Yeah, good for you.
Why did Bethesthda focus on combat? Why not instead focus on non-combat trials skills instead, since it would be rather unlikely that people would level up that, thereby making it very hard to pull off?
What kind of FPS would it be if you resolved situations through means other than combat?
What kind of Bethsoft game would it be if you resolved situations through means other than combat?
I believe he was ineptly trying to mock my disorganized ranting about the worse design choices. The lol thing is there are many situations where high non-combat skills come in very handy, allowing you to deactivate or frenzy turrets remotely, bypass fights, etc. You also generally focus on one combat skill (after repair), at least at first, so you've maxed it out by level ten, and the only things making fights easier mechanics wise are perks and better equipment. Well before level 20 you can handle a deathclaw without any trouble at all if you use the bullshit stealthsuit and a good gun (alternatively, your bare hands with the paralyzing palm perk; also, this is what I wound up doing. It was awesome the first dozen times I did it, then it was just boring routine). No matter the level or enemy (the only exceptions being Broken Steels spiritual successors to the vanilla game's deathclaws: the ghoul reavers and super mutant overlords) that tactic works, and on the tougher ones it's all that works well (I did kill a reaver once, unarmored, with a lever action rifle and eugene. Only lost half my health (due to the lack of armor, no doubt, as they don't get the magic 35 point bonus point lookout denizens do), and spent a full magazine of 5mm rounds, with 100 big guns :/ ).
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I'll get around to downloading and trying out stuff like RTS, FWE, and MMM when I'm back on campus on wednesday and have internet that isn't completely shit.
In any case, I tried Fellout, which alters the exterior lighting a bit. For the worse in most cases, as the lighting clashes with the textures, but it does reveal that fallout 3 needs better lighting (it removes all ambient light outside at night, except in the mall, apparently, which is brightly illuminated >:| ). The jarring thing is going from this pitch black night, navigating by pipboy light, into say, a subway, and having the whole goddamn place be nicely illuminated, rather than dark with just bubbles of light cast by fires and lamps. I wonder if it would be possible to script something approximating the player's eyes adjusting to changing brightness, where darker areas seem darker when viewed from light/the character has been in brightly lit space and moves to a darker area, and after a while darker areas seem brighter, etc. I've never played around with scripting or modding for FO3, or Oblivion for that matter. I should look at the GECK and see if I can figure it out, and try to figure how much work it would take to alter the lighting. Of course, it could just be the fact that my laptop screen can't be adjusted to make things darker, as far as I can find, so things are brightly illuminated even in what seem to be intended to be pitch black caves or the like.