Fallout 4 Speculation, Suggestions and Ideas #191

Post » Sat May 17, 2014 2:37 pm

Since it's more or less a lock FO4 will be happening in Boston (snore), I still would like FO5 to look at things from the other side of the Great War and take place in China.

I've been playing since FO1 and it would be refreshing to see a whole new bestiary and factions.

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Kelly James
 
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Post » Sat May 17, 2014 2:00 pm

You telling me to do my "research" doesn't disprove anything I said. Regardless, I have done enough to know what FO's visual presentation in comparison to what it claims to be now.

Its more frustrating when you aquire a scripted party member to assist you only for him to rush into the spray and die the instant you get him. It makes them a waste of time to even recruit.

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Charlie Sarson
 
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Post » Sat May 17, 2014 10:49 pm


Then you haven't done enough, it seems. Fallout captures the essence of the 1950s. I'm still not sure what you want it to implement.
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Tom Flanagan
 
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Post » Sun May 18, 2014 4:51 am

I recall my original statement was something regarding the thought that there wasn't enough customizable material and visual imagry that reflected the 50s appearance. I never said the game should go back to the 50s age. Yes the game has taken its influence from retro sci-fi but all the people in those works have 50s hairstyles and clothing. In The current games, they give you 2 50s hair styles and all the rest are either for old men or raider cuts which arent 50s themed. From my "research" I know that there is a far greater variety of 50s hairstles and clothing that is not included in the game. There just needs to be more variety of surface themes that signify the 50s inspired themes.

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D LOpez
 
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Post » Sat May 17, 2014 1:54 pm


Which is bizarre, as 50s clothing and hair styles are the least important thing in the game. Fallout captures the essence of the 1950s and its sci-fi in the technology (all vacuum lamps, tin-men, ray guns, and computers the size of a cupboard), aesthetics (architecture, interface design, scenery, environments), robots (particularly Fallout 3 with it's Robby-esque Protectrons), and so on. Hair styles and clothes are about the least relevant thing to consider.
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Krystina Proietti
 
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Post » Sat May 17, 2014 4:05 pm

I think one of the things open world games could use to improve themselves is adding a seasonal weather system.

I'm not sure if any other game has done that before and I would love to see Fallout 4 be the first to try it.

I also made a video of my ideas for Fallout 4 if anyone is interested (My channel is Doominator99 and the video is "Fallout 4 Wishlist")

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Alkira rose Nankivell
 
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Post » Sat May 17, 2014 4:35 pm

I don't particularly like what it claims to be now. But that's how the cookie rots... The point I (and others I think) have made was that the the hairstyles aren't [or wouldn't] be 50's anyway ~they'd be future hairstyes if anything... Fallout is set in their 2nd millennium, and in a future; go far enough into Fallout's future and it could be the Jetsons or Starship Troopers (not meaning to bring up aliens again .. :nono:). There isn't not supposed to be anyone like Butch Loria really... But I concede that with New Vegas even the ex_FO2 developers have laid it on a little [too] think IMO; but they have to follow in FO3's wake ~even if it's in the wrong direction.

None of the FO games bothered with dress-up. They had armor and disguises, but no need for casual outfits... There really does come a time when the excessive options occlude the point of the game play itself; or worse, become the point of it. I'm fine with a few Post Apoc outfits... Even fine with wearable outfits found in old houses, but IMO mix & Match slacks, and wigs is too much and the mechanics requires a change in the model designs for the whole game... and it's just to be able to swap trousers! no... please no...

I don't think so... The player should not be protected from their stupidity, nor be guaranteed they aren't idiots under life threatening conditions. If the player lets them die, or fails in the attempt to save them ~tough for the player. If the NPC is a dunce and gets themselves killed, then it's tough for them. The player loses them but that's life. It's only a waste of time if it happens 100% of the time. If you have to sit through what amounts to a cutscene where they join you and then get killed by design; it should at least be skippable, but if they die due to regular gameplay, then that's just how it is. :shrug:

This would be cool I think. Fallout's weather is a parody though... it would almost always be warm and flat.
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Steve Fallon
 
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Post » Sun May 18, 2014 3:29 am

Obviously its not a priority over gameplay its just a notable request for deepening character creation's utilities and something else they could just consider for the over all sketches or NPC model designs for the game which Im sure is usually done first anyway. There is no reason to believe that asking them to vairy their sources for research would take away from building the rest of the game.

