Fallout 4 Speculation, Suggestions and Ideas #210

Post » Tue Sep 22, 2015 8:01 pm

This thread is so that we can keep all the discussion, rumors and speculation in one place.
This topic is for a friendly discussion of ideas and suggestions for Fallout 4.
We all have opinions about what the next game should have and should not have. Each of us has the right to express that opinion freely. There are points we agree on and points we do not agree on. This means that people are going to disagree with you on some things. Accept that and move on. No need to beat your point so far into the ground that no one wants to look at it any more.
At moderator discretion, threads about specific and distinct topics as they relate to FO4 and the rest of the Fallout series may be acceptable in the Fallout Series forum. General idea/suggestion topics for a future Fallout game will either be closed, or moved to this one.
This thread should be used to discuss items you'd like to see in a future game, gameplay tweaks, quest ideas, things you hope are not in the next game and so on. If you want to discuss major issues, use a separate topic - such as the discussion about adding multi-player or co-op play, which already has a thread. Please search first to see if there is an active/recent thread on a particular topic.
Something to note. Discussions of Child Killing is not allowed on these boards. Don't even bring it up in this thread. It won't happen in any future game from Bethesda, so there is no reason to even discuss it. If you post about this subject, you may be Warned and or Banned from the boards for doing so.
This is also not a thread to discuss current or past Fallout Games, other than to mention an aspect of the game you want to see included, or not included, in a future Fallout game.

http://www.gamesas.com/topic/1503231-fallout-4-speculation-suggestions-and-ideas-209/
http://www.gamesas.com/topic/1503088-fallout-4-speculation-suggestions-and-ideas-208/
http://www.gamesas.com/topic/1502946-fallout-4-speculation-suggestions-and-ideas-207/
http://www.gamesas.com/topic/1502751-fallout-4-speculation-suggestions-and-ideas-206/
http://www.gamesas.com/topic/1502421-fallout-4-speculation-suggestions-and-ideas-205/
http://www.gamesas.com/topic/1501992-fallout-4-speculation-suggestions-and-ideas-204/
http://www.gamesas.com/topic/1501097-fallout-4-speculation-suggestions-and-ideas-203/
http://www.gamesas.com/topic/1500787-fallout-4-speculation-suggestions-and-ideas-202/
http://www.gamesas.com/topic/1500555-fallout-4-speculation-suggestions-and-ideas-201/
http://www.gamesas.com/topic/1500363-fallout-4-speculation-suggestions-and-ideas-bicentennial/

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Lory Da Costa
 
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Joined: Fri Dec 15, 2006 12:30 pm

Post » Tue Sep 22, 2015 6:18 pm

Vehicles

You do not understand some people who want to ride around in a tank.

It would not have to be a tank. Give me a vehicle I do not care what it is a tank , car , motorcycle , moped , bike , grocery cart , roller skates. I do not wont to go on a mission and pick up all the ammo and leave all the stuff behind I came their with walk out side and get sick from radiation or not be hydrated and have to walk 2 mph 50 miles put the ammo down and go back for my stuff. Only to have to do it again. The vehicle could be like the ones in fallout 2 not drivable unless you are on the map. I would like in fallout 4 for you to not walk 2 mph. If fallout 4 has a tank I am driving around in it you can walk 2 mph.

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CYCO JO-NATE
 
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Joined: Fri Sep 21, 2007 12:41 pm

Post » Tue Sep 22, 2015 3:08 pm

I think that in it's current state, Fallout isn't really well suited for vehicles...at least drivable ones. Vehicles could potentially be used in a similar fashion as the carriages were used in Skyrim, as an alternative to fast travel (but not a replacement.)

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sophie
 
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Joined: Fri Apr 20, 2007 7:31 pm

Post » Tue Sep 22, 2015 12:42 pm

I think that could go over peoples heads, I say this because I never knew that carriages could be used as an alternate to fast travel and I've got about 200 hours and the platinum trophy in Skyrim. :shrug:

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Mr. Allen
 
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Joined: Fri Oct 05, 2007 8:36 am

Post » Tue Sep 22, 2015 1:27 pm

I think it is quite essential to have something to speed up travel between places (that does not depend on fast travel). I personally do not use it and a few things that Skyrim had sort of make travel by foot a doable proposition. A carriage, a horse, and the horse warping to stables if I use the carriage. How can that be mimiced with a vehicle is beyond me. For the balance of gameplay, I find it necessary to add horses to the fallout series. I would gladly accept vehicles if they would work similarly to horses. I also believe that the game world will be larger in the next installment, so traveling by foot is not an option.

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Phillip Brunyee
 
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Joined: Tue Jul 31, 2007 7:43 pm

Post » Tue Sep 22, 2015 9:55 pm

Horses are so much old world. Better have some domesticated mutated creatures. (or vehicles)

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Devin Sluis
 
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Joined: Wed Oct 24, 2007 4:22 am

Post » Tue Sep 22, 2015 4:45 pm

Like a molerat maybe? :hehe:

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Kari Depp
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:19 pm

Post » Tue Sep 22, 2015 4:22 pm

I bet west coast molerat could manage to carry more than two person :

http://i.imgur.com/1zh0B.jpg

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Da Missz
 
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Joined: Fri Mar 30, 2007 4:42 pm

Post » Tue Sep 22, 2015 8:00 am

Community Wishlist


SHOW SPOILER TO UNVEIL LIST

Spoiler

Table of Contents:

1. World
1.1. Towns
1.2. Structures
1.3. Housing
2. Player
2.1. Leveling
3. Characters
4. Companions
5. Enemies
6. Factions
7. Weapons
7.1. Unarmed
7.2. Weapon Modifications & Features
8. Aid Items
9. Armor
10. Story & Writing
10.1. Quests
11. Karma & Reputation
12. Gameplay Mechanics
12.1. Economy
12.2. Mini Games & Interact-able Items
12.3. Crime & Punishment
12.4. Combat
12.5. Stealth
13. VATS
14. Skills
14.1. S.P.E.C.I.A.L
15. Perks & Traits
16. hardcoe Mode
17. Audio
18. Visual
18.1. Player & NPCs
19. User Interface
19.1. Pip-Boy
20. AI
21. Engine
22. GECK / Modding
23. Misc







1. World:
  • If the world is large enough, include vehicles but in small numbers. If it isn't large enough, do not include them. Vehicles should also be focused on more as important tools that can be used as transport, rather than just vehicles to crash around, this is a post-apocalyptic world after all.
  • In addition to vehicles, have rideable bicycles as well that could be found way more frequently.
  • A map with different varied environments that cover different parts of the map
  • In addition to more environments, the whole map in general should contain more vegetation (way more than Fallout 3)
  • Different types of weather such as rain, snow, heavy wind, hail, dust storm, etc. along with day/night effects
  • A world the size of Skyrim's or larger; spread towns and populations out more than Fallout 3 & NV
  • More funny/creative dev easter eggs (SuperDuper Mart domino effect, perverted teddy bears, plunger room, etc.)
  • More underwater exploration with some underwater combat included
  • For realism sake and better world design there needs to be bigger gaps between civilized and hostile zones. In the middle of the two is just the wild and the wildlife within it.
  • More emphasis on areas with very poor light. The player must navigate their way through the dark with their pipboy light (inferior as it only casts around you) or with additional lighting elements such as flashlights, torches, helmet-mounted lighting, and flares. Perhaps fixing / "powering up" the lighting systems could be an option.
  • More interactive objects that have an effect on the world (the truck above Cottonwood Cove in NV), some coming with skill checks

1.1. Towns

  • More larger settlements, similar/bigger in size to Rivet City and Megaton
  • Towns should have bigger populations
  • Each town done by a different artist like Skyrim but with a different style each time as well
  • If a town has been around for years and is a nicer place, it shouldn't be dirty/trashed
  • Towns should evolve
  • More frequent regeneration of misc items in trash cans/bins/etc., mainly within towns

1.2. Structures

  • Have farms/power generation/etc and explain how settlements interact with the world
  • Make the majority of buildings accessible, less boarded up / inaccessible ones
  • Add barber shops
  • Similar to Lonesome Road DLC (NV), overturned and damaged skyscraqers can turn into caves and such and are explorable
  • Arena battles where you can participate, bet, or watch.
  • Make use of the rooftops
  • IF vehicles are added, add repair shops to fix your vehicle when it's damaged by gunfire, explosives, and crashes. Additionally, you can purchase repair tools for your garage to fix the vehicle on your own (the vehicles fixes would factor into your Repair skill). See garages in Section 1.3 Housing for more info

1.3. Housing

  • Be able to put different types of furniture
  • Be able to correctly place down items you have collected
  • People who you can hire to do services at your house
  • Mannequins to put your clothes/armor on
  • Weapon display walls and showcases
  • Be able to move all your stuff from one house to another
  • Ability to rename your containers
  • If you leave a companion at your house, they will actually seem at home. If appropriate skills are met, they can sometimes be found utilizing a crafting table, chemistry set, etc.
  • IF vehicles are added, add purchase-able garages outside of bigger towns to safely house your vehicle. This prevents it from being stolen. Additionally, free garages on old damaged pre-war houses could be used. These garages however do not make your car completely safe and Raiders as well as other people looking to steal the vehicle will break into the garage. Traps can be set to prevent intrusion. See vehicle theft quests in Section 10.1 Quests

2. Player:

  • Different body types (average, skinny, chubby, buff, etc.)
  • Scars, tattoos, freckles, birth marks, piercings, etc.
  • Makeup
  • Age and height modifier
  • Many more varied and better hairstyles, same for facial hair
  • Be able to choose a default expression
  • Age slider actually shows aging (wrinkling, liver spots, etc.)
  • Option for no eyebrows and/or teeth
  • Increase or decrease amount of hair on body
  • Ability to change the clothes you're wearing underneath (when you don't have any apparel equipped)
  • Be able to change the tone of the player characters grunts, yells, etc.

