Fallout 4 Speculation, Ideas and Suggestions #251

Post » Sun Apr 26, 2015 10:06 am

I liked like to see some more content in character development towards the player, the more you let the player interact with NPCs the better the RPG becomes because players get into the game more.

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Amy Smith
 
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Post » Sun Apr 26, 2015 2:32 am

Even when they don't get romance correct in games it still shows how the player can actively effect NPCs in the game, if they did more work with it and made it somethig to work for in the game, it would be better. No game could ever get romance, friendship ect. correct but if they try and make something good from it adds more to the game. Yes some games get hurt when it's done poorly but that's the risk with adding something like that into a game.

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carley moss
 
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Post » Sun Apr 26, 2015 3:03 pm

Romance is bs. Some flirting and casual six fit Fallout far more. Romance is always done for the sake of it and thus never satisfies.

Fallout is not a playground where everything can and should be included. Every setting allows for everything. The question is where to set the focus and why. Romance is too romantic for Fallout.

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Kerri Lee
 
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Post » Sun Apr 26, 2015 5:09 am

After a little thinking, here are a few small things I want to see in Fallout 4:

-Armors have both DR and DT.

-No more stupid fingerless Pip-Boy 3000 glove. Alternately, have multiple Pip-Boy variants in the game.

-M199 Backtalker Assault Rifle

-Power Armor having special features (for example, a headlamp and targeting lens for T-45d and T-51b, perhaps a primitive HUD for Enclave Power Armor, if it appears).

-"Last witness killed" mechanic from Skyrim, allowing you to avoid gaining infamy for misdeeds (minus the part where livestock report your crimes).

-Irradiation threshold, so that radiation-resistant gear actually makes a difference in slightly irradiated areas.

-Interchangeable upgrades (which modders have been able to do in FO3 and FO:NV)

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Mrs. Patton
 
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Post » Sun Apr 26, 2015 10:33 am

Those and Armor Modules.. Because looking good is just as important as having Bullets. Or Energy Cells.

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Toby Green
 
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Post » Sun Apr 26, 2015 3:31 pm

@maddog: About the bickering:

I'd actually suggest that Bethesda would discuss the details of each idea much as we do here. I think they appreciate the input that transcends the mere suggestion and actually criticizes, shapes, perfects every approach. Crimson Paladin's sig is gold - the creative process is more than a perfectly done marble statue you don't need to shape beforehand - no, you need to invest time, to shape it into the masterpiece it needs to become.

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Kayleigh Mcneil
 
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Post » Sun Apr 26, 2015 3:37 pm

Or perhaps there could be a high-level robot reprogrammer perk similar to Skyrim's Dead Thrall (requiring high levels in both Science and Repair), which could allow one to turn a deactivated robot into a permanent follower (or at least until it's reduced to goo or ash).
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Mrs. Patton
 
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Post » Sun Apr 26, 2015 9:17 am

I like that. I'd also like to see a (permanent) animal follower you can only get through Animal Friend. Perhaps a Yao Guai or better yet an equivalent, a local creature we haven't seen before.

Still, the follower cap of 2 should remain. Mod your game to see how more than that detriments the experience. Hell even two were too much in terms of sheer power. Followers need to deal much less damage and should become stronger only if you actually specialize in that route.

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Sharra Llenos
 
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Post » Sun Apr 26, 2015 4:09 pm

You will have to excuse me for not being able to agree this argument, due to it, 99% of the time, being entirely unsubstantiated by the person making the clam, and simply existing as nothing more then an endless loop of slightly reworded versions of the phrase "they should have tired to make it better", with no actual substantive suggestions posted by the person asking for it. Instead, they expect everyone else to find the mythical "fixed" version they claim exists, yet can't seem to explain themselves.

Until you describe this supposed fixed system, I simply can't even begin to agree with this assertion, especially when people in favor of removing it have described their systems.

This I can agree with, you don't need more then two followers. It's already hard enough to make balanced content with two, let alone more.

And being able to use Animal Friend to get a semi-temprorary companion would be a great addition to the effects of the perk.

This I can also agree with. Fallout is not about stuff like romances, ruling towns, or building settlements, its about protecting something that already existed before the game even begins.

While I can agree with this from a realism standpoint, it largely negates the need of a lockpick skill, which is bad IMO.

As I have said before, if you are allowed to do something that negates the need for a skill........ there's no need for the skill at all. Competing/contradictory mechanics does not make for a good game, unless trying to use strength/crowbars/explosives/etc. etc. to open locks has an incredibly high chance to alert all the enemies in the buildings, and an equally high chance to destroy basically everything in a locked container, in order to balance it out.

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Danial Zachery
 
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Post » Sun Apr 26, 2015 3:57 pm

You are excused. I made a broad strokes example in the first page already (post #19). You'd know this if you had read the thread (or at least the part of discussion I took part in).

You know, one thing that puzzles me is that for someone who so very hard tries to come off as some sort of know-it-all wise in the ways of these topics, you do resort to these odd contextual oversights and circling the issues quite often. It shouldn't be hard to understand that when I say "try to find ways of improvement before discarding" then that's what it means to the letter. There's no mysticism or between the lines meanings there at all; just the urging for the action. And another thing, you don't need to adress me in this weird nonexisting third person that tries to mask the scorn behind a passive. If you want examples you ask "Do you have any examples?" and if I have any, I will give them to you if I feel it's worth it; and if you want to berate, do so straight, leave this passive agressive [censored] to others.

