Wouldn't have even bought it without the option of adding a better UI, speeding up combat or skipping the fade. I had a better experience for it.
Before you bought it how did you know what the fade was, let alone that you wanted to skip it?
Wouldn't have even bought it without the option of adding a better UI, speeding up combat or skipping the fade. I had a better experience for it.
Before you bought it how did you know what the fade was, let alone that you wanted to skip it?
Could you give specific examples? I don't see much difference. Though I don't like the TES games enough to pay too much attention to the toolsets, which obviously limits my ability to appreciate them.
I do not desire to engage obvious fanboyism. Try both the Oblivion and the Skyrim toolset, and then the Dragon Age one. You'll see an entire universe of difference.
Before you bought it how did you know what the fade was, let alone that you wanted to skip it?
Watched a let's play? Read a review? Saw a live stream? There's plenty of ways to see a game before you try it.
I do not desire to engage obvious fanboyism. Try both the Oblivion and the Skyrim toolset, and then the Dragon Age one. You'll see an entire universe of difference.
I don't quite follow this. You mean you can't actually tell me what's better about the TES toolsets? If it's so obvious it should be easy to explain.
I guess I can try it your way. Can you give me a hint, at least? What should I be looking for? What should I start trying to do?
Watched a let's play? Read a review? Saw a live stream? There's plenty of ways to see a game before you try it.
I still find it hard to believe that people watch games before playing them. But you're right. I should know better by now, especially since we had that whole thread about doing that.
I'll go with Alan on this one -- tools, especially complicated ones, are often made around certain paradigms which 'click' with some people, but not with others. End effect, you get tools which some people will find very difficult/confusing to use while other people won't have any problems with.Nonsense. That toolset is a nightmare and made to create obstacles.
With plugins, it could have been better. But nothing was made in that regard.
And honestly, TES CS/CK, despite their obvious limitations, are more intuitive that this one.
The tools for DA never did "click" with me, but I never really gave it much of a chance. I spent a lot more time in the toolset in NWN, but then, that was the whole point of that series, the tools. So far, the tools haven't been the focus of DA, and since they're not, not being included doesn't affect my buy/don't buy, and I have, in fact, already pre-ordered. If that changes in the future, cool, and I'll take a look, but I'm not going to try to shift the focus of the Dev Team by dangling my wallet like a carrot.
The mods, though, I found invaluable. I'll admit I never used the DAO toolset, and I have used the Skyrim toolset, but I eagerly installed mods for both games.
And I honestly don't think I would have enjoyed either game nearly as much without mods. Mods addressed some major annoyances I had with DAO (the uninformative UI, and the spell nerf in patch 1.02). FO:NV was basically unplayable without mods.
FO:NV was basically unplayable without mods.
The mods, though, I found invaluable. I'll admit I never used the DAO toolset, and I have used the Skyrim toolset, but I eagerly installed mods for both games.
And I honestly don't think I would have enjoyed either game nearly as much without mods. Mods addressed some major annoyances I had with DAO (the uninformative UI, and the spell nerf in patch 1.02). FO:NV was basically unplayable without mods.
I have played FO:NV many times with no mods. I found it to be very playable. In fact Hard mode was fun. But I can understand it could be unplayable depending on one's playstyle.
I picked that up on the last Steam sale but haven't gotten into it yet. What mods do you consider essential?
Infinite Action Points.
New Vegas differs from FO3 significantly in how quickly action points regenerate. Apparently the developers' intent was to prevent people from playing the game in a turn-based fashion, as was effectively possible in FO3.
However, I loathe action combat, so I objected to this design change. With super-fast action point regeneration, New Vegas allows an effectively turn-based combat once again.
I don't quite follow this. You mean you can't actually tell me what's better about the TES toolsets? If it's so obvious it should be easy to explain.
I guess I can try it your way. Can you give me a hint, at least? What should I be looking for? What should I start trying to do?
I want to make a new spell:
TES CK: you select the correct tab for all parts of the spell: MAgic Effect, VFX, Duration, etc. then you can simply hot-load the mod and test it.
DA Toolset: you have to open the resource database and text-edit everything, without the possibility of immediate testing unless you have already a base knowledge of everything.
I want to make a new monster:
TES CK: I select the race and actor tabs, editing every possible stat and viewing monster animation.
DA toolset: I can only select monster class and type, without any real control over what the monster can do. attacks are in an untidy list without any real explanation or choice.
Infinite Action Points.
New Vegas differs from FO3 significantly in how quickly action points regenerate. Apparently the developers' intent was to prevent people from playing the game in a turn-based fashion, as was effectively possible in FO3.
However, I loathe action combat, so I objected to this design change. With super-fast action point regeneration, New Vegas allows an effectively turn-based combat once again.
Ugh. Glad I ventured into this thread and saw your post. I've been making another run of FO3 with some recently purchased DLC, and was thinking I'd have a go at FO:NV next. It sounds like unless I'm willing to switch from console to PC to access the mods, the game might be more frustrating than fun.
I'll never understand why devs insist on enforcing action combat in otherwise perfectly good RPGs.
I would assume there are items, perks, and chems to enhance action points in FO:NV. I wonder if I could get to them before I'd give up.
On Topic: Although a toolset looks to be highly unlikely, I wonder whether PC players are expecting a useful set of console commands? That can also make a huge difference in how you can play the game.
Ugh. Glad I ventured into this thread and saw your post. I've been making another run of FO3 with some recently purchased DLC, and was thinking I'd have a go at FO:NV next. It sounds like unless I'm willing to switch from console to PC to access the mods, the game might be more frustrating than fun.
