Fallout 4 Speculation Suggestions and Ideas #163

Post » Tue Nov 26, 2013 10:23 pm

Well that's true, but that actually looks pretty. I know it sounds stupid but I just cant imagine in my head seeing some environment like Fallout 3's with rain.

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Emma Louise Adams
 
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Post » Tue Nov 26, 2013 3:59 pm

I would expect it to look "dirty" of course... A lot like New York City's rain today! :D

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Dagan Wilkin
 
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Post » Tue Nov 26, 2013 9:45 pm

Bethesda games have a tremendous amount of clutter objects; would players be okay with sacrificing interior detail in exchange for the need of loading screens?
(For without that, the interior ~made technically exterior, would have to have all that stuff tracked and calculated... A mine or grenade would scatter that stuff and cause even more of a performance hit).
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MatthewJontully
 
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Post » Tue Nov 26, 2013 9:30 pm

So how much time is left on the counter? I thought I saw somewhere that we have six days left meaning like December 2nd, which would mean if the site is legit it's probably going to be a teaser site and then a few days later at the VGAs a full on announcement. Or it's a giant middle finger.

EDIT: I just checked the site, Nuclear Winter is coming in five days meaning I see this as the possible timeline.

December 1st: Nuclear Winter comes and we get the bethesda logo or something

December 7th: Full on announcement at the VGAs

December 10th: The site officially launches three days after the announcement with a possible trailer.

EDIT 2: Assuming the site is legit of course.

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Samantha Pattison
 
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Post » Tue Nov 26, 2013 4:09 pm

What are technology for, right? In FO3 and NV, are there really that many objects outside of building? All I could see was an occasional whiskey bottle or two. But if you're worry about exterior objects cluttering outside of entrances, just simply have some kind of trash collector that pick those things up every once in a while... And just in case of misplaced items, then maybe the game can give/sell those back to the player via a scrap merchants or "lost and found".

Having less loadings would definitely make the game more immersive and realistic. If you vandalize someone's house by shooting at it, then the owner might open the windows and return fire. If you lay siege to an enemy building, then the enemy might start to build barricades around the doors and windows. Or the enemies might retreat into buildings and try to protect themselves.

More organized and dangerous enemy behavior instead of simple NPCs for you to waste your ammo on.

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maya papps
 
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Post » Wed Nov 27, 2013 7:30 am

We have horses in TES games, how bout a bike or motorcycle?

I'm pretty sure it could handle a car either way, it handled dragons mostly well in Skyrim. Rather than engine limitations, pathing would probably be the larger issue. I get stuck enough as it is on my own two feet, something the size of a car in a beth game would either defy physics a-la horse or it would be getting stuck over every bump or ridge.

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Hairul Hafis
 
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Post » Wed Nov 27, 2013 6:47 am

One thing that I mentioned sometime ago and I am just remembering now is adding a ghoul that worked at Vault-Tec. If you've seen Lost it would kind of be like the last surviving member of the Dharma Initiative.

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Dagan Wilkin
 
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Post » Tue Nov 26, 2013 5:25 pm

Previous Trait ideas.

Spoiler

Superior Immunity

You gain +20% to rad resistance as well as poison resistance and disease resistance, however, when you do manage to get poisoned, diseased or reach a higher level of radiation poisoning the effects will be more severe.

The Weak Find A Way

You're not a figher, but a runner! Your dodge chance and running speed are increased by 15% but your health increase per level is cut in half.

Heavy Hitter

Your Melee (blunt) and Unarmed attacks are devastating, but your finesse is quite lacking. Any blunt or unarmed attacks have gain +5 in damage and have a +5% knockdown chance, but your critical multiplier is always reduced to 0.5. (damage and knockdown chance increases once every 10 levels by 5 in each statistic (Intended for a lvl 30 cap so that your total increase is +15 in damage and +15 knockdown.)

Tribal Autonomy

Your body is twisted by the way you've used herbal remedies for most of your life. Tribal remedies of any kind are twice as effective but your body rejects medicine and will get nauseous from such treatment.

Lucky?

Your chances of stumbling upon treasures are great, however you're prone to losing your possessions more often. The loot tables are in your favor and you will more often find better medicine, alternative ammo and more caps though you attract thieves like a magnet. Better watch your back!