Fair enough but casual outfits are needed for the NPCs that arent in the military, just to reflect the existance of lower class occupations. Also the chances that not every player chooses to wear power armour. I don't.

I dont mean for the situations where a party NPC has to be killed for the quest's demand, I meant just for the casual assistance. Characters like Jerico and Charon were useful but barely knew how to time their footing, and died in the first 5 seconds I had them.

I don't know if I can really compensate terrible programming as their excuse of a challenge, its more of an unintended and unecessary one that makes having a party more tedious than useful. It wouldn't matter as much of there was a way to justify their expendability in some sort of balance. If they're all going to behave like drones then thee should be more to stock up wiith and replace. Thus why at the least I want them to let us recruit any generic NPC we meet (that shares our faction alignment) and use them. There are hundred of random generated raiders and wanderers so I guess keeping some for myself wouldn't be too much to ask via collaring them (bad karma) or recruiting them (good karma).

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DarkGypsy
 
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Post » Sat May 17, 2014 8:25 pm

The dream for me and i'm guessing for others on here is that Fallout 4 builds upon all the good qualities Fallout New Vegas introduced/reintroduced and learns from the missteps Fallout 3 took, that is a level of consistency we can all hope for that has a level of plausibility/possibility.

but as you said if we get more skyrim then you have a fair point but Fallout 4 and the series in general is at cross roads and the decision Bethesda takes with Fallout 4 will massively progress or hinder the series I'm just hoping they learned from Fallout New Vegas.

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Claudia Cook
 
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Post » Sat May 17, 2014 5:20 pm

Maybe Fallout 4 could do with a bit of what Skyrim and Fallout 1/2 does?

Begin the game, choose your SPECIAL stats and tagged skills.

Gradually increase your skills by using them (no longer raise skills at level up). Similar system to Skyrim (beth are also considering using this system anyway). Tagged skills when increased would increase by twice the amount.

Able to find books/magazines in the world that when picked up permanently increase a skill by a small amount (same as Fallout 1/2).

NPC trainers would also be able to increase skills for a price (same as Fallout 1/2).

In addition their would be perks that when unlocked increase a skill by a small amount (same as Fallout 1/2).

:D

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KU Fint
 
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Post » Sat May 17, 2014 9:56 pm

That's probably the best we can hope for, in general, and it doesn't sound all that bad to me. But I'm not completely certain if we'd (or Beth) agree on what those good qualities of New Vegas and the missteps of Fallout 3 are (and why), and how one should build upon them - in addition to what else should be done.

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Kelly John
 
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Post » Sat May 17, 2014 3:51 pm

I'd really like to see a big focus on crafting in Fallout 4. I really enjoyed being able to reload my spent shell casings and handload better bullets in New Vegas, and a expansion on that would be wonderful. I'd love for some generic resource items, like Brass, Steel, Plastic, and so on that I could stockpile alongside the usual supplies. Being able to craft specific spare parts that would function better than a weapon repair kit would also be really nice. Carrying some spare parts for your guns when leaving a safehouse, or some extra armour plates to patch up your combat armour, would add a bit more to the game than just a generic "Repair Kit".

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Dylan Markese
 
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Post » Sun May 18, 2014 4:24 am

I'd like to be able to in someway augment or customize clothing in someway. Beyond just the need of customizable dyes but adding some sort of attributes to them like the guns, would that work?

If anything FO3 did right, it was at least the well divided focus onto the wasteland wandering aspects of the game's focus. FONV didnt really encourage that. It was more about just going in and out from the Vegas Hub than exploring and hunting. The Mojave dessert was really boring to walk through with nothing to really look for.