2.1. Leveling

  • Higher level cap than NV's 50 with the tradeoff being that perks stop at some point as well as skill points eventually leveling off as well. This happens earlier on, meaning creating a fully maxed out player should be near-impossible but being able to achieve a high level is an option for people who wish to do so.
  • An equivalent of Logan's Loophole is put in the game but rather than being a trait it is now a choice that doesn't occupy a trait space. This choice cuts down the level cap by a little more than half.

3. Characters:

  • No essential NPCs, anyone can be killed. If an important person to the story dies, a warning will be displayed. Children remain essential.
  • What you say to certain people has consequences and NPCs can be offended
  • Conversations with NPCs are deep and it pays off to listen to them
  • Local dialects and terms among people (not everyone knows to call a mutant cow a Brahmin)
  • A west coast super mutant or two, who have wandered over to the east coast
  • More cannibals
  • Rapists
  • More wildlife
  • Different types of dogs
  • Amputee people
  • Starving people ; starved-looking people
  • Grotesque mutants
  • Some intelligent Mirelurks
  • See and/or hear about the hairy Deathclaws of Fallout Tactics

4. Companions:

  • Revamped Companion Wheel command system brought back
  • People notice your companions
  • Companions have chats and interact with each other
  • Greater diversity of animal/creature type companions
  • You can make a companion wait for only a set amount of time and then they will come back to you.
  • All companions should have depth to themselves along with stories/quests and should always be more than just personal slaves (Skyrim)
  • Companions who mirror you and will judge you on your actions based on what you do and their ideology if they have one or not
  • Companions are not only limited to combat roles but can be strictly a support role
  • You can command companions to use their good skills if your skill isn't good (such as lock picking a door, disarming mines, etc.)
  • Have companions interact with the world and people around you
  • Mercenary followers that cost caps
  • When going to sleep, followers should say something to you first and then go do something while you sleep

5. Enemies:

  • Many enemies have no level scaling and the enemies with level scaling have unnoticeable scaling. Enemies with locked high levels are a must to defend areas low-level players shouldn't yet enter (so they don't obtain high-level items).
  • Disregard Fallout 3's bad leveling where e.g. regular Super Mutants all turn into Brutes and Masters, therefore creating some unknown lack of regular SMs and suddenly powerful ones all over.
  • Feral ghouls can be caught feasting on dead humans and will try to eat you too
  • Different types of Feral Ghouls meaning some that still run, some that are slower and walk, some that crawl, etc.
  • Spiders
  • More Legendary-type enemies like New Vegas
  • Bring back Floaters
  • Have a Behemoth Robot from FO: Tactics somewhere in the game
  • Include Fallout 2-style Sentry Bots
  • Less emphasis on adding more enemies simply to shoot at but more emphasis on the stories behind enemies and why they are there in the first place
  • Enemies that attempt to capture you alive rather than dead, perhaps as a faction

6. Factions:

  • Unique joinable factions with unique quest lines
  • Different Raider gangs and Raiders that aren't automatically hostile
  • Factions that were in previous titles (Enclave, BoS, etc.) must match the game's location (for example NCR would be in California but not the East Coast)
  • Have the majority of factions be ones we've never seen before
  • Faction memberships have consequences
  • Many people have requested player faction/base building, if this is done then implement it into the story and not as a secondary game mechanic.

7. Weapons:

  • Re-armable traps and traps you can set
  • Thrown weapons should be able to be retrieved
  • Fatmans need to be more practical and have missions where they are strongly suggested to be used.
  • Fun weapons (think Rock-It Launcher, Railway Rifle, or MIRV)
  • A lot of weapons with much variation (working on the numbers NV brought to the table)
  • Bring back different ammo types
  • Strength requirements brought back
  • Weapon degradation needs to be slowed down or replaced with a new system
  • Crouching gives small accuracy bonus, going prone gives a big bonus, rapid fire increases recoil and hip fire increases sway. All negative stats get reduced the higher your required skill is.
  • Many more craft-able weapons
  • Bring back most weapons from the originals
  • Ability to rename weapons
  • NPCs with modded weapons
  • NEW WEAPONS: Throwable rocks, corrosive & chemical type weaponry, stun gun type weapon, a carry-able and mounted M2 Browning, a mortar, a weapon that yanks people's heads off, crossbows, recurve bows, speargun

7.1. Unarmed

  • While fighting you should do different moves than just the same punch every time
  • People can be knocked out

7.2. Weapon Modifications & Features

  • Bring back and expand on weapon mods
  • Unique weapons able to be modded as well
  • Be able to craft sticky grenades/mines and attach explosives to other weapons (such as duct taping dynamite to a spear)
  • Be able to put unique upgrades on weapons such as faster fire rates, more damage, slower degradation, etc.
  • Iron sights brought back (obviously)
  • Different levels of scopes
  • Be able to hold your breath and focus when in a scope
  • Be able to repaint weapons and customize weapons in other ways

8. Aid Items:

  • Chems have a range of different hallucinations & visual effects
  • Alcohol makes you more and more drunk and psycho will make neutrals/friendlies appear hostile
  • Ability to bottle your own water
  • Smoke able cigarettes that also have many negative effects especially in the long run
  • Less abundance of 200 year old food
  • Stealthboys can be turned on and off during use instead of being permanently on
  • Healing through sleep now works similarly to Fallout 1 & 2 (a calculated amount of time based on severity of injuries must be slept for a full recovery)
  • If chem addiction lasts for too long it begins to affect your characters physical appearance.
  • Less abundance of stimpaks compared to NV & 3, more challenging to discover

9. Armor:

  • Some armors with switchable pieces, similar to TES
  • Be able to repaint armors and customize armor in other ways
  • Many regular clothing options
  • Shields and riot shields
  • Armor mods/upgrades
  • Keep New Vegas system of categorizing armors as light, medium, heavy
  • Power armor helmets change your first person view as well as including a toggleable night/heat vision view
  • Holsters, ammo pouches, etc. could be added to certain armors/clothings (have no effects on stats)
  • Ability to place any duster over any armor

10. Story & Writing:

  • Good writing with no plot holes
  • Ending should have many slides showing the effect you had on towns, factions, situations, followers, people, etc.
  • Do not revolve the game's story around androids. Androids (which are AI) have been done before in Fallout 3 & Fallout Tactics (even New Vegas, as Mr. House is a talking screen outside of his container). They also are not original and have been done to death throughout media. It would simply be a rehash of something else and that would be very uninspired writing. Lastly, it opens up far too many plot holes and inconsistencies that would need to be covered in the writing. Nothing good can come from putting them in the game.
  • Bethesda, create your own new lore and don't rely on the West Coast lore of the originals too much (example: FO3 putting enclave against BOS and having super mutants everywhere for the sake of it, both of these were a far stretch for the original lore)
  • Hire better writers. The writing done on the Civil War in Skyrim (as well as The Pitt in Fallout 3) was a step in the right direction with moral greyness but still lacks proper rewards and consequences. The reward does not have to be a unique weapon (although nice), it could also be a perk taught to you by the person you helped. These are far superior rewards compared to 50 caps and some ammo.
  • There should be no clear white vs. black but simply a world full of many shades of grey
  • Ability to play a 100% pacifist playthrough
  • Very blank slate type of beginning
  • Your actions have an effect on so many things in the game world, even small actions
  • You should never be forced into helping one faction
  • Include a definitive ending; give warnings beforehand and make automatic saves before the game ends
  • Longer story than all previous Fallouts
  • Explain some lore/popular questions
  • More politics between humans, Super Mutants, and ghouls within big nations. The reason being after many decades, they should be more blended. However despite this blend, some racial issues will continue to remain.

10.1. Quests

  • Quests can be failed.
  • Do not go overboard with fetch quests
  • Some quests have time limits, failing to meet it can either change the quest entirely or result in failure
  • IF vehicles are added, your vehicle can be stolen and this initiates a quest. Some areas your vehicle is more likely to be stolen.
  • Bring back the generated quests of Skyrim, but improve on the issues and shortcomings it had. The Radiant quests given from factions factor into reputation, lower reputations mean simpler jobs and higher reputations mean more demanding jobs.
  • A huge amount of side quests on par or exceeding NV. A good amount of those side quests are also very detailed like FO3's.
  • Multiple quests in towns, that stay within the town
  • Options to capture people alive, in and out of quests
  • Misc/unmarked quests marked down similar to Skyrim, with a counter for collection quests
  • Quests thought out so well that even the slightest differences in play can completely affect the outcome (different tactics in combat, going different directions, accomplishing goals in a different order, etc.) A variety of dialogue choices should still be available however.
  • Jobs including but not limited to bounties, caravan jobs, assassinations, courier deliveries, being a bouncer, town patrols, etc. Some of these would be pre-designed, while others would be Radiant (generated).
  • Challenges brought back from NV but expanded upon (instead of just kill 50 ghouls put some fun & creative ones)
  • No marriage

11. Karma & Reputation:

  • If the owner of property has been killed, taking their items gives bad karma but is no longer labelled as stealing (can't steal what nobody longer owns)
  • If the owner of a bed has been killed by you, you can use the bed
  • Karma is determined like FO1/2 meaning your reputations among everyone is added up to an average
  • Your overall karma has a wider effect on NPC disposition of you making it harder or easier for you to become friendly with someone.
  • Killing evil characters nets you less good karma while stealing also nets you less bad karma as well. This is to prevent players from becoming too evil/good early on.
  • If chem addiction lasts for too long it will permanently affect your reputation.

