Fallout 4: Speculation and Suggestions

Post » Mon Feb 22, 2010 9:57 am

I wasnt a fan of all that killer satellite endgame nonsense in VB - although the choices were intersting, I dont think it was fallouty to go to a satelite.

I did like the split of speech though.


But you have to admit, Presper would have been a more interesting antagonist than the recycled concepts of the Enclave (that is if you have played Fallout 2 before 3.)

Multi-Tasking - as long as two separate tasks are within reach, Presper can proceed to do both at half his normal skill percentage with independent hands. He could code two computer programs, for example, or work out a math theorem in his head while shooting someone with his tranquilizer gun.

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Deon Knight
 
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Post » Mon Feb 22, 2010 12:53 am

But you have to admit, Presper would have been a more interesting antagonist than the recycled concepts of the Enclave (that is if you have played Fallout 2 before 3.)


I personally have no objection to Presper being interesting, but I found the Enclave
Spoiler
president to be a robot
positively surprising and original after all the hype with the radio broadcast.
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Robert DeLarosa
 
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Post » Mon Feb 22, 2010 6:11 am

It was kinda obvious when you think about it....
Spoiler
When he spoke of his childhood, it didn't make any sense, as it seemed to refer before the war, yet Eden makes references to current day affairs, so obviously, there were lies in his radio broadcasts.
.

That "twist" really didn't evoke any surprise from me to be honest.
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Susan
 
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Post » Sun Feb 21, 2010 10:19 pm

But you have to admit, Presper would have been a more interesting antagonist than the recycled concepts of the Enclave (that is if you have played Fallout 2 before 3.)

Yes, the Enclave did seem a bit Unatural... But Eden was brilliant.
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Lauren Graves
 
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Post » Mon Feb 22, 2010 7:59 am

Ah, the first suggestions thread. Can't wait till we get to Ideas & Suggestions thread #106 like with the TES General discussion thread!
I think that they should go to a small extent back to the original games, and while I loved FO3, it was near identical to OB in gameplay. Get rid of VATS too, way too cheap.
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Sxc-Mary
 
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Post » Mon Feb 22, 2010 7:36 am

Bigger world. I'm not saying adding more locations, just a bigger overall world. Because look at the map in fallout 3. With the perk that shows you all the location's y7ou'll see that most of the locations are all bunched up. especially in the d.c area. And besides...who wouldn't enjoy just walking around the wasteland.

OH and not so many destroyed things. Although there should defiantly still be signs of the 2 hour war, there needs to mabye be some tree's regrowing. At least grass. Or a more clearer atmosphere. Because the whole game is just the same scenery except for the d.c area.
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Nathan Risch
 
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Post » Mon Feb 22, 2010 11:14 am

another bit on locations : on Fo3's scale, I'd rather have 60 locations with twice the content than 120 locations with the current content. I think that kind of content scaling for locations would be more satisfying for players to explore. A few quest hubs would be nice too even if they aren't too big in size.

All I'm saying, here - is that in Bethesda's previous games, I'd walk into a town and I got the feeling that every single character there served a purpose in the overall game. Be it a little fetch-quest, or part of a larger narrative, they were all there for something. (At least, that's impression you get in playing the game - it's all about the illusion, after all.)


That is true and that is something I'd like Fo4 to have. Indeed some characters seem as if they're there to interest you, but have nothing to say than a few lines. In a destroyed wasteland like that, everyone must have something to do, and something to ask for, I suppose.

p.s.: no gamebryo :P
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Heather M
 
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Post » Mon Feb 22, 2010 7:57 am

p.s.: no gamebryo :P

They could use their Onyx Engine...
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Annick Charron
 
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Post » Mon Feb 22, 2010 11:46 am

And um, what did you tell Bethesda? o_O


That a closed ending and level cap are bad ideas. From what I've read they have ackgnowledged these matters as the more significant mistakes.

RPGs have always 'frozen' dialogue, it makes little sense doing it otherwise. Unless you prefer realism for the sake of realism, which isn't such a good game concept.


