Fallout 4 Speculation, Suggestions and Ideas #191

Post » Sat May 17, 2014 1:47 pm

Maybe so, but I can't/won't really comment on that too much because I was never even able to complete even the first one. That said, I think (functional) cars aren't really very well suited for the Fallout of today. It is a game which is designed (for better or for worse...depends on your viewpoint) in a wildly different manner than the originals were.

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Lucie H
 
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Post » Sat May 17, 2014 2:39 pm

*And of course it doesn't have to be a car:
  • http://i271.photobucket.com/albums/jj125/Gizmojunk/NSAP3964_zpse54ea310.jpg
  • http://i271.photobucket.com/albums/jj125/Gizmojunk/69675_640_zps3caa40cb.jpg
Spoiler
Not that it matters in the least as far as Fallout 'appropriateness' goes, but one of those photos is from 1935. I just thought that was cool.
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Dalia
 
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Post » Sun May 18, 2014 2:50 am


I agree. But I would put it another way. Instead of saying "it's optional, you can ignore it" (which isn't completely true given that it is designed to bypass the inevitable - and I'd go as far as saying 'built in' - tedium this kind of map structuring has in the long run due to how questing and exploration work), I'd go for "it's implementation is lousy, find ways to make it better" (for both, Bethesda and the people here criticising it, myself included).
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Tom Flanagan
 
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Post » Sun May 18, 2014 12:45 am

I would like this gun to be in F4 http://www.gizmag.com/triple-barrel-revolver-surfaces/22523/

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ILy- Forver
 
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Post » Sat May 17, 2014 8:10 pm

Dam now I'm doing it as well :tongue:

You can say fast travel is baked in but that's largely your perception and looking at the mechanic anolytically fast travel isn't really an intrusion outside of the tutorial stages of fallout 3 and new vegas.
Really yous are both right, why not make it better for everyone involved?But also there has to be some tolerance towards it when it make a minimal influence on the way the game is played (if even at that).

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mike
 
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Post » Sat May 17, 2014 9:45 pm

It's a cheap mechanic to skip content on purpose beacuse the developer knows people get bored (thus its existence is justified); there's no deeper anolysis needed there (although, I do have to say, that it is not of mere "minimal influence (if even that)" despite being minimal as a feature now due to how these games are more or less built around it). :shrug: My point is only to make it more than said cheap skip content mechanic; to make it blend in with the rest of the game more organically, and to provide meaningful gameplay.

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Miss K
 
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Post » Sun May 18, 2014 3:26 am

Its boring to walk when you have fast travel as an option, its not boring to walk when you aren't given the option of fast travel. Just make the game less walk from this side of the map to the other, every area should really act as its own hub so transversing that space isn't painful. I am over using this example, so do mind me, but in STALKER, travel was very much reasonable and enjoyable even though I had to walk across the map without fast travel. There really wasn't a time where I had to walk from one corner to the other, I am basing this on SoC so I don't know if that was changed in another game.
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Melly Angelic
 
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Post » Sat May 17, 2014 4:19 pm

Indeed. And optimally, there should be an abstracted distance between these hubs - traversing through which there could be a number of ways (from paid caravan's or trains, to manual on foot or some form of vehicular travel) to give the idea of being in an actual large area where not everyone is a neighbor. It's all really doable if there is willingness in the devs side.

In the later STALKER games, you could pay for certain mercs to escort you to other places (don't remember if it was just at the start of the hub, or even at a specific location) for a fee - it wasn't cheap, and the price went up the further you wanted -- to my recollection.

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Killer McCracken
 
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Post » Sat May 17, 2014 4:06 pm

I don't want all quests in the game to be 'hub' based. Sometimes having to travel long distances can make a quest feel more 'epic' IMO. It makes much more sense to have limited fast travel in a style like FO1&2. By 'limited' I mean not being able to cross certain terrain types through fast travel like it was done in Arcanum. Also, it would be nice to be able to purchase safe transportation with caravans.

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Jade Barnes-Mackey
 
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Post » Sat May 17, 2014 2:37 pm

Sure some can be like that, but I would say like 90% should be hub based.

