Fallout 4: Speculation and Suggestions

Post » Mon Feb 22, 2010 1:57 am

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.


Question is - what do they have to offer to the caravans? What can they trade?
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Sabrina Steige
 
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Post » Mon Feb 22, 2010 5:25 am

snip


Oh, I didn't mean to make it sound like a crippled turtle, not at all. What I meant was that basically it could be outmaneuvered, yet maybe not killed (at least not easily), by something with lighter and more flexible wearables. Ofcourse there are lots of other factors (like terrain for example) in a combat situation, but you get my point.
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Brentleah Jeffs
 
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Post » Sun Feb 21, 2010 11:53 pm

heres a list of the top 7 things i want to see in fallout

1. some kind of vehicle

2. More caharacter costumazation, like in oblivion how you can choose a race and a class with different effects. in fallout you should be able to choose if a race like ghoul or human (cant think of anything else but a couple other races also) each with different pros and cons. or maybe instead of choosing ghoul as a race make it so you can choose to get irradiated and become a ghoul like you can choose to become a vampire in oblivion. also when you get to a certain level you should be able to choose a class (each class with different perks and traits).

3. you should be able to see how much Karma you have (make it a points system) and karma should only affect random encounters not peoples reaction to you. there should be a seperate reputation system for that which only goes up or down if the act was witnessed.

4. More armor choices. in FO3 there were three basic kinds of armor, combat armor, clothing, and power armor (each with alot of variations). instead of that make more pieces of armor unique (not meaning a unique combat armor but a totally different kind of armor) and there should be upper body armor, helmet, and leg armor (with some pieces of armor taking up two or all of the armor spots)

5. you should be able to get three-four houses like in oblivion

6. radiation should be a bigger problem.

7. make the game longer
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Arnold Wet
 
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Post » Sun Feb 21, 2010 11:23 pm

SNIP

This thread hasn't been updated for over a month. There is also an official Fallout 4 discussion thread, it can be found http://www.gamesas.com/bgsforums/index.php?showtopic=978480.
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DAVId Bryant
 
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Post » Mon Feb 22, 2010 9:39 am

Um... power armor is well powered, it does most of the work, so there shouldn't be a agl pen, but there should be a sneak pen.
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An Lor
 
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Post » Mon Feb 22, 2010 11:26 am

For me there are two key things that Bethesda need to do with any future Fallout games they produce. First there's the focus. Fallout 3 felt like a pseudo-science fiction Elder Scrolls, whereas it should have felt like a Fallout game. Taking another look at the originals and how the mechanics worked and meshed together with the storyline would be a good place to start in recapturing that Fallout feeling, making sure the story is not full of holes you could lose a Super Mutant Behemoth in goes without saying.

Second point, take some pride in your work and put genuine effort into its creation. There are many, many technical issues with Fallout 3, the bugs, the instability, the plot holes. I think we can all accept that bugs exist, but games should regularly freeze, lockup or crash during play and plotholes should be few and far between in the RPG genre where the focus is supposed to be on the story. Fallout 3 is by no means your best work, I'm sure it started out well but it just feels like you coasted on your own name and the name of the franchise you bought as opposed to going all out to make the best game you could, the key is in the details, and while there is a lot of fine detail in Fallout 3 for those that explore the bigger picture is decidedly blurred, just look at the original ending.


There is of course the alternative that Bethesda has already pursued with the upcoming New Vegas and that is to play publisher to the Fallout series and let other studios such as Obsidian or dare I say Bioware (which would be awesome) do all the difficult work of actually creating the titles for you and then put your own badge on the game box.
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Farrah Lee
 
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Post » Mon Feb 22, 2010 10:27 am

Second point, take some pride in your work and put genuine effort into its creation. There are many, many technical issues with Fallout 3, the bugs, the instability, the plot holes. I think we can all accept that bugs exist, but games should regularly freeze, lockup or crash during play and plotholes should be few and far between in the RPG genre where the focus is supposed to be on the story.


Amen to that. Dialogue is a battle that an RPG developer should not avoid. It hurts your product. At very least think about what someone in those situations might actually say. I was really bummed out when I couldn't tell 'dad' the effects of him running out had. There was a huge chance for some intense conversation there, and it was wasted.
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Thomas LEON
 
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Post » Mon Feb 22, 2010 4:07 am

For me there are two key things that Bethesda need to do with any future Fallout games they produce. First there's the focus. Fallout 3 felt like a pseudo-science fiction Elder Scrolls, whereas it should have felt like a Fallout game.


