anolyzing the footage: What to expect and what not to expect

Post » Tue Dec 01, 2015 2:59 pm

Things to Expect:

-Building your own settlement seems largely inspired by Wasteland Defense. If you do a youtube search for this mod, you'll undoubtedly find AlChestBreach playing it, if you're curious.

-Damage Resistance appears to be the defensive stat

-Project Nevada seems like an inspiration for power armor, both in the HUD it provides and in how each piece is customizable like Project Nevada's implants.

-Crafting appears to be largely inspired by New Vegas, though crafting systems for tools such as weapon repair kits and wasteland tequilas (recipes) may or may not be a thing, with the crafting we saw focused more on housing and weapon mods

-The Rock-it Launcher made an appearance, suggesting the specific weapon schematics of FO3 will likely return.

-You can call in a vertibird. wut.

-Bobbleheads were shown, however their purpose or effect is likely altered (see below)

-A deathclaw seems to do a "killcam" on the player at one point. This could imply Skyrim's killcam system will exist in FO4, at least to a degree. This is hopefully tweaked from Skyrim's version to be less frequent or not activate on players so readily

-Voiced protagonist

-U GET UH DAWG

-Pip-boy minigames

-A bit of speculation, but expect about as much weapon variety as FO3. Todd said "over 50 base weapons," FO3 indeed has about this if you only count weapon types (aka unique sniper rifles or unique 10mm pistols not counting as types) Further variety is provided by the weapon mods.

-A new defense type represented by a lightning bolt. Perhaps bullet and energy resistance are seperate...?

-Critical hits no longer seem random, but "charged." You can command a critical hit to take place, then doing so again requires that the meter recharges.

-"Hold Breath" appeared while aiming with a scope in the footage, suggesting the game might exhibit more first-person shooter elements.

-Sprinting is listed as a thing. Endurance lets you sprint further.

-A big airship exploding during the footage had the Brotherhood of Steel emblem on it along with the name "Prydwen." It's safe to say the East Coast Brotherhood is here.

Things to not expect (whether confirmed missing or unlikely):

-Skills are missing

-Weapon degradation and armor degradation seem gone; the pipboy display shows nothing for these, meaning repair as a skill may not even be represented by perks and is completely gone even in "spirit"

-Damage threshold

-No signs of a hardcoe mode seen

-It is difficult to imagine skill books being a thing with skills gone and all...

-It's also difficult to imagine many speech/skill checks going on with the new dialog menu; only four options exist at a time, so including these would either neccesitate excess menu scrolling in dialog ("hit X to see more options") or neccesitate that only three options are provided and the fourth is unlocked based on character SPECIAL. I honestly don't see them doing this.

-A bit hard to imagine them bothering to record "idiot dialog" for low intelligence characters.

-Driving was a feature speculated upon which has yet to be shown.

-Traits

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Andres Lechuga
 
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Post » Tue Dec 01, 2015 1:47 pm

Right, so an honest action adventure.

And here was i expecting a full Skyrim with Guns clone, instead they went and switched genres. I guess they did prove me wrong :lmao: Kudos, Bethesda :goodjob:

Interesting to see how it'll turn out now that they left the RPG mechanics completely off instead of just dumbing them down. As a half-optimist, i hope it may result in a better game. As a half-cynic, i'm not buying until i see some Let's Plays :hehe:
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quinnnn
 
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Post » Tue Dec 01, 2015 2:57 am

I have to ask, how did you come to that conclusion, because from what I seen it looks more like an RPG than Skyrim did.

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Carolyne Bolt
 
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Post » Tue Dec 01, 2015 11:36 am

I've seen a few screenshots indicating a skill system (albeit using levels starting at one as opposed to being numbered from 1 to 100)

Tag skills appear to be gone,though (That is unless you can select tag skills in the vault)

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Ernesto Salinas
 
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Post » Tue Dec 01, 2015 4:29 am

To be fair, that's a very meaningless statement.

