Weapons/missions

Any comments on recent press releases?
Post Reply
akula
Posts: 3
Joined: Sat Jan 26, 2013 5:20 pm

Weapons/missions

Post by akula »

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.

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.

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.
ardent
Posts: 6156
Joined: Wed Dec 30, 2009 10:50 pm
Location: France

Re: Weapons/missions

Post by ardent »

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. :mhmm:

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 :smil2: Thanks for dropping by!
Image
akula
Posts: 3
Joined: Sat Jan 26, 2013 5:20 pm

Re: Weapons/missions

Post by akula »

Thanks. I guess maybe this is possible, in f2 you get the pariah dog, so your weapon often jams/breaks. Maybe you can get weapons/armor that significantly changes your stats.
Can you make a weapon or armor that has certain stats that are good and some bad, like a good armor that does not allow you to sneak, and can only be removed in specific locations, etc.
What about making a heavy armor, so if you use it in combat, you are encumbered, so you move less. The better the weapon, the less ammo it holds and the more ap it costs.
I don't care much for random encounters, except to raise xp; more repeatable (delivery) quests; or where you do assaults or defense of some area. Have better things to steal. Use explosives to set traps, they were pretty useless in every f game. More perks/traits that have good and bad aspects; like increase strength decrease stealth, or increase endurance and decrease charisma.
I like the mib88 2.44, but it has a lot of glitches. I am sure they would not mind if you borrowed some ideas. Any thoughts on zero project/zero, (can't read German) is it done or abandoned or still going? I like the super klint, I was tired of NPCs who sucked (myron, Lenny, dogmeat, robodog), can you make sure if they have some skill, that you can actually use them?
Ddrenai
Posts: 11
Joined: Tue Apr 24, 2012 1:58 pm

Re: Weapons/missions

Post by Ddrenai »

I don't want to criticize and i understand that players have their needs and requests when playing a game. Anyway, considering that these developers are doing this project totally for free and for passion, considering that they're the first who believe in the pure rpg philosophy, then i say "please, let those guys work as they think is best in their opinion".
ardent
Posts: 6156
Joined: Wed Dec 30, 2009 10:50 pm
Location: France

Re: Weapons/missions

Post by ardent »

akula wrote:Thanks. I guess maybe this is possible, in f2 you get the pariah dog, so your weapon often jams/breaks.
The Pariah dog gives you the Jinxed trait, which uses its hardcoded effects. It's not something we can copy with high-level scripting.
Maybe you can get weapons/armor that significantly changes your stats.
Changing stats is tricky - there are many in-game effects that alter your stats, such as drugs, radiation, traits, perks etc. Coding all failsafes, so script-driven stat changes don't interfere with these system effects is very difficult and prone to create lots of errors.
Can you make a weapon or armor that has certain stats that are good and some bad, like a good armor that does not allow you to sneak, and can only be removed in specific locations, etc.
What about making a heavy armor, so if you use it in combat, you are encumbered, so you move less.