Hemophobia

Disgusting blood... You can't stand the sight of it. Whenever you use weapons that are prone to causing blood to spill you get uncomfortable and lose accurcy and attack speed, but when using weapons that won't shed blood you unleash your full potential. (-10% accurcy in VATS (+0.2 spread) and -10% attack speed when using weapons that can cause blood to spill. +10% accurcy (-0.2 spread) and +10% attack speed when using weapons that won't shed blood) ((Great trait for pacifists))

Scopophobia

You hate being watched and you hate risking yourself being exposed. Your performance in view of other NPC's or in areas with a light-source exposing you is decreased but when not seen and especially when in the dark you are your enemies worst nightmare.

Can't Buy Me Skin

You have a tendency to eat your caps, but thanks to a strange mutation your skin hardens from the absorbed metal.

(Not sure about that one, sounds really silly...)

Arrogant, Though Self Conscious

Whenever you are healthy you feel like you're the king of the world, there is a certain confidence emitting from you which influences other people. However, when you aren't in a good shape you get very uncomfortable and start to question your image.

(Whenever you are >90% in health you gain +2 CHA and +2 INT for dialogue purposes only but whenever you are 90%< in health your CHA and INT is reduced by 2 for all purposes.)

Hard To Distinguish

Your face is hard to remember, faction reputation increases and decreases less than normally. (Good for players who expect to play around with different factions and don't want their reputation to sink too low from one mistake, but also means they will need to work harder at increasing their reputation with factions they do like.)

Easy To Love, Easy To Hate

People who love you are kinder towards you, people who you've crossed despise you more than normally. Services and merchant prices are affected by your reputation with the faction and your overall wasteland reputation. (for each 100 rep in either direction the prices will alter by 5%, so -400 with a faction means +20% price cost whereas +1000 with a faction means -50% cost, some merchants are neutral and will not be affected by faction reputation but will instead be affected by wasteland reputation (a replacement to Karma))

Brutal Nature

Your attacks have a tendency to be extraordinarily brutal. Enemies morale will drop for every brutal death animation you cause, though friendly NPC's who witness such acts of brutality will have a hard time trusting you. (Enemies and friendly NPCs will run for their life or become less effective in combat if you cause too many death animations, some friendly NPCs will be scarred by witnessing your brutality and might stop talking to you as they fear you too much to want to get involved with anything you do)

Class Clown

Kids and light-hearted individuals love your antics and are easier to warm up to, though serious people with little time for jokes easily tire of your presence. (Allows new dialogue options and alters other base dialogue, rewards, merchant prices, services, quest solutions and even companion options will be affected by this trait in good ways and in bad ways.) (It does mean that you can't pick Child At Heart as a perk later though as you already have those dialogue options thanks to this trait)

Brains Over Brawn
You've always applied your skills in less physical tasks which has made you smarter but also weaker physically.
(+2 skill points per level +2INT for dialogue purposes, -50 carry weight -5 unarmed/melee damage +1 STR weapon requirement)


I Can Take It
Your body is exceptionally strong and has left you arrogant in your abilities to take a punch.
(You get +100HP +5 DT and +5% DR to all resistance statistics, however, you refuse to wear an armor (You cannot equip an armor 'at all', your character refuses to))


One On One (Perk, not a trait)
You have a fighting aura, whenever you enter a fistfight it will be between you and your opponent, no one else.
(This perk allows you to enter unarmed combat with any friendly NPC without everyone else going ballistic on you, however, unarmed means unarmed; No weapons of 'any' kind. NPC's go knockout at 15% health.)


Napalm In The Morning
Being a fire enthusiast you're exceptionally skilled at fire-based weapons, however it has left it's mark on you..
(You get +2DAM to any fire-based weapon (remember that they are DPS weapons so +2DAM is a lot), fires burn for an additional 2 seconds, you are 10% faster at reloading and equipping fire-based weapons. But because of your scars and somehow permanent stench your CHA is reduced by 2 and any dialogue skills are capped at 90. (cannot pick Trait if your CHA is 2 or less.)) (as an additional bonus, generic NPC's will comment on how much you stink.)