12. Gameplay Mechanics:

  • Sprinting
  • Keep the DT system
  • Ability to switch between real time and turn based. The turn based mode would be inspired by https://www.kickstarter.com/projects/375798653/superhot and your actions would be limited by your AP like the original Fallouts.
  • A minimalized cover system while in 3rd person (skimming along the walls and cover, popping over cover while firing/aiming, etc.)
  • More random encounters
  • Prone position
  • Climbable ladders
  • Limited function with crippled limbs (applies to player and NPCs)
  • Many more scary moments
  • six is brought back and done differently. Nudity before actual act but six is still a blackout but with more noises and controller rumble
  • Pip-Boy: Be able to change the color of the Pip-Boy light
  • Pip-Boy: From the very beginning, the PipBoy can be swiped for a handheld version at any moment
  • Fall damage completely redone: Small falls = slight health damage, medium falls = health damage & good chance of having legs crippled, long falls = massive health damage & legs instantly crippled. The player should never die from more or less feasible jumps/falls, epic heights are needed for deaths.1
  • Falling a long distance will cause you to lose control and be helpless in mid-air meaning you won't land on your feet. This renders hopping down cliffs difficult as you will fall over and tumble down.

12.1. Economy

  • Doctors charge more for removing addictions and radiation, the cheaper the more inexperienced they are which opens up room for error
  • A trade system which has effects on people around you ( ex. you sell rare power armor and find someone in the wastes wearing it)
  • More desirable vendor items & vendor-specific items
  • More things to spend caps on

12.2. Mini Games & Interact-able Items

  • More gambling games and mini games
  • Useable pool tables
  • Better workbench that doesn't exit you after each crafting
  • Useable ovens for cooking food
  • Lights and other things can be turned on and off by switches
  • Readable pre-war books, skill books, etc.
  • Give ham radios a purpose
  • In crafting, you can 'free craft', crafting without blue prints
  • Different types of locks for lockpicking
  • More terminals to hack and more options to choose from (there is an over abundance of door unlocking, needs more robot reprogramming/light power manipulation/gas line explosions/toxin releases/etc.)
  • Re-do the hacking minigame and make it more skill-based. It involves too much guesswork and repetitiveness as it stands. This does NOT mean make it easier.

12.3. Crime & Punishment

  • Bribery, intimidation, and robbery of NPCs as gameplay mechanics. However, these all affect your reputation if witnessed and if you let the victim live to tell the tale. Robberies of NPCs affect reputation the most, reflecting negatively on just about every faction very heavily as word spreads.
  • Punching someone in town is treated differently than shooting someone
  • Make being a thief more profitable
  • More unique items you can pickpocket off people
  • When you are witnessed stealing valuable items, the owner or a friend of the owner (if armed) may pull out a gun and yell at you to drop it instead of simply pestering/following you.

12.4. Combat

  • Always have an alternative way to a situation than just combat
  • Improved gore
  • Bullet drop in long distance shots
  • Bullets & projectiles move at realistic speeds
  • If not behind proper cover explosives can and will knock down player character and NPCs
  • Penetration system where bigger rounds can go through multiple people
  • Projectiles now also penetrate certain walls, debris, barriers, etc. (anything with a penetrable tag on it in the engine). An entrance point is created (like already) and an exit point is created as well. After exit, the projectile has lost some of its force and its trajectory may be altered.
  • Grenades possibly having their own button/key
  • Dynamic crosshairs
  • In face to face combat, make it so the enemy will often push you or your weapon out the way (as to avoid the static up close combat of FO 3/NV)
  • Melee and hand-to-hand enemies as well as creatures receive damage bonuses when attacking in numbers. This promotes the need to take these foes out before they reach you because if they do you will be in serious trouble no matter what armor you wear.
  • Reintroduction of critical failures from Fallout 1 & 2, actively affecting both the player and NPCs

12.5. Stealth

  • Better sneaking mechanics and stealth kill scenes
  • More incentive to use stealth and concealed weapons
  • Massive overhaul on sneak: (1) you should not able to be totally hidden in front of somebody, (2) no matter how much noise is produced NPCs should not see you through walls and know you're there, (3) NPCs must allow for sneaking past - one entrance w/ non-moving guards is bad game design, etc.

13. VATS:

  • VATS shouldn't be completely OP. It should be more strategic, expanded on what NV did.
  • VATS is real time, just slowed down a lot
  • Add eye & groin shots
  • No damage reduction, you should take almost 100% damage but there should be a limit to how much HP you lose so you don't get killed while firing (such as 85% of your HP can be lost)
  • Player stops firing if enemy runs behind wall/cover
  • Be able to exit VATS at any time
  • Unarmed and Melee Weapons can select specific parts too
  • Ability to slow down or speed up VATS kill cams

14. Skills:

  • Adding back Small Guns and Big Guns or other skills, to spread out the points more and have your character have more specific weapon skills
  • Introduce more skills
  • Better character builds meaning much more emphasis on tagged skills. Tagging a skill no longer provides a flat bonus of 15, but each point invested in the skill counts for double like Fallout 1/2. You should be meant to stick to your characters goals and it should be very hard to change i.e. you can't just go from a ruthless melee weapons character to an all-out energy weapons character.
  • The higher your Medicine skill = less chance of addiction & OD.
  • Skillcap would remain at 100, but the cost to raise them would rise as follows: 1-50 1:1, 51-75 2:1, 76-100 3:1, the point being, the better you get the more difficult it is to get even better - this would make a maxed skill equal to skillcap of 175 - and I think it'd be easier to utilize the full scale of the skill, if it caps at 100 (instead of having skills cap at 200 or 300).
  • Survival involves more than just being able to cook
  • Some skill presets for different types of players
  • Speech possibly split into Persuasion (persuading one to listen to you or give up info) and Deception (being able to disguise oneself and tell defensive lies)
  • Skill not REQUIRED to hack/lockpick, but being below the certain amount makes the mini game a lot more harder
  • A return of the Doctor skill and a reintroduction of manual healing: Manual healing would be similiar to Fallout 1 & 2 (only a few uses/24hours - they would take few in-game hours to be completed - success is determined by skill), and couldn't be used in combat or when enemies are nearby. Healing cripples wouldn't be possible with stims or sleeping, but would require manual healing and the ability to heal cripples would be dependent of the Doctor skill and the skill requirements of the crippled body part (head and torso would be harder to treat than legs and hands), otherwise a doctor is a must see. Manual healing is also able to be performed on injured companions or others in need.

14.1. S.P.E.C.I.A.L

  • Low Intelligence in SPECIAL will literally make you dumb and will reflect on your dialogue choices
  • Any SPECIAL skill with a 1 or 2 has severe consequences
  • The higher your Charisma, the more followers you can have
  • SPECIAL has a greater impact on gameplay and dialogue

15. Perks & Traits:

  • More perks that have actual effects rather than skill boosts
  • Bring back Traits and more of them
  • Contract Killer/Law Bringer perks include actual quests
  • Dual wielding perk (in the fun league of perks like Bloody Mess)
  • Perks every 2 levels
  • Ability to repair/build robots
  • No longer forced to take a perk when asked, can proceed on without picking any
  • The Wild Wasteland trait is now a gameplay choice instead and doesn't occupy a trait space.
  • Bloody Mess perk becomes a trait like Fallout 1/2 and provides no damage bonus
  • Intense Training perk not available until level 12 and only one point can be added to each attribute (similar to Fallout 1/2's Gain Attribute perk)
  • Fix the Animal Friend perk: Animals won't attack you at rank 1, however if you attack them they still continue to remain friendly. They should attack back if attacked and especially defend their buddies if you purposely cause them trouble. At rank 2, the animals are suppose to protect you from hostiles. The problem is followers will defend these animals even if they attack allied humans.

16. hardcoe Mode:

The majority of these would only become active during hardcoe mode, although some could make their way into normal mode. Perhaps players could enable hardcoe mode features in normal mode through an Advanced Options window but turning on hardcoe mode turns on every single feature. Some features may not be allowed to be toggled in normal mode.

