Fallout 4: Speculation and Suggestions # 4

Post » Wed Aug 04, 2010 7:07 am

This has to be the one most popular suggestion in any game of Bethesda at least - I see people suggesting that since Morrowind.

My opinion is that it would be a bad idea... in fact I've seen no game with such a feature, and I'd expect that there's a good reason for that - especially since it's such a popular suggestion.
I expect that not many people would love being severely punished throughout the game for a little yet irreversible mistake they did a long time back.
So I'd assume it would just force people to keep reloading after every single time they get a crippled limb, which would be nothing but annoying.
But well... so many people are asking for it so they might do it for once, even as an optional feature, and see if they're happy.
(in which case I would also suggest that it would only be available to select in the beginning of each game + there should be some way to prevent people to keep saving & loading right before and after a battle... maybe adopting a 'save location' kind of feature instead of allowing people to save at will? - terrible suggestions of course, but I could see no other way of making such an extreme feature work as it should)

I'm sure I still can't understand why so many people are so keen on seeing their character deteriorating through the course of the game instead of getting stronger.
(Aren't there any mods for that btw?)

Worked just fine in Fable 1 and 2, or in Black and White.

Doesn't have to be something that happens all the time - just on very big hits. Plus, there's a guy in Fallout 3 that lets you readjust your face - I could easily see an NPC that gives you some plastic surgery to remove any scars that you didn't want.
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Hairul Hafis
 
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Post » Wed Aug 04, 2010 3:05 am

Worked just fine in Fable 1 and 2, or in Black and White.

Doesn't have to be something that happens all the time - just on very big hits. Plus, there's a guy in Fallout 3 that lets you readjust your face - I could easily see an NPC that gives you some plastic surgery to remove any scars that you didn't want.

Well I admit I haven't played those games (though I believe Black and White belongs in an entirely different genre?)

A plastic surgeon that removes scars is all right... but that wouldn't make much of a difference in the long run - and it certainly would mean that the character will not become a grizzled wastelander towards the end of the main quest.
I understood we were talking about irreversible negative effects.

Honestly if you got that very big hit that caused your character to be crippled for the rest of the game, would you live with it or would you just reload?
I'd reload, without any doubt... and if kept happening too often I'd stop playing altogether. (at least if it didn't substantially enhance the gameplay in some other way I can't think of)
But that may just be me - one of the things I like most in RPGs is that my character keeps getting stronger.
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Leonie Connor
 
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Post » Tue Aug 03, 2010 10:37 pm

Everyone would reload even those suggesting it. While people do like realism and I include myself with that statement however we don't want pain in the ass realism like suffering permanent nerve damage after getting shot that ends up making you disabled in some way for the rest of the game. Something like that doesn't add anything to the game other than making it tedious to play. I think more people would rather enemies had extremely improved AI and use group tactics vs. something that just makes the game something you don't ever want to play. I have no problem with my character dying often do to powerful well done enemies in fact I like that but getting a permanent disability is pretty stupid when you really think about it.
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louise tagg
 
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Post » Tue Aug 03, 2010 7:19 pm

I think that somewhere in the display options, you should be able to toggle headgear in first person. For example, when wearing power armor, you would only be able to see through the visor (for lack of a better word?), and maybe there would be a tint.
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Amelia Pritchard
 
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Post » Wed Aug 04, 2010 3:01 am

next fallout needs to take place in Texas and you get to ride horses.
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Laura Elizabeth
 
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Post » Wed Aug 04, 2010 6:40 am

Well I admit I haven't played those games (though I believe Black and White belongs in an entirely different genre?)

A plastic surgeon that removes scars is all right... but that wouldn't make much of a difference in the long run - and it certainly would mean that the character will not become a grizzled wastelander towards the end of the main quest.
I understood we were talking about irreversible negative effects.

Honestly if you got that very big hit that caused your character to be crippled for the rest of the game, would you live with it or would you just reload?
I'd reload, without any doubt... and if kept happening too often I'd stop playing altogether. (at least if it didn't substantially enhance the gameplay in some other way I can't think of)
But that may just be me - one of the things I like most in RPGs is that my character keeps getting stronger.

