Fallout 4 Speculation Suggestions and Ideas #167

Post » Wed Dec 04, 2013 5:06 am

No, just uninformed expectations at the time. Sad indeed. :sadvaultboy:

Can't make out anything from your edit (want to see what? or... What?) I guess that's my fault too. Selectively reading or something. Must be.

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Emily Jeffs
 
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Post » Wed Dec 04, 2013 2:20 am

Ontopic again:

The best way in my opinion to approach FO4 will be without any expectations. It ruined NV nearly for me.

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sw1ss
 
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Post » Wed Dec 04, 2013 6:23 am

We did, so let's take a look at the quests then shall we?

Spoiler

Escape!

You're left in a hostile situation where you are obligated to flee from harm or to put down that harm yourself.

Combat oriented.

Following In His Footsteps

If you go the Three Dog route instead of skipping straight to the vault you are put in a hostile situation with super mutants, you can let LB handle the mutants if you want to but by Galaxy News you're 'expected' to take down the behemoth.

Combat oriented.

Galaxy News Radio

You're asked to go into a museum filled with super mutants and expected to take down some of them, you can choose to sneak around if you want to and it is highly possible, however if sneaking fails combat will ensue.

Combat oriented.

Scientific Pursuits

You're put in harms way by both super mutants at Project Purity and when trying to reach the vault your father is at. However, you're not necessarily expected to kill anything if you don't want to.

Not necessarily combat oriented.

Tranquility Lane

There are other options to avoid combat and even the aggressive approach isn't really combat due to how it's handled.

Not combat oriented.

The Waters Of Life

You 'have to' kill super mutants and you're expected to kill Enclave as you flee from Project Purity, at later parts in the underground tunnels (IIRC) you 'have to' kill Enclave members in order to keep your entourage alive.

Combat oriented.

Picking Up the Trail

You don't have to kill anything if you don't want to.

Not combat oriented.

Rescue From Paradise

You don't have to kill the slavers.

Not combat oriented.

Finding The Garden Of Eden

You're expected to kill a load of super mutants.

Combat oriented.

The American Dream

You're expected to kill Enclave members while fleeing from Raven Rock

Combat oriented.

Take It Back!

While you can leave it up to the gigantic robot to fight for you you are still put in harms way repeatedly and you are expected to at the very least 'help' with the massacre.

Combat oriented.

Agatha's Song

You're expected to kill mirelurks in order to get to the violin.

Combat oriented.

Big Trouble In Big Town

In order to save Red you practically have to kill super mutants and it is expected of you.

Combat oriented.

Blood Ties

You can solve this peacefully.

Not combat oriented.

Head Of State

You 'have to' kill slavers.

Combat oriented.

Oasis

You're expected to kill whatever lurks in the underground to get to Harolds heart.

Combat oriented.

Reilly's Rangers

In order to save their asses you are obligated to help kill super mutants.

Combat oriented.

Stealing Independence

You're expected to deal with the security systems along with that woman who accompanies you.

Combat oriented.

Strictly Business

You don't have to engage in combat with most of them but IIRC the sniper by minefield will attack you.

Partly combat oriented.

Tenpenny Tower

Can be solved peacefully.

Not combat oriented.

The Nuka Cola Challenge

Since quite a lot of quantum's are in dungeons I'd say it revolve around the exploration aspect of the game which will lead you into hostile situations.

Combat oriented.

The Power Of Atom

Can be solved peacefully.

Not combat oriented.

The Replicated Man

Can be solved peacefully.

Not combat oriented.

The Superhuman Gambit

You're expected to kill some robots and/or ants.

Combat oriented.

Wasteland Survival Guide

This quest actually asks you to avoid killing mirelurks, but it does ask you to kill molerats. So it's half and half.

Partly combat oriented. (very minor)

Those!

You're expected to kill fire ants.

Combat oriented.

Trouble On The Homefront

I don't remember this quest but I think there is a peaceful way to solve it.

Not combat oriented.

You Gotta Shoot 'Em In The Head

The keys part isn't combat oriented, however the second part where you use the keys to get into the bunker is combat oriented.

Partly combat oriented.

All four quests in Operation Anchorage are combat oriented.

Into The Pitt

Expected to kill wildmen, wild dogs and some slavers at the start.

Combat oriented.

Unsafe Working Conditions

Expected to kill Trogs.

Combat oriented.

Free Labor

Expected to kill slaves/slavers as well as either Werner or Ashur.