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Calum Campbell
 
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Post » Tue Dec 01, 2015 2:19 am

We get more weapon specialization as we can extensive mod various weapons.

The power armor had some health indication, this however might be player rather than armor or power armor is special, We did however see enemy armor taking visible damage. But you are right about no item condition.

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lillian luna
 
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Post » Tue Dec 01, 2015 1:11 am

Power armour does have a repair option, so I think that at least does have item health.

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Dustin Brown
 
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Post » Tue Dec 01, 2015 5:27 am

While the player is wearing power armor there's a health meter and some kind of armor diagram. Power armor is probably going to be more than just clothes this time around I think. On top of that, there's an option to repair power armor on the workbench area.

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marie breen
 
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Post » Tue Dec 01, 2015 12:37 am


That feature list should be enough for that.

Of course it's speculation, but it's the internet, we only deal with hyperbole and knee jerk reactions here :hehe:

With current information however, i'm approaching with the same mindset as Borderlands. With less over-the-top humor :teehee:
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Yonah
 
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Post » Tue Dec 01, 2015 3:39 am

Where at in the videos? Context is important.

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Dean Brown
 
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Post » Tue Dec 01, 2015 6:27 am

https://youtu.be/2KApp699WdE

There you go mate. Between Equip and modify.

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Eileen Collinson
 
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Post » Tue Dec 01, 2015 3:08 pm

Thanks. Have nothing else to say that doesn't get me a warning.

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xx_Jess_xx
 
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Post » Tue Dec 01, 2015 12:19 am

https://youtu.be/e0E4wviq9Jc?t=1430

Bottom of the screen, assigned to the Y button.

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OJY
 
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Post » Tue Dec 01, 2015 3:16 pm

Depend on how its implemented, I agree that most of the skills was only there to get features like lockpick 75 or unlock perks so removing them and replacing with lockpicking 0-4 perk is less than an loss than attributes in Skyrim.

At lest if this perks also give dialogue and other options.

the dialoge system looks like the main issue so far, as said it will limit things a lot.

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Dj Matty P
 
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Post » Tue Dec 01, 2015 10:48 am

Yeah, that's the only thing I'm iffy about. I've said previously though, if we get less choice but a far better story, I'm okay with that.

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Stephanie Nieves
 
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Post » Tue Dec 01, 2015 2:38 pm

Still can't get over the first part (from the character creation to, well, when the thing about where you come from ends).

I really, REALLY like the weapon and house customization, even if it's not my thing.

However, we see many over-the-top things like Vertibirds that can rescue you and...jetpacks...

I hope the map is really friggin big, to justify those two things.

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Emily Graham
 
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Post » Tue Dec 01, 2015 12:14 pm

I have a dream that there will be open cities ala Morrowind. I have a feeling that they would have said something about that though, so I'm not holding my breath.

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Sweets Sweets
 
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Post » Tue Dec 01, 2015 2:57 pm

A map like Skyrim (but bigger, of course) would be awesome.

BUT, no big amount of animals spawning on every hill just for players' amusemant.

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Emmanuel Morales
 
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Post » Tue Dec 01, 2015 11:11 am

My worry is that the modifications looked so expansive that you'll essentially be making your own weapons 100%. Like, in Skyrim the enchantments were so effective that base weapons were completely inferior in every single way. There was no "I found Umbra, this is like the best sword ever." No, they killed Umbra off and the remaining Daedric stuff and legendary gear was pretty weaksauce. Little comparisons where you use either Chillrend, Goldbrand, the Ebony Blade or Umbra were nice because all were viable and it encouraged trying each. In Skyrim though, you just make the best kind and that's that.

In New Vegas, you kind of wanted to carry a sniper, a high-DPS weapon like an SMG, and a well-rounded rifle for in-between situations. Snipers killed things like deathclaws, SMGs killed things like cazador swarms, and all-around rifles were for things in between, such as fights with other humanoids at long range.

