread associated with it from that page).In 2003, had Sawyer even begun to develop his philosophy WRT player experience?
http://www.nma-fallout.com/article.php?id=7141
I have an inexplicable desire to take convoluted mechanics and make them elegant. Seeing GURPS throwbacks in Fallout makes me cringe to this day. If you enjoy game systems where armor both makes you more difficult to hit and reduces damage against you, I'm very sorry, but please throw yourself into a volcano.
So many grogs were very upset over the great small guns/big guns/energy weapons merge in VB.
Bonus quotes
I'd certainly love to play more Fallout games. I'd like to be a part of a future Fallout team. Hopefully it will one day wind up with a publisher who understands the potential that it has. That is to say that its potential, while not huge, occupies a very specific niche that can still do very well commercially - without jacking up the elements that make it what it is.
Where do you see computer RPGs going?
Straight to hell. There are very few companies making high-profile PC RPGs these days. Troika is one of the last pure PC RPG developer in the U.S. that I can think of. European companies seem to be one of the only bastions of hope. There are exceptions, of course, but I just don't see a lot of buzz for anything new these days. I predict that we may go through another dry spell, followed by a new wave once someone realizes that no one is making any high-profile PC RPGs.
Any way to tell when that was posted? The page source has an address with "/1999/" in it, but that's the only obvious reference to a year with potential (you can't access any thread associated with it from that page).
Seems he was arrogant before he had done anything to speak of, no?
Prosperize Hiver
Wayback machine first archive of it is June 28 2004Any way to tell when that was posted? The page source has an address with "/1999/" in it, but that's the only obvious reference to a year with potential (you can't access any thread associated with it from that page).
Seems he was arrogant before he had done anything to speak of, no?
Going through the content IDs this is the article directly before it and the earliest I can find about it in a cursory google search is 2004.
hardcounter detected, please use damage threshold capped at 85% for that...the to-hit modifiers simulate and abstract an attack being stopped by the armor in its entirety...
Any way to tell when that was posted? The page source has an address with "/1999/" in it, but that's the only obvious reference to a year with potential (you can't access any thread associated with it from that page).
Seems he was arrogant before he had done anything to speak of, no?
I'm not surprised to read that Josh was proving himself an arrogant prick and ignorant of tabletop mechanics as far back as a decade ago. In most systems featuring mundane (as in no built-in force fields, displacement fields, etc.) armor mechanics that incorporate both damage reductions and to-hit difficulty modifiers, the to-hit modifiers simulate and abstract an attack being stopped by the armor in its entirety.
It's especially funny to see him badmouth GURPS in light of his recent "magnum opus."
In most systems featuring mundane (as in no built-in force fields, displacement fields, etc.) armor mechanics that incorporate both damage reductions and to-hit difficulty modifiers, the to-hit modifiers simulate and abstract an attack being stopped by the armor in its entirety.
Josh said:The armor system resulted in making characters invincible near the end of the game unless an armor-bypassing critical hit was scored, which often resulted in massive injuries/death.
...
I don't think anyone is arguing that AC isn't an abstraction, but I would argue that Fallout/SPECIAL's system of abstracting armor is unintuitive and forces characters to always adopt the heaviest armor unless they want to intentionally handicap themselves.
If I were coming to Fallout for the first time, my expectation would be that metal, Tesla, and power armor greatly increase protection but reduce my stealth abilities and my overall mobility. They're bulky, heavy suits of armor. I understand that PA is motorized, but I've always believed that the actuators in PA are there simply to give the person the great strength required to wear it, not to enhance movement speed and grace above and beyond their normal capabilities.
I would expect the leather and combat armors to protect me less, but to give few penalties to my stealth abilities or to my movement-oriented stats.
If we think of an attacker's skill check as determining their ability to hit a target of a certain size moving at a certain speed at a certain range, the properties of the target certainly factor into that calculation. I just don't think that the durability of the armor should have any positive effect on it.
But in Fallout, this isn't the case. Heavier armor both increases AC and increases damage reduction. It also has no penalty on stealth skills. On top of this, the DR/DT system combines to result in virtual invincibility in the late game unless the PC suffers the effects of a rare critical. To make matters worse, the gulf of difference between armor types is huge. If you fight Enclave troops in the best combat armor you can find, you will take massive damage compared to those wearing APA. Because of how good the endgame armor is, all of the enemy weapons have to be jacked up in power more and more just to make a little dent in the PC. Against all other armor types, it's Bedtime for Bonzo.
