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[Official!] Project Horizons Comment Crew Chat thread.

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Ironmonger
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Post by Moodyman90 Sat Oct 05, 2013 10:02 pm

Meh, SAT is fun and all, but if allowed I'm more than willing to use iron sights. Granted, Fallout 3 didn't really allow you to use them though, like they intentionally made manual aiming bad just to force you to use SAT.

New Vegas on the other hand, actually allowed for down the sights aiming and I loved that about the game. With a gun skill of 25 the Cowboy Repeater is a damn good work horse if you go ballistics.
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Post by Scyto Harmony Sat Oct 05, 2013 10:09 pm

... I can't tell if you guys are saying SATS on purpose or not.
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Post by cb5 Sat Oct 05, 2013 10:12 pm

Scyto Harmony wrote:... I can't tell if you guys are saying SATS on purpose or not.
FUCK! I just realized I've been calling it that the last few months.
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Post by Frost Sat Oct 05, 2013 10:12 pm

There were no S.A.T.S. in Fallout. I remember something about "V.A.T.S.", but S.A.T.S. is powered by spell matricies.

Moving on from that semantic assholery, I think V.A.T.S. is a mistake to have in the game at all. There's no way to justify it from an in-game perspective; all it does is make your character even more stupidly overpowered.
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Post by Moodyman90 Sat Oct 05, 2013 10:13 pm

That's right, it's VATS in game. Too much Fallout Equestria.

Meh. Don't care. Stop time and hit the targets.
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Post by cb5 Sat Oct 05, 2013 10:16 pm

Mister Frost wrote:There were no S.A.T.S. in Fallout. I remember something about "V.A.T.S.", but S.A.T.S. is powered by spell matricies.

Moving on from that semantic assholery, I think V.A.T.S. is a mistake to have in the game at all. There's no way to justify it from an in-game perspective; all it does is make your character even more stupidly overpowered.
It's good in a pinch, but yeah I can agree on it being overpowered. It needs to be massively toned down. I just use it as a, "FUCK! VATS SAVE MY FUCKING LIFE THIS INSTANT!" tool. If it's range is shortened then players will actually have to aim. It should just be as a way to save the player, not something everybody uses for every shot tool.
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Post by Admiral Stoic Rum Sat Oct 05, 2013 10:27 pm

Anxiety is terrible
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Post by RoboRed Sat Oct 05, 2013 10:32 pm

tytanbait:
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Post by Tytan Sat Oct 05, 2013 10:52 pm

She's such a cutie.
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Post by Frost Sat Oct 05, 2013 11:16 pm

swicked wrote:
Mister Frost wrote:There were no S.A.T.S. in Fallout. I remember something about "V.A.T.S.", but S.A.T.S. is powered by spell matricies.

Moving on from that semantic assholery, I think V.A.T.S. is a mistake to have in the game at all. There's no way to justify it from an in-game perspective; all it does is make your character even more stupidly overpowered.
Vault-tech Assisted Targeting System.

SATS is probably just Stable-tech etc.
Eyes-Forward Sparkle still befuddles me, though.
It was just Stable-tech Assisted Targeting System, as one of the many, many things Kkat should have thought twice before blindly copying from Fallout. As in the game series proper, it serves no purpose in the story and has no justification; it just exists to make the already-overpowered character even more overpowered.
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Post by Guest Sun Oct 06, 2013 12:44 am

swicked wrote:
Mister Frost wrote:There were no S.A.T.S. in Fallout. I remember something about "V.A.T.S.", but S.A.T.S. is powered by spell matricies.

Moving on from that semantic assholery, I think V.A.T.S. is a mistake to have in the game at all. There's no way to justify it from an in-game perspective; all it does is make your character even more stupidly overpowered.
Vault-tech Assisted Targeting System.

SATS is probably just Stable-tech etc.
Eyes-Forward Sparkle still befuddles me, though.
The EFS is just a way to explain the tic marks you see on the compass. It doesn't have a name in the game because those tic marks are affected by the characters Perception stat.

