akula wrote:Sorry if this has been discussed yet. I find the problem with most games, is that the weapons suck. Either you can get some of the best weapons and armor at the beginning of the game, like in f2, or you get the best stuff at the very end of the game and can't really enjoy them, like in ft. Or, like in most other games you get access to too many of the same category, and you don't end up ever using the vast majority, or the ammo is so rare or it breaks down so frequently, that you don't use them either.
We're trying to balance the game, so you get the best shit some 10 hours before the end of the game. There will be two full locations to explore with the top equipment in your hands, so plenty of time to test these babies on some baddies. Also, the powerful stuff will only be available late in the game - you really need to earn the best weapons and armors.
I don't want items that are quickly obsolete or too rare. I'd prefer one weapon of each class, but a lot of different ammo types. I don't know how feasible it its, but some bullets would only knock someone over, some would only cripple an arm, some would only hit and destroy the enemy's weapon, some bad ammo would jam, or more likely miss.
Making such specialized kinds of ammo is beyond our capabilities. We do introduce some new ammo types and variants, but it's nowhere near the variety you described. We have quite a lot of weapons, but we try to spread them evenly in the game, so everything is useful at some point. Of course, there are some weapons of the same category with overlapping functions, e.g. the shotgun and the pump-action shotgun, which vary only slightly in damage, and the pump-action has of course more ammo. We also have a bunch of melee weapons that have very similar stats and are used mostly for character customization and story background of some NPCs/factions.
I can't guarantee that the mod will satisfy your wishes in the weapons department, but rest assured we are putting quite a lot of effort in balancing weapons and equipment and trying to avoid mistakes made in Fallout 2.
Please have some interesting quests, I'm tired of been an assassin/ delivery goy. Some missions could be about finding things, and then you get a discount, or can use a secret passage, money should not be the only reward.
If you analyse all quests on a very basic level, almost any mission is about being a delivery boy. Even an assassination/shoot'em up quest is, in its essence, a fed ex quest, since you are essentially delivering death to somebody.
But pseudo-philosophy aside, the quests in MR will be awesome. First off, they all feature sensible stories behind them, we really don't want to have random missions without reason or consequences.
We also experimented with some new quest types for Fallout.
For instance, we have a quest where you only engage in a single dialogue, and solve the quest by making choices. Every choice changes the situation, and it is reflected in dialogue. Throughout the conversation, you are given opportunities to earn better rewards, but the risk is also greater. In the end, the whole thing is taking place in your head - what you read, what you imagine, that's it. There's no walking, no shooting, no delivering things - just pure dialogue.
We have a scouting quest, where you need to enter the world map and travel around until you find what you're looking for.
We have a survival quest, where you need to find a way out of a trap, by examining your environment and using good timing and navigating the map correctly. Again, no combat, no lengthy dialogue expositions.
We also have some exploration quests where you need to get through a location, solving puzzles and getting past obstacles - no fighting, no dialogue, just pure exploration.
We have quests that lock out each other, we have quests that you can only get with appropriate karma titles, or that you can't get, if you have particular karma titles, we have quests that span several locations, before you find a solution, we have quests that you do at the beginning that influence something that happens in late game, we have quests that influence other quests, e.g. do quest A, and then quest B is totally different, because of what you did in quest A. Or start with quest B, and have different conditions during quest A.
As for the rewards, I personally wish to avoid giving players a lot of money, so we're trying to give other rewards, like items, extra shops, information, access to more quests, special new abilities/perks, skill increases, etc.
Hopes this addresses your concerns a little
Thanks for dropping by!