Bethesda: What you got wrong

Post » Sun Jan 17, 2016 10:41 pm



http://www.metacritic.com/game/pc/the-elder-scrolls-iii-morrowind


http://www.metacritic.com/game/pc/fallout-4



http://www.gamerankings.com/pc/164594-fallout-4/index.html


http://www.gamerankings.com/pc/913818-the-elder-scrolls-iii-morrowind/index.html



Well I'm going by the technically best version of each (PC). It seems disingenuous to use Morrowind's XB review averages, dat' UI. Either way it's clear FO4 is among BGS's lowest, even more so with the user reviews and polls, or if you read any forums people are generally not praising it like other games. Lets face it, they could have done better. BGS usually make the best open world game by far the year (or generation) it comes out, this time it is fighting for 3rd.






And those things I listed were just issues I had with the game, not saying other games don't do it worse. Other than FP-melee. Yeah even Morrowind's I found better after a few levels/hours (once you can hit stuff lol). In this game you just get stagger/block locked, one swing animation ( and no directional), incomming attacks reset your attack, and the swings are super super slow. They managed to make it worse than FO3/NV melee lol. Overall I find it BGS worst entry. But still not a bad game by any means. By the time I was done i mostly remembered tedious MMO quests.

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Terry
 
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Post » Sun Jan 17, 2016 7:47 pm


Well, while the gun play is a ton better compared to FO 3, it is fairly similar to FONV. Maybe that is what the author is referencing. Although combat is the least of my issues with FO 4(cept maybe melee which I haven't tried out yet).

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kirsty joanne hines
 
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Post » Sun Jan 17, 2016 9:50 pm

I find the gun battles quite enjoyable in FO4 but melee makes me want to bite my keyboard. No chance to evade, blocking and hit clicks are not very exact and often too slow and the movements are quite too restricted. I would like to block with the left Hand too, why aren't there bullet-resistant shields in the game? I use the chainsaw now, at least I don't have to click again and again.

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Alexandra walker
 
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Post » Sun Jan 17, 2016 6:06 pm


FO3 ending was end of character. No dogmeat, no vaultmeat just a big pile of goo-meat. End of story. This is generally how things are done in an FPS where it is the devs telling the story. So it really didn't fit given the open world and very effective open narrative of FO3.



In an RPG, the MQ is just part of the contemporary historical backdrop and it's the player's narative to tell. This makes it very important for the game promoted as an "RPG" to be open in as many ways possible....open travel, open development and modding, open and optional quests, not to mention open ending not closed ending. That's why FO3's ending was corrected by modders to keep the game open after the end of the MQ so the player could decide when a playthrough was done because, in an RPG, that's the player's call - otherwise, if the player isn't calling the shots, where's the role-play?

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Steve Smith
 
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Post » Sun Jan 17, 2016 4:50 pm


In FO 3 ending the sliders didn't have anything to do with it, vanilla ending was you were dead. So as soon as you did that mission, yer dead, gone, and there is no "keeping the game open after the end of the MQ so the player could decide when a playthrough was done", unless they gonna have you go on as a ghost and haunt people.



That doesn't have anything to do with sliders though, as a game can go on and continue if there are sliders. Now, having sliders and having the game completely end are two different issues. I can care less if people keep playing or not, but put the sliders in there as a cut scene.

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Kayla Keizer
 
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Post » Mon Jan 18, 2016 3:15 am


The painful reality is that Fallout 4 is essentially an amalgamation of half baked ideas and concepts that aren't fully developed in their own right. Take settlement building for example. At face value it sounds promising - and then you actually spend time with it and try to create something.



There's so much dissonance between what your character builds in the settlement, and what he builds for faction quests that it's truly mind boggling. We're essentially able to produce a highly complex teleportation device, and yet we can't create brick, wood, or concrete walls - the best we can do are rickety, misshapen wood walls or steel scuttled from airplane wrecks.



