Fallout 4: Speculation and Suggestions

Post » Mon Feb 22, 2010 8:26 am

just an idea: When you talk to someone like Lucas Simms in Megaton, while you in conversation with him, people are walking around continuing business
not stopping time everytime you talk to someone


I definitely support this idea. Moreover, accessing inventory/pipboy also shouldn't pause the game.
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Sweets Sweets
 
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Post » Mon Feb 22, 2010 9:06 am

just an idea: When you talk to someone like Lucas Simms in Megaton, while you in conversation with him, people are walking around continuing business
not stopping time everytime you talk to someone


I don't know if this has been brought up already, I'm much too lazy to look it up
Why?

I definitely support this idea. Moreover, accessing inventory/pipboy also shouldn't pause the game.
Why?
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Jessica Phoenix
 
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Post » Mon Feb 22, 2010 5:59 am

Why?


I think it adds to immersion seeing some movement behind my conversation. Theres really not much more to it than that (at least for me).
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Clea Jamerson
 
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Post » Sun Feb 21, 2010 8:26 pm

I mean, if it's not going to be any better than Fallout 3, then what's the point of buying any sort of sequel/ spin-off of the game? Even if Fallout 3 isn't inherently "broken" then I'd think there's still plenty of room for improvement. F3 is kind of a reboot of the series, and there's a lot of stuff they've done from the ground up with this game. I think it would be unrealistic to have expected a "perfect" game with this iteration (since they're not really building on anything so much as starting from scratch,) but that doesn't mean there's no fun to be had in picking apart where it fell short, and to hope for improvements with the next iterations of the series.


Better dialogue as part of an open game is different than better dialogue in a story driven game. So i'd like to see better dialogue, but i don't want the game turning into an Obsidian like story crawl with little to do besides the story.
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Lauren Denman
 
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Post » Mon Feb 22, 2010 2:52 am

I think it adds to immersion seeing some movement behind my conversation. Theres really not much more to it than that (at least for me).
There are just complications involved with that. Mainly to do with combat and scripted events etc. I'd be concentrating on the conversation personally.

I see where you're coming from, I'm just of the opinion that realism should only be implemented if it enhances gameplay in some way. Provided it doesn't bring its own complications.

Better dialogue as part of an open game is different than better dialogue in a story driven game. So i'd like to see better dialogue, but i don't want the game turning into an Obsidian like story crawl with little to do besides the story.
Eh? I'd assume better dialogue was synonymous with all forms of dialogue. You've played FO1/2, so from that you'd know what to expect from Obsidian (more or less) in terms of open-centric and story-centric gameplay. I am of the opinion that based on the originals, and what was planned for VB, that Obsidian understand the concept of balance very well.
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Svenja Hedrich
 
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Post » Mon Feb 22, 2010 6:00 am

I would like it where you could continue the game after "finishing" it. I also think it'd be cool if you could somehow form your own cities, towns, forts, caravans (or the ability to join one) etc.
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darnell waddington
 
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Post » Mon Feb 22, 2010 11:36 am

That isn't exactly how it worked out.


Van Buren was Fallout 3, just a canceled one. But the cancelation doesn't make it a "Fallout 2.5".
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Laura-Lee Gerwing
 
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Post » Mon Feb 22, 2010 12:21 am

Van Buren was Fallout 3, just a canceled one. But the cancelation doesn't make it a "Fallout 2.5".


Was /= is. I don't ahve to call it Fallout 2.5...in fact it's nothing...just another cancelled piece of unfinished work. It has no status, except for folks who long for the past. Fallout 3 is Fallout 3. VB is nothing.
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Guinevere Wood
 
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Post » Mon Feb 22, 2010 11:21 am

Van Buren was Fallout 3, not "2.5". Or shall I refer to Bethesda's "Fallout 3" as "Fallout: Brotherhood of Steel 3"?


Actually beths fallout is Fallout: brotherhood of steel 2. If you want to be precise ;)
(fortunately, the series is not plagued -yet- by three reiterations of console shooter calamity for short attention span crowd)
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Budgie
 
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Post » Mon Feb 22, 2010 8:38 am

Actually beths fallout is Fallout: brotherhood of steel 2. If you want to be precise ;)
(fortunately, the series is not plagued -yet- by three reiterations of console shooter calamity for short attention span crowd)

I counted the canceled FOBOS2. :)
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Mimi BC
 
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Post » Sun Feb 21, 2010 9:56 pm

Actually beths fallout is Fallout: brotherhood of steel 2. If you want to be precise ;)
(...)


at least this would explain why you HAVE TO work with BoS in the end...
and I wouldn't consider VB as a part of the Fallout saga either.. if it was something at all, it was a bad demo.

suggestions for Fallout 4:

-no more Enclave, please. the Enclave was already extincted in FO2

-maybe more sects (according to Hubology :D ). room for more alternatives

-less effect of the pc's reputation to interaction with npcs and factions. as if everbody in the wasteland would know/care about a total wasteland-noob... (the whole GNR thing svcked btw...)

-NO MORE IMMORTAL CHARACTERS - it's total nonsense! if you can't create a main quest string that doesn't rely on particular persons, don't create one at all! (immortal children are ok though. unless they start to shot you :nothanks:)

-the aftermaths of (at least some) side quests should flow in the retrospect (like in FO1 & 2)
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Bird
 
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Post » Mon Feb 22, 2010 10:01 am

and I wouldn't consider VB as a part of the Fallout saga either.. if it was something at all, it was a bad demo.


