ATTN Bethesda: Top 10 Ways To Improve For Fallout 4

Post » Wed Dec 23, 2009 1:24 am

First let me say Bethesda got a lot of things RIGHT, despite my skepticism. It was a good game, clearly top of 2008, but there is always room for improvement ;)

1: Story/Characters
--The ending left me underwhelmed, unfulfilled you might say. Bethesda needs their writers to work harder, or get new ones. Period.
--Voice acting: Famous actors are good, but if you are paying them large sums for their names, don't. A big step up from Oblivion, but always room for improvement.
--If you were going for difficult moral choices, you failed. None of the moral choices were tough.
--Go back to the town by town epilogue. The reason this works better IMO, is that the main quest seemed to be the only thing addressed, and it's a fraction of what I really did in the game.

2: Ruleset
--Skill points too plentiful, and some skills are useless. Make TAG skills meaningful. Raise the cap or make it hard to get there.
--Some Attributes useless. Rework derived stat formulas (too much starting carry weight, Ap, HP)... Make EACH attribute useful.
--This also applies to perks. Balance the perks.

3: Humor
--Bring back text descriptions for every item in the pipboy. This opens up a world of humor.
--Silliness also falls into this. Silliness has its place, and is clearly personal taste, but I felt it was approaching overboard.
--Pop culture references are fine, and enjoyable when properly spaced. Not saying there was too much, just this is more the humor I enjoy. Not shooting teddy bears that do more damage than a sniper rifle to the face.

4: Solid Implementation of Game Mechanics
--Radiation management seemed to be an afterthought. Interesting but failed to evolve.
--It should be punishing to have a broken leg. You shouldn't be able to just shoot a stim and be fine.
--Addictions are tough on people. You can't just drop a Benjamin and be cured of your addictions.
--These ideas are merely examples. I don't think I should necessarily have to hobble back to town every time I get a broken leg, but with current implementation I question as to why they are in the game at all. They are little more than annoyances. Fine ideas, just evolve them a little more.

5: Mature Content
--Too much violence, not enough of the rest. I didn't pay that hoker to keep my extra pillow warm until morning. It's not really about the six, its about how they tiptoe around it. This is the WORST implementation of six in a game I have ever seen. I want whole Plot lines related to drugs/addiction, a la jet/myron.

6: Difficulty
--Difficulty selection has so much potential. It shouldn't just dictate combat, but it could change there very ruleset.
--Very Hard was only slightly harder, and only at the beginning. The availability of ammo and stims, and the ability to carry endless amounts let me plow through combat regardless of difficulty,
--Very Hard: Difficult combat, weighted ammo/aids, rarity of ammo/aids, severe radiation, poorly stocked vendors, modified ruleset for skills/attributes. THIS should be hard. You should have to use everything at your disposal to get by. (Just an idea.)


7: Combat
--Vats needs to be balanced. Sometimes overly powerful.
--Melee needs to be able to target body parts.
--Bring back groin shots!
--Each combat skill should have its own style and advantages.
--Death animations sometimes leave me annoyed. Low on my list of priorities, but I think more unique death animations for each weapon would refresh things.
--Find niches for weapons, and don't obsolete them so fast. Sniper rifle should WORK in Vats at long range, but be more limited up close.
--A little better weapon progression.

8: Factions/Quests/Jobs
--Where are the factions? You put a lot of work into developing some cool concepts. Talon Co., Outcasts, but I can't join them.
--At least some factions need to be opposing. Factions should have unique quests and rewards. Not JUST quests, but quest CHAINS.
--Why can't I go on slave runs with a group? Why can't I be a caravan guard? Why can't I be a raider?

9: Map/Exploration
--Good size map, but need a few densely populated cities/towns with more characters and quests. Some interesting things can open up with this, as well as a bigger way to impact the world.
--Too many 3 citizen, 1 quest locations.
--I was sure you were going to let us get a vehicle. A trunk (or saddlebags for a motorcycle) is always a great place to stash your extra gear. (Low priority)

10: Workbench/Crafting
--I think maybe some of your thoughtful creations blinded you to the potential of the workbench.
--Find schematics and parts and modify your favorite weapons. Add silencers, expanded magazines, high compression barrels, extended barrels, Low recoil grips, scopes.
--Allow for Ammo Re-caliber using the workbench. 2 to 1 ammo exchange rate. (Just an idea.)
--Use science skill to create drugs using the laboratory with chemicals you find. (Just an idea.)