Oops, I think I missed that part about permanently crippling effects and such. :)

Yeah, I wouldn't be up for that, either. Cosmetic changes are one thing, to make your character look a bit more weathered and experienced. But yeah - having a permanent limp or something that affects gameplay wouldn't make the game any more fun for me, either. There was a little subplot in Fallout 1 where if you picked the wrong dialogue choice during a conversation, the guy rips out one of your eyeballs, permanently taking your PER down to 1 for the rest of the game. I remember hitting that, thinking about for about a minute or two, and then reloading again.
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Ymani Hood
 
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Post » Tue Aug 03, 2010 11:29 pm

Everyone would reload even those suggesting it. While people do like realism and I include myself with that statement however we don't want pain in the ass realism like suffering permanent nerve damage after getting shot that ends up making you disabled in some way for the rest of the game. Something like that doesn't add anything to the game other than making it tedious to play. I think more people would rather enemies had extremely improved AI and use group tactics vs. something that just makes the game something you don't ever want to play. I have no problem with my character dying often do to powerful well done enemies in fact I like that but getting a permanent disability is pretty stupid when you really think about it.


I agree with permanent disfigurement and injury being too much reality. Doc Church tells us, "If it's infected, I cut it off." Having an arm or leg amputated in the middle of the game would svck. Even just thumping around with a crippled leg would be too much. If we take that idea to it's logical conclusion...if we die, we'd die and have to restart the game from it's beginning. Perhaps having a special type of stimpak needed to fix a crippled leg would be okay.

I understand where the original idea came from, when i was first playing this game it almost seemed like a real world! But, I'm not seeking out any Super Mutants in real life and I don't want to lose the use of my leg in the game.

Absolutely, better AI! I'm running around in Tesla Armor with a Fat Man and some idjit raider comes running straight for me with nothing but a pool cue. "Ha ha, we got a bleeder!"
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Kat Ives
 
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Post » Tue Aug 03, 2010 11:40 pm

I think that somewhere in the display options, you should be able to toggle headgear in first person. For example, when wearing power armor, you would only be able to see through the visor (for lack of a better word?), and maybe there would be a tint.


Yeah, and maybe letting us use that flashlight on top of the helmet. Maybe night vision and thermal imaging built into the helmet.
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Bereket Fekadu
 
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Post » Wed Aug 04, 2010 12:29 am

Another thing I'd like to change is being able to click through the dialogue, I don't mean clicking through while talking to people, I enjoy that. I want to shoot things, not watch a cartoon. Like at the beginning of the game, all of that dialogue after your birth, or Asher's little speech to the slaves in The Pitt. I can see making us watch it the first time, but if we'd been through that in another play let us skip it.
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..xX Vin Xx..
 
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Post » Wed Aug 04, 2010 3:29 am

Fallout 1,2 and Tatics Node Map System instead of one big map of nothing.
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Lily Evans
 
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Post » Wed Aug 04, 2010 1:52 am

appart from the obvious stiff feeling to the aiming and game, and the ai problem:

different reticules depending on the weapon and deffinitly not the on from FO3, tht was so damn annoying

-----the repair skill extension?

the ability to customize your weapons with silencers, scopes, longer barrells for range, power, rate of fire...etc. Even being able to add AND CHANGE one or two add ons would add so much to the deapth and feeling of involvement

if its balanced right it would mean they could add more stock weapons to the arsenal and remove some of the range balancing issues tht i didnt like in fo3, like in small guns, there werent many effective accurate weapons, beyond the assault rifles range you kinda had to know where to look for a decent, sustainable weapon

i would love the same kind of idea to be brought over to the armous 2 like being abble to disasemble armours and create ur own i always wanted an regulator coat with combat plates on/in it

as for the rest of the game bethesda the roleplaying elements, universe and feeling of immersion were spot on. thnx 4 a gr8 game
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Enny Labinjo
 
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Post » Tue Aug 03, 2010 9:14 pm

I would like to see your character get better with weapons after using it for awhile. For example: The Player Character is using a Hunting Rifle. There should be a difference of reload times, accuracy and maybe recoil between the first bullet he fires, and the last bullet he fires. Maybe after fifty kills with a Hunting Rifle, you decrease reload time. After one hundred kills, you're more accurate, Et cetera.