Combat oriented.

Death From Above

You're expected to kill enclave members while assaulting the Satellite Array Station.

Combat oriented.

Shock Value

You're expected to kill deathclaws.

Combat oriented.

Who Dares Win

The entire point of this quest is to massacre the Enclave.

Combat oriented.

Holy Water

You can solve this peacefully.

Not combat oriented.

Protecting The Water Way

You're expected to deal with the bandits and then deal with their leader and optionally his henchmen.

Combat oriented.

The Amazing Aqua Cura!

IIRC you're expected to kill that salesman's henchmen at his base of operations.

Partly combat oriented.

The Local Flavor

You have to kill quite a lot of tribals to proceed this quest.

Combat oriented.

Walking With Spirits

You're expected to kill enemies while getting to that punga plant thingie.

Combat oriented.

Hearing Voices

You're not expected to kill anything.

Not combat oriented.

Thought Control

If you side with Calvert you do not have to kill any tribals.

Not necessarily combat oriented.

A Meeting of the Minds

You're expected to kill robots and later on kill either Calvert or Desmond.

Combat oriented.

A Spoonful of Whiskey

You're not obligated to kill anything.

Not necessarily combat oriented. (depends on whether or not you encounter any hillfolk.)

An Antique Land

You're not obligated to kill anything.

Not necessarily combat oriented. (depends on whether or not you encounter any hillfolk.)

The Dark Heart of Blackhall

You're expected to kill ferals, lots of 'em, as well as hillfolk.

Combat oriented.

The Velvet Curtain

At the internment camp you're expected to deal with ferals and robots.

Combat oriented.

Plik's Safari

It's an arena.

Combat oriented.

All three quests of Mothership Zeta are combat oriented.

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K J S
 
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Post » Wed Dec 04, 2013 5:20 am

I think speech checks or rather certain dialogue choices should remain hidden if you do not have the appropriate skill level.

I also think you should be able to lie in every conversation, and the believability of the lie which you can choose from is also based on skill. Perhaps this requires a new Deception skill, or a trait or perk Compulsive Liar or something like that. A Deception perk that works off speechskill could work, but it should be an option at level 2. Or perhaps a trait. Or just a skill. Lol.
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Ross Thomas
 
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Post » Wed Dec 04, 2013 12:56 pm

It nearly ruined New Vegas for me too. I wasn't expecting an open world FPS; a technical/mechanical clone of Fallout 3 so soon after it. Good thing the game redeemed itself (at least partly) with other merits. However, now there is a valid cause to expect something, looking at the trackrecord of the developer. Nothing comes out as a surprise anymore but pleasantries, and the ones a Fallout fan (as opposed to Fallout 3 fan) would hope for are not exactly to be expected. These are good times to be wrong, if one is lucky,

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mimi_lys
 
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Post » Wed Dec 04, 2013 7:22 am

So and now we add the alternative solutions to the not combat orientated ones and we have a clear picture (single non and combat orientated as distinctions doesn't fit the initial description which implied there are only combat orientated solutions in FO3 and differantiated ones are missing). Oh and the umarked quests aren't mentioned too (FO3 has a lot of them). :smile:

No no need to do it... but I think you get my point. It was a broad generalition that happend in the initial post as you see in your own list.

Do I agree to have a lot (at least three) different ways of solutions per quest (skill based and character build oriented) for FO4 and Bethesda has a deficite here in Skyrim and FO3? No need to ask. But it should already be known that I hate this broad generalitions about FO3.

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Alexx Peace
 
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Post » Wed Dec 04, 2013 3:50 am

When it comes to leveling, give us the option to not spend our skill points. Same for perks, but perks should expire by the time the next one comes along if we don't pick one.

When it comes to the number of levels: I am sure it will be really high number with more for every DLC. So I am thinking have it so after a set point, say level 30. We stop getting Hit Points and Perks, but keep getting Skill points. Could make it a trait like Logan's Loophole.

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Clea Jamerson
 
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Post » Wed Dec 04, 2013 1:09 pm

I think the options should only appear if you pass an 'under the hood' speech check, and that you should never even see them otherwise.

And I agree about the lying... but in practice, I would think it best used [available] only in dialogs where there is an obvious and/or significant reason that the PC might want to.
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Oscar Vazquez
 
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Post » Wed Dec 04, 2013 10:07 am

If the methods and resolutions do not count for anything, they are left as good ideas. One-off "hey that was pretty neat" stuff -- that isn't to say that everything needs a far reaching consequence, but some - a good few - should.

