Fallout 4 Speculation, Ideas and Suggestions #251

Post » Sun Apr 26, 2015 8:42 am

You are correct.

Hud opacity is an option in both Fallout 3 and NV, and setting it to 0 does remove the hud.(though the "RAD" and "LMB" notes telling you that you have rad poisoning or a broken limb do still remain)

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Luis Reyma
 
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Post » Sun Apr 26, 2015 1:35 pm

I know this isn't the proper place to ask but has anyone played Fallout 2, who has it on Steam, since it returned to Steam? I just finished playing the game and for the first time ever, the game "lags" when you enter a populated area, like NCR or New Reno and especially SF. Just every thing is in slow motion for about a minute after you enter these areas. Never had a problem before. I just finished FO1 last weekend without problems. Any suggestions?

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Wayne W
 
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Post » Sun Apr 26, 2015 8:44 am

Off topic posts removed. If you want to discuss the Steam Workshop, use the thread in the Skyrim Mod forum.

Than why post here?
There are other Fallout 2 threads you can use, or feel free to start your own thread for your question.

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Sammie LM
 
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Post » Sun Apr 26, 2015 1:44 am

Priceless

Mods... Hopefully FO4 gets released after the fiasco has settled down, and we don't see 99¢ weapon mods, or nuka~cheats, or dogmeat armor. I think it will just cheapen, or ruin it altogether. Mods with DRM... and a 24hr refund... :bolt:

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Marion Geneste
 
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Post » Sun Apr 26, 2015 1:52 pm

I think it would be cool if it had a varied style of enemies. Currently we have those enemies that shoot at you and those coming up on you, as melee attacks, or both..... and that's it (the expection is The Tunnelers). Some examples of other games that could serve as inspiration

In Half Life 1, has the Black Ops Assassins. Each appearance of them is as an event, they are fast, they are hard to be seen and they attack you from all directions, in stealth mode.

The Elites in Halo. Only those who played Halo on Legendary know. They are intelligent (the AI in Halo is wonderful), dodge grenades, make ambushes, take cover .... they are one of the coolest enemies to face in any game I've ever played. Two of them in high-ranking is a challenge to pull out the hair. Three at the same time, it is almost impossible.

The Eagles in Far Cry 4. The came from the sky, when you least expect it. This would give a good variety to gameplay. Should I keep with only melee weapons or put some points in guns in order to kill them with the rifle?

The Librarians in Metro 2033. I [censored] my pants every time in this part. They are tough SoB, but only attack when you turn your back. And keep staring these animals is terrifying.

And so go on.

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Nathan Maughan
 
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Post » Sun Apr 26, 2015 1:48 am

another insider prediction

and he has been correct in the past, but

http://www.idigitaltimes.com/fallout-4-release-date-insider-says-we-will-see-next-fallout-e3-release-end-year-435648

that fallout 4 will be out this fall

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Chris Duncan
 
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Post » Sun Apr 26, 2015 8:10 am

After you've cleared out a "dungeon" (a place where hostile NPC's or creatures reside for the most part) after 5 days the corpses should disappear and a random set of NPC's or creatures should begin inhabiting the area. So if you clear out a cave of some insect creature then after returning to the place a clan of cannibals may have taken up residence in the area. It'd make the gameworld more dynamic and could make dungeons fare more interesting to re-explore as you have no idea if you're going to be facing bloatflies or deathclaws.

But most importantly, quality is better than quantity. You don't need to have 300 bad dungeons, 50 is more than enough dungeons to go through and by limiting the amount you can make sure each dungeon is designed to be as unique as they can be in comparison to one another. By dungeon I mean the long ones, the big ones, the ones that you may spend 30 minutes to even an hour in. Then you could have around 100 smaller interior locations. Like, a cave doesn't need to be more than just a cave with a couple of rooms in it. Not every interior location has to be huge and sprawling. Mix it up. Some extremely small, some extremely big. Some just reasonably small and some just reasonably big. And some inbetween the big and small. Some could just be one room big.

You try to create hundreds of lengthy dungeons then they are just going to end up being copy pasta's of one another.

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trisha punch
 
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Post » Sun Apr 26, 2015 1:22 am

Five days? Why not five weeks? When I clear something out, I like to know that it will be safe for a while. Doom 3 was terrible with this; creatures would respawn in hallways seconds after you checked them as cleared. If you clear out a pack of Deathclaws, nothing should be eager to take their place; everything would assume they are still there ~for a good loooong time before they'd hazard a peek closer in.

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Mariaa EM.
 
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Post » Sun Apr 26, 2015 12:19 pm

It's getting better and better. Now we already have ingame ads for the payed versions in the free ones...

Yeah using mods for FO4 will be great! I can't wait! :banana: Thank you Bethesda and Valve for this great idea. It is something I am truly looking for so please, please, please,... keep the store for FO4.

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Dean Ashcroft
 
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Post » Sun Apr 26, 2015 12:04 pm

^^^ I agree Gizmo. 5 days seems too short for a new group to take up residence in a cleared dungeon. It would take time for someone else to find it, get word to his/her people, and then move in. Same for animals.

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Margarita Diaz
 
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Post » Sun Apr 26, 2015 10:20 am

FALLOUT 4: THE COMMONWEALTH should begin with this quote (as simple as it gets, white letters on black background, right before the introduction sequence):

"Behold, I teach you the overman. The overman is the meaning of the earth. Let your will say: the overman shall be the meaning of the earth! I beseech you, my brothers, remain faithful to the earth, and do not believe those who speak to you of otherworldly hopes! Poison-mixers are they, whether they know it or not. Despisers of life are they, decaying and poisoned themselves, of whom the earth is weary: so let them go."

