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Fallout: team response

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Timothy Cain

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Oct 18, 1997, 3:00:00 AM10/18/97
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Wow.

We (the whole Fallout team) are all overwhelmed at the positive response to Fallout. We are
reading the newsgroups, our Web page, and several Web ring pages every day, and I must say we are
happy with what we see. I am really happy that all of the effort to make multiple solutions and
the little extras (such as planting ticking dynamite into someone else's inventory) are
appreciated. :)

Yes, we do plan to make a patch. The problem right now is we cannot reproduce some of the bugs.
Yes, the radiation bug increasing your stats can be reproduced, but the problem with reading the
CD still evades us. And we cannot reproduce the multiple Ian or multiple Dogmeat bug. We're trying
though!

Personally, I am very happy you all like the game, and any bugs addressed by the patch will be
applied to Fallout 2 as well. We've got that project under way now.

Tim.
---------
Fallout Producer and Lead Programmer


Carlos DaSilva

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Oct 18, 1997, 3:00:00 AM10/18/97
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Timothy Cain wrote in message <629hoj$6...@dfw-ixnews11.ix.netcom.com>...


Yes, congratulations and all due credit is deserved to every last member of
the team. You guys even went so far as to provide two Fallout recipes in the
manual. Now that is insane. That shows true love and dedication to a project
that you just don't see anymore from many other games.

Everything about this game is great. From the first impression on opening
the box... a large, detailed, spiral-bound manual. That was probably a bitch
to explain to management, but it is worth it. Installing the game, imagine
the pleasant surprise of having installation options from 2 megs to 600
megs. That is class. Other companies give the lame excuse that the game
would run slow unless you use their one installation option. Let us be the
judge. Thank you. Then booting up the game, the little touch of showing a
different loading screen was nice.

The atmosphere of the game was nailed head on. That guy I call the "Fallout
Boy" who appears on those cards adds so much to the game, it probably wasn't
necessary to draw him doing something for every single clickable item on the
character sheet, but you guys did anyway.

The actual gameplay. You guys stuck with turn-based combat, and it paid off
immensely. We can actually think about our strategy without being with
realtime madness. The variety of weapons, nice touches (like you mentioned
with the bomb), all the dialogue choices, all the quests, all the fun things
you could do have definitely not gone unnoticed.

Sure there are a few bugs. A few quest screw-ups, graphic glitches,
whatever, but there have been no showstopper bugs, and that is what is
important.

Thanks for Fallout. We've been waiting for this for a long time. :)

CJD

Carlos DaSilva

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Oct 18, 1997, 3:00:00 AM10/18/97
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Carlos DaSilva

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Oct 18, 1997, 3:00:00 AM10/18/97
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Trebor A. Rude

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Oct 18, 1997, 3:00:00 AM10/18/97
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First, let me say that I think this is a great game. It's
been a long time since an RPG has interested me this much.

Now that you won't think I'm just whining, let me point out a
few things that I noticed while playing:

1) It is very difficult to see some of the items that are lying on
the floor. How about highlighting the items in yellow (like it does
when you move the pointer over them) if the player makes a PE roll.
Or you could give each item a rating of how well hidden it is and
highlight it if the player's PE is equal or higher than that number.
That way, the two flares lying on the ground in front of the elevator
on level 1 of Vault 15 would be visible to just about anyone, but the
..223 FMJ clip on level 2 might not be.

2) Sometimes in combat, I can't attack my enemy beacuse a friendly
character is occupying the same pixels on the screen, preventing me
from clicking the enemy. How about checking to see if there is more
than one target under the cursor, and popping up a window allowing the
user to select which of the targets they want to attack.