In my opinion (duh), the changes I wanted to make in F3 would have resulted in different character types having more options in the late game. Power armor variants were for people who wanted to be tanks. They could take a great deal of punishment, but they were pretty easy to see/hear coming and to hit. People in combat armor variants retained most of their movement/stealth capabilities, but couldn't quite take the heavy hits in extended combat.
...
I think your boundary between "working fine" and "broken" is a lot different than mine. Yes, the armor system does actually protect characters from damage, so I guess in that respect, it does function. With regards to supporting player choice, player intuition, and general game balance, I think it fails.
Ferret and I put a healthy amount of effort into re-working the armor system for F3. It seemed to hold up pretty well in our lil' demo. That was with no DR and no AC bonuses from armor.
...
DR is also something that I considered to be a systemic problem. To begin with, the idea behind the math doesn't seem sensible to me. Let's say a piece of armor has 30% DR and 0 DT vs. explosions. A grenade goes off next to someone wearing that armor. The attack does 3 points of damage. 30% of 3 is less than 1, so the target takes full damage. Another grenade goes off, doing 100 damage. The armor protects the target for 30 points of damage. The more damage done to the target, the better the armor protects. Huh?
My expectation would be that armor would ablate damage damage up to a certain point with the rest being taken by the person in the armor. E.g. I fire increasingly large bullets into a barrier. The first few are low calibre and they bounce off. The next few are higher calibre and they penetrate deeper as the calibre rises. When the bullet finally penetrates the barrier, the bullet retains whatever energy that remained after breaching the barrier. Ballistics is certainly more complex than this, but that's the general idea. There's a threshold of protection that body armor affords. Once an applied force has overcome that barrier, the body takes the rest. That's effectively what DT is.
In Fallout, the better suits of armor have both high DT and DR, and they combine to make even horrible wounds virtually insignificant. The PCs' hit points rise, their DRs rise, and their DTs rise. By the end of the game, they're harder to kill than a lot of D&D characters. A lot of that has to do with the armor.
Removing DR and revamping the stats for weapons and armor made a big difference in F3. High-calibre weapons like military-grade sniper and anti-materiel rifles were awesome against heavily armored targets. They weren't so great against groups. Low-calibre, rapid-fire weapons were great against lightly armored groups. The results seemed pretty sensible, but armored characters still gained great benefits.
Armor in Underrail reduces damage via one of two mechanics, percentage-based damage resistance or flat damage threshold (DR% / DT). When you take damage, your armor will either reduce it by the amount specified by the damage resistance or by the flat amount specified by the threshold, whichever is greater, not both.
Armor penalty is another important property of all armors. It reduces a percentage of your Stealth, Evasion, Dodge skills and Movement Points. The heavier the armor is, the more armor penalty it has. Total armor penalty is capped at 95%. Armor penalty does not reduce movement points provided by temporary bonuses, such as Sprint.
This doesn't result in good gameplay.
Now you know which game has (what seems to me) sensible armor systems? Underrail.
Wow, that sounds like what Josh was talking about.
Simulationist detected.The armor system resulted in making characters invincible near the end of the game unless an armor-bypassing critical hit was scored, which often resulted in massive injuries/death.
...
I don't think anyone is arguing that AC isn't an abstraction, but I would argue that Fallout/SPECIAL's system of abstracting armor is unintuitive and forces characters to always adopt the heaviest armor unless they want to intentionally handicap themselves.
If I were coming to Fallout for the first time, my expectation would be that metal, Tesla, and power armor greatly increase protection but reduce my stealth abilities and my overall mobility. They're bulky, heavy suits of armor. I understand that PA is motorized, but I've always believed that the actuators in PA are there simply to give the person the great strength required to wear it, not to enhance movement speed and grace above and beyond their normal capabilities.
I would expect the leather and combat armors to protect me less, but to give few penalties to my stealth abilities or to my movement-oriented stats.
If we think of an attacker's skill check as determining their ability to hit a target of a certain size moving at a certain speed at a certain range, the properties of the target certainly factor into that calculation. I just don't think that the durability of the armor should have any positive effect on it.
But in Fallout, this isn't the case. Heavier armor both increases AC and increases damage reduction. It also has no penalty on stealth skills.