I prefer realism for the sake of immersion. Sometimes freezing the entire world is just too in your face, gets me out of the mood. And there are cRPGs that have approached that issue without freezing time (Mass Effect, Witcher).

Yes, the Enclave did seem a bit Unatural... But Eden was brilliant.


Eden was, quite obviously, real horrorshow.
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Alexandra Louise Taylor
 
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Post » Mon Feb 22, 2010 11:46 am

I would like to see some desolate wasteland-bar where you can play russian roulette with raiders or other people, how awesome. You could place bets or receive a special fancy apparel clothing if you survive many rounds (luck influenced, but not to much :P ) . Just as a nice extra to the game, it would fit perfectly in the twisted world of Fallout. All around the table, people placing bets on you and smoking cigars..sweet!
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JAY
 
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Post » Mon Feb 22, 2010 5:20 am

I doubt this idea is possible, but I'd like to see an a-life system, sort of like the stalker series tried to impliment. Like people and aminals that are persistant and wander the wastes picking up stuff they find, trading and stuff. It would make each games more uniqe as well.

Also, in morrowidn I got lost a few times wich was cool. But in fallout 3 you just got to follow the arrow. OK, it makes life easy but you dont stumble on as much random places, so maybe have the direction arrow turned off by default.
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Alex Blacke
 
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Post » Sun Feb 21, 2010 10:14 pm

I have some ideas that might be worth considering :)

NPC followers: in all the Falouts I always wanted more NPCs. Not NPCs with histories or complex in-game relations, just generic NPCs. Raiders, BOS characters, hired guns, whatever. In F3 I liked some of them, but if one or two die then you're not left with much choice, especially given karma.

How cool would this be?
You're attacked by raiders, you waste 4 out of 5 in no time. The game quick cuts to diaologue and the last guys says something like:

"Wait, I give up! Holy #$%, I can't believe you wasted the whole gang! Look, I ain't a bad guy, but you know it's hard to stay alive out here when you're just one gun. Let me come with ya, just split some of the loot with me, okay?"

or...

"Water, I need water..."
You: "I'll give you water, but I need a mule."
"Okay, but I need water. You pay me in water and I'll be your slave."

or in a place like Megaton, instead of people running up to give you a Nuka cola or a stimpack, the run up and say "Hey, I heard you'd be back! Look, this place is boring and the caravan I came here with got watsed. I want to leave but it's crazy to travel alone. About I come with you, and you be my, uh, bodyguard? You just take any spoils off my kills as payment, deal?"

I aways wanted to see the aspects of being a slaver fleshed out more. I think slavery would take off in no time after the nukes dropped.

Anyway, these NPC don't need to be great fighters, in fact, it would be fantastic if they were expendable! They give you just enough back up to keep you alive in a tough spot, but when they get blown to bits you don't feel the need to load a game back to save their sorry hide. I hate having Butch/Charon die and then loading a game to save him because I don't have access to any other followers. Deaths a fact in the wastes, and having a few teammates go down now and then would make the world seem a little more fatal.

So how about it? Mass produced, generic, expendible NPC followers? It would deffenity add a lot to CHA or reputation stats.
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Phillip Brunyee
 
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Post » Mon Feb 22, 2010 4:30 am

How about a Advanced Targeting perk? That way you could bring back targeted hits to the eyes or groin, or make shooting the weapon out of a person's hand more feasible.

And how about this? What about something like Heat Stroke? I heard they wanted to do something like this in RE5 but it never happened. Of all the physical ailments that could effect a person out in the wastes, running around all day in the sun baked wasteland, heat stroke should be a real concern. It would be worse at high noon and give players an excuse to travel at night when it's harder to see but not as hot! I think it would be pretty easy to impliment and be another step towards a realistic immersion in a wasteland enviroment!

Come on Heat Stroke! Can I get a Hell Yeah! :D
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Calum Campbell
 
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Post » Mon Feb 22, 2010 1:13 pm

Get Obsidian to design/develop it.

/thread




Wrong. Bethesda used material (and referenced more) from VB in Fallout 3 and it's DLC.