Though I did like the way they introduced clan attacks and sub-boss elements to certain enemies like Raiders. It would be great for them to treat raiders more like a faction itself with boss characters that are harder to kill than the henchmen.

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Isaiah Burdeau
 
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Post » Sun May 18, 2014 1:18 am

Some gang leaders are harder to kill in New Vegas, that Viper guy with reinforced metal armor and a trail carbine is no slouch or his girlfriend with combat armor and deadly unarmed ;) I agree I wish they had made more of the raiders/gangs.

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Jade Payton
 
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Post » Sat May 17, 2014 3:31 pm

I understand the reasoning behind bonuses from outfits, and I'm fine with it, but quite few here refer to that as 'Magic Pants', and they don't like it; or like being told the explanation for it. :(
I guess we'll see. I presume that they will be in Fallout 4, it only makes sense.

Neither did Fallout, or Fallout 2, or even Fallout Tactics as I recall. The Wasteland was never a point of focus in the series; it was ~a wasteland. Very occasionally [sometimes a week apart], there would be some chance encounter that was noteworthy, and the game would center in on that, for the player to handle. I thought FO3's wasteland was beautiful, but also one of it's biggest problems. (Chiefly that it was neither big enough, nor empty enough to be convincing. And also, because of this, it was not a hardship to cross it. :thumbsdown: )

Ideally [IMO] Fallout 4 could have a map on par with the earlier Fallout series; and potentially include a vehicle to cross the vast wasted space between the dwindled settlements of mankind ~~once again; and braving the unknown to reach them [like FO2 did]... and not simply moseying over the next hill to find the next set-piece location, with enemy salt in between the two.
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Steve Bates
 
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Post » Sun May 18, 2014 12:07 am

Opps.

Thought i was editing but ended up double posting.
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Kathryn Medows
 
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Post » Sat May 17, 2014 8:57 pm

It's semi seriously based on the assumption that if you're dressed the part, you must know what you're doing; and also it reflects a bit of 'your only as good as your tools'... and so a mechanic in overalls and the pockets, is better equipped for the job. ~That and the bonus is negligible... it's just a tiny push towards a better outcome. In the Fallout world, much seems to come of their expectations... and it's tongue-in-cheek to dress up as a plumber before fixing the sink.

It doesn't go into it in the bible, but you see it in the game. The game was heavily influenced by Mad Max; In Beyond the ThunderDome, you see the new children of the apocalypse; though that's not supposed to be a 1:1 representation ~or even truly related I think.. but You see all that stuff in FO2, and in FO1 you see the new culture; Nicole the Children of the Apocalypse, has a green mowhawk, and facial piercings... I doubt that was ever looked at during the FO3 development. The first two games define a very different universe than Bethesda's re-visioning of it. FO3 seems to push the hook of a "wacky 50's themed" future... It's easier to grasp than "a future as extrapolated by 50's assumptions and pop fiction of what would come". So where Fallout has energy weapons resembling their guess at a 1970's laser weapon, fallout 3 [erroneously] has a laser weapons that look like they built them in the 1950's. :shrug:

Only the alien blaster looks the part, and that's only because that's how it looked in Fallout... and it's wacky.
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stevie trent
 
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Post » Sun May 18, 2014 4:34 am


I always thought the clothes giving you skill bonuses was a little odd myself, especially stuff like a T-shirt and cargo pants (i could see a increase in carry weight making sense). I think that sort of stuff should be relegated to cybernetic implants or the like.

As for the wasteland, its tinniness also bothers me as well. Every square inch does not need to have something interesting on it. I would prefer if the distances between towns was 10 or 20 times larger. The lack of space makes it hard to suspend your disbelief about certain things. Like why do all the kids from that cave go to besieged big town when there are several other settlements, without super mutant problems, just as far away?


Also, about this theme argument: visually it is the ruins of a 50s-style future. Read a few "world of tomorrow" articles for that time period to clarify. Culturally as well. even after the bombs drop, there still is a 50s style outlook on things.

