Armor sets come in two pieces, body and head
Only 2? That sounds like some real character building right there. This is one of the changes that should have been made.
Inventory limit is based on weight
I prefer size and weight, but this isn't at all something to complain about.
Children and essential NPC's are unkillable
The fact that there even are essential NPCs says it all. I can understand them not making kids killable, considering the current climate in the games industry, but them putting kids in is a nice workaround, since they know the modding community will do it for them - in the PC version, anyway.
Good/Evil karma system relating to in-game choices
Choices are good, even if it is just good or bad. Will wait and see how this pans out.
Crimes committed against specific groups are known to all in the group throughout the game world
I always thought this was a stupid computer game contrivance, and I don't think it has any place in a game of 2008/9. I kill someone and someone a few hundred miles away automatically knows? If news takes time so travel, and you can literally move faster than your reputation, that could be awesome, but I don't wanna play with a load of psychics.
NPC's navigate via a mesh instead of via a point to point system like in Oblivion and Morrowind
Cool.
Like Oblivion the game uses a skill list and those skills determine maximum possible effectiveness in battle
Depends what they mean by effectiveness - if that translates to my % chance to hit, then okay. If it translates to how much damage my bullets do, that's ridiculous. I love roleplaying games, but I really hate some of their stupid contrivances.
The player can crouch and sneak around
Hope there will be incentive to, and that the player can complete the game through sneaking rather than fighting. Not seen anything yet to suggest this is the case.
Many of the old Fallout traits return, only now as skill perks
Does this mean there are no traits at all, or does it mean some traits were turned into perks? I don't see any good reason to remove traits.
Fast travel is only available to places you've been before
This is an improvement over Oblivion, but I still don't like fast travel. Not a huge deal, though. I can always choose to not use it.
Not all non-humans are hostile: "some can be reasoned with and even hired."
I would expect no less.
Player "perception" functions like the Oblivion compass
I don't remember the Oblivion compass. Was it just a compass, or did it point exactly where I needed to go next? Well either way, at least they are developing features in relation to the character I've built, so I might not be some generic cookie-cutter character every time I play.
Some of this is potentially quite promising, but I'm not yet convinced. Far too many questions unanswered.
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