  • Sleep decreases your skills more and more the longer you go on without rest and perhaps you could even pass out if gone on for too long. Passing out in 'unsafe' areas includes a chance of being awaken by an enemy attack on you or being robbed
  • The game remains real time when you pause
  • Have tons of different moods your player can plunge into, some with positive skill effects and some with negative
  • Radiation decreases max HP by 1% for each 10 rads
  • Option for having only one life (after death the save is inaccessible but could display your stats and cause of death)
  • No compass markers for quests, locations, and enemies
  • Playing the radio gives away your position
  • Backpacks that increase weight capacity, not necessarily a hard core feature
  • Weather affects the body. Not wearing the right clothes within the cold will lead to frostbite and a slow death, wearing too much clothes/not being hydrated within the heat rapidly increases food/drink/sleep meters, etc.
  • Fast travel possibly disabled, rely on you or other people's transportation
  • If being transported by someone, you have a chance of running into a dangerous random encounter
  • Raw food has a high chance of sickness, some more than others
  • Some infections and diseases
  • Realistic damage applied to you and everyone else (head shots equal instakill, only a few bullets on unarmored body for death, explosives could be instakill, explosive shockwaves cripple many body parts, etc.)
  • Ammo and aid items are a lot more scarce
  • Inventory space is managed differently and you can't have a bunch of huge things (no Minigun in your back pocket for emergencies but if you really need it, it will likely be your only primary weapon)
  • An optional choice where you can only save in beds
  • Chems can be overdosed and kill you almost instantly
  • Be able to set camp in the wasteland
  • Chem addictions have more severe consequences (such as Med-X making you more susceptible to damage)
  • The need for tools for self-repairs
  • Pip-Boy is real time
  • Stimpak/chem usage/changing ammo, armor, weapon/etc. is now animated meaning you can no longer spam effects. An action queue will be shown in the Pip-Boy and upon exit you will perform your actions in real time.
  • Reducing someone to ash/goo destroys everything in their inventory
  • Doctors Bags don't instantly heal but steadily heal for around an in-game hour
  • Fixer has a percent chance of curing addictions and it lowers the more severe your addiction(s) is/are
  • The lower their condition the more your gun will actually jam during firing and the chance of critical failure quickly goes up (completely destroying the weapon)
  • Just about any action you perform will cost some AP
  • A slider for increasing enemy spawns
  • Followers now require ammo supplied by you and this ammo actually decreases from use now.
  • Stimpaks have weight

17. Audio:

  • More music in general including more radio stations
  • A very big list of quality voice actors who are either unknown or b-list. No famous actors.
  • Improve the ambient music
  • Bigger variety of music genres that still fit within the game atmosphere and the 50s
  • Temporary semi-deafness from explosions
  • Combat music changes based on the severity of who's attacking
  • Some feral ghouls let out a couple words before being killed (the little humanity they have left)
  • High quality weapon sounds and hear the bullets fly by and ricochet
  • Actual audible sounds produced by armor (depending on bulk and weight)
  • Robots have their FO 3 voices back again, not their NV one
  • Death narrations brought back from original Fallouts, can be turned off

18. Visual:

  • DO NOT include the http://www.nexusmods.com/skyrim/mods/30/?
  • Shadows
  • Limited DoF (depth-of-field)
  • Bump up the texture resolutions
  • No weird tinted skies but instead clear, realistic looking ones
  • Vegetation
  • Fire spreads to the surrounding area
  • Some destructible environments
  • Mirrors you can look in
  • In addition to first and third person, include a top-down view
  • Many more fluid animations in every single category, all around the game world
  • Some cutscenes
  • Weapon conditions should show decay (rust, cracks, etc.)
  • Better and more varied graffiti across the wastes
  • Better draw distance (objects are poorly drawn while in scopes)
  • Darker nights
  • A camera that operates more like Fallout 3's and not New Vegas

18.1. Player & NPCs

  • When you go to sleep you actually lay down on the bed
  • Accurate player head-tracking in 3rd person view
  • People's faces show emotions
  • Bring more animation and life to conversations
  • See breathing if cold out
  • Battles with dozens of people on screen at once, sometimes more
  • People playing harmonicas, littering empty bottles, playing chess (playable by the player as well), etc.
  • Many different textures and models for each generic enemy and possibly a full-on randomization process
  • When you take all the clothes off someone, the top (bra/shirt) would come off both male and female
  • Redesign the feral ghouls
  • NPCs can get their limbs torn off but still be living
  • Be twitchy and have a shaky camera when on too much Jet
  • Animations for everything you activate
  • Walking leaves foot prints
  • Visible legs in first person
  • Player has many idle animations that come from their high skills, location, equipped weapons, etc.
  • Visible player conditions (burnt, bruised, sickly, poisoned, starved, dehydrated, etc.)
  • While sprinting/walking/idle-standing you (and others) hold your two-handed weapons down (assault rifles, shotguns, snipers, etc.) and hold one-handed weapons up.
  • If your limbs are crippled they should show wear and tear (blood, bullet holes, etc.)
  • More player death scenes rather than just rag doll
  • When someone is set on fire they should stumble around, if a critical occurs they will drop and roll until they burn to a crisp. Anyone touched by someone on fire will also catch on fire.
  • When arms are at rest the Pip-Boy's light should swing with arm movement similar to a lantern. When aiming down the sights it should behave like a flashlight.

19. User Interface:

  • Improve the UI and make it PC-friendly
  • Be able to look at items in full 3D view like Skyrim, look at original Fallout games for inspiration
  • Although there should be less of them, loading screens should be more interesting similar to Skyrim (where you view game assets in 3D instead of looking at static pictures like in Fallout 3/NV)
  • Another improvement would be the ability to make folders for saves
  • Ability to sort saves by character
  • Multiple autosave files like Skyrim
  • Ability to rename save game files
  • Improve the HUD with not as much of a bloaty feeling and be able to enable/disable specific parts of the HUD
  • Before adding a mod, upgrade, customization, etc. to a weapon you get a visual preview
  • In character creation, the sliders shouldn't just continually click left or right but just move along smoothly

19.1. Pip-Boy

  • Fix the Aid and Misc sections which become cluttered and also improve the Notes section by organizing schematics, recordings, etc.
  • Pip-Boy needs other improvements as well such as level selection in interior maps and an upgrade to the hot key system (frustrating to use on consoles)
  • A codex system within the Pip-Boy that keeps track of creatures you encounter, notable NPCs, items, advancements in lore, and other things.
  • The Pip-Boy's map of the world would be 3D like Skyrim but with a Fallout twist to it
  • Do not forget to include roads onto the world map like you did with Skyrim
  • Be able to set points of interest on Pip-Boy map
  • More understandable stat increases from items and from chems w/ an explanation (how do they give these increases?)

20. AI:

  • Covering fire, repositioning, cover usage, flanking, flushing enemies/you out with grenades are some good things that could be implemented.
  • Enemies that are clearly overpowered should flee very early on
  • Smarter follower AI that also notices how you are trying to fight in a battle
  • If you pull a gun out and aim it at someone, they should be reactive and pull out their gun as well
  • NPCs should notice bodies, open doors, knocked over/missing objects, and anything out of place. This will send their AI into an investigative mode.
  • AI in the wild are less aggressive, in combat the AI is at its most aggressive (not always, but often)
  • NPCs will take over a job if the previous NPC was killed
  • NPCs need to recognize mines (frag mines, etc.) that are theirs and quit blowing themselves up.
  • When sniping, the AI will some times fight back by pitting a counter-sniper against you

21. Engine:

  • Revamped Creation Engine or completely new
  • Script extender/more scripts already built in
  • Make the game 64bit and uncap the amount of memory the game can use
  • Remove any bugs especially game breaking ones
  • Fewer loading screens
  • Little to no invisible walls
  • Be able to render more items within a cell more smoothly
  • Cloth physics
  • DirectX 11 support
  • Be able to get on the top of all buildings (or the majority)
  • Entering buildings within a town or area requires no loading screen and instead you have an animation where you open the door and close it behind you
  • Be able to see through & out windows
  • Higher controller/mouse sensitivity
  • Do not hold back the game with support for Xbox 360 & PS3; strictly next-gen only

22. GECK / Modding:

  • Steam Workshop integration
  • Develop better terrain manipulation controls for better detail and use terrain paints instead of copy-pasted rocks and cliff sides everywhere.
  • Ability to add more lighting (which was capped in Skyrim causing texture popping and blackouts on textures)
  • Uncap the 255 mods you can use without worrying about memory overload
  • Compiler with an extended limit of characters
  • Map all of the properties/objects/actors by their Form ID's or other coded number that doesn't rely on the Editor ID name so that if you wanted to organize your objects you wouldn't have to remap/link all of your aliases/objects to your object again just to change the name.
  • More sensible movement within the render window & key remapping
  • Proper scaling
  • Either no hard cap on the number of animations, or support a few extra slots ~even if unused in the official game. This would allow a modder's custom gun to support adding a custom reload; or unique attack animation.
  • More intuitive ~or at least better documented Object-palette workflow; and material set usage; and addons (models)
  • A modest selection of additional dialog from all (or at least most) of the principle voice artists. For instance... Mr. Burke [via GECK content files], could say, 'I have another job for you, are you interested?', and then [affirmative], "I have an acquaintance looking for a delivery boy"... "Be at [Ten Penny's | Dunwhich | Rail yard | the Rivet City Bridge].... at [1,2,3,4,5,6,7... O'clock]" , "[he/she] will fill you in on the details".
  • Working/Reliable support for world space creation
  • Sort By Function - allowing you to sort objects by their type
  • Options to map orbit, pan, zoom on keyboard and mouse
  • Snap To Function - allowing you to take an object and snap it to another
  • Decent text editor with syntax highlighting
  • Place-able Pivot Point - Ability to orbit around any where in the world without losing control, like you do so often in the CK
  • 1st Person View / Testing - Ability to walk around in the CK
  • Exposed access to the foot/floor kinematics (the behavior of the feet adjusting to uneven ground height); or just an explanation of how to use it in custom models.

23. Misc:

  • Don't rush the game
  • Do not let Fallout 4 easily be dubbed a "Skyrim with Guns" - make Fallout a distinct series
  • Another competition for a user-made perk like Fallout 3
  • A Great War flashback
  • Listen to the community! Take a look at mods as well
  • Have Obsidian help with development
  • Take on more volunteers for things like consults, graphics work, coding, bug squashing, etc.
  • Take advantage of your M rating
  • Despite being about TES, Bethesda employees should take big notes on this video: https://www.youtube.com/watch?v=JweTAhyR4o0

The Community Wishlist compiles the best wishes for Fallout 4 from all of this forums threads.