But that is not all. Besides other influences like mad max there had to be some cultural changes. Even in the fo bible they never go into how US culture changed from the 50s till the bombs dropped. I like the think this timeline went through many of the pop culture movements our own did. I mean tell me the graffiti "drop chems, not bombs" doesnt said like hippie-talk.

I like to think this timeline had its own version of the 60s-80s Pop culture. Likely not at the same times, but with clothing styles and music that were similar (ill be it with a 50s spin). Hence the punk rock raiders, and the beatniks with a hippie's heart (followers of the apocalypse).
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CArlos BArrera
 
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Post » Sat May 17, 2014 5:16 pm

So would I; they had those decades... Things would be different sure ~but not stagnant. The 50's theme would be the popular theme, but not the only one... Electronics would favor tube, but not to the exclusion of transistors.

Pop Icons would have still existed... just a bit different from the way we know them.

:laugh:
http://i271.photobucket.com/albums/jj125/Gizmojunk/M_Manson_zpsd681db6e.jpg
http://i271.photobucket.com/albums/jj125/Gizmojunk/Alternate-Earth_zps53e52bc9.jpg

http://i271.photobucket.com/albums/jj125/Gizmojunk/NUKA2-1_zps666fbbd4.jpg
http://i271.photobucket.com/albums/jj125/Gizmojunk/NUKA1_zpsf0a600ab.jpg
http://i271.photobucket.com/albums/jj125/Gizmojunk/radscout3.jpg

*Sadly... it's not to be. :(
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His Bella
 
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Post » Sat May 17, 2014 11:38 pm


Lmao! I love the iggy pop one! I cant imagine that guy playing polka!

But, ya thats what i was thinking. Its an alternative timeline not a time freeze until the bombs dropped.

By that logic playing any race/ethnic group but a WASP (White Anglo-Saxon Protestant) would be like playing any race but dumner in morrowind- most people would hate your face. Since that is not the case, this timeline also had some form of civil rights movement. It likely happened for different reasons (unity vs commie menace!!) but it happened.
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Joey Bel
 
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Post » Sat May 17, 2014 11:44 pm

I never got this gripe about Fallout New Vegas having poor exploration or the Mojave being boring :shrug: to each there own but I'd much rather have the writing of New Vegas and it's mechanics over Fallout 3's exploration (which is great at face value but is inconsistent with the series).

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Ron
 
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Post » Sat May 17, 2014 10:35 pm

Maybe not but, I say it should be about the idea of freedom and that was the fun of FO3 if anything, Its what made it an exploration game as opposed to a more constricting and somewhat robotic RTS as the original games were. Nothing in FONV ever really felt new or emmersive because of how forced you were to come back and go through the title hub. When considering why newer fans were so bored of NV was because it didnt properly introduce you to the game itself before it forced you into the main narrative. FO3 gave the player some room to take his/her own pace with it and encouraged that pause in the narritive you had to define yourself as a character in-between. I say the wandering wasteland element is needed but agree it needs to be improved for a challenge. There should be some other aspects of it beyond just the chessboard feel, I know there are mods where you can spelunk in caves that are just as big as the wasteland except underground excluding subway stations.

Im rather salty on that idea of a vehicle, there are just so many issues it could bring to the experience as opposed to the pros. The worst thing that could happen is if travelling or escaping enemies became too easy to just maul over things. The only vehicle I could see justified in Fallout 4 is the Vertibird. You could use it as a transport from one Brotherhood outpost to another or something like that. As far as a car you can just get in and drive I think that's a terrible idea. I'd rather just sprint, mount a brahman, or mole-rat at most.

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Undisclosed Desires
 
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Post » Sat May 17, 2014 9:19 pm


It just seems (to appear) that you haven't played the series much. :shrug: Fallout was never an RTS ~first off. A lot of people comment that the 'old' games were different from Fallout 3 ~like that was the game's fault, and that they had it wrong (just look at FO3 :drool: ); when it's clearly the other way around. When people prefer Fallout 3 to Fallout, it is because they prefer Fallout 3 to Fallout (and FO2)... It's preferring one experience to another... this is not ever the problem. But then come 'Well what is Fallout?' ~Fallout is Fallout [1&2], Fallout 3 is it's own unrelated critter... Not at all unlike Transformers the movie ~~and that Michael Bay movie of the same name.