Then there's the settlement plots themselves. Some plots feature pre-existing structures like the Croup manor or the Lighthouse. You can't fix the gaping hole in the roof, you can't repair the missing walls, replace the windows, get rid of the leaves, cremate the deceased corpses, place a door on an existing frame, etc. Worse yet, you can't get rid of the pre-existing structures, so you're forced to make do with an absolute eyesore that makes your cobbled shacks look like 5 star hotels.



Finally, there's the Settler management system and the special settlers you can invite to your settlement. If you don't sit and plan your caravan routes properly, and make the mistake of linking a bunch of settlements to each other, good luck ever reassigning those provisioners. There's no easy way to cancel a trade route. Multiple "special" level 4 traders (Riley, that [censored] husband in Vault 81, the Doc, and a few others) don't assign properly and some disappear from the game the moment you meet them (Riley wanders off to an inaccessible cell for some [censored] reason). And, oh boy, have fun reassigning generic settlers in your home base. Practically impossible in a denser location because the highlight features which shows what they're assigned to can potentially be blocked by an object, so you really don't know whether they're idling or working.



It's such an incomplete and inconsistent feature of the game that people are making threads asking for DLC to expand on the settlements and introduce "clean up" features. Hell, even Drumlin Diner didn't even get a hint. They have a 200 year old corpse propped up in one of the booths, and the Boss lady is running a "shop" out of the diner. Who the [censored] leaves Skeletal remains propped up in their home and place of work?

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Mariana
 
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Post » Sun Jan 17, 2016 5:10 pm


Well, just on the sliders, I think they do have great potential for delivering context - I'm just not big on closure in RPGs.

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Lewis Morel
 
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Post » Mon Jan 18, 2016 12:01 am

In armour benches, unable pull apart/rip clothing, helmets, hats, caps, harness and road leathers.

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Thomas LEON
 
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Post » Sun Jan 17, 2016 6:50 pm

me to friend, me to

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Arrogant SId
 
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Post » Mon Jan 18, 2016 4:57 am


As much as I am a fan of BGS games, I will have to admit that virtually all of their open world games consist of half-baked ideas and minigames that were thrown together to make a bigger game since Arena. Surprising it's a successful formula that actually works and does make a better game for the most part.

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Hayley Bristow
 
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Post » Mon Jan 18, 2016 12:29 am

How did you miss the insane weapon prefixes? Unfortunately for me, the negatives have outweighed the positives and I probably won't get around to finishing it until mods fix it.

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abi
 
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Post » Mon Jan 18, 2016 3:45 am


no true is so many ways. There is TONS of RPG game where the outcome of the MQ is the same over and over and the game ends after it. Having a open ending or no isnt what a RPG means.

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Kyra
 
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Post » Sun Jan 17, 2016 3:10 pm



Just let me break out the jewel dice to see which forum dialogue option I respond with today:


  1. Sarcasm

  2. Information

  3. No

  4. Yes

And....it's a 2, today!


One not-so-Great Wall of Text coming up!



I was saying that FO3's MQ ending was out of character for an RPG, not that an RPG can't have a MQ ending that's out of character. On the other hand, I'm not so sure that there are very many RPGs out there at all, in spite of the all too common hype.



What is or is not in character for an RPG is unrelated to whether it appears in "RPGs". This is because something sold as an "RPG" is not necessarily an RPG just because the vendor claims it is. Moreover, just because something happens to be an RPG, doesn't mean that it is comprehensively so. As with anything, the characteristics and criteria for an RPG are defined by it's examplar or type example, often in light of the variation typical of the time.