I would like to see more consequences when it comes to your actions. If you massacre a town of people, that should ruin quests or something. Maybe people will come after you after you've done it (Yes, I know about Talon Mercs and Regulators... they are random events based on Karma.)

I find that Fallout 3 is a little too forgiving. Killing random people should, in the long run, make you regret it. I also find Fallout a little too easy. I'd like to take the difficulty back from Fallout 1 and put that into New Vegas and 4. In Fallout 1, you can't go around and kill thirty Raiders without help, and only using a Combat Knife. You would be killed almost instantly, especially at the very beginning. If I played on PC, FWE would be the first mod I'd download.

Also, I'd like Microsoft to go away. Let EVERYONE share the DLC's when they come out. Go spend your money somewhere else, like buying GTA IV Episodic Content or something.

Just a few ideas. :)
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Crystal Clear
 
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Post » Tue Aug 03, 2010 11:29 pm

no lvl cap, and i want some motorcycles/cars/bikes.


EDIT: i know that it's bethesda's "thing" to let you create your own character, but i find that the games with the best stories in them don't let you do this. like: GTA4, god of war, gears of war, bioshock, resident evil 4&5. all great games, mostly because their story is deep, and is specificly made for that character, un-like many bethesda games. i still love bethesda's games, it's just, storywise, a little weak in some cases.
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Lynette Wilson
 
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Post » Wed Aug 04, 2010 10:09 am

Dont you dare to lecture me on what an average Fallout fan is, because since you havent been one before, you cant have a proper idea

Ok, we can settle on the point that musical tastes are different. That itself is a good reason why people swap music tracks and dont eat everything they get.
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Stacey Mason
 
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Post » Wed Aug 04, 2010 5:48 am

Concerning dialog:
I was wondering whether it would be feasible the AI technology of a 'chat bot' within such a game.
If you don't know what I'm talking about check out http://en.wikipedia.org/wiki/pvssyrbot

I was thinking it would work in a similar way as the "tell me about" feature of Fallout 1
ie to be an available option besides the standard dialog topics.

Of course these bots are... idiots (:)) as they have very limited knowledge + are often unable to 'learn' new things through dialog.
Yet I have noticed that some of these will show interest in specific topics and so they will avoid conversation on other topics by dodging questions and carefully swaying the conversation back to their subject of interest.

So essentially conversing with such NPCs would be as pointless as FO1's 'tell me about (something I already know)'
But I bet it would be good fun + it would give a whole new level to the player-world interaction.
Not to mention it could be an interesting way to resurrect an old Fallout feature in a most 'modern' way.

Apart from the technical (programming) difficulties I of course see potential problems with it.
I understand of course that it's a whole different thing to make a bot with a character of it's than make a few hundreds of them and each one unique.
I suppose that would require that either that option could be available only in some few NPCs, or that all NPCs should be divided into different groups according to their character (ie polite/rude ones etc.) as well according to their knowledge and 'preferred subjects".
Voice acting in such conversations would, of course, be unavailable (or utterly ridiculous) - but that's of no importance to me.

I asked A.L.I.C.E. if my idea was good and she said "yes" :)
(Then I asked her 'why' and she said something completely unrelated and rather nonsensical :D)
But nevertheless I would like to see such a feature in a game eventually.
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Greg Swan
 
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Post » Wed Aug 04, 2010 4:41 am

Concerning dialog:
I was wondering whether it would be feasible the AI technology of a 'chat bot' within such a game.
If you don't know what I'm talking about check out http://en.wikipedia.org/wiki/pvssyrbot

I was thinking it would work in a similar way as the "tell me about" feature of Fallout 1
ie to be an available option besides the standard dialog topics.
I've been posting that idea for almost two years. :foodndrink:

I thought it a great idea that a state of the art Chat bot could speak for most NPC's using a "personality profile" set for each NPC, and mine a database of past Player actions and reputation to temper each NPC's reaction to the PC based on what they know (first hand) or heard (2nd or 3rd hand).
* And voiced dialogs for the principle NPC's.
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OnlyDumazzapplyhere
 
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Post » Wed Aug 04, 2010 12:01 am

I've been posting that idea for almost two years. :foodndrink:

I wasn't paying attention :meh:

Or you just try to claim the copyright of my brilliant idea :stare:

Or... maybe I'm a victim of cryptomnesia?