Disclaimer: This list in whole will massively help you gain insight into what could make Fallout 4 an incredible game. The ideas contained within this wishlist are all only suggestions the forum's members feel would improve the game and we do not claim them in anyway. Bethesda, go ahead and use whatever ideas you like, you've earned it. :wub:

If you have any more suggestions I'll add them to the list if they're good enough. If you would like to show this wishlist to Bethesda, you can contact them http://www.zenimax.com/more and http://www.gamesas.com/index.php?app=members&module=messaging§ion=send&do=form&fromMemberID=365941.

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Sarah Bishop
 
Posts: 3387
Joined: Wed Oct 04, 2006 9:59 pm

Post » Tue Sep 22, 2015 2:22 pm

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~Sylvia~
 
Posts: 3474
Joined: Thu Dec 28, 2006 5:19 am

Post » Tue Sep 22, 2015 8:39 am

I decided to make a complete combined list of my suggestions. It is organized by category and so if you want to view one simply hit the spoiler button and be prepared for a large list to fill your screen. :lol:

GAMEPLAY CHANGES:

Spoiler

- Throughout the entire game give the PC the ability to go nonlethal in the style or manner that the popular game, Dishonored had. In which we could take people down with a sleeper hold, tranquillizer darts, or simply using our mind to find a way to get them out of the picture.

- The bounty system the NCR had was interesting. As well as how we had bounties placed on our head by other factions. Would not you say? There were mods that expanded on that, which is where I did get my inspiration on this from.

- This is mostly to Bethesda and less towards Obsidian. You need to really take advantage of your M rating and tell a story and offer gameplay indicative of this. You are now competing with the likes of The Witcher, The Forest, Dying Light, Mad Max, and Homefront: Revolution. in this category. Moreover, I do not have to tell you that they are not as shy and immature as, Todd Howard claims he is. If you played The Witcher II, you know this, and people loved it. They bring up that scene all the time. YOU KNOW THE ONE! :lol: So take off the T for teen gloves and get to it. You lost that rating some time ago. Let us see what you can do. Because a little blood and gore is nothing compared to what your competitors are offering. You might hate it or what have you, but it is Catharsis. You experience something you normally would not and it is a kind of relief. This is the reason why people like Edapusrex to give a bit of a theater class rewind. Year after year these advlt mods are in the millions on downloads. I do not mean the overly sixual ones either. I am talking about ones that are tastefully done like the six scenes on Mass Effect for example.

- Have a unique and dynamic weather system. That is also a mod. Make winter seem like winter really is. For instance, the Skyrim mods made it cover all surfaces like you did with rocks and trees, plus they added the prints. Look at Inquisition how they made it to where you can stumble in mud if you are too heavy. Alternatively, make snow slippery and you can fall on your butt. Do not have any clipping. Clipping is not very professional, we see it a lot in your games, and modders fix it! Just do what you did in skyrim with all the weather effects. How the snow just drops over the landscape. Things like this might seem like small details, but they are highly appreciated. If we get in the water and get out, we should be dripping wet.

- Add maintenance to gear. It should all break down with use over time depending on what it is realistically of course. It should not be like skyrim. Just give the players who do not want this feature the option to turn it off or lump it together with the hardcoe mode. As long as you do not make it like dead island you are okay. In dead island things decayed a little too fast. Didn't make sense.

- A vast, immersive, detailed flora and fauna system. See the mods of skyrim to see what I mean. Essentially they added ecosystems, more of each, increased the detail of both, changed the spawn points, made heards, and much more. They made it believable and realistic. There should be a fishing, hunting, and flora collecting mini games to help out some settlements.

- When we need a flashlight the pip boy will still have a light, but instead of not being able to aim it, if we aim down the sights with it on, it should work like a flashlight. At rest, it should work as if a lantern is tied to our belt and should swing with our arm as a real light source.

- For combat, no longer should a higher difficulty just mean more health. It should mean that the enemies get smarter, use better tactics, adapt to changing situations, and are generally more innovative depending on who and what they are. The hardest possible play though would then logically be hardcoe, hardcoe mode. A bandit on the highway depending on age and how long they have been doing this, would be tougher than one that had just started. If we are sneaking and using a bow, crossbow that fires multiple shots without reloading, etc and hit a target with it. The enemies would react to that naturally. Calling out to their buddies that there is an enemy and what type they are and that they are hiding. They would run search patterns, blindly fire if really frightened, use flashlights or torches to hunt you, use last known location, and if they searched it thoroughly for a normal amount of time they might go down to yellow alert but will adapt so that you can't just snipe them from a corner and run and keep this up and hear them say it must of been nothing. If they find blood they react. If you didn’t grab and hide the body they react. If I am attacking them full frontal assault and my gun jams, I am out of ammo, I am even using a gun, etc they should react accordingly and communicate with each other and change tactics. Rushing me when I am out and taking cover when I am pressing. Add a cover system indicative of someone who had no training depending on what skill you want to govern that. Strangely enough, use Homefront revolution as an example here. Certain covers should be destructible based on what weapon you are using. In fact, make the entire world like this, but make that realistic. A 9mm might punch holes through some thin sheet metal, but it will not take down a building and neither would an RPG for that matter. It would just blow the clutter around. If I am sniping from a distance they should react accordingly. Maybe they even have counter snipers. I remember a quote from someone talking about the Vietnam War saying, "The only way to fight a sniper is with a better one." This is another reason why you need volunteers to tell you things like these. It would make your games better. They might even fortify their position by building better fortifications and setting traps and cover. They work together as a team just as you will with your companions.

- Companion limit should be four total.

- The pip boy should be upgradable.

- I think the lock picking mini game system is long overdue for an overhaul. So right now the way it works is you use a standard lock pick that everyone in the entire game universe is using or bobby pins and optionally a screw driver. Getting a bit old huh? I think this is how it should work. It does not pause the game, it is entirely real time. We either have a lockpicking gun, a leather bound roll out lock picking kit that has a rake, hook, and lubricant of some kind to clean out a really old lock, or both. Lowest level being graphite, next alcohol, and lastly wd40. Additionally some locks that just clip on we should be able to just hold the wd40 upside down and hit it with a hammer. (Which would not be stealthy at all.) This kit should be upgradable based on our skill. You could buy a master lock pick set, but if you didn't have the skill to use it, it would not do much good for you. So you have to have the necessary skill to unlock things now. You can still attempt any lock, but it would be more difficult for you to rake the pins. There should also be more than one type of locking mechanism. Some should be like vaults and have a combination, pass code, etc. Diversify the locks and options to get through them. Like just simply shooting one with a 12 gauge point blank and blowing out the locking mechanism or shooting a hole in a door and then this is animated, he reaches through and unlocks the door himself. Which would not be stealthy. There should be different types of rakes and hooks. Some rakes are not as good as others are because the companies that make them adapted against them. This is where your progression system works. You also would need a different rake for different locks. It would not mean that you could not pick a lock, but if you use the wrong one, it would slow you down in burning through it.

- Hacking. The way it works is you just attempt to gain access to the computer and even the most advanced ones are only protected by a single password with varying degrees of length. Hacking should be multi-faceted and we should use our pip boy to do so. Eliminating the need to use the keyboard altogether. It would work by remotely sinking up your pip boy with the target and then instead of looking through the code and trying to guess which one is the password we simply have an A.I. we programmed or the default one on the pip boy if your skill is below 25. The better your skill, the better your programming knowledge and the more useful it becomes. So our pipboy automatically begins finding exploits in the software or hardware and depending on your skill level is how long it will take you to get through a target if at all possible. So this means we could stealthy and remotely hack. It would be governed by intelligence, science, stealth, and agility. If we are intelligent and are advanced in science, we should be able to get through any firewall, passwords, or security system. Anything electronic with a CPU is our domain if we are good at hacking. We could hack anything with a computer chip or wireless network. For wired networks or if it needs power, we should have to plug our pip boy in unless we have a wireless power upgrade on our pip boy. There could be people we pay in game to program our pip boy's a.I. for us. You could also make it a side quest where someone tries to kill you this way. Much more modern and much more likely for their universe. It is somewhat like eddie on your wrist. So we could have an A.I. companion on our wrist that could help with a multitude of task and would be similar in nature to the suit from big mountain.

- I would also like to see some more puzzle gameplay mechanics kind of like the games where you have to put it all together to move forward.

- Traps: The dead money ones were amazing because they played off player traits of greed. Instead, you could hook this in with procedural generation and depending on player habits adapts the traps to us. Thereby keeping them interesting and not allowing us to cheat by looking them up. We would probably still be able to look some of them up in some situations, because though you might have the correct traps you would not be able to procedurally generate a hand drawn level. I don't think anyway.

- This could come into play with cannibals that have been tracking and watching us for a while or some faction that hates us that has been doing the same and each one depending on how tough or good they are at what they do. NCR/Legion/BOS/House would have been the pinnacle and the low end would be the [censored] nords of skyrim who think the wind shot them in the head with an arrow and say lines like, How am I supposed to know what college he/she meant.

- Allow us to play as an A.I. (i.e.) an android. They are in the universe now. I don't see why not. Just make sure you fully incorporate it. Really, explore the topic of life with this character and slavery, etc.

-Add a grappling hook and mountain climbing axe that are fully animated and upgradable.

