Fallout 4 Speculation, Suggestions and Ideas # 235

Post » Fri Dec 05, 2014 11:33 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/1510986-fallout-4-speculation-suggestions-and-ideas-234/

http://www.gamesas.com/topic/1510522-fallout-4-speculation-suggestions-and-ideas-233/

http://www.gamesas.com/topic/1510385-fallout-4-speculation-suggestions-and-ideas-232/

http://www.gamesas.com/topic/1510248-fallout-4-speculation-suggestions-and-ideas-231/

http://www.gamesas.com/topic/1509941-fallout-4-speculation-suggestions-and-ideas-230/

http://www.gamesas.com/topic/1509765-fallout-4-speculation-suggestions-and-ideas-229/

http://www.gamesas.com/topic/1509548-fallout-4-speculation-suggestions-and-ideas-228/

http://www.gamesas.com/topic/1509321-fallout-4-speculation-suggestions-and-ideas-227/

http://www.gamesas.com/topic/1508916-fallout-4-speculation-suggestions-and-ideas-226/
http://www.gamesas.com/topic/1508558-fallout-4-speculation-suggestions-and-ideas-225/

http://www.gamesas.com/topic/1508111-fallout-4-speculation-suggestions-and-ideas-223/

http://www.gamesas.com/topic/1507556-fallout-4-speculation-suggestions-and-ideas-222/

http://www.gamesas.com/topic/1507095-fallout-4-speculation-suggestions-and-ideas-221/#entry23760439

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/

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Cameron Wood
 
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Post » Fri Dec 05, 2014 9:48 pm

http://attackofthefanboy.com/news/fallout-4-announcement-not-planned-game-awards-says-bethesda/

Well, looks like the game won't release in 2015 either...

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anna ley
 
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Post » Fri Dec 05, 2014 1:54 pm

Not being shown at the awards doesnt prevent a 2015 relase date.

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Jesus Sanchez
 
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Post » Fri Dec 05, 2014 4:29 pm

If it is announced in January and releases in December, the marketing time will be the same as Skyrim's. Keep in mind that the time between announcement and launch for Skyrim was considered to be too long by Pete Hines, and we can expect an even shorter time for the next game.

I know people think PAX east is likely, but I don't think its bethesda's style. That event is going to be a flurry of information on all sorts of games. There's no grand press conference or anything like there is at E3, is there? Though E3 is even less likely for other reasons. If bethesda does announce FO4 at PAX East, they will probably have their own event or something in which to do it. I just don't see why they would do it there. It seems like a bad place to announce a game and to get the maximum attention doing it.

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Greg Cavaliere
 
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Post » Fri Dec 05, 2014 5:39 pm

I have heard all over this forum and other gaming news sites (if gaming journalism has any credibility anymore) that the time between announcement and release will be shortened, so, you're right, it doesn't rule out a 2015 release, if we get official word of the game within the coming months. Though, I -- and I could be wrong -- think it is almost pointless to speculate a release date before the game is even announced.

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I’m my own
 
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Post » Fri Dec 05, 2014 12:16 pm

Valve is involved with TGA, and while its a long hope, I do hope that Half Life 3 will be announced at the event. I've never played the HL games and so I don't care too much about HL3, but its announcement would have both some explanatory power and some reason to be excited about Fallout 4. If HL3 is announced at TGA then that could easily be the reason for FO4's absence. Spotlight issues and whatnot. Wouldn't want another game to steal Todd's thunder. It would mean that an imminent announcement through another medium is slightly more likely than it would be otherwise.

There may perhaps be other games that would similarly steal people's attentions away from Fallout 4, but I haven't thought of any. Maybe the Last Guardian?

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luis ortiz
 
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Post » Fri Dec 05, 2014 8:52 am

I haven't played any of the Mass Effect games, but I read that they have interesting feature - in the beginning of ME 2 and ME3 you could select some of the choices you've made in previous parts. It would be nice if Fallout games had such mechanism. That would allow for example to avoid some annoying and shallow characters from previous parts. Somebody said that Desmond may show himself in F4 - I'd love the option of selecting that I killed him, so I wouldn't have to deal with him in-game again.

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Carolyne Bolt
 
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Post » Fri Dec 05, 2014 8:41 am

Two things.

1. Pete Hines' opinion is virtually meaningless. He's a PR guy. He doesn't make this decision. Todd Howard - or Todd Howard's bosses at Zenimax - are the ones who ultimately decide when a game is released.

2. Bethesda sped up their announcement-to-release schedule when they released Skyrim. And they have received nothing but constant, unrelenting criticism about Skyrim being rushed for three years. The notorious 11/11/11 date has become a kind of meme around here for the unfinished state in which the game was shipped. I seriously doubt that Bethesda is eager to court that kind of criticism a second time by actually speeding up the release schedule even further. If anything, I think they are more likely to slow it down after the bad press they got over Skyrim's release date.

Another important thing to consider: I think we should also expect a greater willingness on Bethesda/Zenimax's part to push back the release date once it has been announced. Gone are the days of sticking to a release date, come hell or high water. They learned their lesson with 11/11/11.

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Haley Cooper
 
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Post » Fri Dec 05, 2014 10:32 am

Fallout 4: Intro

What is a human? Around 60 percent of oxygen, less than 30 percent of carbon, 9 to 10 percent of hydrogen, a little azotic, some metals. The image of god, a reflection of nature? Flesh and bones and a brain so unlike any other creature that ever set foot on earth in it's billions of years long history. We've went a long, winding road from our early days to where we are now. Billions of fates, long since gone with the ravenous wind.

