Fallout 4 Speculation, Suggestions and Ideas #221

Post » Tue Sep 09, 2014 7:23 am

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/1506418-fallout-4-speculation-suggestions-and-ideas-220
http://www.gamesas.com/topic/1506053-fallout-4-speculation-suggestions-and-ideas-219/
http://www.gamesas.com/topic/1505719-fallout-4-speculation-suggestions-and-ideas-218/
http://www.gamesas.com/topic/1505367-fallout-4-speculation-suggestions-and-ideas-217/
http://www.gamesas.com/topic/1504858-fallout-4-speculation-suggestions-and-ideas-216/
http://www.gamesas.com/topic/1504514-fallout-4-speculation-suggestions-and-ideas-215/
http://www.gamesas.com/topic/1504197-fallout-4-speculation-suggestions-and-ideas-214/
http://www.gamesas.com/topic/1503984-fallout-4-speculation-suggestions-and-ideas-213/
http://www.gamesas.com/topic/1503706-fallout-4-speculation-suggestions-and-ideas-212/
http://www.gamesas.com/topic/1503642-fallout-4-speculation-suggestions-and-ideas-211/
http://www.gamesas.com/topic/1503490-fallout-4-speculation-suggestions-and-ideas-210/
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/

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El Khatiri
 
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Joined: Sat Sep 01, 2007 2:43 am

Post » Tue Sep 09, 2014 1:47 pm

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
  • Radioactive goo/acid spills & puddles brought back from originals with the need to cross through them with boots (Fallout 2) or a radiation suit. They will frequently block off nice loot so it helps to cross them. Going through them without protection quickly erodes away at and decreases your armors condition before eventually killing you.

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

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)
  • People of the wastes should react more appropriately and not be all careless. Coming up to people in the wastes they will likely aim their guns at you and initiate a conversation (similar to Legion/NCR assassins in NV, your words will either let you move on or combat will ensue). Also if there is an issue with a town (such as the water wells of Goodsprings being overwhelmed by Geckos), people of the town should show stress and weariness.
  • 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
  • Canned and packaged foods can be cooked giving them better benefits

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
  • Pre-war clothing comes in different colors rather than the same for all (e.g. red/green/blue/yellow/pink/orange sixy Sleepwear)
  • 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.
  • Radiant quests can sometimes affect the outcomes of towns, people, etc.
  • 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
  • 'Last witness killed' mechanic brought back from Skyrim
  • 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.)
  • Backwards pedaling movement is more realistic and you move much slower but can receive faster backpedaling depending on your Agility. This makes walking backwards and continually shooting an enemy that more difficult.
  • 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.
  • 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
  • Wearing Power Armor and having a high-power weapon equipped will cause low level humans that would normally attack to run away from you
  • 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.
  • There is a pain threshold meter and you can become too much in pain (usually after taking too much damage at once) and this will have increasingly negative effects on player. Only way to stop the pain is let it level off over time, Med-X (instant pain relief but addictive and too much will result in OD), or you can sleep off the pain.
  • Fast travel 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
  • Can openers required to open and eat canned foods such as Pork-N-Beans
  • 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.)
  • Have to pre-load magazines and reloading before discharging all bullets puts a partially loaded magazine back in your inventory (such as a 5.56mm Banana Mag w/ 6 of 30 rounds left).
  • Ammo and aid items are a lot more scarce
  • Inventory space is managed differently possibly through a grid layout 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 or it could just be done where you perform the appropriate animation after each animation.
  • 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)
  • Adjustable FOV without console commands
  • 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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Claire Mclaughlin
 
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Joined: Mon Jul 31, 2006 6:55 am

Post » Tue Sep 09, 2014 1:05 am


There's probably a way they could script placeables to be unmovable.. The same way they mark npc's essential. That way, if there was something extremely important, it wouldn't be moved until it was actually collected by the player. Of course this might mean players would run into a room and nuke it to see what doesn't fly around.
A bigger problem would probably be roaming creatures and spawns. They'd have to be much more careful where they placed and pathed npc's. Even though a little bit of chaos adds a lot of 'life' to a game it can also add a lot of frustration. Especially if it's something like when you get to a town and half the shopkeepers are dead because a dragon and a bunch vampires all decided to attack at once. (yeah, I'm looking at you skyrim.)
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Taylor Thompson
 
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Joined: Fri Nov 16, 2007 5:19 am

Post » Tue Sep 09, 2014 2:42 am

Few suggestions for combat:

Offensive skill level should affect how severely you can cripple enemies limbs. For example, with high enough skill level, you could disable a low level raiders legs completely, leaving him crawling on the ground. Shooting an explosive or some weapons in the hands of an enemy would have a chance of them exploding. Don't know if this is already in the games.