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Post by RoboRed Sun Oct 06, 2013 12:49 am

lul:
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Post by Frost Sun Oct 06, 2013 1:02 am

swicked wrote:Eh, I don't agree.
VATS has no purpose in the story of any fallout game. It was originally used back in 1 and 2 since they were turn-based, and really just referred to the pipboy-provided hit percentages to a given baddy depending on what part of the body you aimed at. A sort of way to tie that turn-based concept into the world of the game rather than keeping it an external game mechanic.
A lot of reviews of fallout 3 highlighted the inclusion of VATS as a mistake since it made things have this odd turn-based quality without giving the bad guys a turn of their own to retaliate.
Basically, VATS has no story purpose, but exists as a fact of the fallout world. An exclusive advantage to the protagonist that he or she does not need.
Kkat including that was just a way to have one more thing from fallout in FoE and I see it as a pretty harmless addition. Fallout heroes just have this thing, much like they always have a pip-boy with its convenient inventory-sorting, eyes-forward sparkle, map functions... just all of those gameplay mechanics stuffed into that wonder-device.
I agree that VATS has no purpose and should not have been included in the story--and I think that it shouldn't have been included in FoE. I understand that Kkat isn't a military expert and likely doesn't know much about combat, but fights being goddamn near impossible to maintain tension with that kind of advantage means it's really not a good idea to put it in the story. Of course, it wasn't just the SATS that made the fights boring--the bland, dry prose did that well enough itself.
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Post by Admiral Stoic Rum Sun Oct 06, 2013 1:06 am

stable-tech assisted targeting spell... it slows time, took a game mechanic and actually turned it into a viable story device, as the user's thoughts are basically accelerated...
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Post by Kippershy Sun Oct 06, 2013 1:29 am

Only a few will understand this... but those who do will laugh.
I sure as hell laughed.

[Official!] Project Horizons Comment Crew Chat thread. - Page 14 GZMbqJQ
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Post by Frost Sun Oct 06, 2013 1:38 am

swicked wrote:What I'm saying is that VATS was never a part of any story.
Fallout takes common gameplay mechanics like inventory sorting, approximate value of items, auto-generation of maps, map markers for tracking objectives, etc. and has them all performed in-game by a device called a pipboy. Hit percentages for turn-based combat was one of those mechanics, and they gave that an additional name called VATS.

VATS was not required outside of turn-based combat. Bethesda adding it to Fallout 3 was just another one of their bad decisions regarding the game. It was not needed anymore. It doesn't even make sense.

Still, they added it. In FoE, being primarily based on Fallout 3, Littlepip had SATS available to her because she's the main character and SATS is established as just one of the many functions of a pipboy/buck.
All of its functions (with exception to tracking pipbuck tags... a feature kkat introduced to them) have nothing to do with the story. They are just a part of fallout's way of handling these various player-friendly game mechanics.
And what I'm saying is much what you're saying--that the Pipbuck's presence is a simple copying of Fallout rather than using discretion when adapting the universe. What I'm saying is that it wasn't just a harmless change--it really cuts down on the tension of the fights.
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Post by Guest Sun Oct 06, 2013 1:50 am

@Frost
I don't think it did. The fights were still pretty friggin' good in a lot of FoE; partly because SATS was pretty nerfed (while enemies were buffed... ugh hate using gameplay terms for a story, it's so wrong), and partly because it was the only thing keeping Pip alive, frankly.

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Post by cb5 Sun Oct 06, 2013 2:11 am

swicked wrote:VATS was not required outside of turn-based combat. Bethesda adding it to Fallout 3 was just another one of their bad decisions regarding the game. It was not needed anymore. It doesn't even make sense.
Actually it does sort of make sense.  For decades certain soldiers in action are given performance enhancing drugs for certain missions.  Like fighter pilots are given a drug, I can't remember the name cause it's fucking long, but what it is that it basically makes you physically unable to sleep or get tired.  They use it for extremely long flights for bombers and fighters and such.  The reason why most people don't hear about the armed forces giving our troops drugs is that it's only for certain missions and that they're super protected.  Like even most doctors don't know how to make these drugs cause the recipe is classified, and if you do somehow get your hands on the recipe you're getting a visit from the police.  The other reason is they keep locked up is that some of them are super addictive.  The reason why some of our troops are given these is that they're super effective at making a pilot or such perform a lot better.  Imagine being unable to lose focus or even get tired for like five days.  That is why it's still used, cause it has a purpose.