As opposed to Fallout 1&2 that were a pseudo-science fiction Diablo? I'd much rather have it the way it is.

Taking another look at the originals and how the mechanics worked and meshed together with the storyline would be a good place to start in recapturing that Fallout feeling, making sure the story is not full of holes you could lose a Super Mutant Behemoth in goes without saying.


Personally, I think the mechanics in the first two games svcked, it was by far my least favourite part of them. When I first saw screenshots of Fallout 3, I dreaded the possibility that they would bring more of the same fecal matter.

The farther they stray from the abomination that is percentage-based gameplay, the better. When I play a game, I want my own abilities to at least have a say in what happens, not just be sitting there like a blind parrot and hoping for the best numbers to show up.

If I want to play a game where I have no control over the events, I might as well watch a movie.
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TOYA toys
 
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Post » Sun Feb 21, 2010 10:07 pm

Amen to that. Dialogue is a battle that an RPG developer should not avoid. It hurts your product. At very least think about what someone in those situations might actually say. I was really bummed out when I couldn't tell 'dad' the effects of him running out had. There was a huge chance for some intense conversation there, and it was wasted.


That is a battle that cannot be won. They can't map out every single line anyone would ever want to speak, and they can't let you choose between hundreds of lines for each stage of a dialogue, it just doesn't work! They would end up with hundreds of thousands of lines of dialogue, and that just isn't realistic.

So you end up with dialogues that are pretty generic when it comes to choices, but there is no way to fix that.
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trisha punch
 
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Post » Mon Feb 22, 2010 6:32 am

As opposed to Fallout 1&2 that were a pseudo-science fiction Diablo? I'd much rather have it the way it is.


That doesn't really work....Diablo was a pure hack and slash real time action RPG. Fallout was a turnbased story based RPG.

Personally, I think the mechanics in the first two games svcked, it was by far my least favourite part of them. When I first saw screenshots of Fallout 3, I dreaded the possibility that they would bring more of the same fecal matter.

The farther they stray from the abomination that is percentage-based gameplay, the better. When I play a game, I want my own abilities to at least have a say in what happens, not just be sitting there like a blind parrot and hoping for the best numbers to show up.

If I want to play a game where I have no control over the events, I might as well watch a movie.


Then why are you playing a roleplaying game? Proper roleplaying games has you deciding what your characters actions are, and your CHARACTER carrying out those actions. The more it has the players actions controlling it, the further away from a roleplaying game it becomes.

Going back on topic, here's a thought I had, while reading up on some news on Mass Effect 2. A lot of people think VATS needs some reworking, and some have suggested a view from above perspective to control your characters actions. That sounds like it could be a really cool idea, but I think it can go a step further. Retcon VATS into Vault-Tec Assisted Tactical System, where you can que up commands for you AND your followers, and basically watch a mini cutscene. So you could tell Charon to go to this corner, and attack any targets he sees from there, or a specific one you choose, while instructing Fawkes to charge their leader as you que up attacks to give him cover fire.

And to add richness, have the game guage how dangerous those actions are, and have the NPCs relations with you determine if they follow it, or do their own thing. Characters like Charon would do almost anything you ask, others like Jericho, might just tell you to screw off.

That is a battle that cannot be won. They can't map out every single line anyone would ever want to speak, and they can't let you choose between hundreds of lines for each stage of a dialogue, it just doesn't work! They would end up with hundreds of thousands of lines of dialogue, and that just isn't realistic.


Then they shouldn't be making RPGs. There's obviously going to be limitations on diaglogue, I'm not stupid. But they left out dialogue options that most people would have said. When you first met up with dad in the main quest, didn't you wish you could say how things went down because of his actions? That line of dialogue was a logical one, so talking to dad at that point was really hard to follow, because even when he ASKS YOU DIRECTLY about WHY you're not in the vault, you don't get the option to say "Because you leaving screwed things up, people died, and my LIFE WAS IN DANGER. That's why!" Then we might have gotten some bloody emotion out of Liam for a change <_<

But in any case, they were clearly not interested in doing decent dialogues, since they openly said dialogues were a battle they didn't want to fight. Well, sorry, but it's a bloody roleplaying game, YOU HAVE TO FIGHT THAT BATTLE.
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Jessie Butterfield
 
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Post » Mon Feb 22, 2010 1:46 am

For me there are two key things that Bethesda need to do with any future Fallout games they produce. First there's the focus. Fallout 3 felt like a pseudo-science fiction Elder Scrolls, whereas it should have felt like a Fallout game. Taking another look at the originals and how the mechanics worked and meshed together with the storyline would be a good place to start in recapturing that Fallout feeling, making sure the story is not full of holes you could lose a Super Mutant Behemoth in goes without saying.

