• Encrypt-Keeper@lemmy.world
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    10 hours ago

    Your doubt isn’t a factor, it’s just how the game works. Unless both 10 years ago and 1 year ago you replayed them on a computer from the late 90’s, you didn’t get as many random events as were intended. The very fact that you think random events were such a small part of those games also confirms you weren’t getting as many as you were supposed to lol.

    • ampersandrew@lemmy.world
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      10 hours ago

      Show me a video of a normal encounter rate from the 90s, and I’ll tell you how my experience compared.

      • Encrypt-Keeper@lemmy.world
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        7 hours ago

        Nope, the opposite. From your casual search:

        playing unpatched vanilla Fallout 2 will likely REDUCE the number of random encounters (and the time you spend on the map screen, lic) because the game originally tied the travel rate to your hardware.

        There’s a reason why most fan restoration patches include logic to increase the number of encounters, to make the game play more like it was when released.

        The GOG versions do not include any fixes for the encounter system.

        • ampersandrew@lemmy.world
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          7 hours ago

          If we ignore the part where that person had so many encounters that they came to the conclusion that something was wrong, and if we ignore the distinct possibility that people remembering a higher encounter rate could have been experiencing that due to their CPU spec not being what the developer intended even in the 90s as CPUs increased in speed wildly in the course of just a few years back then, it would only make the random encounters in the overworld more of a deterrent against traveling too often.

          • Encrypt-Keeper@lemmy.world
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            6 hours ago

            If we ignore the part where that person had so many encounters that they came to the conclusion that something was wrong

            I wouldn’t ignore it at all, in fact, what they might even be experiencing is the games intended encounter rate which as I told you, is much higher than you think it is. A lot of modern Intel CPUs, especially in laptops, have efficiency cores besides their performance cores, and sometimes have insanely low base clock speeds, we’re talking as low as 200mhz. Given the games age, it’s very possible the game was scheduled on an E core and also wouldn’t boost the clock speed, resulting in the behavior they describe.

            if we ignore the distinct possibility that people remembering a higher encounter rate could have been experiencing that due to their CPU spec not being what the developer intended even in the 90s

            That’s not a possibility. The developers specifically designed the system with lower spec systems of the time in mind. They actually designed it in such a way that the encounter rate would be reasonable compared to their idea rate on systems with clock speeds as low as 200mhz (Just like our friend above).

            Now that user will be experiencing more encounters than even the average player in the 90’s, but it still wouldn’t be outside of the realm of what the devs decided was intended.

            • ampersandrew@lemmy.world
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              6 hours ago

              Look, I believe you, but I’ll admit I’m having trouble reconciling a few things about it. If it’s a CPU-bound problem, I’d expect it to get worse as the CPU gets faster, and my PC now is much faster than the one I played Fallout 1 on about a decade earlier, yet my encounter rates were remarkably similar. Not only were they remarkably similar, but they were remarkably similar to every other RPG I’ve played like it, such as Baldur’s Gate and Wasteland 2. Looking at heat maps of encounter rates on a wiki, I definitely had more in the red zones, but it was maybe two encounters per square rather than a dozen, and a dozen sounds miserable; I, too, would come to the conclusion that something was wrong if I saw significantly more encounters than I did. I ran Fallout 1 on Windows back in the day and Fallout 2 via Proton, so we can eliminate that as a variable that may have caused the game to behave differently. A streamer I watch played Fallout 1 for the first time via Fallout CE and had extremely similar encounter rates, and not only are we running very different machines, but surely that project unbound the encounter rates from the CPU. If we’re hitting some kind of cap on encounter rates, why do they all appear to be at about the rate I experienced? And why would we not assume that that cap was the intended design?

              • Encrypt-Keeper@lemmy.world
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                6 hours ago

                cap on encounter rates, why do they all appear to be at about the rate I experienced?

                Well it’s clearly not a cap if you’re seeing people having more frequent encounters than you are.

                And why would we not assume that that cap was the intended design?

                Because they tied the encounter system to CPU frequency and the highest consumer CPU frequency at the time was like 500mhz. Why on earth would you assume that the developers designed the rate not around what hardware was capable of at the time, but what would be capable 15 years later?

                • ampersandrew@lemmy.world
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                  6 hours ago

                  By cap, I mean lower bound. I see random encounters. If random encounters go down as CPUs get faster, my CPU is so much faster than one from the 90s that my random encounters should approach zero, but I had plenty. I just didn’t have what that person experienced where it felt like too many. In fact, it felt so right to me that I didn’t question that anything might be wrong, but I would if I saw dozens. You’re right: there’s no way they could foresee how fast my CPU would be in 2024 or 2013/2014, so how would their logic still output what feels like an acceptable encounter rate that matches other games in the genre by accident?

                  You’re suggesting that the developers got into a room together and said “Let’s design this so that it won’t play the way we intend for it to be played until 15 years pass”

                  What would make sense to me based on how those games played for me, and feel free to contradict me with an interview or some other evidence, is that they built and tested the game on higher end machines than many of their customers had, and that faster CPUs resulted in the correct encounter rate while slower CPUs resulted in dozens. I’d sooner believe that the game working differently at different clock rates was an oversight rather than how they intended for it to work. Then again, that person in that reddit thread is playing the same GOG version I did and still recreated that higher encounter rate.

                  • Encrypt-Keeper@lemmy.world
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                    5 hours ago

                    If random encounters go down as CPUs get faster, my CPU is so much faster than one from the 90s that my random encounters should approach zero, but I had plenty.

                    I mean some napkin math and averages would tell me that your base clock speed is roughly 8 times faster than the fastest computers they would have tested on. Is 8 times faster truly enough to bring the random event rate to “near zero”? Problably not. And with an old game like this it’s not as easy as just comparing clock speeds because it depends on which CPU you have, do you have Ecores? If so is your computer scheduling it on those or your p cores? And in either case is it using base clock speed or boost clock speed? How do your drivers fit into all this?

                    There’s also the fact that while the encounter rate is tied to CPU speed it’s not a 1:1 relationship either. The encounter system also factors in tiles, and in game days.

                    that they built and tested the game on higher end machines than many of their customers had, and that faster CPUs resulted in the correct encounter rate while slower CPUs resulted in dozens.

                    Like I’ve already said, they accounted for lower CPU clocks at the time. They designed the encounter rate for clock speeds between 200mhz and 450-500mhz, the whole range for the time. You’re also acting like fallout 1 wasn’t a cheap side project half made for free by people working off company hours. It wasn’t some big budget release. Or as if Fallout 2 wasn’t an incredibly rushed game shoved out the door by a financially failing company.

                    I’d sooner believe that the game working differently at different clock rates was an oversight rather than how they intended for it to work.

                    It was neither. It was simply an engine limitation they had to account for best they could because the first two games were functionally just tabletop RPGs under the hood that ran on a modified version of GURPS and relied on dice rolls for practically everything. As with anything else in life they designed around the problems they encountered at the time, not some hypothetical distant future scenario they’d have no way to predict.