NMA opinion on....

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TorontoReign

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This Fallout New Vegas style skill check change to Atom. On one hand it is handy on the other it feels like cheating.
 
I quite like it, not because of meta reasons but because I like the visual feedback of "skills make a difference", it does not necessarily affect my choice of dialogue.
 
How the game handle charisma? Still retarted as in FNV?
Personality is important for getting more info from people but Speech and perfume/cologne/fancy dog tags also work. Personality is a dump stat imo.
 
The problem with NV skills checks wasn't that it showed the value of the check, but the fact that most checks were just win buttons. You didn't actually need to read them because the majority led to positive outcomes. The only thing it needed was to make several of them actually lead to negative consequences and the check itself somewhat telegraph that.
 
Oh well Atom is NOT LIKE THAT. You will win a speechcheck and then get raped.
 
Personality is important for getting more info from people but Speech and perfume/cologne/fancy dog tags also work. Personality is a dump stat imo.

If your personality is high you can chat up the young lassie at that remote farm, take her in the woods and give her one.
I think you call it scum saving where before a scenario you bang a main save in. I first used that method 20 odd years ago playing Deus Ex.
Quick save, open a cupboard, locker , draw. If nothing valuable reload. If I gained a multitool or 2 I would go to next cupboard lol. I was as thorough as that.....

NMA is like a comfy blanket keeping you warm and mellow.

Those Orderly mofo's need a good whupping. They act like arrogant twit of the year ' Monty Python' caricatures.
"I@m a RichWizaard and I drive a Porsche, fuck off plebs and dye " Pffttt snobs do my swede right in.
 
You can also just boost your stats to do that as long as you have like 4 in personality.
 
I have no problem with games showing what a character needs to be able to "succeed" dialogue options. It saves time and resources.

For example, if I know how much I need in a skill or attribute to do certain checks, I know if I can up those values with whatever I have available or not, if I didn't know, I would probably just use all the stuff I have to up the values to as high as I can and then pick the option and hope it would work, this would become cumbersome and tiring after a little bit and I would just stop doing it and not care about even trying those dialogue options anymore.

I hate repetitive stuff like that. I hate games where we have to pre-buff our characters with a lot of stuff before combat and have to do it one buff at a time. I hate having to consume or equip a lot of stuff before dialogue just to try and pass some checks, etc.

It's a game, and if I know how much Attribute/Skill/etc. I need to use a weapon properly (or at all), how much do I need to get perks/feats/etc., to do special attacks, etc., why wouldn't I also know how much of those same things I would need to pass a dialogue check?
It's a game where the characters' values are one of the most important things in it, we know how much we need those values for most stuff, so we can plan and play the character we want to, so why hide dialogue values while the player knows all the other values needed for everything else? Why is dialogue special and behaves differently than the rest of the stuff in the game?

So yeah, I have no problem with it showing the values/perks/items/equipment/etc. needed for dialogue options.
 
The problem with NV skills checks wasn't that it showed the value of the check, but the fact that most checks were just win buttons. You didn't actually need to read them because the majority led to positive outcomes. The only thing it needed was to make several of them actually lead to negative consequences and the check itself somewhat telegraph that.
That would the gameplay equivalent of making guns that shoot you instead of shooting your enemies.
 
Well Atom RPG does that because sometimes no matter how clever you think you are they don't give a shit. You can't talk your way out of getting mugged by guys with no morals.
 
That would the gameplay equivalent of making guns that shoot you instead of shooting your enemies.
New Vegas already does it by having Dean Domino try to kill you near the end of Dead Money when you PASS the Barter check in your first conversation with him. So i don't get this honestly retarded comparison to try to claim that it's a bad thing when the game already does it except it's for a single check.
 
Except Dean Domino only does that if you choose the other wrong options not just the barter check, the barter check will put up flags for suspicion but he will only attack if you continue acting in ways he considers unfriendly to him. So yeah making successful skill checks result in failure is a dumb design choice and equivalent of doing something dumb as making guns that shoot you instead or armor that hurts you with every step.
 
Dean Domino hates smart asses that try to show off and look better than him. He kills people that bruise his ego. He spent 200 years plotting to get back at Sinclair for doing that.
 
Point is simply winning every check because your speech is high is boring. Really wanna know about visibility of said check the most tho.
 
Well them being marked helps players knowing that there are other options to solve quests beyond combat even if they don't meet the requirements which incentivates replayability. Hiding them might seem like a more hardcore and realsitic approach but it also hurts conveyance. I would hide only the numerican value and also combining them with the funny failed check dialogue in New Vegas but these guys are obviously working with a smaller budget.
 
Personality is important for getting more info from people but Speech and perfume/cologne/fancy dog tags also work. Personality is a dump stat imo.
Well, that means Age of Decadence's charisma and NPC reaction are still miles better than most RPG.
 
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