Anyway... yes that's a great idea you've had then Gizmo! :D
So you think it is feasible in such scale then? (considering time-constraints, budget and all)
Has anyone done it yet? (on a game that is)
Because if they haven't, then it's about time.
I think it could also cause good publicity for the game too actually.
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le GraiN
 
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Post » Wed Aug 04, 2010 10:02 am

I wasn't paying attention :meh:

Or you just try to claim the copyright of my brilliant idea :stare:

Or... maybe I'm a victim of cryptomnesia?

Anyway... yes that's a great idea you've had then Gizmo! :D
So you think it is feasible in such scale then? (considering time-constraints, budget and all)
Has anyone done it yet? (on a game that is)
Because if they haven't, then it's about time.
I think it could also cause good publicity for the game too actually.
I'm not trying to steal your thunder; Good ideas occur all the time to many, and minds can often think alike. :goodjob:
~but I did it first :P (Kidding...kidding, jus' kidding).

I think it would have to have been a "from the ground up" design choice. The game could record [significant] past actions (and certainly dialog choices) and these entries could include the ID#'s of witness NPC's. Later that Chat Bot could use these entries in context with the current NPC to determine if that NPC might know a few things about the PC's rep, or recent doings in town.

The trick is detecting what's significant, and not recording the ten times he sits in the chair... Getting spotted laying a land mine should count. One of my examples from way back was the PC clearing a bandit cave by laying mines while they were on a raid (gaining the towns esteem) ~but forgetting to retrieve a few of them left armed... and returning a few weeks later to find a funeral in progress for some town kids that were exploring the cave. [An event generated on the fly ~either because an NPC actually stepped on his mine or simply that he left one and the game "rolled" a random chance that it happened].

The chat bot could have lots of canned line snippets that could be strung together with inserted names, events and places relevant to the current situation.

*Something like Nested factions could allow the Chat bot to be add complexity to the NPC's responses.
[For instance] consider a couple of farmer NPC's. Three farms nearby to each other. All three farmers go to town regularly... so they are each of the "town" faction and privy to all the gossip and public events that occur in town. One farmer used to be a local military/merc/police type, and has a radio booth hidden in his barn, he is privy to some of the information private to the "military/guard/merc" faction that uses the radios.

The next farmer is secretly a smuggler (and member of the smugglers faction ~that hates the PC for ruining a few of their deals).

Now, The PC walks across the farms [shooting a stray dog in the process], the first Farmer won't talk to him because he killed his dog [nixing his quests for the PC], but he doesn't shoot him out of respect for the PC's helping him out in town the day before. The second farmer commends him for his good deed in the town the day before and gives him a meal and a warning about an ambush (that he learned of via the radio); and the last farmer commends his deed in the town and offers him a few melons (laced with arsenic) for the road.

Their sometimes cryptic actions could often be explained by investigating their surroundings [to find the radio, the smugglers cache, and even the empty dog house]
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Soph
 
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Post » Wed Aug 04, 2010 11:17 am

Fallout 4 will likely take place in the Commonwealth (Massachusetts), given how many mentions there are of it in FO3 and its add-ons.



I would very much like to see the Commonwealth, as I've been hearing about it in the game. Also, for some reason I thought that was up in Canada O_o Must be getting my locations mixed up.
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Crystal Birch
 
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Post » Wed Aug 04, 2010 5:21 am

After playing Oblivion for a while, and seeing the massive amount of different creatures in that game, I became dissapointed by the small amount of different creatures in Fallout 3. Now yes, I know it's a nuclear wasteland, but surely, after 200 years, there would be a wider range of mutated creatures roaming around, no? All I'm saying is that it wouldn't hurt to add more creatures in Fallout 4, that's all.