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Ian White
 
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Post » Wed Dec 04, 2013 3:12 pm

Definitely. :thumbsup:

/Hivemind

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Andrea P
 
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Post » Wed Dec 04, 2013 4:02 am

I said that 'most' quests revolved around combat and my list shows that most quests do revolve around combat and the base game design revolves around combat in Fallout 3 and that this is not what Fallout should strive towards when it comes to quest design. I also said that Skyrim wasn't the way to go which is actually my main argument as it has even more combat oriented quests and situations than Fallout 3 has.

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Phoenix Draven
 
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Post » Wed Dec 04, 2013 2:49 am

There is a small but still a important difference between the phrases "most" and "not everything has to come down to combat."

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Emma Pennington
 
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Post » Wed Dec 04, 2013 12:25 pm

Possible center point buildings for Fallout 4 http://en.wikipedia.org/wiki/Custom_House_Tower or http://en.wikipedia.org/wiki/Berkeley_Building ? Could they both be in Fallout 4? Strangely they are only one foot in height apart.

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Penny Courture
 
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Post » Wed Dec 04, 2013 8:17 am

*sigh*

My point with "not everything has to come down to combat" is; Just because you design a quest where combat is imminent doesn't mean that combat has to be inevitable. There are ways to side-step combat all together and they should explore those areas for quests that would otherwise be primarily focused on combat or putting the player in harms way.

I didn't mean "every quest has combat" when I said that.

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Flutterby
 
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Post » Wed Dec 04, 2013 1:20 am

I don't like the possibility of it being set in Boston, i really don't know why though, i guess i would rather it be set in a more exciting City like New York (imagine Skyrim with Skyscraqers instead of mountains)

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Racheal Robertson
 
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Post » Wed Dec 04, 2013 3:33 am

I don't really think skills need to be equal in effect and use. Guns will always be more useful than social or utility skills (even if I'd wish otherwise), for example. All that is really needed is that the skill provides tangible reasons to invest in it, and rewards it adequately; so that the player can't say "useless" or "dump stat" when deciding the character build. Variable usability on regular basis (and the player need not be informed that "here you can/must use skill X" - certain things should be left at the players discretion, it is his fault if he misses an opportunity, and his success if he doesn't), that's what the skills need to accomplish their cause of existense.

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Horror- Puppe
 
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Post » Wed Dec 04, 2013 4:16 am

I am not thrilled with a boston Fallout but i'll take it over a NY, California, Chicago, or Florida city since 90% of all video games have been there and done that in those locations ad nauseum

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Russell Davies
 
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Post » Wed Dec 04, 2013 1:52 am

Rather than discussing such yet irrelevant things like traits and androids I suggest that we review the most recent signs which indicate the whole Survivor2299 thing is a hoax. For those who who don't know it yet, just look in the 166. thread.

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Scotties Hottie
 
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Post » Wed Dec 04, 2013 2:23 pm

Maybe it should be linked to your explosives skill?The higher the skill the more likely the contents will be in good condition or conversely the worse skill and the contents might be destroyed/poor condition.

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Alessandra Botham
 
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Post » Wed Dec 04, 2013 5:56 am

I'm almost certain it is not a hoax, or if it is then Bethesda is playing along with it, but there would be no sense in that. Why would they allow someone to fire up people for nothing, and risk that later on they will be a lot less enthusiastic about FO4?

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Suzy Santana
 
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Post » Wed Dec 04, 2013 7:20 am

Exactly, Fallout 3 and fonv had pacifist options in a lot of situation though i'd like more.

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Nicole M
 
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Post » Wed Dec 04, 2013 12:22 pm

it's almost certainly not a hoax, there is way too much evidence to prove that it is legit

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Hayley O'Gara
 
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Post » Wed Dec 04, 2013 2:36 am

Do we actually know what happened to the President and his staff? Where's the bunker located? Did they survive? etc...

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Robert DeLarosa
 
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Post » Wed Dec 04, 2013 6:58 am

I may be wrong but i am pretty sure that they were killed.

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Antony Holdsworth
 
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Post » Wed Dec 04, 2013 6:33 am

Yeah because that was a really interesting discussion.

It's already been discussed to death IMO and there is little new to talk about, so how about simply waiting for the timer to clock to 0 and see what happens?

This thread is for speculations, suggestions and ideas. So traits and androids being discussed is not irrelevant.

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Wayland Neace
 
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