I don't feel the need anymore to pepper my posts with a full page descriptions of what I mean down to the very marrow because nobody reads them here (and when they do and bother to comment, it's either "good job" or "that's all pretty redundant"; there's no discussion).

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abi
 
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Post » Sun Apr 26, 2015 7:18 am

There should be more variety in armor and the repair skill should allow armor upgrades and customization. Armor was better in the elder scrolls games. You could add so many different type of enchantments that allowed you to personalize your armour.

There should be a way for that to happen in the next fallout game rather than using the vanilla armour and not being allowed to alter it.

The different types of upgrades to armour should be acquired in specific environments that would provide a challenge unique to the upgrade. Each stage that strengthens the upgrade has its distinct ingredients which will get harder to find ( and become more rare) for the upgrade and you would have to have specific speciality in your skills and traits to upgrade your armour a certain way. On top of that the place of the upgrading should be something other than a workbench. More like a modified power armour manufacturing machine that upgrades the armour on top of making or used to be making armour. So basically the place to upgrade armour should be an armour factory itself; if its power armor or combat armour it should mostly be in the same factory.

Here are the upgrades (not sure about the stages yet.



Health capacity

Health regen

Durability

Armor strength

Ricochet

Running speed

Jumping heigth

Invisibility

Resist emp damage (to a certain extent)

I'm sure you all could think of more.


Tesla armour should absorb or resist\deflect any emp and energy weapons but have its own short commings.
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Quick draw II
 
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Post » Sun Apr 26, 2015 8:01 am

take a look at this

https://www.youtube.com/watch?v=PKRGvSi5xXk

this scavenging system looks good.

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Lily Something
 
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Post » Sun Apr 26, 2015 4:36 pm

There's a game for all those who ask for vehicles, pimping, homebases, and other simulations in a post apoc open world.

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bonita mathews
 
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Post » Sun Apr 26, 2015 7:41 am

It happend Steam is charging for Skyrim mods. It is to expected that the same will happen for Fallout 4.

Bye, bye Bethesda you lost a customer and a guy who made you more money with a few popular mods for FO3 and NV.

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bonita mathews
 
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Post » Sun Apr 26, 2015 1:55 am

When did that happen?

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Sheeva
 
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Post » Sun Apr 26, 2015 3:21 am

Some aspects of this should have been in FO3 when it shipped. Granted, not the hack-n-slash, and not the focus on a build-a-car mini-game, or the survivalist nature of it. But this approach would have made for a closer Fallout experience than offered by FO3.

This will crash & burn (at least the first implementation). They will be flooded with mods whose assets are of questionable origin.
(And be monetarily on the hook for bad QA.)

*It will probably spawn the concept of sponsored/officially endorsed [for kickback] modders. :sadvaultboy:
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Wayne Cole
 
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Post » Sun Apr 26, 2015 11:06 am

I agree. Can′t wait.

Although the fighting seems crap, like the Assassins Creed series.

you can give a more detailed example?

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Flash
 
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Post » Sun Apr 26, 2015 1:53 am

Not long ago:

http://steamcommunity.com/workshop/browse/?appid=72850&browsesort=trend§ion=readytouseitems&requiredflags%5B%5D=paiditems

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Jack Moves
 
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Post » Sun Apr 26, 2015 3:25 pm

On other forums, mod help is freely given, and often; but now... Free advice will potentially be put in commercial endeavors, and that is like asking an electrician wiring questions on his lunch break. I think the atmosphere will change once a few of them get burned by this.

Foremost, you should play Fallout and Fallout 2, through to the end. At that point I doubt that you would need to ask for an example. (If you have not done this though... I doubt an example would be truly understood.)
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Céline Rémy
 
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Post » Sun Apr 26, 2015 4:28 am


I was thinking the same thing, I liked the Pimp-boy in NV, but I would like a gameplay effect outside of some disco music when you equip it.

Though actually variations on the Pip-boy seem a little ehh (in my eyes at least) pip-boy upgrades could be extremely doable, especially if it involves a technologically evolved faction like the institute.
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James Potter
 
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Post » Sun Apr 26, 2015 2:51 am

Thought this game got canned ages ago with how long nothing has been said about it

Looks interesting, not a big fan of the "Batman Arkham" series style melee combat though, always found it boring.

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Sarah Bishop
 
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Post » Sun Apr 26, 2015 3:07 am

(off subject) Pariah Dog

"Find me some ammo boy."

"Bark"

"Whats that boy!"

Pariah drops a live hand grenade at your feet. BOOM!!!

"Ouch, bad dog!"

I just like the concept of a bad companion that will likely get you killed, and will just not go away.

" NOO Pariah don't attack The Brotherhood of Steel!!!! D:

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KU Fint
 
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Post » Sun Apr 26, 2015 5:58 am

Not only could the Pariah dog make a well deserved return, but they could charge for a DLC to remove him; and some would buy it. :laugh:
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noa zarfati
 
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Post » Sun Apr 26, 2015 8:49 am

There might already be a mod out there that does this, but I would like an option that removes all the onscreen HUD info (health, compass, ammo, etc.) and put's it on the pipboy. So when you want to see any of that information you have to look at your pipboy. I always thought the pipboy was the explaination for why you have this information, so for me, it would help with immersion if there was an option like this.

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matt
 
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Post » Sun Apr 26, 2015 2:30 pm

I don't have FO3 installed at the moment [mid OS change], but IRRC it is an option to set the opacity of the Hud. Have you tried setting the opacity to zero? If it allows that, then you won't need a mod.
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Kelli Wolfe
 
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