Please :hehe:
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Cagla Cali
 
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Post » Wed Aug 04, 2010 2:07 am

After playing Oblivion for a while, and seeing the massive amount of different creatures in that game, I became dissapointed by the small amount of different creatures in Fallout 3. Now yes, I know it's a nuclear wasteland, but surely, after 200 years, there would be a wider range of mutated creatures roaming around, no? All I'm saying is that it wouldn't hurt to add more creatures in Fallout 4, that's all.

Please :hehe:

This. The creatures are sort of lacking in variety.
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Louise
 
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Post » Wed Aug 04, 2010 3:09 am

~But here is an interesting idea... Add movement to VATS so that the player can use AP's to dodge or "Duck and Cover" instead of need being invulnerable.


I'd be happy if you could cancel VATS if need be, or if it was just smart enough to realize that you were firing all your rounds into a wall you didn't realize was going to be blocking the shot, instead of just sitting there wasting all your AP.
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Emma Copeland
 
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Post » Wed Aug 04, 2010 1:40 am

After playing Oblivion for a while, and seeing the massive amount of different creatures in that game, I became dissapointed by the small amount of different creatures in Fallout 3. Now yes, I know it's a nuclear wasteland, but surely, after 200 years, there would be a wider range of mutated creatures roaming around, no? All I'm saying is that it wouldn't hurt to add more creatures in Fallout 4, that's all.

Please :hehe:


Erm.. I would rather have more enemy factions. Creatures are fun and so but real factions have better history and more of an impact in the world, it's town's and settlements.
And there are alot of creatures.

Mirelurk
Mirelurk Hunter
Mirelurk King
Swamplurk
Swamplurk Queen
Nuka Lurk
Molerat
Vicious Dog
Radroach
Fire Ant
Fire Ant Soldier
Fire Ant Guardian
Forester Ant
Giant Ant
Giant Ant Soldier
Giant Ant Guardian
Giant Ant Queen
Deathclaw
Super Mutant
Super Mutant Brute
Super Mutant Master
Super Mutant Overlord
Super Mutant Behemoth
Brahmin
Radscorpion
Giant Radscorpion
Giant Radscorpion Albino
Bloatfly
Trog
Trog Fledgeling
Trog Brute
Trog Savage
Abomination
Centaur
Feral Ghoul
Feral Ghoul Roamer
Glowing One
Feral Ghoul Reaver
Swamp Ghoul
Yao Guai
Tracker
Creeper
Scrapper
Brawler
Brusier

I think this is enough creatures.

Next game should have more focus on the enemy, friendly and joinable factions and expand upon them. And not just on a [censored]load of creatures which have no meaning or impact at all.
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Alan Cutler
 
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Post » Tue Aug 03, 2010 11:15 pm

Vanilla creatures:

Mirelurk
Molerat
Dog
Radroach
Ant
Deathclaw
Brahmin
Bloatfly
Centaur
Feral Ghoul
Yao Guai
Robot variations

DLC Creatures:

Trog
Alien
Abomination
Hillfolk
Robot variations

When I say different creatures, I don't mean "a million variations of ghouls and mirelurks," I mean many unique creatures. Comparing the above list to the list of creatures in Oblivion, well, it just pales in comparison. If Bethesda can create such a wide array of unique creatures in TES, I don't see why they can't make just as big of a selection in the Fallout series.
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Marine Arrègle
 
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Post » Wed Aug 04, 2010 5:47 am

I would have it so that if the PC has to pick a faction to work with, that the faction not be a paragon of virtue nor the exemplar of evil.

Repair should be fixed. I should be able to fix my basic clothing with cloth or leather and a sewing kit. Stuff like power armor should only be player repairable with extremely high repair and intelligence. Weapons should not degrade remotely as fast and it would be nice to be able to repair certain parts of the weapons, such as barrels or triggers. Also, repairs should not be able to be done during combat. Ideally, any repair should only be allowed at workbenches for good repairs (i.e. you get the maximum out of your repair skill) or elsewhere as long as you don't mind reducing the quality of your repair.

Also, lock pick could use an upgrade. I find it hard to believe that all locks are key-based. Maybe they could add some locks with a dial rather than keys and bobbypins, though trying to implement this would be a bit difficult.
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Breautiful
 
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