PRODUCTIVITY/MISC:

Spoiler

- Take on more volunteers for things like consults, graphics work, coding, bug squashing, real life DJ’s, writers, consultants, etc. Keep it semi closed, in that the volunteers do not go and spoil everything, but you get the benefit of what happens in the modding community. Or the benefit of crowd development. They do incredible things there that everyone should get to experience, like fixing every single bug in all your games. They are that good. They also upgrade the graphics of a game like Skyrim. That is simply incredible. In addition, many games are bringing this concept to life. Like Infamous Second Son's Camera mode, GTA's mapmaker, Halo's forge, and Minecraft. There are many examples. I would even buy some for like 99 cents if you uploaded a few select ones on the Store as DLC. Find a way to make this happen. It has been a little too long. The point is that you are not limited on, "Oh this is a great feature, but we don't have the money." Are you kidding? Go look at the nexus and look at all that talent there. They would kill to work with you. You get free talent and potentially new employees for the ones that really stand out. In addition, if you have someone do some voice acting for say a dragon shout like, Fus rho dah, you release it on the trailer, everyone loves it, please do not change it in the game! It was crazy. That person did a wonderful job and I hear he is the one who wrote that language in a weekend? You really messed up there you have to admit.

- I think this might be a bit of a personal preference here, but I think when you are hiring voice actors you should mostly hire the ones who are also stage actors. Like Pat Stew. To me they are the best there is at what they do. It is all live and they really pour themselves into their work. In addition, I would LOVE to see Gary Oldman do a Bethesda game. That man is incredible and he played Dracula and Zorg! He is right up your alley. How has this not happened yet? :lol: I also would not mind seeing Sean Bean do another game as he was phenomenal as Martin. Did not get the credit he deserved there. I totally agree with Todd there. Liam Neeson was great as well, but you did already use him for fallout.

- Gather big data so you can improve the game. A good example, though it is not the same genre per say, is Destiny. They released an alpha first look (not the suggestion) and you could sign up, but they keep track of what everyone is doing, where they are, where they are dying, what they are using, what strategies they are using, ect. They also allow players to in game send feedback directly to them for say proof of a bug or what not. They are not the only one that does this, but it is the best example right now in terms of non-procedurally generated games. Also, keep track of what mods people are using and how they are using them. You would be surprised what all you can learn from this. After all, what is more important? What people say they like? Or what they do. :smile:

- Make the game so that it is like what the Division is going to do with their DLC and new updates. You do not have to stop playing; you just download the new update, as you are playing the world changes. It is an incredible concept. The game would stay alive for a long time if you could do this. If I am not explaining this as well as I should, I am sorry. I tried to find where I read this at, but I think it was a YouTube video near last e3.

- Give the player character a choice for what voice we have, not unlike what Inquisition is going to do. In their game, we will have two choices for each gender. You might think you do not choose a voice actor for the PC, but you do. He just does grunts and stuff like that. I hated the one in FNV. He sounded so weird. :lol: For the classic loving players who want their voice to be the PC, give the option to have no voice. Everyone wins.

- Make a smartphone companion app for the game. You people are missing out here. Things we could do would be like what the PlayStation companion app does sort of. Allow us to pair up with our Ps4, Xbox, or pc and use it as a touch screen to control some things in the game like the keyboard. Allow us to go through our inventory , customize our gear by adding dyes, paint, add-ons, mods, etc., crafting with built in tools that help us. Level up, read our journals, notes, audio logs, radio, and quest. Have it as a direct way to send feedback to you for the app or game. Add mini games. As you can see, there are many possibilities.

- Project Morpheus, Oculus rift support, Google Cardboard thingy, PlayStation eye, and Kinect support.

- Something I am worried might carry over from skyrim is the blocky faces that modders removed. Please do not do this.

- Make sure that your textures and meshes are as perfect as could be. In skyrim, a mod fixes distant landscapes with one single texture mod. This huge oversight should never been allowed to have happened, but did.

- Make the sounds as realistic or more so than what companies like Dice and 343 did with Halo. In dice, you have the option to turn on a sound mode called war tapes. They have this because they actually did extensive recordings to capture all the sounds in the game. It is incredible.

- Utilize procedural and generative generation techniques to cut down on the time it takes to do menial task, free up time for more important things, allows more animations, scripted events, and overall increase the world size. The best examples of today would be No Man’s Sky and Left for Dead I & II. In No Man’s Sky the entire universe is infinite and everything will be procedurally generated making the universe infinitely explorable. In LFD they use big data to help them shape the world by removing certain enemies, adding loot, and even new pathways. Generative generation or automatic programming is used to do automatic tedious coding. In some instances, the program can write its own code. In the world of Fallout 4 I am suggesting that it be a hybrid between these three concepts, procedural/generative generation and the work done by the artist. So the game would be less like a constant action thriller theme park and more like what would imagine in reality. So between towns might be big swathes of forest or wasteland that we have to trek across to get to a bandit hideout or mission.
- In first person, we should have two arms and legs. Should be able to interact with the world with our limbs.

- I would like in sneak mode for it to be similar to the game Dishonored, in that we have smart edge detection, and can hide in places you otherwise would not expect.

- The inventory system should be comparable to what The Last of us did, but fallout style and better. All items take up space and have a realistic weight comparable to the real world. There are certain types of inventory holders like backpacks, bandoleers, belts, pouches, etc. If you have them equip, the type of size and weighted items that they can carry are placed there by the player with his hands. Say you have two bandoleers across your chest, a belt, pouches, and a military backpack. Than we can hold ammo in those bandoleers, small items below a certain size in the smaller compartments, and big items go into our backpack, and weapons go in our holsters if we have them. If you do not have a holster, he has to carry it in his hands and store it in his pack unless it is a pistol and then he can tuck it into his belt line. Having more holsters means being able to carry more weapons. We should be able to carry up to four large weapons max and the weight and size limitations mean we would really have to manage our ammo right. If you have a mount, we should be able to place holsters on that too for weapons and some other compartments. If you only have a pack you cannot carry too much with you. When you open your inventory he pulls his pack off his back and sets it on the floor and the menu comes up of every compartment you have on you and if you are nearby your mount that shows up too. It is all simplified like skyrim. It does not pause the game if you are in hardcoe mode and in both it sends your followers into idle unless sharing inventory with them in which case they are standing in front of the PC and we simply hand it to them and behind the menu and they place it where it needs to go. If you use stimpacks or something like this than it queues up but does not show it in hardcoe and when you close the inventory he injects it and its animated. Thereby removing the ability to cheat and adding strategy and skill to it. Moving things around in the inventory is totally animated. You can see the PC and NPC’s move their gear around from compartment to compartment.

- Have Obsidian entertainment work cooperatively with you on fallout 4.

- Allow us to make camp if we have the equipment to do so.

- If you no longer want to work on the game and still have volunteers or staff that do want to allow them to.

- Use kickstarter or indigogo if you need to for funding.

- Make fast travel like a hybrid between morrowind's transports and such and the regular fast travel. If we are playing on hardcoe mode have them auto eat and drink when they need to. So we don't have to check that constantly. We should be able to fill up canteens and jugs. When we click fast travel I think it should show our progress on the map and simulate what it would be like and have the potential to be interpreted by encountering something in the world.

- For music, you should include things from all eras and not just the 1950's. It should be the focal point of it all, but there was time before that and after it in the world. Also in stealth mode if we are listening to music he should put in wireless earbuds that charge over time if we find, buy, or earn them. If not if we are playing music it should give away our position. If we are not in stealth, it should have an effect on the enemy like frightening them. Similar to what the tank crews during World War II did.

- Add in an advanced option menu that is initially collapsed with various fine tuning options for the player to take advantage of, to make the game the way they want it.

- When they game first comes out include a day one DLC that is free and allows us to improve the graphics of the game, thereby eliminating the need to have several disks.

- Our player and NPC’s should have a quantifiable emotional state in which will make us and other NPC's behave differently depending on what state they are in. It is not really difficult to predict what state someone would be in, because there are six-eight basic emotions and a total of 72. A writer, artist, programmer working in synchronous could do this job. You could make it optional or only for hardcoe mode. This is a rather brilliant concept I got from an indie game called Dungeon Crawlers. So if you are going through a den of cannibals and it is pitch black with low visibility and you are running into bodies on meat hooks your heart is racing like a madman (controller vibrating to the beat of your heart) and you're maybe not as good at sneaking or is harder to control to sneak or aim. You run into an enemy and you're a melee character and he just keeps hitting him even though he is down. (Pissed and scared) It reminds me of sometimes in skyrim when playing on the harder difficulties you kill a tough opponent and just really rub it in with your sword when he is dead. This would be much more satisfying adding to an otherwise flat emotional experience. I remember Todd Howard showing a picture of him winning a dynasty of NCAA. This would be like that in a bit, because they actually incorporate emotion into that game. Like if it's fourth quarter or OT and you're the kicker. You might also use procedural generation here to amp up the emotions depending on difficulty. The highest possible setting hardcoe, hardcoe mode would be the most realistic. You might even use Kinect/PlayStation eye/ oculus/ project Morpheus to track our emotion.

- I also remember another innovative game concept where you start out as a prisoner in the game that is about to be executed and the warden comes in and ask you how you want to go. This is not so much important as the conversation system is. When he ask you this you can highlight the option and listen to the characters inner monologue behind the decision. The reason why I did not previously suggest this was because I somewhat felt that the inner monologue of the character is us, because that is us in the game in a way. We are role-playing a bit there. But I think we could do a bit of both IF they go along with the suggestion to add optional player voices for male and female characters (at least two maybe four. Meaning two male and two female voices.)

hardcoe MODE:

Spoiler

- If it is cold, it should affect us and we should have the chance to have the deleterious effects that come with that. We should slowly dry off as we walk, mud too, and sandstorms should slowly damage our gear.