-Friedrich Nietzsche, Thus Spoke Zarathustra

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Jeneene Hunte
 
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Post » Sun Apr 26, 2015 5:12 am

Also different people/creatures have different living conditions and habbits. So when the same principle that Skyrim has is used (which is to be expected) please Beth also change the environment. At least a little bit so it reflects the inhabitants.

And please no player convinent dungeon exits they are so terrible fake... :wallbash:

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Darren
 
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Post » Sun Apr 26, 2015 11:26 am

Wait wait wait ?Ingame as in starting Sykrim and getting ads?

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Steve Smith
 
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Post » Sun Apr 26, 2015 4:13 am

Look here: http://www.gamesas.com/topic/1516854-midas-magic-spells-for-skyrim-xilverbulet-in-game-ads/

Sorry for offtopic but it is simply to crazy not to be mentioned and I am so looking forward to it.... :smile:

Ontopic:

With all the changes that are made atm. I really hope that we get better supported mod tools for FO4. To much stuff is not working in the creation kit/geck obscured or needs user developed 3rd party tools with all their downsides.

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Luis Longoria
 
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Post » Sun Apr 26, 2015 3:34 pm

I'm worried for Fallout 4. My faith in Bethesda is shattered. If this paid modding stuff doesn't go away I'm going to have to boycott Bethesda games from now on. I guess I'll never be able to see Blackmarsh, but that's life for you. Unfair till the end.

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Jose ordaz
 
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Post » Sun Apr 26, 2015 10:39 am

One thing, curiously enough (and this has been seeming to be the case for quite a long time - remembering all sorts of comments from the past that are being restated all around the net with this new debacle), is that Bethesda's PC market seems to care a lot more about the ability change the game rather than the game itself. Now, what does that say about the games? :evil:

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NAkeshIa BENNETT
 
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Post » Sun Apr 26, 2015 12:37 pm

I wondered about that.

http://www.gamesas.com/topic/1516833-discussion-for-workshop-paid-mods-thread-6/?p=23944277

I read about one mod that spawns a pop-up 4% of the time when you cast certain spells in the game.
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Connie Thomas
 
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Post » Sun Apr 26, 2015 12:02 pm

That people play it so many hours that the love to see some change in addition to the other content that clues them before their PC .... :devil:

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Robert DeLarosa
 
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Post » Sun Apr 26, 2015 8:01 am

Is that also the reason for all the "if no modding, no buy/wait and see if the game is worth it" type of comments? :wink:

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Yvonne Gruening
 
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Post » Sun Apr 26, 2015 7:29 am

On the first part, totally agree. At least in Skyrim certain creature were only found in certain areas. It was/is kind of fun hunting big game in the open fields west of Whiterun, or going to the northern mountains and hunting Snow Sabre Cats. The only thing, well okay there were more than one, that is sketchy is the people. Running into a bandit or mage in a snowy region wearing gear better suited to the warmer climes of the map.

Second part, yes and no. I appreciated finding a back door or path that got me closer to the exit. There were many a vault in 3 that frustrated the you know what out of me trying to find my way out. A solution to this would be a better UI map on your Pipboy that would differentiate levels of the map. You can tell different levels apart in the Skyrim map, but it is difficult in FO3. There is at least one vault, the number escapes me now, that when I go in I have to leave items like bread crumbs to find my way out!

I know there is opposition to the idea, but once I clear a vault, let me fast travel out. I and many others do not get as deep into the role playing as some when playing. Before you jump on me, just because it can be done, does not mean that you must take advantage of it if it is opposed to your play style. If you wish to walk back, do so. You even have this choice if you dislike the idea of a player convenient exit at the end of a dungeon. You do not HAVE to use it. That is what I love so much about this and Skyrim. Because they are single player, I can play how I like, and you can play how you like, and nether will effect the other.

Edit: It did occur to me that a back door out of a vault makes ZERO sense. So in that regard I totally agree, no back door in a vault.

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IsAiah AkA figgy
 
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Post » Sun Apr 26, 2015 11:32 am

Indeed. That they aren't that good. At least on the PC. Console players never had a choice, but if they did I suspecxt they could mod them too. All my console friends that moved to PC did. One of the biggest selling points.

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Matthew Warren
 
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Post » Sun Apr 26, 2015 6:03 am

That are 100% serious as we all know :)

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X(S.a.R.a.H)X
 
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Post » Sun Apr 26, 2015 1:19 am

Aww, it's all a joke? :D

What happy little bunch of merry people.

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Music Show
 
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Post » Sun Apr 26, 2015 3:07 pm

Wow just wow that's just low.

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Benji
 
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Post » Sun Apr 26, 2015 12:03 pm

If people didn't care about the games, or the universe the games were in, they wouldn't be modding them in the first place.

Almost every major TES modder I know mods TES because they [censored] love the [censored] out of the games, and the game's universe, but they want to change the game a bit to make it harder, or more to their preferences.

If people didn't enjoy the base game to some extent, they wouldn't have stayed around long enough to anolyze what they don't like about it, and spend countless hours trying to fix it.

Like I wouldn't have so many problems with NV if I hated it, I just wouldn't have played it long enough to have those problems.

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gemma king
 
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