Spoiler

The exemplar or type example for anything ultimately winds up, in practice, being be best known of the earliest comprehensive examples (e.g. stratigraphic "type sections"). In the case of RPGs, that would be the original pen and paper Dungeons and Dragons. As long as we are talking about games, we are talking about human behaviour so it makes sense that, in practice, games tend to be classified purposively i.e. by function (with respect to the what the player can or can't do) and not by technological medium or fictional genre (game genre =/= fiction genre). For example, Chess is still Chess irrespective of whether it is played on a marble board, a wooden board or a non-existant computer model of a board. The same applies to RPGs. So, when we look at Dungeons and Dragons as a type example for what is and is not characteristic of an RPG, the pen and paper medium has nothing to do with the price of fish, nor do the jewel dice nor, for that matter, do the minor procedural details used to model and communicate the occurrence in-game events like whether combat is turn-based or represented in real time. In the same way, the presence or absence of en passant is irrelevant to the question of whether you are playing a game of Chess or not. By contrast, major characteristics such as openness and diversity of game world, breadth of gameplay (i.e. being able to craft or build or explore or battle or race or etc.), open-ended branched non-compulsory questlines, etc. are all right there in the type example and we also see most of these characteristics in Morrowind, Oblivion, Skyrim, Fallout 3, Fallout: New Vegas, and Fallout 4.





I'd go as far as saying that, strictly in terms of game genre, the exemplar (Dungeons and Dragons) is almost identical to Bethesda's interpretation of Fallout. The beasties might be different, the lore might be different, the fictional genre might be different, and the media might be different but the overall mechanisms that support the whole point of playing an RPG are still nearly all there.

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Syaza Ramali
 
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Post » Mon Jan 18, 2016 3:07 am


Hell, 3 was the ONLY Fallout game to do that. Fallout 1 didn't have that, 2 let you keep playing but there wasn't anything extra to do, Tactics didn't have it and New Vegas didn't have it.
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Ross Zombie
 
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Post » Sun Jan 17, 2016 5:02 pm

I find the noise the plasma thrower makes annoying. It isn't nearly violent and science fiction enough. Sounds like a grandma smacked her house slipper down on the kitchen table. Damn thing does like 300 damage and I think I might have to stop using it cause it just sounds underwhelming.



The laser has the opposite problem: sounds badass but doesn't max out a that much damage (150-ish?).



Gauss rifle is satisfactory though! I wish there were more receiver mods for the high-end weapons and the special weapons, hair-trigger gauss rifle for example, would be pretty sweet.



Also, that noise mole-rats make as they burst through the ground. Atom that is annoying. I hate those things.

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Lady Shocka
 
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Post » Sun Jan 17, 2016 5:06 pm


Yes, indeed. I think the formula is starting to wear thin for me, at least. One day, I want to play a TES or FO title that really is, for me, two or three steps forward, with no steps back.

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Maya Maya
 
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Post » Mon Jan 18, 2016 6:28 am



You didnt need to post anything either, makes me wonder why you did.
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Dezzeh
 
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Post » Mon Jan 18, 2016 5:12 am

Settlement Attacks.

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Bird
 
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Post » Sun Jan 17, 2016 11:14 pm

I really wouldn't trust Fallout 4's Metacritic. Most of the reviews are astroturf, it's impossible to know what reviews were made by legit game owners or duplicate accounts, I've seen some user reviews on it that were copy-paste the same on each port of the game. Basically, it's between highly questionable and untrustworthy. Hell, the same exact thing happened with Fallout 3, Oblivion and skyrim, again don't trust it. If you give it time the actual user reviews will catch up with the reactionary babies who instantly jumped onto the anti-Fallout 4 bandwagon and astroturfed a site that literally has no real creditably with reviews from unofficial sources.

Fallout 4 also broke sales records and is the third top game on steam for most played in the last 30 days, even beating Team Fortress 2.

http://steamcharts.com/
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Donald Richards
 
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Post » Mon Jan 18, 2016 4:37 am

I feel the same way about the hunting rifle it sounds soooo freaking weak ever since fallout 3 its been that way. I wish we had a dedicated sniper rifle in this game.
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kasia
 
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Post » Sun Jan 17, 2016 5:41 pm

Main difference between Fallout 3 and 4 is that in FO3 the main quest was linear while the side quests tend to have multiple endings.

In FO4 the side quests are pretty linear with only one ending, while the main quest is interlocked with the faction quests and has multiple ways out.

How could you have meaningful sliders for FO4?

Yes you helped an settlement but they was later killed in an random attack.



If FO4 you have the various faction endings.