Second point, take some pride in your work and put genuine effort into its creation. There are many, many technical issues with Fallout 3, the bugs, the instability, the plot holes. I think we can all accept that bugs exist, but games should regularly freeze, lockup or crash during play and plotholes should be few and far between in the RPG genre where the focus is supposed to be on the story. Fallout 3 is by no means your best work, I'm sure it started out well but it just feels like you coasted on your own name and the name of the franchise you bought as opposed to going all out to make the best game you could, the key is in the details, and while there is a lot of fine detail in Fallout 3 for those that explore the bigger picture is decidedly blurred, just look at the original ending.


There is of course the alternative that Bethesda has already pursued with the upcoming New Vegas and that is to play publisher to the Fallout series and let other studios such as Obsidian or dare I say Bioware (which would be awesome) do all the difficult work of actually creating the titles for you and then put your own badge on the game box.

Now now, you're presuming an awful lot here. It's borderline slander.
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FirDaus LOVe farhana
 
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Post » Sun Feb 21, 2010 9:52 pm

Now now, you're presuming an awful lot here. It's borderline slander.


Not slander, arrogance. Everyone must play like him or they aren't playing. I grow tired of this argument. I'm just going to point out that many of the same people posting here ahve been here for some time and flat out frefuse to cnsider that there are more ways to roleplay then the way they do it.
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Mélida Brunet
 
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Post » Mon Feb 22, 2010 12:36 am

Not slander, arrogance. Everyone must play like him or they aren't playing. I grow tired of this argument. I'm just going to point out that many of the same people posting here ahve been here for some time and flat out frefuse to cnsider that there are more ways to roleplay then the way they do it.

I didn't see any comment that infringed upon individual RPG preferences.
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FoReVeR_Me_N
 
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Post » Mon Feb 22, 2010 7:19 am

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.

I always liked the UI, it seemed easier to navigate than most games I've played. Each to his own.

As to Three Dog, I don't like that he's omniscient, and that he has a grand total of three phrases, but I like having a DJ that comments on the world.
If he was a little less specific would be nice. Maybe like Mass Effect's elevator talk (the news ones).
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gary lee
 
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Post » Mon Feb 22, 2010 7:07 am

I didn't see any comment that infringed upon individual RPG preferences.


Ditto. I saw calling for a more balanced rulesystem, better writing, and more care for dealing with bugs before release...you have to admit, some of their releases have been pretty sloppy. Take O:A. It has floating trees for no reason every single time I've played it, on two different machines, regardless of what mods I have running. It looks like it's where they store their assets for the area, but didn't hide them underground :lmao:
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james reed
 
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Post » Mon Feb 22, 2010 2:02 pm

That doesn't really work....Diablo was a pure hack and slash real time action RPG. Fallout was a turnbased story based RPG.


They were both isometric. Clear similarity. I see Kjarista's complex is still going strong too.
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Pixie
 
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Post » Mon Feb 22, 2010 12:29 am

Of course! Can't believe I overlooked that link :lmao:
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Matt Terry
 
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Post » Mon Feb 22, 2010 1:51 pm

I can see Power Armor being a bit more sluggish in comparison to being fully unarmored. Sure, it's motorized, and I'm sure a well-trained user would be able to perform some pretty noteworthy acrobatics. But what I always visualize when thinking about this is something like a kung fu movie. Bruce Lee with no armor at all is a pretty fast dude. Bruce Lee in Power Armor (and assuming adequate training,) while likely being even more deadly than Naked Bruce Lee, is probably also never going to be quite as quick and acrobatic. Not slow by any means, but certain he's going to be making some more deliberate movements while wearing Power Armor.

Power Armor's effect on agility, I think, would be less about how quickly your individual limbs could move, but just in the limited range of movement all that extra bulk is going to entail.