EDIT: For clarity, and removed mass effect reference.
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Flutterby
 
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Post » Wed Dec 23, 2009 12:06 am

11 - Remove GFWL
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Kelsey Anna Farley
 
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Post » Tue Dec 22, 2009 4:08 pm

I hate reading a whole big wall of text, so all I read was #10. What's wrong with the dart gun? I thought it was a good idea. Why not use radscorpion poison on a dart to disable your enemies? How it works on radscorps is beyond me though.
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Brιonα Renae
 
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Post » Tue Dec 22, 2009 7:43 pm

I hate reading a whole big wall of text, so all I read was #10. What's wrong with the dart gun? I thought it was a good idea. Why not use radscorpion poison on a dart to disable your enemies? How it works on radscorps is beyond me though.



Its bulleted ;) I trimmed it down a bit.

I was, ...okay with the dart gun. It was a cool idea to use radscorpion poison, but put it on your knife instead. I'd rather have a traditional handheld crossbow in the game than a toy car on a paint-gun...
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benjamin corsini
 
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Post » Tue Dec 22, 2009 11:23 am

@XM.Patriot
I like you, you've given this alot of thought and your dislikes are clear and to the point.

I would gladly turn this into a quickfire petition ;)
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Beat freak
 
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Post » Wed Dec 23, 2009 2:05 am

11 - Remove GFWL


Best suggestion yet.

That's the only one I care about :)

I would gladly turn this into a quickfire petition ;)


Not here, as it is http://www.gamesas.com/bgsforums/index.php?showtopic=724862. (look under Restricted Topics)
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Soraya Davy
 
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Post » Tue Dec 22, 2009 11:41 pm

Not here, as it is http://www.gamesas.com/bgsforums/index.php?showtopic=724862. (look under Restricted Topics)

I know that ;) Doesn't mean it can't be used elsewhere :D
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SUck MYdIck
 
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Post » Tue Dec 22, 2009 10:25 pm

I disagree with some of your points. I don't know what you're talking about with "silliness". AntAgonizer made me chuckle a little, and there's nothing particularly silly about a railway Rifle or the Shish-kebab. Changing difficulty during the game is an ability frequently seen in Bethesda games, and one that I happen to like. There's no reason to take it out now.

One thing that really stuck out to me, though...

1: Story/Characters
--Voice acting: Dont hire famouss, just get a good variety of talent.


Can you honestly complain about having LIAM [censored] NEESON as your dad?
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Kanaoka
 
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Post » Tue Dec 22, 2009 3:31 pm

@XM.Patriot
I would gladly turn this into a quickfire petition ;)


Its too bad petitions are so frowned upon. If only there were some other way I knew of to get my ideas across, aside from telling Pete Hines himself...
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Kristina Campbell
 
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Post » Tue Dec 22, 2009 9:13 pm

I agree with most of what u said, there r a few things I would like to add:
? More housing options, and not just like the tenpenny tower or the megaton house, because for all intents and purposes, they r equal (it is just a matter of preference). I wish it was more like oblivion where u started off with a tiny shack and moved all the way up to giant castles and mansions, I also liked that u could buy every house as well and not be limited to 1.
?In addition to house themes I would like to see more individual items for sale in your house. Items like lights, posters, rugs, chairs and so on for decoration.
?More to spend caps on. I should be able to hire 2-3 talon mercs as body guards for 1000 caps a week. I should be able to buy slaves (other than just clover) from paradise falls. I should be able to buy a fleet of robots, other than rl3, and pay someone to fix them up when they break.
?More specialized perks. I want to see more perks like iron fist or pyromaniac that are specialized for a certain playstyle. I wish the game encouraged more specialization and less becoming a jack of all trades.
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Maria Garcia
 
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Post » Tue Dec 22, 2009 4:04 pm

I disagree with some of your points. I don't know what you're talking about with "silliness". AntAgonizer made me chuckle a little, and there's nothing particularly silly about a railway Rifle or the Shish-kebab.


AntAgonizer is a matter of opinion I guess. And in reality... I'm "Okay" with the railway, or the shish-kebab, but it shouldn't limit the great potential of the workbench. But the concept of shooting a teddy bear through a leaf blower being more powerful than bullet to the face bothers me.

Changing difficulty during the game is an ability frequently seen in Bethesda games, and one that I happen to like. There's no reason to take it out now.


Alright, just make the difficulty scale better.


Can you honestly complain about having LIAM [censored] NEESON as your dad?