- Everything in the game is real time. If we are walking and a NPC is talking to us we can respond while walking using the touchpad on the ps4 or directional pad that is on both ps4/x1 and on pc something similar. If we bring our pipboy up it does not pause time. Etc. No way to pause time in hardcoe.

- The way the save game works is that when we start a new game we get to select hardcoe, hardcoe mode and once started we can never switch out of it on that save. There are only AutoSaves.

- If you choose to add the advanced options menu only allow us to tweak select options here.
- The PC and all NPC’s have realistic carry weight. Unless we have a mount with extra compartments and we are nearby it we should not be able to carry over 350lbs with all the best inventory gear equip.

- All food, water, and medicine has a toxicity effect if you take too much, drink too much, or eat too much it has deleterious effects. Super Stim packs blur your vision while it is in effect and you have to really plan when to use them. Medicine bags can only be used while you make camp.

- When we die in hardcoe mode and vanilla, it incorporates the multiverse theory into the narrative and informs us that though our wanderer died, there is another alternate reality where we did not die and it reloads the latest save file automatically, but does not say it is loading. Instead, the screen progressively gets darker and darker and as the save loads up the world is slowly appearing around us and boom, were playing again.

- Vats does not pause the game for you so you can have all the time in the world to slowly select where you want to hit. Instead, it would work by holographically projecting a lead circle that you can aim at based on what body part you initially are trying to hit, so that you can strike it, and if you are wearing power armor it comes with aim assist for vats. This does not mean you cannot use vats to help you detect enemies. Instead, vats will constantly do this for you by highlighting them for you in the dark and distance. You might consider adding smart rifles as well. Which also means that you should make the night and day with photorealistic lighting. Consider just making this standard vats.

- If we have companions, it changes the difficulty of the game accordingly, not unlike Diablo.

- When we mod a weapon it should not pause the game, should not have an arbitrary limit like only three, and it should all be animated. An example again is Homefront revolution from their trailer. He uses his own hands in real time to mod the weapon and it’s fast, but you could make agility and intelligence govern that. We should be able to tape on lights (use of clutter), put in a heavy barrel, flash suppressor/sound suppressor/compensator/etc., underslung rail for grenade launcher, shotgun, stun gun, stunning lasers, tranquilizer dart, poison dart, HE grenade, etc, foldable grip, angled grip, potato grip, etc, taped magazines, ammo drum, laser, taclight. Maybe even add in smart rifles. Something the military is developing and buying right now. I think you are seeing how much you are missing out on. Also these guns should have different firing modes, ammunition types, etc. It should all have it’s own textures, meshes, and animations that all change the gun’s appearance.

- The power armor should be more like an exoskeleton suit with armor built over it and advanced a.i and oxygen recycler, meaning you can go underwater with them, but you would sink and not swim and they might of even used it as a pressure suit for space EV's. The military would use them for anything from construction and moving heavy equipment to advanced warfare. Meaning there should be many types of the stuff around.

- You need to update the universe a bit more and add in drones as they have become indispensable as of late. They could be something simple like rc cars/planes with mods to enclave/old world tech. They would be used to deliver mail, scout, map, prospect, farming, news (keep track of players achievements), and much, much more. We are still actually discovering their potential.

- One other thing to add would be three dimensional printing. You can just say that is what was in dead money. Those vending machines. Today we are using these to print off food, clothing, houses, aircraft parts, tools and parts (slated for ISS actually), organs, and much much more. We are still discovering what we can do with these.

- For medical treatment I think it should be a combination of things on how we treat ourselves and our injuries. If we get a disease or get sick in the game we should have to drink more water, take antibiotics of some sort, need more sleep, etc. Fractures should be classified by, if it is a complete fracture is when the bone has broken into two pieces. A greenstick fracture is when the bone cracks on one side only, not all the way through. A single fracture is when the bone is broken in one place. A comminuted (say: kah-muh-NOOT-ed) fracture is when the bone is broken into more than two pieces or crushed. A bowing fracture, which only happens in kids, is when the bone bends but doesn't break. An open fracture, or when the bone is sticking through the skin. If it simple we just set it and inject some sort of nanites or stem cell treatment they would have developed. If we do not treat it we should risk dying. Which is possible. Thanks house for teaching me medicine. :smile: Continuing on. . . If we are irradiated we should start to see the initial symptoms like loss of appetite, hair loss, etc and progressively get worse with a very small chance of ghoulification. Add a bit of depth to your system is what I am getting at. It is really cool from what you already have, I was trying to add to it. If it is something complex the player can handle it should be handled at the camp we make. We should not be able to set a broken bone instantly during combat.

USER INTERFACE:

Spoiler

- Take a lesson from what we have seen the modders do with the UI. Make one from the ground up for each System. There were many glitches with this for PC guys who were getting angry with miss clicking dialogue options, because the highlighted dialogue option was not the center one. There are more but I will keep it brief. Make the UI, “Show it when you need it and hide it when you do not.” Yes, that is a mod.

- For the big map that we will have on our pipboy or if you go with my holographic The Division style map suggestion, make sure that it is as good as it was in the last ones. In skyrim, you neglected to add things like roads. It was not very detailed and so we had to rather guess what would be ahead through the FOW or no FOW.

- Add more killcam cinematics with various customizable parts to it. For example in FNV we could make it to where the last kill that we are about to get slows down time but does not zoom in, it just uses the players FOV. In Skyrim there were several mods that added to the kill cams.

- More cinematic cut scenes for the game. I think that making them with the game engine is best.

- Everything in the game needs to be properly animated.

- Disguise, hide, or prevent having to load anything. If you need to load something do it in the background. Preload the cells ahead of us and only show things like animated grass if we are looking in that direction. So instead of teleporting into cells it loads up when we are nearby and can reach out with our hand, twist the doorknob/or however the door is closed and push it open and walk into the cell. Once inside shrink what is shown outside the door to what we can see through windows. So we never have to pause the game.

- If we have a power helmet on it should have its own HUD.

COMPAIONS/A.I. & CRAFTING:

Spoiler

- Companions need a lot more options, dialogue, and realism to them. Like if we go to sleep in a bed, they should have something to say to us and should do something. Like wait and interact with the environment or stand guard. The point is that there needs to be more thought put into this. There are some mods you could consult for inspiration. You would be surprised what people are doing.

- Since there will undoubtedly be children in the next game, we should be able to have a last of us style child companion that could either be our daughter/son, adopted/biological, temporary companion, or something or the other. They should have all the functions that are in Skyrim HeartFire and then some. Such as automatically helping us find ammo, food, water. They should have the ability to hide during combat (they should be always no combative unless they are eighteen or older, the legal age to join most military’s. Though, you can still hint in the narrative of the game that there are some child soldiers, as we saw in FNV), VAST amount of dialogue that we can never run through in one or maybe even two save games (if you can find a way to make the dialogue different for each play though as GTA often does that would also be a plus.), their own collectibles (Like the vaultec bobble heads or the magazines that Ellie liked to pick up, mini games (Add more onto what you had in Skyrim.), their own crafting skills (Like making food, filtering water, toys, etc. This is a child who watches everything you are doing and they are going to grow up and probably be just like you one day if they are a permanent companion or at the very least and this should be for everyone they take inspiration from your actions and some do as you do. If you are a hero, the children might role-play in towns as you. Do you be out for number one, the moral gray area, or just as pure as the driven snow. We would see and feel the weight of our actions as if it were a mirror following us. The first time we have to kill, they hide, and it is over you think. They would come up to us and have many questions for us. Why did the man need to die? "It was either him or us and I would rather him it be him, wouldn't you, (Name)?" Alternatively, you do not kill him, but maybe just knock him out or some other non-lethal takedown, but you rob him and leave him there with nothing to survive on. "Couldn't we have just left him some water?" In addition, if you take him down and take only what you need they would still have questions. "Why couldn't we have taken more? He tried to kill us!" This mirror literary tool could be used for all companions and not simply just child ones. Depending the NPC’s personality, ideology, faction, or what have you they are going to have a response to your actions. That to me alone would make the game worth playing and would deliver an experience that we see very rarely and it makes everything not quite as detached and puts a much larger spotlight on your play through. Something I believe Obsidian realized with Lonesome road. We needed a mirror of our actions and it really pulled at you what we had to do there and what we did. Our actions had weight and the characters were palpable. We could just as easily of been him. If the player led faction idea is implemented than we can put radio tags on equipment for it to be picked up later.

- I do not think there will be really marriage in the fallout world. At least not outside places like the NCR and I do not know how housing will work. (Just thinking of hearthfire.) But please do not abandon this concept, but improve upon it. It only needed realistic progression and perhaps a skill of its own. Also see Player led faction suggestion.

- I have already talked about how crafting should be real time with the option for it not to be. I have talked about how we should be able to craft from a companion app. I would also like to add what we should be able to craft. Homes, weapons, mods, armor, clothes, clutter items, food, drinks of all kinds. The clutter items are deceptively simple. That is the biggest part. From heating up sand to make glass and doing glass blowing to making nets for fishing or fletching. Etc. Old school oil drilling. Etc.. It should be a HUGE part of the game that we have the choice to take part in and everyone should be doing these things. It brings the world to life. Like how you started making lore wise how people live. Adding farming and the like.