I guess the problem lies in how you would accurately represent that in an RPG. A lower AGI stat would make sense to me, but I'm also not convinced that would be the "best" way to go about it (though I also don't have any better ideas to put forward.) More than one level of Power Armor Training could be interesting as well.
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Kelli Wolfe
 
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Post » Mon Feb 22, 2010 9:54 am

I always liked the UI, it seemed easier to navigate than most games I've played. Each to his own.


What platform are you playing on? I believe it's a pretty easy UI to navigate on consoles, but on the PC it's pretty bad. I prefer to e.g. have the whole character sheet on one screen, not to have to click through several tabs, and then even scroll to see the whole list of skills.
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Yung Prince
 
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Post » Mon Feb 22, 2010 2:37 am

The only suggestion that I can think of would be to expand VATS. I see no reason why you shouldn't be able to spend action points on using a stimpack or throwing a grenade without having to equip it. Or even make VATS an entirely turn-based option. It seems like it could work pretty well to me.
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Eileen Müller
 
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Post » Mon Feb 22, 2010 2:28 pm

What platform are you playing on? I believe it's a pretty easy UI to navigate on consoles, but on the PC it's pretty bad. I prefer to e.g. have the whole character sheet on one screen, not to have to click through several tabs, and then even scroll to see the whole list of skills.


I've used both, and while the PC version was a bit awkward, and even though a player spends so much of their time in the menus, I never felt really bothered by it.
Of course: I never used a "keep time running while in menu" mod either. Never liked those. I prefer "find item, equip, exit menu, game does longish animation representing you rooting through your pack, etc." I just always was unable to navigate menus at high speeds (especially in combat). In real life pulling the only green bottle out of your pack would not take as long as looking through the menus in-game. Same goes for a sword. It takes asplit second to grab a sword off your pack, and many seconds to find it in a menu, regardless of organization.
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joannARRGH
 
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Post » Mon Feb 22, 2010 9:28 am

The only suggestion that I can think of would be to expand VATS. I see no reason why you shouldn't be able to spend action points on using a stimpack or throwing a grenade without having to equip it. Or even make VATS an entirely turn-based option. It seems like it could work pretty well to me.


Hey, if VATS worked the way I just mentioned, I could almost forgive the horrible version of SPECIAL ;) :lmao:

But in all seriousness, VATS is something they need to do more with. It's little more then a gimmick right now.
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saxon
 
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Post » Mon Feb 22, 2010 10:04 am

no
Spoiler
dying at the end and forcing people to buy some dlc so you can play after the ending
please.
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Grace Francis
 
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Post » Mon Feb 22, 2010 1:36 pm

More quests, joinable factions, more diversity in enemies, bigger wasteland + less giant radscorpions.

Also, either remove the '80 characters limit' in the dialogue, or combine fully voiced with text dialogue like NWN. The limit might be the culprit for the occasionally/frequently silly dialogue.
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Claire Lynham
 
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Post » Mon Feb 22, 2010 9:10 am

Although I might be in the minority here, vats needs major reworking, or possibly just to be removed. It ruins any immersion in the game, and sadly makes it feel much more like a console rpg(not something I see as a good thing). Oblivion/Fallout both seemed to be made with console gamers in mind, which imo hurt both games "rpg feel", and most specifically the immersion. In Morrowind there was still "fast travel" but it was tied to either the mages guild, or silt striders. Also there was technically mark/recall. My main point I guess is this. Playing Fallout 3 was never as immersive as a rpg should be. It always felt like "playing a game" (sorta like I walked up to an arcade machine).

Between the vats cutscenes + slowdown making it hard to suspend any disbelief, and the ability to "cheat" with vats to find enemies, it just wasn't the same as playing most rpgs. Yes you could "not press v", and I have my game modded so there's no fast travel, no vats, and several other changes. It helps, but it seems like its "how the game should have been", minus perhaps the no fast travel. Arguably the lack of immersion could also be tied to a less then stellar story, especially past the beginning of it. Over all, I guess I'd hope for a more thought out main quest line, and a better version of vats, with perhaps less-no slowdown, no invulnerability, and none of the cut scenes that were only cool the first couple hours.

Also I'd like to point out that the main quest line was something that had potential throughout the whole game, and certainly kept me playing. Sadly at the end of it all, I some what felt cheated, like there was a more interesting/better ending that could have been done. I admit beating the game, and its abrupt ending, for some people seems to sour their opinion on the story, I know it soured mine.
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Melissa De Thomasis
 
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