TwinkieGorilla said:
i suppose that's true. but how many of you (us/me/whatever) would bitch about the disappearance of "skillbooks" since it's now a series standard?
And why should the skillbooks be eliminated? They can remain like they've been until now: books for permanent skill boost and drugs for temporary ones. What's the problem?
TwinkieGorilla said:
it's an RPG device which materializes as "reading material".
But from the moment this 'RPG device' is materialized as "reading material", the developers must come up with a better excuse for making ones permanent and others temporal than labeling them "books" and "magazines" respectively if they want to make some sense.
TwinkieGorilla said:
once again, bawwing even at a whimpering level about this is nitpicking silliness, imo. it just makes the outside world look at NMA/Fallout fans with perpetually rolling eyes.
Uh... I don't know how pointing out an incoherence equals to "bawwing". And also I don't know why what other people think should affect you so much.
TwinkieGorilla said:
oh, please. i'm not entering into a semantic discussion here. within the confines of NMA i'm only discussing Fallout. so when i say "big deal" i mean it contextually. and i remain on point: within the subject of Fallout, this is not a big deal and is silly to nitpick.
Well, even if we're going by your standpoint, I've never claimed this was a big deal, haven't I? But that is hardly an argument. It not being a big deal doesn't prevent it from not making sense.
TwinkieGorilla said:
i'm sorry, man...nothing personal...but yes, it does. it makes perfect sense from an RPG game mechanic standpoint. (...) this version of "skillbooks" makes more sense in a mechanics/balance manner than any of the other games did.
Uh... I thought I already made myself clear about this, but I will repeat myself: the fact that it makes sense as an RPG mechanic doesn't mean that so will do the way it's presented in-game. I'm not criticizing its value as a game mechanic, but the logic and coherence of the way it is implemented.
Does it make sense to want to have both temporary and permanent skill boosts for gameplay balance?: Yes
Does It make sense that the knowledge acquired from reading a document is better memorized depending on the format of said document?: Unless you believe in magic, no.
Oh, and... by the way, just a sincere question: Why should I take anything you say as 'something personal'? Rest assured that it's not the case
Reconite said:
Seriously guys, give it up. Just be glad Obsidian is taking the franchise in the right direction (away from what Fallout 3 established).
Considering that Bethesda established that a major part of Fallout 3 would be being a shooter with minigames, I wouldn't say, from that standpoint, that the Obsidian direction is
that right.
aenemic said:
I think the magazines are a good idea. not great, but I certainly don't have any problems with them. not anymore than skill/stat-raising drugs for example.
The difference being that all drugs are coherent in that all their stat boost are temporal (coherent between them and with common sense). But here we have that some texts are better memorized than others just because of the medium they are published in.
aenemic said:
I think Avellone explained it pretty well in his recent demo: reading a magazine will refresh your memory and keep your knowledge trimmed, hence the temporary boost.
Touching, but the question still stands: Why should it be different in the case of a book?
alec said:
The Potion of Intellect does exactly that in Arcanum (it gives you a temp INT boost of up to 10 points, I think) and it's one of the most useful things in the game if you know how to use it.
One of the most useful things... or one of the most powerfully unbalanced things?

Anyway, I think that this comparison isn't that good. First, the potion is literally a consumable: you actually use it up when you drink it, which can't be said about reading a magazine. Secondly, we're talking about magic (better said: Magick) in the case of Arcanum, while in the case of FO:NV it's a natural and reflected-in-reality act (reading).
Considering Arcanum, I think that a better comparison would be the Tech-manuals: they are readable material, they give you a skill (tech-skill) bonus and that bonus isn't permanent (as long as you drop them from your inv.). The difference with FO:NV's magazines being that the tech-manuals aren't "used up" after you use them to build a scheme.
alec said:
So yeah, I totally agree with Twinks: criticizing a gimmick that has been around in (action) RPGs for more than a decade, and a useful addition at that, well, criticizing that is just pointless.
I've already said it: this is not criticizing a Rpg gimmick, but criticizing the way it's implemented in game. To better see it, just imagine that, instead of a magazine, it were literally a 'lockpicking scroll'. Yes, a magic 'lockpicking scroll' inside Fallout. It would be a pretty good and balanced temporary skill boost and all that from a gameplay mechanic standpoint, but still a magic scroll. I know that the example is far-fetched, but what I mean is that the fact that a gameplay mechanic is adequate doesn't automatically justify the way it's presented in the game no matter how little sense it makes.
TwinkieGorilla said:
this whole "nit-pick the magazine idea" party we're having here seems to be ignoring the fact that the implementation of this mechanic is no more or less logic-defying than it's relative-mechanic (books) which has been in the series from the start.
The only thing that is logic-defying within in-game consistence is that there are differences in the way you memorize information (gain skill points) from a text just because of the format you read it from.