- It would keep low level encounters interesting at higher levels. Humiliating raiders would be fun.

- More reason to aim anything other than the head.

- Leaving an enemy to die a slow painful death would affect your karma. Important npcs would have their own dialogue, begging for their life etc.

- ^ Roleplaying possibilities.

For hardcoe mode:

Emphasis on scavenging and survival. In my experience, valuable items such as guns, bullets, stimpacks are too easy to come buy. Amounts of items available from vendors should be greatly decreased, and they should cost a lot more and sell for less, making barter skill finally useful, and crafting far more important. Items, especially bullets and guns, should be a bit more rare, placed and hidden better. Finding 30 rounds of 10mm bullets should feel like a major treasure. You should have to search every drawer, shelf, cabinet and check under the bed for valuable items like bullets, food and water. Every bullet should count, making the game more tactical and survival, melee would be more useful and it would feel less like a shooter.

Simple stuff, and would make the game far more enjoyable, in my opinion. Huge open wasteland with much to explore, and yet there's not that much survival or scavenging involved/needed. A lot of missed potential, I hope the hardcoe mode is more hardcoe in FO4.

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naome duncan
 
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Post » Tue Sep 09, 2014 1:34 am

After creating your character and being given the first opportunity to explore the environment for yourself, something like http://picosong.com/9cKW/ begins to play in Vault M17, the Cryochambers Vault which you (the player) try to escape from in the beginning. It's (co-project of MIT, thus M17) a Vault that along with the classic Vault environment features more noble and futuristic elements.

Everyone is dead in this unlucky Vault. Everyone, except you and the creature. In the barely lit Vault interior, you'll find many former Vault Dwellers, all dead and long gone in their chambers. And the creature, a horribly disfigured cryomutant, that somehow came into being and that now roams the dark hallways of Vault M17 to feed on the cold corpses of the unlucky dead ones that the melting ice gave free. You encounter it a few minutes in. It's foreshadowed by blood trails on the floor.

On your way out into the light, the silent mutant (as your very first enemy in the game) proves a deadly foe you cannot kill in open combat. You have to find other ways to get rid of it, testing your skills. You have to constantly hide, fearing what's around the corner. You will reload the game. You will be challenged. And the atmosphere will break through the ceiling.

After you made it out of the Vault alive, and meet the 2 MIT consultants, it'll be a huge relief.

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Nicole Coucopoulos
 
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Joined: Fri Feb 23, 2007 4:09 am

Post » Tue Sep 09, 2014 3:50 am

That's actually my old account.

The M17 Vault would be the best start into Fallout 4 there is hands down. And encountering a deadly foe gives you the right impression just from the start of the game. It will be an experience, not a cakewalk.

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Vivien
 
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Joined: Fri Apr 13, 2007 2:47 pm

Post » Tue Sep 09, 2014 1:41 am

I never understand the complain about the loading screen.

Those things are needed. They won't load everything single content of the game on start. What would be the point ?

They better load things on an area by area basis. You don't need to have all the locations loaded in the same time.

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SWagg KId
 
Posts: 3488
Joined: Sat Nov 17, 2007 8:26 am

Post » Tue Sep 09, 2014 2:06 am

Sounds cool to me. Although I doubt that they will do anything that's too hard for the first time casual player in the tutorial level. If they did something like that it would have to be painfully easy, and so it loses all the tension.

But I guess it could work. It would be a great way to introduce you to the world, and show you all the different ways to deal with situations. But it would also require combat against some smaller enemies, and the mutant should also be killable after getting proper equipment. Just to be fair for all playstyles.

I hope loading times will be so fast that they don't even need an actual loading screen. At least for interiors inside cities.

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Gavin boyce
 
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Post » Tue Sep 09, 2014 1:25 pm

You can simply escape the Vault and leave the mutant behind. Or you can use your science/lockpick/explosives skill to place a trap (for example you can use a vault door to crush the mutant after you placed a luring corpse under it or something like that). So you can kill it (after you hid from it and found means to). But I want that kill to require some planning. You shouldn't be able to kill it in combat, because it's too fast and hits too hard and takes too many shots. If you return to the Vault later, fine. But not with your starting equipment.

The smaller enemies could be there, too. But only something like radroaches, to not distract from the real foe.

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Amy Gibson
 
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Post » Tue Sep 09, 2014 9:43 am

I was thinking that at the end of the vault you could find a strong weapon with very limited ammo and poor condition. If you make a character with strong combat skills, you want to put them to use in the tutorial. Tutorial should work for every playstyle, unless you only get to make your character at the end.