No, he's very talented. But he drops off the face of the earth then dies. I think the resources they spend on that could bring better quality elswhere.
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Kate Schofield
 
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Post » Tue Dec 22, 2009 6:19 pm

I disagree with much of this, especially the humor: OOC humor IS NOT acceptable in an RPG. and the map: I like the size and the density thew ay it is, as it promotes exploring.
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Bethany Short
 
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Post » Tue Dec 22, 2009 9:11 pm

First let me say Bethesda got a lot of things RIGHT, despite my skepticism. Make F4 GREAT!

1: Story/Characters
--The ending svcked. Bethesda needs their writers to work harder, or get new ones. Period.
--Voice acting: Dont hire famous actors, just get a good variety of talent.
--If you were going for difficult moral choices, you failed. Play Mass Effect to learn about choices and consequences.
--Go back to the town by town epilogue.


The ending did leave much to be desired. It was in the right area as far as epicness however it didn't make any real sense, neither from a scientific/realistic standpoint, nor from an in-game viewpoint. Definetely something that needs to not happen again.

Voice acting was a HUGE improvement from Oblivion as far as variety. I agree though focus less on big name talent and more on increasing that variety some more. (This is assuming the money for big name actors comes from the same budget for other voice actors)

While I fundamentally disagree with Mass Effect being a good example, and I also disagree that Fallout didn't deliver on this in some of its quests I do agree that more improvement here would be desirable. Extend the kind of apparently black and white, only not choices you see in quests like the the Tenpenny Tower main quest, the non-nuke one.(I'll say no more for fear of spoilers).

I don't agree at all that you should restrict yourself to a town by town epilogue. Not everything should happen in towns, nor should everything start/end in a town, nor should everything necessarily INVOLVE a town.


2: Ruleset
--Skill points too plentiful, and some skills are useless. Make TAG skills meaningful. Raise the cap or make it hard to get there.
--Some Attributes useless. Rework derived stat formulas... Make EACH attribute useful.
--This also applies to perks. Balance the perks.


Agree completely. This ruleset was FAR too loose, a problem that seems common in Bethesda games. Make it a little harder, preferably nearly impossible to max a character out in more than 1 or two general schools. The ability to have a character able to be good at everything waters down the RPG elements of the game alot. Don't make mods the only way to bring RPG elements into a sandbox RPG.

3: Humor
--Bring back text descriptions for every item in the pipboy. This opens up a world of humor.
--Silliness also falls into this. The AntAgonizer, the Shish-kebab, the Railway Rifle. All too silly. A little silly is okay.
--Pop culture references are fine, just make sure their use is measured.


Yes to text descriptions. I actually found the lack of text based humor and information extremely odd in a Bethesda title. Text in weapons would be one way to put some of it back in the game.

Fundamentally disagree here, there is more then enough srs business stuff in this game, a little light hearted humor is good and I feel the small bits scattered about were appropriate. This is a VERY dark game, you need humor to break up the mood.

Once again, no problems here. Easter eggs and obscure references make things more interesting.

4: Solid Implementation of Game Mechanics
--Radiation management seemed to be an afterthought. Interesting but failed to evolve.
--It should be punishing to have a broken leg. You shouldn't be able to just shoot a stim and be fine.
--Addictions are tough on people. You can't just drop a Benjamin and be cured of your addictions.


Agree on all of these points. As with the ruleset comments above if you're going to introduce a mechanic make it relevant and important, don't cheapen it by making it so easy to manage you can basically ignore it. (This is not to say start putting in necessities style eating and drinking requirements, please don't include that kind of thing in the base game. Leave it for the modders)

5: Mature Content
--Too much violence, not enough of the rest. I didn't pay that hoker to keep my extra pillow warm until morning. It's not really about the six, its about how they tiptoe around it. This is the WORST implementation of six in a game I have ever seen. I want whole Plot lines related to drugs/addiction!


I agree here as well. Prostitution in my oppinion could have just done just as tastefully with a fade to black and a few lines and it would have seemed much less of a cop out.
Drugs I think had plenty of play time in the game on many NPCs, as pointed out above though the PC never really was forced to face any of the problems associated with drug usage. A quest in the style of the vapirism removal in Oblivion would have been a wonderful way to emphasize the importance of addiction. In addition to more detrimental, and visible effects from addiction.

6: Difficulty
--Difficulty selection has so much potential. It shouldn't just dictate combat, but it could change there very ruleset.
--Select at beginning of the game: Easy, Normal, Survival Mode
--Survival: Difficult combat, weighted ammo/aids, rarity of ammo/aids, severe radiation, poorly stocked vendors, modified ruleset for skills/attributes. THIS should be hard. You should have to lie, cheat, steal, or worse to get by.


Agree here as well.