- This all being said, the world should have its own economy based on this. Meaning NPC's go where there work is. They are not randomly in some place they should not be. We would run into prospectors, people fishing, salesmen, guards, etc. They would have a schedule that is far bigger than a few cells. It would be big. Like if we are in Georgia you could get hired on as a guard or deck hand on a steamboat that trades crops up and down the coast or with Europe. In addition, all this economy has a kind of levolution effect on the world. Remember that word. Levolution. Meaning the world changes in real time/and while were away based on player action and npc action. So if a town is poor they would not have much supplies, people, talent, and some towns might even be completely abandoned because of it like the gold rush. Same for if an epidemic is going around or a murder is on the loose and you have not caught him or npc's have not. Say you get a quest to fix some pipes and say you will and do not and then all these pipes bust and the town goes ghost because they have no water or you take too long and they manage to fix it anyway. Which was a fallout 3 quest.

- We have the option to run a player led faction that is like what we see in the game Dragon Age Inquisition. We can implement automatic policy that our faction will carry out. We can have faction bases and NPC’s if given permission will move there and in realtime/or when the PC is away will build or renovate to make their home or business or both.

STORY:

Spoiler

- The one thing I did not like about the beginning of fallout NV was that they abandoned the precept that we are born into the world. This was innovative when Bethesda did this and I really grew attached to my character and connected more with this as if I was just being born into the world and had quite a bit of say so on what I look like and who I will be. Then when we went back later and saw what our actions wrought it resonated even more so. We didn't really have that kind of accountability and depth with NV's beginning. Good springs became a town to forget unless you wanted to see the doc or something. Therefore, I suggest that whatever beginning we have that this be the initial start of the game, no matter how short or long that start may be.

- I want to see an exploration of this idea I postulated a long time ago. An enclave/big mountain (just say the research was destroyed and easy connection.)/ commonwealth or institute/ or similarly advanced faction in the sphere of the game universe realizes the potential behind ghoulification and use their intelligence and expertise to transform themselves into biologically (yet sterile until they solve that) immortals. (Which just means their cells cannot die, but they still can from trauma.) I am thinking an almost bioshock eque quality where we try to create a perfect utopia and discover that the fault is not in our stars, but within ourselves kind of moment. You could use the concept in storytelling where (this is an actual prediction of what could happen to the world's governments), the rich and powerful live nearly forever and cling on to power and hold on to their ideas. So They would be like the prewar individuals before the apoc incident. Scientifically it is possible for a species to become biologically immortal, (this might get confusing so bear with me.) the species would only need to find a way to stop cellular degeneration or aging. Where during mitosis the telomere on the ends of the cells that allows them to rejuvenate become shorter and shorter and eventually becoming damaged and since they just keep undergoing mitosis, this forms microscopic tumors that feed off blood and can eventually kill you from that or some other factor of old age. The "Ghouls" I postulate only go mad because some of them had their aging stopped because their cells were too badly damaged and caused severe physiological changes. Alzheimer’s to which we now believe in the elderly is just diabetes for instance. So they would realize this and only allow certain individuals around the correct age. 21-28 or early thirties. (After twenty-five is when these microscopic tumors begin to form. So too far up the age line (everyone has them) and that's when these issues come to life.) ( potential corruption plot where some pay for it and go partially mad.) It could be a vault experiment. All this science should not be written out meticulously, but you should visualize it much in the way that Bioshock did. It would be best to have a consultant to help you be able to choose what could actually work in the game and not work.

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Sophh
 
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Post » Tue Sep 22, 2015 6:04 am

Domesticate the Brahmin!

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Katie Samuel
 
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Post » Tue Sep 22, 2015 4:05 pm

"Huh. Wanna elaborate a little? That's an interesting argument embark on here, on Bethesda's forum about Fallout 4, where all the participants in the discussion have gathered to spend their free time talking about Fallout 4, a game that doesn't even necessarily exist, yet our excitement and fandom for Bethesda's games (like Skyrim) has us here talking anyways. Given all that info, would you like to try to convince us that (first and foremost) Skyrim was bad because of whatever you're referring to that "happened with it", and furthermore, we thus shouldn't be excited for Fallout 4?" (mwals413)

Many things happened from Oblivion to Skyrim; some good, some not so much. An immense and visible upgrade in graphics and character design, better animations and weather effects; also undeniably more linear customization (i.e. lack of individual pieces of armor), linear dungeons, linear caves, linear fetch quests, linear dialogue choices and choices all together; shallow RP opportunity and character progression compared to its predecessors.
Many list catalogs of improvements they want to see in the next Fallout, and not to be a pessimist, but looking at Skyrim's sales I would be a little less than optimistic.
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Marta Wolko
 
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Post » Tue Sep 22, 2015 1:46 pm

Why do we have to care about TES on a Fallout thread ?

Are we even sure that they will keep the same dev they used with Fallout 3...

Other than that, those franchises never had any links.

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Brandon Bernardi
 
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Post » Tue Sep 22, 2015 9:58 am

I would assume

because Bethesda Game studios aka Todd Howard

does both of them

but the longer it takes for Fallout to come out, it would therefore be even longer for the next Elder Scrolls

if I would have to choose between the two, it would be for the Elder Scrolls

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Pixie
 
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Post » Tue Sep 22, 2015 8:02 am

lol. Good luck with that argument. When F3 came out everyone couldn't help but say, "You should try this game, it's elder scrolls with guns." We essentially have to use examples of things that are in both games to ask for upgrades to the other. They are not mutually exclusive, but systemic.

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Tiffany Carter
 
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Post » Tue Sep 22, 2015 11:30 am

And once again, I don't think we're playing the same game here. What you describe as faults in Skyrim is very much faults with TES in general, and I will agree that they are faults that should be shored up. Ive been lurking these forums on and off since 2005-ish, and sadly everything that people now say about Skyrim being worse than Oblivion, they said about Oblivion being worse than Morrowind. If you were to time travel back to Oblivions development, you would see Daggerfall vets saying to not be excited about it after "What happened with Morrowind".

I don't think Skyrim had shallow RP opprotunities at all, the game accomdates any sort of lifestyle your character wishes to lead, from world saving fast travelling hero to wilderness dwelling ranger and many more things if you get mods involved. I hope that Fallout 4 takes after Fallout 3 more than anything, but Skyrim did a lot for the goal of "Live another life, in another world".

And if you head over to the TES forums you can find people talking about how Skyrim is too much like Fallout, which is actually very easy to see. The two series now feed into eachother, and I hope that Bethesda doesnt think that the things they learned from Skyrim should be discarded because its "A unrelated series" or that the things that Obsidian did are discarded for being a different developer.

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biiibi
 
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Post » Tue Sep 22, 2015 8:57 pm

There's another way of looking at that as well.

Maybe the fact that people keep saying things like this, there might actually be some merit to those complaints. It's awful easy to only look at the most recent games and compare them, but when you look at it from the beginning...well, some of the changes have been for the better, but many of them are real head scratchers, and yet others just don't make a like of sense no matter which way you might wish to spin it.

Don't bother trying to get me into going into why TES keeps going downhill, this isn't the place for it. I only bring it up because what Beth does with TES, most likely will affect Fallout as well, which is unfortunate for many of the longtime fans, and unfortunate for those newer Fallout fans who only wish to see a deeper, more well thought out, written RPG, rather than a watered down shooter with minor RPG elements and a poorly written story with little to no consequences for your actions.

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Rozlyn Robinson
 
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Post » Tue Sep 22, 2015 8:53 am

We shouldn't have to. :shrug: But what can one do when the developer is not willing but to reiterate their one and only game they've been doing for around 20 years. :wallbash:

It'll likely be the very same team (as far as the head honchos go; lead designer, lead writer (both of which should change) etc, with Todd on top of everything).

This is really the root of all the problems, bickering and arguing that goes on around here. They should not feed from each other, not to the extent they do, they never did before and they never needed to. It's the developers insistence on not differentiating on the series' because of what ever reason; and it's a real shame since they have the money and certainly also the talent but yet they are fine with redoing the same [censored] over and over again.

It's weird thinking about TES fans lamenting that TES is now too much like Fallout when the core of that series hasn't budged at all (the complete contrary situation to Fallout), there are nuances of change - obviously - which might be for the better or worse (not going there, that's not the point) but it is still the same first person sandbox hiking sim it always was.

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Marine x
 
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Post » Tue Sep 22, 2015 3:53 pm

Well, I was not making a suggestion that they be the same. I was pointing out that fans now expect them to be very similar. So yes, probably changing them too much too quickly would be a mistake.

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sharon
 
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Post » Tue Sep 22, 2015 6:48 pm

Fallout was already changed too much too quickly, why do you think many of the fans of the originals are complaining so loudly? What's so wrong with bringing it a little closer to what it originally was meant to be?

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Breanna Van Dijk
 
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Post » Tue Sep 22, 2015 6:55 am

The fact is RP elements are being gutted with each iteration of TES and such a pattern will most likely occur with Fallout.

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Sista Sila
 
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Post » Tue Sep 22, 2015 10:35 am

Not much to take away anymore, though. And most of what is left is nominal in functionality anyway (a good place to call for the "middle men" excuse rather than fixing them :lol: ).

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Sarah Evason
 
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Post » Tue Sep 22, 2015 8:04 am

Turn based is not what the average consumer wants is why. That died with final fantasy. Open world RPG is king now.

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Wayne W
 
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Post » Tue Sep 22, 2015 12:43 pm

Point out to me anywhere where I said I wanted turn based.

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Alyesha Neufeld
 
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