I'll never understand why devs insist on enforcing action combat in otherwise perfectly good RPGs.
I would assume there are items, perks, and chems to enhance action points in FO:NV. I wonder if I could get to them before I'd give up.
On Topic: Although a toolset looks to be highly unlikely, I wonder whether PC players are expecting a useful set of console commands? That can also make a huge difference in how you can play the game.
Yes there are items, perks and chems that enhance action points in FO:NV. Many of the the same ones found in FO3 (like Action Boy/Action Girl).
Action combat and RPG are not mutually exclusive. It depends on the audience the developer is trying to reach. Action RPGs have been around for a long time two examples that come to mind are Dungeon Master and Ultima Underworld I & II. Action RPGs work quite well for the intended audience. Some players want control of their characters especially in single character games. It is not everyone's cup of java. There are games like TOEE (Temple of Elemental Evil) that have turn based combat that appeals to a different audience while another auidence would find that type of combat tedious. The majority (from what I can tell) appear to enough the ability to control the single character. Bioware strides the fence by using pause and play
I want to make a new spell:
TES CK: you select the correct tab for all parts of the spell: MAgic Effect, VFX, Duration, etc. then you can simply hot-load the mod and test it.
DA Toolset: you have to open the resource database and text-edit everything, without the possibility of immediate testing unless you have already a base knowledge of everything.
I want to make a new monster:
TES CK: I select the race and actor tabs, editing every possible stat and viewing monster animation.
DA toolset: I can only select monster class and type, without any real control over what the monster can do. attacks are in an untidy list without any real explanation or choice.
Yes there are items, perks and chems that enhance action points in FO:NV. Many of the the same ones found in FO3 (like Action Boy/Action Girl).
Action combat and RPG are not mutually exclusive. It depends on the audience the developer is trying to reach. Action RPGs have been around for a long time two examples that come to mind are Dungeon Master and Ultima Underworld I & II. Action RPGs work quite well for the intended audience. Some players want control of their characters especially in single character games. It is not everyone's cup of java. There are games like TOEE (Temple of Elemental Evil) that have turn based combat that appeals to a different audience while another auidence would find that type of combat tedious. The majority (from what I can tell) appear to enough the ability to control the single character. Bioware strides the fence by using pause and play
I don't disagree with you - but I also don't quite understand why Obsidian / Bethesda would reduce access to VATS. Action play has always been available to those who prefer it.
Are there any new player skill mini-games I should know about before making the purchase decision? I'm okay with computer hacking, but find lockpicking at higher levels pretty frustrating at times.
I don't disagree with you - but I also don't quite understand why Obsidian / Bethesda would reduce access to VATS. Action play has always been available to those who prefer it.
Are there any new player skill mini-games I should know about before making the purchase decision? I'm okay with computer hacking, but find lockpicking at higher levels pretty frustrating at times.
There is still lockpicking. New Vegas adds skill magazines along with skill books. Skill magazines give a brief boost to a skill usually 10 skill points that lasts about one minute. Certain perks can extend the time (Retention) to 3 minutes or increase the amount of boost (Comprehension) +20. Voracious Reader perk allows the character to copy any skill magazine that the character possesses. The same skill magazine does not stack. So using two Meeting People will not increase the skill by 20 only 10.
New Vegas also has a hard mode that requires eating, drinking and sleeping other wise your stats and overall ability are affected. Companions can die in hard mode. Everything has weight in hard mode. If you want to avoid the action part then StM's suggestion of the Infinite Action Point mod is a good suggestion.
If you liked FO3 then FO:NV is a good game to pick up. One caveat you have to do all the dlc before the final battle because the game will end. The dlc for the game is good. I suggest getting the Ultimate edition (comes with all the dlc) which you can pick up on Amazon for $9.99 here in the U.S.
Well you don't really need mods for FO:NV there's a skill that you can invest in to get your AP to charge faster I rely heavily on VATS for both games and its not terrible but it is frustrating since you have to give up putting points in other things to keep your AP charging quickly in battle. Can't remember which thing it is your suppose to put it in off hand but it does tell you what the points help with in the beginning more clearly than it did in FO3
Interesting - thanks for the info about FO:NV. It's on my shopping list.
I'd prefer this not turn into too much slagging on other games made by other game studios if at all possible.
Though I do give my recommendation to FONV. I'm replaying it again, myself (I rarely replay games too).
I'd prefer this not turn into too much slagging on other games made by other game studios if at all possible.
Though I do give my recommendation to FONV. I'm replaying it again, myself (I rarely replay games too).
I don't think there is much "slagging" going on (at least I see that word as something negative) but release state FONV deserved it all.
Depending on how long since you have played it and if you have picked up some DLC it can be a great new playthru. FONV has some of the greatest DLC specifically Old World BLues is great.
As far as a toolkit/modkit goes I see it as a gift if a dev provides but I don't think its a bad thing if they do not or that they are ever obligated to provide one.
Possible modding support (in the future)
tho no new Fallout info on E3 is a downer, this little statement by Mark Darrah (GameSpot stage) made my day! ![]()
I just hope it will be a world editor, not a support that DA2 offers...
Yeah, I'm positive about pushing for mod support once the game is out now. That's all I hope for really, for DA:I.
YEESSS! Mod support!!! Yay! I'm soooooooooo happppyyyy!!!
Anyone know what is the better 3d moddeling prog for frostbite? 3dmax? Zbrush? I just plan to create 3d model for DAI but not sure in what format. I can do 3d stuff but I'm zero at programming and have no knowledge how to add things to game without any toolset or creation kits or anything like that.