In addition when you change the "difficulty of combat" don't just do the classic +20% dmg taken, -20% dmg dealt thing. Its old and played out. Up the damage across the board, increase the spawns in a few areas, or change them. Up the equipment of enemies (no not doubling their health pool, bad Beth.). Do things that add to the difficulty without simply adjusting two variables, its VERY obvious when thats all that been done in a game and its not at all good usage of the mechanic.
7: Combat
--Vats needs to be balanced, and unarmed and melee need to be able to target body parts.
--Bring back groin shots!
--Each combat skill should have its own style and advantages.
--DEATH ANIMATIONS. I want no less than 5 unique death animations for each weapon, use scripted animations mixed in with physics based.
--Find niches for weapons, and don't obsolete them so fast.


VATs could use some tweaking but only after you iron out a few things like the inability to hit a shot beyond 30 yards or so with even long range weapons, fix it then balance it some more so its not a god weapon.
Groin shots optional.
Agree on styles.
Death Animations optional, though it would be nice to see boss style monsters like Behemoths do something besides slump over in a heap just like every other super mutant.

The weapons comment deserves its own topic.
MANY weapons in this game were obsolete before they were ever aquired, the vast majority of the rest were made obsolete quickly. Weapons in a shooter don't need to be balanced like weapons in a fantasy RPG. The damage done by the guns should be based on the ammo used, after that you make guns better or worse based on their attributes. Accuracy from longer barreled, single shot weapons. Rate of Fire from shorter barrel weapons, with a hit on accuracy. Things along that line.

Also PLEASE address shotguns. They should not really deal dmg at all outside of close/close-mid range especially considering they are up against armored targets. It may not be 100% realisitic but thats their classic role in game, crappy beyond close-mid range, but the go-to gun for up close combat.

8: Factions/Quests/Jobs
--Where are the factions?
--At least some factions need to be opposing. Factions should have unique quests and rewards. Not JUST quests, but quest CHAINS.
--Why can't I go on slave runs with a group? Why can't I be a caravan guard? Why can't I be a raider? Why can't I join all these cool factions you made?


The loss of joinable factions was a BIG hit to the roleplaying part of this game. In a way Megaton and Tenpenny Tower are factions, but 2 of them with maybe 1-2 decent quests and a few small side quests is nothing compared to the faction system in Oblivion. Factions have been responsible for some of the most memorable moments in every Beth game i've ever played. Please bring them back.

9: Map/Exploration
--Condense the playable area, but densely populate it with characters and quests.
--Longer/Deeper quest chains are fun, and double as great way to develop characters AND the plot.
--I was sure you were going to let us get a vehicle. A trunk (or saddlebags for a motorcycle) is always a great place to stash your extra gear.


Disagree completely with the first point. This game felt about right on size/spacing if anything things were a little too close together. Its a RPG based in a wasteland, the wasteland should play a major role.
Agree on quest chains though I don't know why its in this section. Long quests are great and more of them are always welcome.
Unless you drastically increase the landmass don't bother with vehicles. They would be much more trouble then they are worth.

10: Workbench/Crafting
--Too many silly creations. Ditch railway rifle, and shiskebab, and dart gun ....and shiskebab.
--Find schematics and parts and modify your favorite weapons. Add silencers, expanded magazines, high compression barrels, extended barrels, Low recoil grips.
--Allow for Ammo Re-caliber using the workbench. 2 to 1 ammo exchange rate.
--Use science skill to create drugs using the laboratory with chemicals you find.


The silly creastions can stay but I do agree a huge revamp/expansion on the crafting system should be done. Its another example of a mechanic that is included but not developed enough.

Sorry for the wall of text. Couldn't think of a way to adress the whole thing properly without multi-quotes but it takes up a ton of space.
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Emilie M
 
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Post » Wed Dec 23, 2009 2:14 am

I don't agree at all that you should restrict yourself to a town by town epilogue. Not everything should happen in towns, nor should everything start/end in a town, nor should everything necessarily INVOLVE a town.


Why not? I want to know what the ramifications of my actions are throughout the wasteland, which is one of the bigger disappointments of the ending. It was solely focused on the main quest, and left out the impact your character ultimately had.

Agree completely. This ruleset was FAR too loose, a problem that seems common in Bethesda games. Make it a little harder, preferably nearly impossible to max a character out in more than 1 or two general schools. The ability to have a character able to be good at everything waters down the RPG elements of the game alot. Don't make mods the only way to bring RPG elements into a sandbox RPG.