I tried both solutions and they suck in-game. People tend to ignore such armors, even if they have super-duper resistances. Also, Carry Weight is significantly decreased in MR, it's not really possible to carry more than one set of armor along with a bunch of weapons, healing items, survival equipment and quest items. Companions too have decreased Carry Weight.
The better the weapon, the less ammo it holds and the more ap it costs.
It's not as simple as that, but we're trying to balance the weapons as much as we can. There are powerful guns with lots of ammo, and there are weak guns with very limited ammo capacity. However, there are many other stats with which we can balance weapons, such as minimum strength requirement, ammo types and availability, pricing, weight, range, reload AP cost etc.
I don't care much for random encounters, except to raise xp;
Well, you might be surprised by encounters in MR. We have totally new designs for these and they will be used to reinforce the setting and the narrative. We have fewer hostile encounters, and more unique encounters that help illustrate some of the events in the game. Also, we have plenty of "reactive" encounters, e.g. if you're a member of a certain faction, you won't be attacked by its members in random encounters, but you might be hunted down/attacked by members of the opposing faction. We also plan a number of "special" encounters that would be their own mini-adventures, rather than easter eggs. We hope to make world map travel feel less random and more structured and narrated. :mhmm:
Use explosives to set traps, they were pretty useless in every f game.
Enabling players to set traps that can be triggered by NPCs is a scripting suicide, so no. But you will have many, many more opportunities to use explosives than in the originals. In fact, having a dynamite/C4 on you at any one time is a good strategy.
More perks/traits that have good and bad aspects; like increase strength decrease stealth, or increase endurance and decrease charisma.
Perks are always positive. Only traits have some kind of trade off. We did modify a number of traits and introduced new ones. They are now better balanced and there are more valid choices to make at character creation. In fact, they were already implemented in the demo, so you can check them out at your leisure. :mhmm:
I like the mib88 2.44, but it has a lot of glitches. I am sure they would not mind if you borrowed some ideas. Any thoughts on zero project/zero, (can't read German) is it done or abandoned or still going?
We're basically finished with designs, so we're not going to borrow any ideas or introduce new content. Never heard of Project Zero myself, so I can't help you there, I'm afraid.
I like the super klint, I was tired of NPCs who sucked (myron, Lenny, dogmeat, robodog), can you make sure if they have some skill, that you can actually use them?
All companions in MR are very good fighters. They also have extra abilities/information that make them more useful in non-combat situations. Moreover, they have their own associated quests and developed stories and interactions. They will be more similar to New Vegas or Van Buren CNPCs, rather than Fallout 1 or 2 companions. MR companions have been designed following these tips.
Ddrenai wrote:I don't want to criticize and i understand that players have their needs and requests when playing a game. Anyway, considering that these developers are doing this project totally for free and for passion, considering that they're the first who believe in the pure rpg philosophy, then i say "please, let those guys work as they think is best in their opinion".
Thank you for the support and the confidence! In fact, like I mentioned, we're too far in the development to make any major changes in the mod. We are aware that we won't be able to please everyone, so we just stick to our designs principles which are to re-capture the ambiance of the originals, push quest design to the limits of the engine, and improve on gameplay and challenge levels where we can. Still, it feels good to discuss some new features when the opportunity presents itself :tongue:
Image
akula
Posts: 3
Joined: Sat Jan 26, 2013 5:20 pm

Re: Weapons/missions

Post by akula »

Thanks. Can't wait to see the final project, hope it will be balanced. So tired of rpgs that you get stronger then the enemy gets stronger, and the cycle continues. :tears:

More balance would be nice. :roll:

Too bad its too late. :run:
skye_sken
Site Admin
Posts: 1380
Joined: Wed May 25, 2011 10:33 am
Location: Mariposa
Contact:

Re: Weapons/missions

Post by skye_sken »

Hey Georgestepo, thanks for stopping by!

We have most of the weapons of Fallout 2 making an appearance, and a pretty huge amount of additional weapons our talented guys have fathomed :mhmm: Especially we try to have all the weapon disciplines at least somehow represented in most tiers of the game advancement. What I mean is that already on your early levels, you can discover a Big Gun or an Energy Weapon (a bit later) to use. Throwing skill has been amped up so that you should be able to play the whole game with it as your main weapon skill. Ammo, however, has been made more scarce as well as expensive, so you need to be more conservative with your shots. Mutants Rising takes place after the events of Fallout 2 after all, and only a few sources in the wasteland are manufacturing ammo anymore.

What I'm most excited about are the few Unarmed goodies that we've added to fill in the gap between spiked knuckles and the power fist. Punch guns are the shit :wink:
JermDaa
Posts: 1
Joined: Wed Jun 24, 2015 1:04 pm
Location: 123 street

Re: Weapons/missions

Post by JermDaa »

Your massive size allows you to keep a steady arm, even with the most violent of weapons. You have 20% greater accuracy with large guns and burst firing weapons. (Had to use a list for a few general burst weapons, so the effect won't apply to some weapons added by mods/dlc.)
serwusek
Posts: 3
Joined: Wed Jul 15, 2015 5:52 pm

Re: Weapons/missions

Post by serwusek »

nice explainations ;) game is balanced pretty good
Ldelandy
Posts: 1
Joined: Tue Jan 19, 2016 2:47 am
Location: 123 street

Re: Weapons/missions

Post by Ldelandy »

i wanna try this game but im curious about its gameplay the weapon the monsters or bosses if there's some , and one thing i wanna try is its mission..
.Pixote.
Posts: 3384
Joined: Sat Jan 23, 2010 12:19 pm

Re: Weapons/missions

Post by .Pixote. »

I suggest trying Fallout 1 and then Fallout 2, if you love these games, you will love Mutants Rising. :mhmm:
Post Reply