Look at the weapon mods and the stats they effect. I essentially imagine building three weapons exactly as you want to suit those three jobs, then it's done. My concern is that eventually we'll see a "meta" for what the best mods are. I like proper balance because it encourages experimentation to see what the best weapon or mod is, whereas if balance is poor, you'll know plain as day if you've found the best setup for it's type and won't have motivation to test much else. In New Vegas for example, you cannot really say if the Medicine Stick or All-American is superior over one another, as both have areas where they do better or worse and both depend highly on the character build. This much control over making weapons makes me worry it'll just be too easy to make what's clearly the best weapon, then we're done experimenting. In Skyrim it became a matter of Dragonbone weapons with that enchantment that gave damage of each element type, here it might become "modify a plasma rifle for damage and fire rate, modify a combat shotgun for fire rate, modify a Sniper for damage."

Thanks.

Kinda strange. I wonder what they've done with the repair system then, since obviously it's different from the one we know.

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Donald Richards
 
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Post » Tue Dec 01, 2015 8:12 am

I think we'll need to find parts to repair the armor. I can only assume there might be perks to make it so repairs last longer or you take less damage to your power armor or something like that, but I don't think it will be linked to a skill.

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Syaza Ramali
 
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Post » Tue Dec 01, 2015 3:11 pm

Given the massive focus on weapon mods, there might not even be unique weapons(which are honestly a [censored] idea in the first place)

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Elena Alina
 
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Post » Tue Dec 01, 2015 4:45 am

They're not a [censored] idea if balanced properly, which New Vegas did. For example I personally prefer a fully modded Hunting Shotgun to the Dinner Bell; clip size is everything there.

I get the desire to make your own gear cause it feels personal, but the problem is this can be detrimental to balance. I suggested with Skyrim that I think the best solution is to provide personally-crafted gear unique enchantments and just not let uniques and personals overlap. So for a very basic example, if they made it so unique weapons got increases to damage, clip size or crit damage, but only you could add mods onto weapons to increase effects like fire rate, crit rate and accuracy, then it means both will see usage and neither is superior, they merely serve seperate focuses and purposes.

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neil slattery
 
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Post » Tue Dec 01, 2015 3:44 pm

Todd claims that you can be the character you want to be, but I honestly don't see it. I don't think I've even seen an option for choosing gender in the character creation screen. Also, it looks like the dog is absolutely forced on you.

Skills might be substituted by perks, at least partially, but even then only if they do it really well, and that's not likely, given BGS' track record. I'm not even gonna talk about the dialogue wheel, that's just a horrible idea. I honestly can't explain it whatsoever other than the very real possibility that the marketing people decided on it because they thought that would sell better.

At this point, the only hope that this game will not be a complete travesty is if the story and writing are really good.

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louise fortin
 
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Post » Tue Dec 01, 2015 10:21 am

Dude are you high??

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Joe Bonney
 
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Post » Tue Dec 01, 2015 3:13 am

I think they are.

Think about it, what is a unique weapon really? Its a weapon someone modded from its base form..... why exactly can you not do the same yourself so long as you have the skills/perks needed to do so? Where are people getting these magic custom weapon parts you can't seem to build even with maxed crafting skills and perks?

What makes it even more dumb is when you can see the weapon mods on the gun, and put those same mods on a base version of the gun yourself, and it still somehow has different stats then the unique item..... Why? What is the magical force making these mods do better on this one gun then the one you made? Hell, you probably have a better skill then the guy who originally made the modded gun did.... why isn't yours better?

It really doesn't make sense in a game like Fallout. It kind of does in a fantasy game, where you can say literal GODS made the weapon, but even then, when you have the enchanting power of gods yourself, why can't you equal them?

Unique weapons are an "artifact" of old fantasy RPG design from before the days of complex crafting systems.

They outright showed him switching between the guy and his wife, and Todd said you can play as the wife, with equal levels of customization, should you want to.

And no, he walked up to the dog and chose to talk to it, you can chose not to as well.

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Adam
 
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