Agreed. From what I've seen, at least from the last couple of TES, their experience with developing RPG rulesystems is limited to action RPGs, and their attempt to go to a more complex rulesystem missed the mark. There are plently of intelligent pnp RPG designers out there, so one thing they may want to consider is headhunting a few to better develop and balance their rules.
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u gone see
 
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Post » Wed Dec 23, 2009 2:41 am

I don't agree at all that you should restrict yourself to a town by town epilogue. Not everything should happen in towns, nor should everything start/end in a town, nor should everything necessarily INVOLVE a town.

Doesn't have to be town by town, but that's a good start. Fallout 2, if I remember correctly, also went through the epilogues of some of the more prominent characters in the game. But it adds more weight to my decisions in the game if at the end I find out what those consequences are. In my mind, Fallout 1 and 2 had some of the most impressive endings I've ever seen in a videogame before or since. Fallout 3 just didn't live up to that pedigree. I like what they were doing with the "slideshow" concept, but as a sequential artist myself, I feel that they could have conveyed a lot more information in those panels than they chose to. (ie, if I save Megaton, I get a quick slide of Megaton - but it fails to show how they're getting along or how things changed by my actions in that place.)

The fun thing in Fallout 1 and 2 was discovering that sometimes when you thought you were making all the right decisions, you'd come to find out that town you'd tried so hard to save eventually ended up dying off because of some other decisions you'd made in the game.
Yes to text descriptions. I actually found the lack of text based humor and information extremely odd in a Bethesda title. Text in weapons would be one way to put some of it back in the game.

Yeah, I liked being able to read a little about the items I came across in the game. I wouldn't need to see the little text-box at the corner of the screen brought back, but being able to read about the items in the text box would just add to one's sense of the world. One nice thing about the Elder Scrolls, even, were all the books you could find and read that added tons of flavor to the world. I thought that was one of Bethesda's strengths, and to see that not carried out to the same degree in Fallout 3 was a bit jarring, to be honest.

Fundamentally disagree here, there is more then enough srs business stuff in this game, a little light hearted humor is good and I feel the small bits scattered about were appropriate. This is a VERY dark game, you need humor to break up the mood.
I agree here as well. Prostitution in my oppinion could have just done just as tastefully with a fade to black and a few lines and it would have seemed much less of a cop out.
Drugs I think had plenty of play time in the game on many NPCs, as pointed out above though the PC never really was forced to face any of the problems associated with drug usage. A quest in the style of the vapirism removal in Oblivion would have been a wonderful way to emphasize the importance of addiction. In addition to more detrimental, and visible effects from addiction.

Yeah, a bit more "mature" content would have fit the world a bit more, and felt a bit more in-line with the original series. Fallout 2 likely went a bit over the line in this respect (the pormstar sidequest and such.) But you're exploring a pretty depraved and uncivilized world - for sixuality to not play a bit of a direct role in the game can be a bit odd. It's not something I'd say should have to be in the next game in more depth (and there were some instances where it played a role - Dukov's, etc.) But your character is also a bit of a prude, really - I'm roleplaying a teenager who's been stuck in a Vault with the same people all their life - I think it makes sense I might want to sow my wild oats a bit, so to speak. And Fallout 2 offered some interesting ways to complete/ bypass/ alter certain segments of the game (and add some interesting twists - a la the Shotgun Wedding) that you don't see as much in Fallout 3.

Obviously, I'm not saying to add more six just for the sake of it (I own a computer with an internet connection - I have other avenues I could pursue if that's all I was after...) But it could have played a bit more of a role in the game, and I would have said it was a good thing.

On the same subject - drugs seemed a bit odd to me in this game - I mean there's only two people I came across that so much as used the stuff, and they both seemed like fairly functional addicts, as well. Where are all the junkies from the first two games, rambling around muttering random stuff?

And what is up with Jet? That was sort of a major plot point in Fallout 2, and last I had played Myron was the only one who knew the recipe for making it. (Not to mention that if you take the "good" path, you manage to cure the addiction and presumably cripple the entire operation in the first place.) Did Myron make a trek all the way to DC and start up production or something? I'm not saying there no possible way you could see Jet on the East Coast, but they also made no attempt to provide me with such an explanation (unless I've missed it, so far.)
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BRAD MONTGOMERY
 
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Post » Wed Dec 23, 2009 12:07 am

I'm not going to be quoting, but since the bullet-point plan worked so well for the OP...

1: Story/Characters
* I agree about the ending. I felt as though it really didn't reward the player for going through the game; speaking not as a die-hard Fallout fan but as someone who - from the press releases - had a very different idea of what they meant by 'shaping the story.'
* I enjoyed Liam Neeson, because... Well, yeah, Liam Neeson as your dad. Also, I don't know the figures that he and the others decided to pull. But if you can get good Vs for cheap, I don't see why not.
* See: First bullet.
* Other games continue being playable after "the end," and it doesn't seem that Fallout 3 didn't need to be.