So what? It still didn't make it to publication.

Besides, i'd rather think of the future, not the past.
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Sabrina Steige
 
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Post » Mon Feb 22, 2010 5:06 am

Double post, so I'll add this:

I'd like to see more chain quests, like the Keller tapes.
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Tyrone Haywood
 
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Post » Mon Feb 22, 2010 2:33 am

First some negatives issues...I beleive the should have a little better story telling going on. They need to take each settlement and build at least 3 or 4 quests around them. The other thing is they need to improve is the collusion detection better.. I was at evergreen.. or something like that(slaver camp with train station) and shot inbetween two train cars, and hit the invisible wall that was between the two train cars. Also they need to have better option then just fighting ur way around the map, make use of stealth better, or being able to talk ur way out of anything (unless ur dealing with animals). I realized the way you made ur character in tatics worked the best in FO3.
Ok now I would like to see new england area, something in between california and colorado, or Texas (see the big tornados they talked about in FO2) seeing how those ares haven't been done yet. How about not starting in a vault, start off in a settlement. I would like to see other vaults some still closed, beeing the first wastelander in them, and seeing vault settlements like vault city. Also seeing ur action matter other then being shunned for killing a resident of the city.

As u guys have probally already guessed I love the oringals, I like FO3 too, but not as much as the classics. Still better than BoS and tatics (but tatics did have a good story).
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Catherine Harte
 
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Post » Mon Feb 22, 2010 2:58 am

^ I agree with starting outside a vault. And please no revenge stories like "You're a slave being transported from A to B by a slaver patrol, a deathclaw attacks the caravan you manage to escape and swear vengeance to kill who captured you bla bla."
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Aaron Clark
 
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Post » Mon Feb 22, 2010 12:04 pm

Ive got a list:

Weapons
-More weapons. There were alot in Fallout 3 but they were either really good or really [censored]. There weren't any inbetween, well not many.
-Customization. I would also like to change and add things. Like colour, scopes, stocks, magazine, forestock and upgrading them to last longer, be more powerful etc.
-Repair. Instead of just repairing weapons with the same type of weapon why not Spare Parts. There are loads and it would be a good use rather than giving them to Walter etc.

Armour
-More armour. Similar to my idea of more weapons.
-Customization - The same as Oblivion it was better to have individual parts rather than head and body. That way you could get the look you wanted. Also adding more things to increase protection and adding things like lights to the armour.

Conversation
-Non static conversation. I hate it when I am talking to people in this game and you see someone in the background frozen. It is pretty annoying. They were able to pull off conversation very well in Mass Effect. The world continued around while you were talking like it does in real life.
-Talking to random people without "I dont know you so leave me alone" thing. Taht bugs me because if you become Saviour of Humanity they are going to want to talk to you. Also the ability to talk to people about recent events and random events that have occured like a "Yeah a saw that "BoS guy, he came ound ealier looking for some guy named Timmy"That sort of thing, would very interesting and dynamic. I also find it slightly bugging when I talk to Elder Lyons etc after completing a quest and you cant talk to them about anything else. I am wandering why do they only talk about this, I could ask "How is the Super Mutant campaign coming along" or something.

Followers
-Expendable Followers. As said above I liek this idea of having followers that are random NPCs. I would love to have a BoS squad follow me around. I would still have Dogmeat say but I wouldnt be too annoyed if my NPC followers died because I can always get more.
-Interesting stories. I would also like the ability to have quests linked to followers. Like Follower X will join if you do this for him/her. Or during your travels you find out more about your follower and there story in the Wastes. You could go find a special family weapon that was lost by Follower Xs father or something. That would add immersion and gameplay.