One of the cool facts about WWII is that the germans some of the german troops were given speed.  A lot of the drugs you hear about in the news originated from our legitimate research.  The idea behind it is to give troops a massive boost in the task they need done.  The crazy shit about this is that there are reflex boosters.  I'm not talking about speed or injecting someone with adrenaline, I'm talking bullet time reflex shit.  Well not bullet time, but imagine giving coffee and then speed to sonic.

If a wrist device were to inject a small amount of the fast acting version of these drugs into a person their reaction time would be godlike for a split second.  Like if you pointed a gun at them from behind and said "hello", in the second it would take for you to realize that they're going to shoot you they would do a complete 180 and shoot you in the face.

Why are these not used in everyday combat?
Cause they're ungodly fucking dangerous.  Like internal organs being turned to soup level of dangerous.

If that's how VATS work it would make sense, but I have to massively question the sanity of whoever made it.
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Post by Frost Sun Oct 06, 2013 2:21 am

swicked wrote:
Kippershy wrote:Only a few will understand this... but those who do will laugh.
I sure as hell laughed.
...
Can you explain it, then?
It was a line from Kip's fic.

The "little pip" is her vagina.
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Post by Katarn Sun Oct 06, 2013 2:29 am

scp:
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Post by Katarn Sun Oct 06, 2013 2:33 am

Tytanbait?:
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Post by Tytan Sun Oct 06, 2013 5:38 am

 
Katarn wrote:
Tytanbait?:
Big mac
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Post by Katarn Sun Oct 06, 2013 5:39 am

There are 2 more versions...one is ultra slow and other...well...ULTRA fast.
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Post by Guest Sun Oct 06, 2013 6:53 am

Watching The Conjuring, 'cos all my non-horror-movie friends were like "Oh it's so good!" and well, maybe they'll be right this time. Running thoughts:
Thoughts:

Okay, finished it! Spoiler-free thoughts - I actually liked it, quite a bit. It wasn't particularly novel, but it was spooky, and fun. Better than your average modern horror movie, without really doing anything to set it apart from the rest except being good at the standard stuff. And no wonder - the director is the same guy who did Insidious and Saw (just Saw 1). Not spectacular or genre-elevating movies, but good examples of the genre to tide us over between the rare moments of true brilliance. Overall, I liked this better than Insidious, I think; it was less scary, but did the ending WAY better, IMO.

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Post by brony all alone Sun Oct 06, 2013 8:03 am

The Conjuring is a good movie, i agree with you. Insidious was a great scary movie.
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Post by Katarn Sun Oct 06, 2013 10:04 am

Call me best..wait what?:
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Post by Scienza Sun Oct 06, 2013 10:17 am

cb5 wrote:Also some of the perks really do need to get taken out, cause they are broken.  That is one thing I will give new vegas though, a lot of the broken perks in fallout 3 were fixed in new vegas and it was better balanaced.
Aye, pretty much all the perks in Fallout 3 were just stat-based (+15 to your Bullshitting Skill!), which just kinda gave you the impression that Bethesda didn't really care all that much. Some of the perks in NV do need to be toned down a bit, though. Jury-Rigging is easily my favorite perk in the game, but it kinda ruins the whole point of a repair skill.
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Post by Moodyman90 Sun Oct 06, 2013 10:37 am

I don't think Jury-Rigging needs to be toned down, but maybe moved to a few level down the line. You can pick it at level 14 if you have a repair skill of 90, but maybe it should be better suited for something like a level 28 perk.

I'm also curious on what perks ya'll thought was broken or needed to be nerf.
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Post by Kippershy Sun Oct 06, 2013 11:49 am

swicked wrote:
Mister Frost wrote:
swicked wrote:
Kippershy wrote:Only a few will understand this... but those who do will laugh.
I sure as hell laughed.
...
Can you explain it, then?
It was a line from Kip's fic.

The "little pip" is her vagina.
Is that thing finished, then?
I thought it was part of the kip/camo clopper-clash.
Sorry, I was at work.
Anyway, the Littlepip x Red Eye clop was independent of the Alicorn Clop Challenge which CamoBadger has finished and we're just waiting on me at this point.
I'm somewhat a way into it, but I've not been up for writing it lately unfortunately. I will get it done as quickly as possible however.

But yeah, in the RExLP fic, the term 'little pip' is made into slang for Pip's poontang
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Post by Kippershy Sun Oct 06, 2013 12:03 pm

Someone doesn't like me it seems.
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