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John Moore
 
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Post » Sat May 17, 2014 11:34 pm


You seem to be operating under the same assumption i used to: rpgs are meant to be immersive worlds with their own rules, logic, etc. And that they should be challenging- like dances across the line between difficult and frustrating- challenging.

Sadly, that is not the case anymore. Now rpgs are all about player empowerment and not saying no to the player for any reason whatsoever. Its a case of appealing to the masses watering down a genre until its as bland as porridge.

All i can say is i am so happy mods exist (and that bethesda is cool enough to support modders) or i wouldnt even play rpgs at all anymore.
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Sophie Morrell
 
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Post » Sun May 18, 2014 4:46 am

You're preaching to the choir. :shifty: That's the undercurrent of quite a few of my posts; (almost verbatim in fact).

Terribly sad state too [IMO].
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Bellismydesi
 
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Post » Sun May 18, 2014 12:39 am

You aren't forced to do any of that, its just for specific customization. I would rather they create more ways to build onto your character as a whole and your compainions though more so. The current experience of the modern FO games dont have enough RPG elements to compensate for the lack of character establishment and personalization depth actually.

Not the way NV did it, I don't want to be forced to go somewhere just to establish the opening for more options to the story. I'd rather have the FO3 feel where random quests came to you based on where you wandered to, across the way; not all centred around backtracking or circling around a Hub.

The only place fast travel is needed for me is in caves and subway stations, the maps dont tell you anything. They dont tell you where you are, what floor youre on, where the exists are.. nothing. Thus an escape-rope is more useful in those tedious areas.

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Ebony Lawson
 
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Post » Sat May 17, 2014 3:58 pm

Having dangerous fast-travel in FO4 like what was in FO1/2 just isn't plausible.

Hell even in FO1 and 2 it wasn't fast-travel (some bonus gimmick to skip past obstacles) at all it was an important part of the game (the world map linking everything together).

Fallout 4 could never have the "world map" feature due to its game engine and design, only the world itself with a map to show its locations.

:confused:

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Dan Scott
 
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Post » Sun May 18, 2014 4:43 am

Both didn't really use hub design. And if you think New Vegas had it, than I would say Fallout 3 had it. I think there was only 2 quests not given in a town in fallout 3 while in New vegas 100% were.. I see that you want to be engrossed in a wasteland where I want to be engrossed in all the things that make up said wasteland.. Hub design provides that by giving more depth into area conflicts.. Your idea is simply more and more agatha quests which would get boring. Basically, quests require AI interact (friendly) and you can't really get that much in Agatha's shack or some other random shack in the valley. Whats wrong with circling around a hub. Its much more fun. Is wandering about the wastes for the sake of exploration really better? You can only explore so much, and google maps provides more exploration than any of their games can provide <-- truth..

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Kyra
 
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Post » Sat May 17, 2014 7:35 pm

I disagree. There is no practical difference between level loads in Fallout and entering an interior in Fallout 3; and they could do the same on the open world space ~they do do the same; when you choose a location, you fade to black, and then fade back in the new location. Any modder could make a wasteland worldspace (if it worked as intended), and place a marker in each town on their map, and use map travel to "hop" from town to town. If Bethesda wanted to, they could do the same, but have a professional implementation of it.

*I honestly can't fathom why they don't; as it would not hinder the game as they have it working now.
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Barbequtie
 
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Post » Sat May 17, 2014 7:08 pm

Actually I was thinking they could combine the detail of Skyrim's 3d map with the travel system of Wasteland 2's 3d map. The world itself could either be the same it is now, node based like wasteland 2, procedural generation, or node/ procedural generation. It could work with any of those.

You mean random encounters? Every quest should not just come to you.

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I love YOu
 
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Post » Sun May 18, 2014 3:26 am

Ya mean something like this? https://www.dropbox.com/s/c92zh9nu53u0hd1/NVEExport4_zps8803197b%5B1%5D.mp4
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JAY
 
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Post » Sun May 18, 2014 5:25 am


Really dude? Why do you play rpgs? They are role PLAYING games. Sounds to me like you want to want to watch a movie.