The World
-Your actions change the world around you. Like Broken Steel with turning on the Purifier after a few months the entire basin should become Rad free and grass and trees start to grow etc.
-If you destroy a certain group then they are destroyed for ever and dont just appear at the same locations every few days. Also if you put money into a place like Megaton you see it expand and grow, more people arive the town grows larger etc.
-Weather. After 100 years, I know Fallout 3 took place 200 years later but thats not the point, life should start to flourish. It was surprising to find everything dead after 200 years and still no rain. I sea rivers, and ponds but no rain, how does this water get here.

it may seem negative but alot of that stuff is building on what they already have. I liek alot of stuff in Fallout 3 but their is always room for improvement.
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Sarah Kim
 
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Post » Mon Feb 22, 2010 10:36 am

One of the biggest changes I want to see is in the way that creatures respawn. I would like to have it like in Oblivion where indoor creatures and containers respawn after a given amount of time. Also, seeing as how the Enclave will probably have a major role in the story (they always do), there should be an option to join them from the beginning. In Broken Steel if you do something for them they still want to kill you.
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Dalia
 
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Post » Mon Feb 22, 2010 4:16 am

Actually if you take the storyline of Fallout 2, and make it 3D (and use a more upgraded engine, such as the Unreal engine or such) With Physics and no odd half-texture or floating tree stumps (very lazy of them on Fallout 3 for these little errors that ruin the game visually)

Even if you didn't change a thing about Fallout 2- after patches - and the unofficial EPA expansion - the game would be a huge hit with Fallout Fans.

Fallout 2 is one of the best, if not THE best, game of it's time, Even now playing it is still Fun and Addictive, the only downside is with today's graphics, it's a shame not to see things in Full 3D with the option of breaking things (physics) to add a more Reality feel to it.



Now I would be a little disappointed if they just Re-Made FO2 with better graphics/engine/support, but I would still buy and enjoy it - probably more so then FO3 and all of it's DLC. If you take it a step further, put it 20-40 years after Fallout 3 and make it more like the original Fallout 1-2 games and give it a more "Wasteland" environment - and bring back the Alien/wannamingos - I would probably pre-order 6 months in advance again, and get the collector's edition - be nice if they did the collector's like they did the spin off "Survival" edition - even if the Pipboy Clock was a cheap broken object.

Just my input as a Fallout Fan.
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Ian White
 
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Post » Mon Feb 22, 2010 7:10 am

i totally agree
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Marlo Stanfield
 
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Post » Mon Feb 22, 2010 8:19 am

Gameplay suggestions:

1. SPECIAL system should be more strict, and should have more significant effects. Charisma was more or less useless except being a requisite of some perks and minor Speech/barter bonus. And no bobbleheads please.
2. Power Armor is NOT Platemail. Agi penalty was totally out of place.
3. There shouldn't be "essential" immortal characters. Give us full responsibility for our actions, and a non-linear main quest which shapes with our choices.
4. Some more mature elements. Don't be afraid to use them just to be able to sell this M-rated game to teens.
5. Using perks, SPECIALs and skills in dialogues was a good idea, but better overall dialogues please.
6. Main quest and especially endgame should make a lot more sense than that of FO3.
7. If DLC will be unavailable for PS3 players, let them know. Don't lock their complaint threads after selling them the game.
8. Customizing appearance and abilities of our equipment would be a great addition to the game.
9. The overall artistic design of Fallout 3 was awesome, keep that.

Miscellaneous:

Get rid of GFWL. Don't ninja-install it without asking, and for the love of god, don't make it the only way to purchase DLC's.
Mods really add a lot to the game, do your best to add mod support to console versions. It would provide longevity to the game, and it would be a win-win. Even if the mod maker program won't be supported due to consoles' structures, the mods themselves should be.
An M-rated sub-forum, to be able to appropriately discuss the M-rated game. It's really absurd when you lock threads when they include M-rated "forbidden" stuff.
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dell
 
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Post » Mon Feb 22, 2010 5:09 am

I'm not going to try to argue that Fallout 4 should go back to the Fallout 1/2 style, I think that's a lost argument at this point. Nor will I try to impose my extreme hatred for Oblivion on my expectations for the future of Fallout. Instead I'm going to take Fallout 3 for what it is and give my suggestions for the future.

1) Larger settlements. With the exception of Rivet City (and possibly Megaton), most of the settlements felt ridiculously small.