2: Ruleset
* I disagree. I suggest that changing the play-level changes the numbed of Skill points and the usefulness of TAG skills, with easier levels adding more points and harder levels requiring better rationing. I don't think casual gamers should be isolated, and a large number seem to think that the current skill-point set-up is fine.
* If the game is given greater freedom of choice, with specialized challenges dependent on different Attributes, removing said skills might not be necessary.
* See above.

3: Humor
* I agree. Games where items get unique descriptions make me become a collector, and thus adds replay to the game.
* No. If you don't like the humor, fine. But I see no reason why immense stress can't (for example) make a person model themselves after a comic character, any more than people used to suffer the delusion that they were teapots.
* Example?

4: Solid Implementation of Game Mechanics
* Explain? Are you for more detrimental effects at earlier levels of rads or what?
* See 'there should be modified levels of difficulty with adjusted challenges.' Some people, like you, might enjoy have to limp or Fast-Travel back whenever you take a well-placed shot to the leg; other people, like myself, are happy with a less-realistic solution. Perhaps Stimpaks could serve as a 'quick fix,' causing you to temporarily avoid the injuries effects but wearing off unless you get help first?
* See above.

5: Mature Content
* Well, I can't help you with your apparent chem addiction, although that's probably related to the above modified-levels thing. That said, I would like some kind of potential relationship-system, and if you're going to have prosttutes you may as well have some kind of six scene for the guys (or, I suppose, the girls) who want it. Of course, if you do that, be sure to include both male and female bed-buddies.

6: Difficulty
* ... I think I've mentioned this before, so...
* I'm not dictating levels; if they've got some kind of need to have more than three difficulty-levels, I'm fine with that.
* Forcing someone to play an 'Evil' character in order to play on the hardest mode? I don't think so. Can't complain about the lack of choice when you're essentially stripping all choice from the 'hardcoe' mode, can you?

7: Combat
* They mentioned that they were having difficulties with that kind of system for melee and unarmed; I think you'd have to change the entire combat-system for that kind of implementation, although I can't say for sure.
* Okay, that's good.
* ... You mean Melee/Unarmed/ect, right? ... Don't they?
* Is this really necessary? More to the point, is it something you'd be willing to shoehorn in at the cost of more vital overhauls?
* This would also have something to do with difficulty level. The game does tend to throw weapons at you like crazy, so I assume that harder difficulties would have those weapons being scarcer/coming into your possession at poorer levels of repair/being harder to repair or construct.

8: Factions/Quests/Jobs
* Factions. Like... What? You want to join the Enclave/Brotherhood/Outcasts/ect? Yeah, that'd be fun.
* If factions are going in, then this is cake. I'd argue against overdoing the quest-chains, though.
* Wait, wasn't this the first point under this heading?

9: Map/Exploration
* I like the huge Wasteland, as it conveys the sense of desolation that's occurred after the nuclear war. Condensing the play-area might make for some clashing with the storyline, since 1) said war means that the vast majority of people are did, and conditions probably aren't all that improved to support large populations, and 2) with all that available space, wouldn't you want to live as far from, say, the Raiders or the Slavers as you could?
* See the above section.
* I'm not so sure about the cars, but a motorcycle might be doable. A post-oil society leaves nuclear power the only source, and I'm not sure but I'd guess that messing with fission batteries = bad idea. So there shouldn't be a garage full of the things, although upping your Science and Repair skills should get you the ability to upgrade your ride.

10: Workbench/Crafting
* See 'some people like silly, dammit.' xD
* I agree. This may go hand-in-hand with a limited source of weapons, forcing players to choose their favorite weapons at the expense of variety.
* ... Hm. I'm not sure about this, but I can't say why. God knows I was storing thousands of 10mm bullets when I could use ammo for my hunting rifle.
* This is a good idea.

Wow, that was long. Anyway, there it is.
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Rachel Hall
 
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Post » Tue Dec 22, 2009 11:45 am

I like the dart gun..its very effective....
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Lizs
 
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Post » Wed Dec 23, 2009 12:29 am

11 - Remove GFWL

Seconded. Please keep Xbox features on the Xbox and off the PC. :spotted owl:
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jasminε
 
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Post » Tue Dec 22, 2009 10:12 pm

Seconded. Please keep Xbox features on the Xbox and off the PC. :spotted owl:

Well, for some of us XBox players, that's actually a selling point for a PC game now. I rather like being able to sign in on my Live account from my PC and interact with my friends on there, etc. (And yes, earn achievement points... I don't feel it makes me any less of a "hard-core" gamer who cut his teeth on miniatures, table-tops, and MUSHes that I get a warm tingly feeling when I earn gamerscore.)