In both cases it's very possible to like the latter installment best; but it's absolutely the case that one likes them for different reasons. The reasons you have mentioned as cons in New Vegas are the pros of another fanbase; the ones that were fans of the Fallout series before Bethesda put a leash on it. There is nothing wrong with liking one, or the other ~or both at once, but~~ Until Bethesda makes three games in the series, their concept of it is the minority ~regardless of its fan majority... because you cannot change history, or what something was. What Fallout was designed as; envisioned as, and implemented as, is not something most TES fans seem to enjoy, but it's not wrong for that; it was not created to entertain them, it was created to entertain the developers, and http://i271.photobucket.com/albums/jj125/Gizmojunk/yep_zps1417cd1d.jpg, and anyone who wanted a classic PNP Emulation RPG with a unique setting and a harsh double edged rule set.

Bethesda breaks with the Fallout series on almost every turn... even something so small as their NPCs never running out of ammo... Fallout has always equally applied the combat rules to NPCs; NPCs could empty their guns in combat; that doesn't happen in Fallout 3; and I suspect it's because they don't want the NPCs to all have empty guns when the player encounters them... but their fix is hamfisted IMO. They've destroyed a key attribute without even knowing it (or perhaps just not caring). It's not just the bullets either, it's many , many things, and the players that 'Love Fallout', but don't know that FO3 is the younger sibling (by a different mother), and/or don't care about the other two... They don't love the Fallout Family, they love Fallout 3, and they don't understand the dislike (even resentment) they see for the [admittedly] awesome game that they love.
[But they poke those guys with a stick, when they ask for changes that would shift the series even closer to TES (and farther from Fallout) than it unfortunately already is.]

Why shouldn't it be easy to escape by car? Seriously... The series has always presented the player with fight's they can't win, and need to run from (sometimes)... Well... at least prior to Fallout 3. :sadvaultboy: Also I happen to think that exploiting a car, (using it to run over an enemy) to be VERY FITTING of the Fallout attitude; even though it wasn't possible in the games; and you only ever ran over one guy, and it was scripted.
Running over an attacker doesn't always have tohttp://i271.photobucket.com/albums/jj125/Gizmojunk/bad_idea.jpg.

I don't see any problems besides wonky collision in tightly enclosed areas... and they can make it impossible to enter a town with a car, and they can make scooters and http://i271.photobucket.com/albums/jj125/Gizmojunk/Wood-Motorcycle.jpg that won't suffer as much as a car in cramped spaces.

The pros are that they could make the car a trunk for heavy stuff. They could spread out the later areas of the game, and cars would be a money sink to fuel and maintain. The player could seek out car parts ~~Just like FO2. First to fix it up, and then to improve it.

The chief problem I suspect, is one that I could never wrap my head around: That a player would complain that they couldn't play the game without getting the car; It's the same thing (at the root) as lamenting that you can't explore without returning to a hub area first. None of that makes any sense to me. If they wanted to play without the car, then they want to walk; but if the distance requires a car, they get upset that it's too far to walk, and they want an easy option that negates the need for a car ~making the car pointless... But that just means that nobody's PC can be the type to fix and use a car. :shrug:
It's never made sense to me.

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Andrew
 
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Post » Sun May 18, 2014 1:21 am

If Deathclaws would run on all fours, it would seem to me they could catch up to some raggedy wastelander's car. Cazadors are pretty fast too. Maybe some mutant zoo cheetahs?

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chirsty aggas
 
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Post » Sat May 17, 2014 10:15 pm

-Resonding to Gizmo-

Why would the car require fuel? Doesn't it run on nuclear power? Gasoline would be almost impossible to get going on the idea that prices soared before the Great War.

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Red Bevinz
 
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