3) Bug with the Skulz quest: I went to Skum Pitt at night, saw Neal
blow away one of the Skulz, went back to the Crash House, got told to
steal the urn, stole the urn (during the day, while the Skum Pitt was
closed, so Neal didn't see me), took it to Vinnie, told him I had shit
to do before we blew away Neal, went to Lars and told him what was
going on, and proceeded to blow away the Skulz. However, Neal seemed
to know that it was me who stole the urn (of course, I WAS still
holding it...) and started shooting at me. I didn't shoot back, but
Ian did, and ended up killing Neal. After I killed all the Skulz (and
got the appropriate experience points), one of the Guards attacked me.
So, I (and the other guards) attacked him. As soon as I ended that
combat, another of the guards turned on me. Eventually I had to kill
all the guards (thus getting the exp for putting a cap in Neal's ass).
When I went away for a while and came back, there were more guards at
the Skum Pitt. Since all guards attacked me on sight now, I had to
kill all of them, and decided to kill Killian for good measure. When
I did that, I got 600 exp for "helping" to eliminate Killian.
Actually, now that I think about it, I did "agree" to do that in the
process of busting Gizmo. I suspect that quest never got deactivated
when I killed Gizmo. I also suspect that I could have avoided having
Neal shoot at me (and thus being killed by Ian) by planting the Urn on
Vinnie. In any case, I certainly shouldn't have gotten both the exp
for busting the Skulz and for putting the cap in Neal.

4) PLEASE turn the Inventory into a LIFO queue instead of a FIFO
queue. Granted, you can hold the arrow down to grab the item you just
dropped into your inventory, but even then you have to wait for
scrolling. It seems to me things would be much quicker if the
inventory put the most recent item placed into it on top instead of
bottom. That way the items you use frequently stay near the top and
the ones you almost never use stay near the bottom.

On Sat, 18 Oct 1997 05:32:48 GMT, Timothy Cain <cai...@ix.netcom.com>
wrote:

>
>Wow.
>
>We (the whole Fallout team) are all overwhelmed at the positive response to Fallout. We are
>reading the newsgroups, our Web page, and several Web ring pages every day, and I must say we are
>happy with what we see. I am really happy that all of the effort to make multiple solutions and
>the little extras (such as planting ticking dynamite into someone else's inventory) are
>appreciated. :)
>
>Yes, we do plan to make a patch. The problem right now is we cannot reproduce some of the bugs.
>Yes, the radiation bug increasing your stats can be reproduced, but the problem with reading the
>CD still evades us. And we cannot reproduce the multiple Ian or multiple Dogmeat bug. We're trying
>though!
>
>Personally, I am very happy you all like the game, and any bugs addressed by the patch will be
>applied to Fallout 2 as well. We've got that project under way now.
>
>Tim.
>---------
>Fallout Producer and Lead Programmer
>

--
<*> Trebor A. Rude <*>
<*> tre...@msninc.com <*>
<*> http://www.mnsinc.com/ruder/b5/ (NS 3.0 or later) <*>
<*> http://www.mnsinc.com/ruder/b5/non_js_index.html (Other) <*>

Norman McHan

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Oct 18, 1997, 3:00:00 AM10/18/97
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Don't blame Outlook Express!!!!!!

hehehe


Carlos DaSilva wrote in message <62auii$6...@argentina.earthlink.net>...
>Sorry for the multiple posts. Damn Outlook Express.
>
>CJD
>
>
>

Carlos DaSilva

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Oct 18, 1997, 3:00:00 AM10/18/97
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Timothy Cain wrote in message <629hoj$6...@dfw-ixnews11.ix.netcom.com>...
|
|Wow.
|
|We (the whole Fallout team) are all overwhelmed at the positive response to
Fallout. We are
|reading the newsgroups, our Web page, and several Web ring pages every day,
and I must say we are
|happy with what we see. I am really happy that all of the effort to make
multiple solutions and
|the little extras (such as planting ticking dynamite into someone else's
inventory) are
|appreciated. :)
|
|Yes, we do plan to make a patch. The problem right now is we cannot
reproduce some of the bugs.
|Yes, the radiation bug increasing your stats can be reproduced, but the
problem with reading the
|CD still evades us. And we cannot reproduce the multiple Ian or multiple
Dogmeat bug. We're trying
|though!
|
|Personally, I am very happy you all like the game, and any bugs addressed
by the patch will be
|applied to Fallout 2 as well. We've got that project under way now.
|
|Tim.
|---------
|Fallout Producer and Lead Programmer

Carlos DaSilva

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Oct 18, 1997, 3:00:00 AM10/18/97
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