But, I would agree that it likely should be an optional installation, as well. That'd be a win/win for everyone without trying to shove the program down the throats of players who don't intend to use it. (And the same with needing to buy Microsoft Points to buy DLC - I don't mind buying buying in bundles that lead to excess points - I'll be using those at some point on something else anyways. But for those who don't use Live, I wouldn't see a problem with offering people other options of giving Microsoft/ Bethesda their money.)
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Josh Lozier
 
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Post » Tue Dec 22, 2009 11:09 pm

Fallout 2 had more "advlt" stuff and lots of silly pop culture refs. Make up your mind, please.

You don't like the Shishkebab? I love it. As for silly weapons: Red Ryder LE BB gun. That's all I'm gonna say.

I didn't recognize a single name actor besides Liam Neeson, and of course Wes Johnson and Craig Sechler from the Bethesda stable. On the whole, I thought the voice cast was a lot more varied than Oblivion. So why are you complaining, again?

The ending... has problems, I will certainly admit. However, I'll note that Fallout 1 kicks you out of the Vault you've spent the whole game trying to save, just as arbitrarily; your only "choice" there is whether you took the Bloody Mess perk earlier.

Games have different difficulty settings for a reason, and I'm not any less of a Man™ if I choose not to play at the hardest. Don't try to take away that choice.

A really big Wasteland would, like the first two games, be almost entirely empty space. I agree that amusemant-park-sized kingdoms get silly, but I'm not sure the Daggerfall approach (huge landscape, about 1% of it is interesting) is the right way to go either.
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saxon
 
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Post » Tue Dec 22, 2009 8:32 pm

And what is up with Jet? That was sort of a major plot point in Fallout 2, and last I had played Myron was the only one who knew the recipe for making it. (Not to mention that if you take the "good" path, you manage to cure the addiction and presumably cripple the entire operation in the first place.) Did Myron make a trek all the way to DC and start up production or something? I'm not saying there no possible way you could see Jet on the East Coast, but they also made no attempt to provide me with such an explanation (unless I've missed it, so far.)


That really didn't bother me much. It's been a while since 2241, and it's entirely possible someone might have found a way to reproduce it.
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Francesca
 
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Post » Tue Dec 22, 2009 3:57 pm

I'll be happy with FO4 as long as they improve the animations, storyline and add longer(and better) quests. As for mature content, I'm sure it was toned down(and will be for the sequels to come i believe) because they don't want to get into hot waters @ court dramas with Jack Thompson-wannabes.

ps. I think the PC is wearing too much clothes underneath! Gives us a simple underwear for male and bikini for females. It's just plain weird when stripping raider armors only to have them wearing more clothes than they should.
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Isaiah Burdeau
 
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Post » Tue Dec 22, 2009 7:17 pm

Well, for some of us XBox players, that's actually a selling point for a PC game now. I rather like being able to sign in on my Live account from my PC and interact with my friends on there, etc. (And yes, earn achievement points... I don't feel it makes me any less of a "hard-core" gamer who cut his teeth on miniatures, table-tops, and MUSHes that I get a warm tingly feeling when I earn gamerscore.)

But, I would agree that it likely should be an optional installation, as well. That'd be a win/win for everyone without trying to shove the program down the throats of players who don't intend to use it. (And the same with needing to buy Microsoft Points to buy DLC - I don't mind buying buying in bundles that lead to excess points - I'll be using those at some point on something else anyways. But for those who don't use Live, I wouldn't see a problem with offering people other options of giving Microsoft/ Bethesda their money.)

Good point. It should have been merely optional and not required as it adds nothing integral to the game. As for the mismatched point cards and leaving your cash in M$' bank account collecting interest, that's your call entirely. As I see it, points should be sold on an individual basis that no one EVER has to buy more points than they absolutly need for any given purchase. I'd still hope future Bethesda DLC's would not distributed exclusively through G4WL, but keeping [conditional] AddAchievements for those who are interested would be a great approach. People like options...

http://obliviondownloads.com/StoreCatalog_ProductList.aspx?SubCategoryId=1, in my humble opinion

As for "hard-core gamers", isn't 'serious gamer' a bit like 'jumbo shrimp'?:D
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Marilú
 
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Post » Tue Dec 22, 2009 3:25 pm

@StClaire
Games have different difficulty settings for a reason, and I'm not any less of a Man? if I choose not to play at the hardest. Don't try to take away that choice.