Groove Is In My Heart
You're a dancer, and whenever there's a tune around your legs really show it!
(Whenever music is playing your character's dodge chance is increased by 10% and you get +1AGI however it also means that music will make enemies more easily aware of your presence, whenever music isn't playing your character might start whistling)

Overdramatic Body
Your body can't stand being anything less than at full satisfaction!
(This Trait is like Logan's Loophole, it is a trait who's benefits and negatives rely on how the players view it. It affects how drastic the effects of being hungry, thirsty and tired are as well as how fast their meters decrease after meeting the first milestone. This means that after you gain +200 Hunger so that you meet the first tier your hunger meter will go up twice as fast as before, and after 400 it will go up trice as fast, at 600 four times as fast and at 800 five times as fast. This is for people who want hardcoe Mode to be exceptionally brutal when it comes to the hunger, thirst and sleep meters.)


I'm Taking You With Me
You'll be damned if you're going to die alone!
(More of a comical trait really, when you reach 10% health and you stand close to an enemy you will activate a suicide bomb (which is a quest object and cannot be dropped, it is given to you at the start of the game if you choose this trait) which will kill you and (hopefully) the enemies close to you.)

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chinadoll
 
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Post » Tue Nov 26, 2013 8:59 pm

Hi, first time here.

Anyways, survivor2299 site had a 500 internal service error just a moment ago. After refreshing, it was a blank black page. Now the site seems to be back as of now.

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Eire Charlotta
 
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Post » Tue Nov 26, 2013 8:30 pm

It's not the outside that's the problem. It's the interior. Take for instance the supermarket in FO3 alone, the amount of bottles and cans lying around was enough to drive any hoarder completely mental. Most of the exterior in FO3 and FO-NV was actually pretty clean compared to how the interior looked in a lot of places. Books, bottles, cans, hotplates, glasses, pencils etc etc. And let's not forget the stationary stuff like lockers, bookcases, terminals and desks and lord knows what else. Say what you want but the inside of the buildings did contain a lot of stuff, especially compared to outside.

It may not seem like much but it does put a strain on the computer if you try to make everything/a lot of it without loading screens. Despite the upgraded hardware of the next-gen consoles you still have to consider the processing power and the ram. All those little things and the variables attached have to be loaded, which puts a strain on those two little hardware thingies. So when you make a game you have to consider the limits. You can put an x amount of stuff in before the hardware can't handle it.

Yes I do agree that it would make the game more immersive and slightly more realistic but I rather lose that and have more and shinier stuff than have to trade it in. I dunno, I guess since I'm a bit of a looter I would pick 'more crap to pick up that looks prettier than before' over 'completely open world for immersiveness'.

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R.I.P
 
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Post » Tue Nov 26, 2013 9:52 pm

Whatever it is, the server is either encountering some issues or they are doing something to it.

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Kara Payne
 
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Post » Wed Nov 27, 2013 8:02 am

What someone on reddit did catch was that the internal server error had the Bethesda logo next to the tab title thingy. Is that something that could get faked??? I have no idea, I svck at coding websites. Can anyone here tell me?

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sarah taylor
 
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Post » Wed Nov 27, 2013 12:10 am

You can easily fake it in photoshop. Also depending on browser it can happen normaly if the user was prior on a bethesda site and then tried to get on the survivor site with the error in the same tab. In case of an error the logo can be stuck in some browsers.

So I think there is no significance to it.

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Mario Alcantar
 
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Post » Wed Nov 27, 2013 5:31 am

No, it's the other way around, to have the interiors of the houses be on the open landscape (where you can see through a door or window, and walk in without loading screen), means that all that stuff in the house [plungers, tin cans; dishes, bear-traps ~and everything else] becomes an object on the world map. Consider a row of houses... As it is now, each house is (usually) a separate map with a load screen at the entrance... but without that, then they are all on the world map, and poking around in one house still has the objects in the other houses tracked ~same as walking around the outside of them ~~all of them at the same time.