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NeverStopThe
 
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Post » Tue Sep 09, 2014 1:20 pm

I was thinking that you can create your character (appearance, traits, tag skills, SPECIAL) when the autodoc from the cryochamber restores your vital functions. Imagine what it would feel like if the game starts out with a fast paced heartbeat, a black screen, and soon after you open your eyes, you see your lifebar with 1 HP left (The cryosleep nearly killed you). Then the computer talks some [censored] and you get to create your char, while you're regenerated.

You're right, options should be available for any skills. Survival could give you the possibility to understand the creature's behavior better. Guns skill could make you capable of wielding the weapon you find. Otherwise, anyone would simply gun the mutant down. Maybe you can stun the enemy somehow (or capture it in a net or something ;)) and bludgeon it to death. Melee weapons could also be used for locking doors or opening passages.

But atmosphere in my opinion is even more important than considering all possible playstyles.

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X(S.a.R.a.H)X
 
Posts: 3413
Joined: Tue Feb 20, 2007 2:38 pm

Post » Tue Sep 09, 2014 3:57 pm

Sounds really cool, there's a lot of great possibilities. But the place also needs another survivor, just so you could see the mutant ripping him apart. So you'd know not to [censored] with it

It can be done with all playstyles while having great atmosphere, question is are the designers capable.

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victoria johnstone
 
Posts: 3424
Joined: Sat Oct 14, 2006 9:56 am

Post » Tue Sep 09, 2014 2:29 pm

Yes and no. Another survivor right there to teach you not to [censored] with the mutant? Good intent, but it takes from the uniqueness of the Frozen One.

Something else should be ripped apart, preferably a human. Someone who gets sacrificed to the beast for example. Regarded a pariah by his people.

This on the other hand would weave Vault M17 together with the rest of the world. I'd prefer it to be a place long ago left in ruin, regarded a failure by MIT. This could still be true though, if there's only one kind of cult who sacrifices to the beast, or preferably, simply punishes people by throwing them into the vault.

You see how ideas connect and flourish. Designing processes should be like that, not like what I imagine Bethesda actually doing (no bethbash).

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Jon O
 
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Post » Tue Sep 09, 2014 5:51 am


Are you sure?
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Tamika Jett
 
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Post » Tue Sep 09, 2014 2:21 pm

I didn't mean another person who got unfrozen like you, just meant a survivor who survived, well, whatever, didn't think that deep into it. :P

I hope Bethesda comes up with an intro that's at least half as good as yours.

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Skrapp Stephens
 
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Post » Tue Sep 09, 2014 7:32 am

I really want Bethesda to use the full worth of the M+ rating in Fallout 4 while not just doing things for shock value.

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Rozlyn Robinson
 
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Post » Tue Sep 09, 2014 6:04 am


You're a sceptic, that's good. Am I Sure? I am not, but I need to be to sound convincing. What are your alternatives?

Vault M17 is in several ways a concept that complements the franchise as a whole.

1. The nature of the PC (in a main game) being someone connected to a Vault is retained. It's a concept I wouldn't like to break with.
2. The antithesis to the Lone Wanderers upbringing, that nontheless reminds you of him/her.
3. Your disconnection from the world allows your character to have been anyone, while still retaining his/her unknowingness of the world.
4. It's extreme, not lousy.
5. You're experiencing gameplay and options right from the start. The end of Vault M17 will feature heavy dialogue with two scientists (actually they are synth avatars used by MIT scientists. They're in the uncanny valley, older models).

There are other things I like about it too, like it's connection to MIT. Thus you could actually have it as an introduction for a Commonwealth/Boston scenario. It doesn't need to have this connection of course.
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benjamin corsini
 
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Post » Tue Sep 09, 2014 2:09 am

As to the shooting explosives in your enemies hands I've done and still do this via VATS when the target is about to chuck a Frag at me oft ending with sad SOL dead or severely injured...

On the M17 responses I like the idea and concept of the facility maybe with the whole restructuring going on the AI controller runs through a similar GOAT or Courier questionnaire form to retrieve you skill sets or flashbacks of your pre-war life once you leave the cryo chamber... maybe have you encounter the whole super mutant or wasteland beastie tear into a group of Raiders/Surviving Ghoul scientist.

I could see a Pandorum type moment where you come across other awakened cryo survivors who could get killed by the mutant

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Danny Warner
 
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Post » Tue Sep 09, 2014 6:43 am

I imagined the creature to be a unique mutant. It's a pale, twisted miserable being, not reminiscent of supermutants or ghouls. It should remind you of yourself in a way. A former vault dweller. Something like the Id resembling your fear. Something to overcome.

