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.
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.
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.
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.
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)
Those and Armor Modules.. Because looking good is just as important as having Bullets. Or Energy Cells.
@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.
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.
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.
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).
take a look at this
https://www.youtube.com/watch?v=PKRGvSi5xXk
this scavenging system looks good.
There's a game for all those who ask for vehicles, pimping, homebases, and other simulations in a post apoc open world.
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.
you can give a more detailed example?
Not long ago:
http://steamcommunity.com/workshop/browse/?appid=72850&browsesort=trend§ion=readytouseitems&requiredflags%5B%5D=paiditems
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.
(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:
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.