I like a little realism, or tedium, in my games.

Realism, or tedium, makes the world more believable and lifelike.

Not knowing exactly where to go for a quest adds realism, or tedium, to a game. How does this npc know that the long, lost super important thingamajig rests in the fourth chamber to right on the third level of cave BFNW which is located deep in the wilds? He doesnt and either should you.

Not having my hand delicately held by god and all his angels adds realism, or tedium, to a game. The player shouldnt be magically better than everyone in the game in every single way, shape, and form.

....Again, really?!??!? I really hope you are a troll. Else, you are basically the embodiment of all there is wrong with the rpg market.

Now please excuse me while i go cry myself to sleep.
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Robert Devlin
 
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Post » Sun May 18, 2014 12:04 am

Yes but with zooming and better detail so you can precisely control the path. Also, not being able to cross barriers that are in the 3d world kind of like in Arcanum how you can't cross the mountains or a river without a bridge.

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Jenna Fields
 
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Post » Sun May 18, 2014 3:07 am

To be honest, I want the series to take more detail in actually living live in the wastes as opposed to just being the roady for guest holders. I want them to add more depth to the RPG elements to play the game as kind of simulator instead. What I mean is, buying a house in a NORMAL way, getting a class-based occupation instead of a preset one. Being able to just play the game as another every day character. For times where you wanna play, but you don't feel like doing all kinds of quests and stuff, you could just settle down at the shop while people come in and buy stuff.

In Fallout, that could be taken multiple ways. You could get a job at a normal shop. Run your own caravan. Run some bandit group. Run a slave camp. Work at a slave camp or in a bandit group. Work as a guard. Etc. Just, things. Something to do when you don't wanna be the main character doing giant quests to save the world and all that.

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Nicola
 
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Post » Sun May 18, 2014 3:37 am

I'm not really fond of the life sim idea (and never have been, really). It feels like a game bloated with pastime features and activities that undermine the drive and the point of it and gives a disjointed and redundant feel to everything due to the non-interlinked featurecreep it creates. Unless, of course, the whole game and the very point of it is about building a life like in Sims, no story, no goal, just opportunities for simulating a shopkeeper or a farmer or carpenter or what ever at one's leisure - I couldn't bother with that, but if that was the intended game, so be it, very apt gameplay for Fallout: A Post Apocalyptic Life Simulation. Not my thing.

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Josh Dagreat
 
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Post » Sat May 17, 2014 7:18 pm


Oh yeah, standing around for eight hours staring at a wall as a guard is SO EXCITING. Or walking around the desert for hours, staring at a brahmin's rear. SO THRILLING.
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Jason Wolf
 
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Post » Sat May 17, 2014 5:44 pm

Actually, it's not bypassing the inevitable. Here's the thing: To be able to fast travel, you need to have gotten there on foot at least once. If you've been there once, there's no need to keep going through that [censored]. Yes, it's very time consuming to walk from Megaton to Rivet City or to walk from Vegas to Goodsprings, however, I don't feel like constantly fighting things just to reinforce the 'SEE HOW DANGEROUS THE WASTES ARE?!' people seem to think NEEDS to be forced in your face. Sometimes I like killing things, sometimes I just want to dig for shiny Pre-War junk, sometimes I want to just do quests and not deal with the BS of fighting 10-15 enemies along the way. It's why the last three DLCs in the story get a bit tedious, given you have to keep massacring from A to B. I just want to enjoy the story without constantly having to wave my all powerful gun through the waves of Generic Powder Ganger/Legion Mooks.

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Heather Dawson
 
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Post » Sun May 18, 2014 1:35 am


But of course it is. That's why the mechanic exists. And you just proved my point with the rest of your post. :thumbsup:

I'm not out to demand the removal of fast traveling. I'm asking for it to be made a more involving and considerate gameplay mechanic, rather than being fine ("it's optional, just ignore it") with what it is (which isn't very good).
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K J S
 
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