*Ah... Didn't see Sunago's post; mentions the same thing.
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An Lor
 
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Post » Tue Nov 26, 2013 3:44 pm

Some minor things I would like to see:

More options for settings. The ability to turn map markers completely off (that is if the game doesn't rely on them instead of having an NPC give directions or the game having clues)

The ability to turn off individual aspects of the HUD. Not something as useless as turning down HUD opacity. Turn enemy health off, turn off hints, turn off spoonfeeding pop ups telling me how to do everything in the game (just have a "quest updated" pop up) If I want to read the update I can just go into the pip-pad and read it in the data. Kill cams. Turn off compass (or better yet, have the compass function as a compass and being able to turn off the "there's a building over there" markers) and the ability to kill the "follow me" guy that feels he needs to hold my hand because Bethesda thinks players are astoundingly stupid.

Some complicated things I would like: Real time everything. Did it in Skyrim for conversations. Take it to the next step. Real time pip-pad, real time inventory management, real time switching weapons and real time VATS. I think the stopping time completely and indefinitely in gameplay is outdated and needs to be taken out of games

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Wane Peters
 
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Post » Wed Nov 27, 2013 6:34 am


Seems like an oxymoron to me. How would that even work? I suppose if the system was completely redesigned.
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Michelle Smith
 
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Post » Wed Nov 27, 2013 12:04 am

Real time VATS would move too far away from the RPG aspect of the game (which I love) IMHO.

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Tom
 
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Post » Wed Nov 27, 2013 3:26 am

Slow it down, a lot.

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Marquis T
 
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Post » Tue Nov 26, 2013 4:26 pm

Don't we have Turbo for that? And that perk which gives you Turbo effect?

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patricia kris
 
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Post » Wed Nov 27, 2013 7:59 am

The whole survivor site is a scam. When it reaches zero there's going to be a troll that pops up laughing at everyone.

As for FO4 wishes, please add guns similar in style to FNV and not FO3.. One thing i hated in FO3 were the guns and the fact there weren't iron sights. I think...

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Bird
 
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Post » Tue Nov 26, 2013 8:33 pm

Yeah, slow down time instead of completely pausing the game. The tension of a shootout would be present and the enemy can attack you while you're aiming. As it is, VATS is cheat mode and it is extremely buggy and inefficient. Moonwalking with a shotgun in FNV, anyone? Or maybe still shooting even though the enemy went behind a wall. I think I should be in control of it instead of the game. Also, real time lockpicking.

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Trista Jim
 
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Post » Wed Nov 27, 2013 2:24 am

Was it a video from Shoddycast? Because I know that they just barely started a Fallout Lore Series?

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Jinx Sykes
 
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Post » Wed Nov 27, 2013 2:02 am

I don't get this idea that real-time combat somehow runs contrary to any core RPG concepts - dice-roll and turn-based events only existed because of the nature of board games, and the limitation is no longer relevant. Obviously I don't want a game that purely relies upon 'twitch' skill, but that doesn't mean manual combat actually removes the use of in-game skills, item progression and so on.

Basically, you can have a game in which a 'shooter' type of gamer can still run around and manually score head shots without using VATS, and also have the game completely playable to a VATS sort of gamer who'd rather play at a slowed down pace and not worry about reaction times. I mean the fact is many 'action' games are already overtaking Bethesda games in terms of itemization (Borderlands and even Battlefield arguably have better weapon progression than F3; Dark Souls trumps TES, etc) and even in the area of character skill trees some action games are equal or better (Far Cry 3 had heaps of decent useable skills in an FPS open-world setting, rather than just endless passives that barely alter the actual gameplay).

I definitely think a very slow VATS (more of a bullet time) would work perfectly well. Maybe there can be an option in the menu to toggle between a reticule that 'snaps' between enemies/body parts, and a free aim system like in other shooters. Also, lowering the health of enemies but potentially having more on screen at once would be good, so you don't need to score a dozen headshots on an enemy of the same level. I'd like better reasons than just dice rolls for enemies to be more powerful than me - ie. they have a bigger gun, are physically way bigger, wear armor that only certain attacks/ammo types can destroy, and so on.

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Brandon Wilson
 
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Post » Tue Nov 26, 2013 5:45 pm

woudl nuclear fallout be able to block out the sun in a certain part of the world? if so, for how long?

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Joey Avelar
 
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Post » Wed Nov 27, 2013 6:38 am

Well, at least we know what is fake now: http://www.reddit.com/r/Fallout/comments/1rddp8/the_survivor_2299_speculation_and_hype_megathread/cdmgu7h

Kinda made me lol a bit...

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Tamika Jett
 
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