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Claire Vaux
 
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Post » Mon Jan 18, 2016 1:32 am

Did choice matter in Morrowind? yes you had to select who house to join but else it was a lot like Skyrim in that you sometimes could find shortcuts.

Yes it was an fighter guild / thief guild conflict, but I played Morrowind for an long time always sleepwalking around that issue by doing quests for the other FG locations until it resolved itself.


Spellcrafting and alchemy in Morrowind combined with cast on use items was seriously OP.

You could become seriously OP in Oblvion too but it was harder and you never got that OP.


Feel like FO4 is pretty well balanced, more so than Skyrim.


Main problem for me is the dialogue system and the limitation 4 fixed options generates like auto deliver quests and auto accepting radiant quests by being near quest givers.

The dialogue text patch solve lots of the issue by not only showing Yes, No, sarcasm and info.

Companions on the other hand is well done, you can however not tell them how to behave in an fight.

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Charles Weber
 
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Post » Sun Jan 17, 2016 4:33 pm

.


WAIT WHAT???? lol Fo3 gun play and FONV gun play is the same one, there wasnt any improve on it on NV. /sigh seriously ppl need to stop prizing NV bc wasnt the great game everyone things it was.

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Alycia Leann grace
 
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Post » Mon Jan 18, 2016 4:49 am


u actually have a point, not only choices didnt meter on Morrowind didnt meter on most Bethesda game and on NV.



On NV the only think u end doing on the game is choose who control the dam, that all, Side faction have 0 impact of the outcome of the battle. The battle is just won by u alone.



The only game i have see that do something good about your decision and the outcomes of it was ME2 where u could lose all your companions and your ship on the last mission base on your decisions trow the game.

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Stacy Hope
 
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Post » Sun Jan 17, 2016 3:30 pm


Shhhh! They think they are being "sneaky."





I will have to disagree in part on the issue of FO4 balance. I consider "Normal" to be the "normal" difficulty and I try to always play games at that "level." I despise bullet-sponge mechanics in games too, so the settings attributed as being "hard" sound to me like "Tedious."



Playing on Normal for several hundred hours, now level 73 or 74 . . .



First 20 levels felt "balanced." A bit challenging and some close calls, but not excessively hard. Between 20 and 50 I started noticing that, things that used to "worry" me were dropping like flies when they came into my cross-hairs.



After 50, I've realized, I'm essentially unstoppable. I literally just jog across the Wasteland, oblivious to nearly anything and everything, and if something interesting (or annoying) starts to pester me, I'll shoot it. In the past 20 levels, I've had maybe three engagements where use of chems like Stimpacks, Rad-Away, etc. was actually REQUIRED to survive.



I still do not want the average mob to take 10x as many shots to kill, and the way Bandits in Oblivion started wearing Demon gear once you got past a certain level was stupid and annoying. It is rewarding to some extent that, having survived to high levels I'm a lot tougher and capable. But at the same time, mixing in some TRULY fearsome mobs, else some really large groups, would spice it up.



I would agree it is "more balanced" than most past BGS games, but I still think it needs a bit of tweaking at the high end of the scale.



One idea is that: by the time a SS is level 50, he or she should pretty much be the stuff of legend. There is at least one faction (well two if you could Gunners as separate) which any SS is likely to be on "bad terms with," and that would stand even if the SS had never antagonized any of them: Raiders.



Once you hit level 40 there should be a small random chance, and increasing with each level, each day that a hit squad gets dispatched to find and kill you. Each time you fend off an attack, the next hit squad will be a bit more potent. At level 75 what would be REALLY cool is if, as I am jogging through a location, suddenly a sniper takes a crack at me and then *BAM!* ambush unleashes on me from 360 degrees. Say to start out with 3 Legendary Raiders, plus 6 Veterans, plus 12 Raider Scum? Then bump up quantum by 30% for each squad killed?



At some point they start having Power Armor equipped leaders, then at some point, domesticated Mole Rat bombers, Then you could get Super Mutant "Mercenary Hit squads with say 5 Suiciders, 5 Overlords, and 10 or 20 sundry other types.

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His Bella
 
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