I think one major change that could make a lot of people happy is a good difficulty slider. Quick progression and a smaller challenge isn't for everyone, but I certainly am not saying that some or even most players aren't happy with the current system. I think some developers feel pigeon holed into sticking with a mere combat modifier, adding damage, upping health, etc. The difficulty slider should increase difficulty in a VARIETY of ways, because a variety of components make up the role-playing experience. You can change to a hardcoe ruleset, with more conservative formulas, less frequent ammo and aid drops, poorly stocked vendors, different enemy spawns. This would allow them to cater to both segments of the audience. Sure it's potentially a lot of work, but it would be a big step in making the game better.

Fallout 2 had more "advlt" stuff and lots of silly pop culture refs. Make up your mind, please.

What do you mean? I said I wanted more advlt stuff, and pop culture refs are fine. I just didnt want them to use that as their only source of laughs. Obviously the silliness is just a personal taste issue, I didnt mean for it to rank so high in a priority way.

I didn't recognize a single name actor besides Liam Neeson, and of course Wes Johnson and Craig Sechler from the Bethesda stable. On the whole, I thought the voice cast was a lot more varied than Oblivion. So why are you complaining, again?

I'm not complaining about the talent of name actors per se, they are talented... All of the voice acting is. It is a HUGE step up from oblivion. The problem is there isn't ENOUGH variety. If Liam was pulling in a large dole of cash that could fetch a larger variety for the nonessential roles, thats what I'm for.

@momus NEO

* Forcing someone to play an 'Evil' character in order to play on the hardest mode? I don't think so. Can't complain about the lack of choice when you're essentially stripping all choice from the 'hardcoe' mode, can you?

I didn't mean to imply Evil. But in a lot of games Evil turns a bigger profit. Survival brings out the beast in humanity, and turned people INTO raiders, who kill and loot to get by. If you choose to take the high road thats great, but as always, killing the scavenger gets you more goods than trading with him. The karma system really should have a bigger impact on the game IMO.


7: Combat
* They mentioned that they were having difficulties with that kind of system for melee and unarmed; I think you'd have to change the entire combat-system for that kind of implementation, although I can't say for sure.
* ... You mean Melee/Unarmed/ect, right? ... Don't they?
* Is this really necessary? More to the point, is it something you'd be willing to shoehorn in at the cost of more vital overhauls?

I think they SHOULD change the entire combat system. As is, VATS can have you plow your 95% shots into the railing you thought you stood away from, your sniper rifle can't hit crap from beyond 20 yards, and somehow the system can't work with unarmed/melee.
This is a delicate point, because I'm sure it was very difficult to meld Real-Time, and turn-based. What they came up with is good, I'll give them credit. I'm no programmer, so I can't venture to say how 3D object collision could meld with scripted animations in a non-scripted environment, but I hope they can figure it out.

As for styles, what is the real difference between energy weapons and small guns. Death animations. Fallout 1 and 2 didnt really differentiate much here either, but fallout 2 tried. With unarmed you could get a variety of punches and kicks, all with different stats. Something like this is a good idea. Unique attacks or niches for each specialization.

Animations is really just icing on the cake, but I felt particularly frustrated with it today when for the 1000th time, a 10mm SLICED off a dogs head.... Weird. And this game PREACHED that it would have good gore. All it has is heads and bloody mess is just ridiculous. Good gore is in the variety, as well as the scarcity. I say only show a gory death with bloody mess or a critical hit. Some of the angles displayed in vats didnt give me a good view either. Essentially all minor gripes though.

* Explain? Are you for more detrimental effects at earlier levels of rads or what?

I try not to get into how specific things will function too much, because it can often lead to side tracking the whole post. The point of the thread is to discuss which changes are a priority, and the core concept of these changes. I would LOVE to discuss all my ideas in depth, but each thread I make inevitable gets side-tracked, or trumped by a more important issue.

@ALL
Clearly the humor/silliness is a personal taste issue, and to be hones I'm fine with the weapons and some silliness. I just think that maybe Bethesda was TOO proud of the crazy crap they thought of in the Rock-It launcer and the Shish-kebab, and stopped evolving their ideas. It limits a potentially great crafting system.
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A Dardzz
 
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Post » Tue Dec 22, 2009 2:14 pm

Make the game longer, the world bigger with more quests and places to explore. That's all it takes to make me happy. I think they did fine all in all - its just a little too abbreviated. That's it - I'm not going to dissect minutia and explain to them ad nauseam exactly how they should make their games.
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Georgia Fullalove
 
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