Also, you should (apart from the occasional radroach) be alone with this thing. Having a group of raiders invading the Vault or actual survivors still dwelling there (ghoul scientists for example) would create the sense of a grander scale and of something being out there. I think that would distract from the claustrophobia of the whole situation and thus also diminish the effect of your freedom afterwards.
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Laura Simmonds
 
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Post » Tue Sep 09, 2014 4:05 pm

What I don't like about it is that it provides yet another "escape the dungeon" forced tutorial that gives very narrow possibilities to try out different characters and different approaches because there are little to no promblems (of variety) to solve or ignore for a consequence either way, all there is is getting out before a monster kills you (or possibly killing/jiving the monster and then getting out). Also the emerging into an unknown world has been seen already in the series, more than once, I don't think it's necessary to recycle that anymore -- the PC should be unknown to the setting at hand so that there are things to discover, but it's not necessary to have him/her be unknown to the whole world.

I think the start should be more open natured, where you can attend to some tutorial esque activities (none of which should be an NPC or a pop up giving you the baby steps on how to move and such, but something more organic) if you want to, but you don't need to if that's how you roll.

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gary lee
 
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Post » Tue Sep 09, 2014 7:53 am

Have the scenarios from the GOAT test as quests around the vault. Throw your tea at an elderly lady, leave the vault. Return after the main quest, she's still mad at you. Destroy the vault.

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Tha King o Geekz
 
Posts: 3556
Joined: Mon May 07, 2007 9:14 pm

Post » Tue Sep 09, 2014 12:49 pm

Fallout 3 and New Vegas had a lot of quite lengthy loading screens but hopefully with the increased Ram we'll have more building that can be entered seamlessly (I'm sure skyrim had something like this for dungeons?).But generally speaking I don't think loading screens are a big problem.

What do you mean exactly?

Blood and gore isn't the only way to exercise a M+ rating, I'd like Fallout 4 to explore mature themes like FONV did like politics, slavery, cannibalism (though not in depth) even six between ghouls and humans (ghoul prosttute in westside and pole dancer in the gomorra).

As always I hope we get an Obsidian Fallout set in Arizona and I'm actually swaying to the idea of Fallout 4 being set in New York, great landscape for Bethesda that would suite their strengths and there's a large body of water near by for energy or general consumption.It's also a fairly blank canvas for Bethesda to work with in the Fallout lore - http://fallout.wikia.com/wiki/New_York_City

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Javier Borjas
 
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Post » Tue Sep 09, 2014 11:36 am

You say 'yet another' and 'recycling' as if attaching a (recurring) theme to Fallout was something bad. It's actually partly about that - theming. I want the main series to feature something that sets them apart 1) from other entries in the series 2) from other games as a whole. The rat cave in Fallout 1, the Temple of Trials in Fallout 2, the Vault 101 situation in Fallout 3 all represented a starting dungeon. It's a theme. Also Vault M17 will of course be easier after your first play, maybe even skippable or with an exit save allowing to redefine your PC. It shouldn't bother you, but it should mystify and demystify the PCs past.

The tutorial mode is something you can deactivate anyway. It's possible to play through Vault M17 without any pop-ups or notifications.

A free roam from the beginning has it's merits, but it breaks the theme. Plus the 'intro dungeon' shouldn't be that grand anyway.

Now regarding theming, I do not mean rehashing narrative elements like factions or the general theme of the game. Recurring themes should be subtle enough.
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latrina
 
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Post » Tue Sep 09, 2014 11:32 am

You want to clutch on a "theme" of "tutorial dungeon"? This is honestly the first time I've ever heard of something like that. :ermm:

The rat cave can be run through in a less than a minute (that's hardly even a dungeon...); Temple of Trials can be run through in less than 5 minutes and it is still almost universally scorned as a bad opening for the game; Vault 101 beginning takes more time than it should (like Oblivion and Skyrim opening dungeons) yet still manages underachieve in effectively opening the storyline (not getting in details here); the "respec at the exit" makes characer creation in the beginning null and prevents you from putting anything actually important in the opening act because you can break those (possible) choices at the respec...

I simply don't see it. So I must disagree. I don't necessarily think the idea about the cryo stuff is bad, but I don't really see the benefit in running through a dungeon, then save at exit/respec so you don't ever again need to run through it (unless of course there's something to actually choose for the future there, like there should.... in which case the respect ruins it and the player needs to suffer through it every time if he wants to choose differently).

I'd rather create a character and tackle through an interesting opening act if I bother to (with possible choice and consequence for doing and not doing something): it's more versatile and less cumbersome for the player... New Vegas did a nice job regarding starting the game (and for Bethesda's credit, so did Morrowind), I'd try to modify that for the better.

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Jessica Phoenix
 
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Post » Tue Sep 09, 2014 7:57 am

The respec at the manhole in Oblivion and FO3 always annoyed; NV is guilty of the same thing ~but they did it even worse IMO; (though technically it's almost identical as far as mapping goes).

*It's all but assured to be the same in FO4.

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Penny Wills
 
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