The "bad demo" was just an early pre-alpha tech demo made during early stages of development to demonstrate the engine internally. It wasn't very indicative of what the final product would look like.
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Isabel Ruiz
 
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Post » Mon Feb 22, 2010 12:33 am

might ve been already mentioned but please oh please, more varied and better animations. This will not only look neat but also increase the immersion and make the characters more believable.
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Marie
 
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Post » Mon Feb 22, 2010 12:19 am

here's another thing I was bothered by in every Fallout release yet.. and that's the bad translation from english to german (and I guess the translations to any other language weren't that good as well).
I know, I know.. it's time-consuming and expensive to get proper translations. but a game like Fallout, that relies on language, gets you easily pissed, if you have to adress formally to children, while they're adressing unformally to you, for example. not to mention the loss of the original wordplay.
I would understand if one said "tough luck, if you aren't able to speak english" (since nowadays even first grade pupils learn it at school [at least over here]).. but there should be a change anyway. and be it the possibility for e.g. german consumers to choose between german and english language.
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Pixie
 
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Post » Sun Feb 21, 2010 10:21 pm

How about different playable races? IE Human, ghoul, android, etc.
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Miranda Taylor
 
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Post » Mon Feb 22, 2010 8:44 am

Introduce S.P.E.C.I.A.L.S.-system

The added S stands for 'Soul'.

It's not really a attribute but more of a choice that you make whether the emotions you carry around with you most.
Percentual choices between

Disgust - Whether the player is easily disgusted of something/someone (unable to get the bloody mess perk, able to spit in someone's face by disgust and convince them their actions are corrupt)
Fear - Whether the player is easily scared (unable to do some dirty work quests, higher natural perception)
Sadness - Whether the player get more easily sad by certain events (ex. Dogmeat dies: -1 endurance, -1 strength for 2 days and sad replies to conversations, but gets more empathy from NPC's when in this condition giving the player a chance to convince them more easily: effects barter, speech and no penalty for stealing little value things)
Joy - Whether the player is a happy person or not (unable to reply with harsh words in most cases, so no intimidation in conversations. Able to avoid some combat with humans and +1 endurance, +1 strength)
Anger - Whether the player is easily angered (unable to talk when angered, +2 Agility, +2 Strength, +2 Endurance for very limited time)
Acceptance - Whether the player is bothered easily or not by the harsh reality (unable to point people at their mistakes, needs more karma to be a good person, needs less karma to be evil due to the fact he doesn't show any emotions easily, good choice for a neutral player)

Ofcourse these are just examples of the effects you could get, and no good balancing. But I felt this was missing, because the system doesn't really let you choose any mental abilities.
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yermom
 
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Post » Mon Feb 22, 2010 3:52 am

Urgh... this sounds pretty bad. Maybe for a fantasy game, but not Fallout.

And stuff like that should be simply determined by your dialogue choices.
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Amy Siebenhaar
 
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Post » Sun Feb 21, 2010 9:46 pm

Get Obsidian to design/develop it.

/thread


VB is nothing.


Wrong. Bethesda used material (and referenced more) from VB in Fallout 3 and it's DLC.
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Alexander Horton
 
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Post » Sun Feb 21, 2010 8:13 pm

To be fair, Van Buren wasn't looking too good either. Co-op multiplayer, a dual combat system(those never work out...), Speech getting split up....
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NAtIVe GOddess
 
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Post » Sun Feb 21, 2010 8:34 pm

Enclave, Enclave, Enclave, or atleast people that survived the possivle destruction of it.
The best bad guy in video gaming history must not fall!
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jodie
 
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Post » Mon Feb 22, 2010 4:35 am

To be fair, Van Buren wasn't looking too good either.


It was as it was titled, a tech demo. It wasn't made to be seen by the public only internally at interplay in hopes of getting green-lighted. Hence some of the missing textures in the exterior tileset area. But in the end Herve didn't approve it. Even though it was guaranteed to grant Interplay much needed revenue.

Speech getting split up....


What do you mean?

a dual combat system(those never work out...)


Arcanum had a dual combat system which actually out worked nicely.
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Phillip Hamilton
 
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Post » Mon Feb 22, 2010 12:59 am

It was as it was titled, a tech demo. It wasn't made to be seen by the public only internally at interplay in hopes of getting green-lighted. Hence some of the missing textures in the exterior tileset area. But in the end Herve didn't approve it. Even though it was guaranteed to grant Interplay much needed revenue.

I wasn't talking about nor could even begin to start caring about the technical limitations of a tech demo.

What do you mean?

Speech was to be split up into two different skills, "Deception" and "Persuasion".


Arcanum had a dual combat system which actually out worked nicely.

Of all the things Arcanum did right, combat wasn't one of them. It was easily the worst aspect of the entire game. The turn-based alternative wasn't tactically intriguing like Fallout's, nor was the action gameplay fun like isometric action-RPGs of the time. Both options dragged each other down.
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Stacy Hope
 
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Post » Mon Feb 22, 2010 8:09 am

To be fair, Van Buren wasn't looking too good either. Co-op multiplayer, a dual combat system(those never work out...), Speech getting split up....


Quoted for truth.



Also introduce different body types for people please. As in, skinny people, really skinny people, really really skinny people and midgets perhaps :P Everyone looks the same except for racial distinctions.
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Rude Gurl
 
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Post » Mon Feb 22, 2010 6:49 am

Speech was to be split up into two different skills, "Deception" and "Persuasion".


What's so bad about it? There's plenty of combat skills, why can't there be two speech ones?

As for combat, Van Buren's default mode was going to be turn-based, and the game was going to be balanced for it. The real-time mode was there just to please Herve Caen, just like the co-op mode.

Also introduce different body types for people please.


Van Buren was going to have these.

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


And Obsidian is likely to use even more of it in New Vegas.
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Joe Bonney
 
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Post » Mon Feb 22, 2010 2:44 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.
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katsomaya Sanchez
 
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