2) Improve VATS. VATS is never a real alternative to fighting in real-time simply because at some point you're forced to leave VATS and wait for your AP to replenish. I don't know exactly what can be done to improve it here and still keep it balanced, all I know is that it's not a full-fledged concept at this point. At best it's an interesting concept that Beth didn't really follow through on.

3) Improve the gore. The detaching arms, legs, and head (very original btw...especially when I first saw it with Soldier of Fortune 9 YEARS AGO) got boring after about the first 5 minutes. Not even comparable to the death animations from F1/2. Speaking of which, bring back groin shot.

4) Stimpacks are too powerful and far too common. So much for that whole balancing radiation w/ health idea you guys had, the fact that you can open a drawer and find 5 stimpacks without ever really trying kind of ruins it.

5) Improve the UI. I think it's clever hiding Oblivion's UI in the Pipboy 3000, but please for gods sake get rid of the "All-In-One" button, at least for the PC version. It svcked in Oblivion and it svcks in Fallout 3. There's no reason why a PC player should have to navigate through 5 different menus inside of 5 different menus and scroll down long lists. If either Oblivion or Fallout 3 had been MMOs, Bethesda would have been crucified by the gaming media for such godawful UI design.

6) Get rid of Three-Dawg. I can't even listen to GNR even though I like the music, his stupid voice ruins it. Having an omniscient radio personality is not clever, it's ridiculous.

Nothing too controversial I hope ... :gun:



1. Are you suggesting they wouldn't be able to survive?

Girdershade - hidden under a bridge, and traiders often visit.
Tenpenny - dozens of residents and concrete walls.
Arefu - half a dozen residents, with optional vampire gaurds and regular trade caravans.
Canterbury Commons - 8 people with caravan gaurds, and a pro retired merc.

2. I don't think it was ever supposed to be an alternative, more to add even more uniqueness to the game. I'd like a much more strategic VATS, but not as an alternative.

3. Groin shot = yes. But how do you suggest we make gore even gorier when we can blast peoples faces apart with sledgehammers, and the floor is strewn with eyeballs, or when we blow apart a raider with a fatman and his disjointed spine is lingering attachted to a husk of meat 500 yards away.

4. Stimpack effectiveness is based on your medicine skill, if you didn't train it, you'd need much more. Also, show me a random drawer with 5 simpacks in please. Yes, we all know radiation was underpowered, but it worked quite well.

5. Pretty much.

6. If one person dosen't like Richard Bacon, Five Live dosen't close down.
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Nienna garcia
 
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Post » Mon Feb 22, 2010 3:23 am

2. Power Armor is NOT Platemail. Agi penalty was totally out of place.


Imo, there should be some penalties. Powerarmor is - ofcourse not a platemail - but still a heavy piece of equipment. Maybe not penalise agility as a whole, but more concentrated affections. Like moving speed, turning, sneaking, speed with handling guns.. stuff like that. Something to counter the strength and AC bonuses, and making you think about its usage on certain situations.

Otherwise I agree with your suggestions.
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KU Fint
 
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Post » Mon Feb 22, 2010 12:25 am

Imo, there should be some penalties. Powerarmor is - ofcourse not a platemail - but still a heavy piece of equipment. Maybe not penalise agility as a whole, but more concentrated affections. Like moving speed, turning, sneaking, speed with handling guns.. stuff like that. Something to counter the strength and AC bonuses, and making you think about its usage on certain situations.

Otherwise I agree with your suggestions.

It's a heavy piece of equipment for sure. But it is an energised piece of equipment. It would be arguable to consider whether it would affect your agility in so much as movement, or overall finesse of movement. Power Armour was of course, designed for combat. Some would say it turns its bearer into a walking tank. A common misconception is the assumption that 'tanks' are slow and cumbersome. They are not. They are faster and more versatile than most land vehicles. Granted, the engineering of such a beast is no small effort, but I'm sure the same can be said for Power Armour in Fallout. The wearer is assisted by many mechanisms, and is nothing short of state of the art. Whilst it may not provide an ehancement to agility, it does well to compensate its own encumbrance in equal measure.
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Farrah Lee
 
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