The engines of civilization, love, family, freedom, solidarity, wealth, law, spirituality, encouraged us to band together and defend our interests against those who defended their own.

No matter where we set the focal points of our ideologies, all were proven wrong on the day of October 23, 2077.

Before nuclear devastation tore asunder all that humanity had achieved to this date, the United States of America had advanced to a magnificent golden age of wonder. The backdrop of a global war for resources had boosted the economical system to give birth to marvellous technological paraphernalia.

The Massachusetts Institute of Technology was one of the prime actors of science and engineering during this doomed chapter of progress. Through the merits of mind and hand, MIT delivered high technology that should ease everyday life, along with protecting the American troops who valiantly fought for their beloved homeland all over the world.

Not everyone allowed themselves to be lulled into the false promise of the glorious future these achievements made though. The fear for a nuclear holocaust moved America to commission the construction of giant underground Vaults, which should provide shelter for thousands of people. Vault M17 originated through a collaboration of Vault-Tec Industries and the MIT, which supplied cryogenic chambers for the richest of the rich, who wanted to outlast the aftermath of a possible atomic war in cold, blissful stasis.

You were one of these fortunate ones.

This is your awakening. Arise from your sleep, Frozen One!

See for yourself the paradise that we created out of the ruins of the old world during your long, idle wait.

WAR NEVER CHANGES

Spoiler

Suggestions worth repeating: Black/white menus and no tittles. New Vault M17 Pip-Boy for the super rich!

You awake in a forsaken Vault, where due to a fail in electricity (nearly) everyone ended up dead inside their cryochambers except you. A single (excellently staged) Vault Dweller cryomutant is your first foe and mighty one at that, forcing you to escape and tactically beat it if at all. The darkness of M17 permits you to just assume its former greatness as a high-class premium Vault.

Multifactional war for supremacy in the region. Catholic Christians, Institute, radical androids, hedonistic society in the north.
My feminist raider faction idea didn't quite get the resonance I hoped for, but I'd still welcome it personally. Would work best with actual vehicles.


New creature SDAR (mutated, poisonous predatory starfish), toady (mutated and degenerated octopus) and mutated shrimps. In Boston they really could take advantage of the ocean and waterways. NO deathclaws! Radroaches and Bloatflies could reappear (like the staple molerats and radscorpions) but the rest of the wildlife should be local newcomers.

Also have the Institute focus on robotics, not on power armor. There should be EMP weapon productions.

New post-war music! Would love some ex-raiders doing stuff.

Pre-war music from after the 50s! Hire someone creative to compose that sht, instead of big name voice actors.

Culture! Would love to see some primitive theatre and wacky artists tryin to make a living in the hedonist society.


I prefer a game with an ending. I'd even welcome Bethesda to introduce chapters in Fallout 4.

Spoiler

And BOOM thus we'd have a clear distinction between

1. Non-intelligent Machines and robots that simply work on a routine program
2. Primitive AI's that aren't self-aware
3. ZAXes that are self-aware but unlike humans
4. Androids, who are basically what we think they are: Replicated humans.

An android certainly wouldn't fall for the traps Eden did. So emotion isn't the factor here, it's something else that differentiates them.

Still, there are things that distinguish synthetic from real humans.
The easy ones:

1. Androids aren't born and can't reproduce.
2. Androids can be reset and otherwise instructed, influenced and controlled via certain commands. See what Zimmer does to Harkness, or how you can remind him of his past with Pinkerton's instruction.

Now for the ones we can't be sure about, but I'd like to see confirmed:

1. Androids don't age. Which brings us to the next point.
2. Androids don't mutate. Which brings us to the next point.
3. Androids are immune to sickness.
4. Androids can be modified like humans can (cyborgs). But they'd have far more room for technological improvement than humans. Which brings us to the next point.
5. Androids can upload data. They can learn through installing software into their brains.

So the blade is double edged: Androids are superior in a way, but their susceptibility to software commands also makes their 'free will' vulnerable.


WHICH BRINGS ME TO WHAT A GAME THAT FEATURES THEM SHOULD THINK ABOUT AND DO:

The Institute has the department SRB (Synth Retention Bureau). It was installed after the first androids fled to return them.

1. How did the androids manage to escape? Did they have help?
2. How do the androids escape even after the Institute is already aware of that problem (like Harkness did)?

And now I'll extrapolate a little on what could happen:

The SRB can't manage the problem. So MIT decided (after a time of research) to establish a broadcasting station-like facility: The REMINDER.

The REMINDER sends a software command throughout a radius of several miles around MIT. This command coerces any synth that recieves it to follow the Institute's instructions and return to MIT. By the time of the REMINDER, no synth would escape from there anymore. Only those synths outside of the REMINDER's sphere of influence remain free.

I really want the free synths to become aggressive toward MIT. And I also really want some blurred lines as to the topic of free will and the nature of synths.

WHICH BRINGS ME TO THE NEXT POINT (I'm gushing a little):

A faction of radical androids. They don't want to be human, no, they totally embrace and identify with their nature as synths.

1. They glorify the replication process and glance disgustedly upon the reproduction of lesser beings (six).

2. They no longer give themselves names, but numbers.

3. They view themselves as superior to humans the way humans view themselves as superior to animals. They aren't only the next step of evolution, they are no longer part of it.

4. They thus enslave humans to reach their goals. The android's numbers are limited, but they need manpower. They need an army.

5. They are opposed to the Railroad, which is at this point in time no longer a power factor.

6. They enhance their bodies and minds with technology.

7. They want to find ways to nullify the REMINDER's influence, free the other synths and begin replicating again to supersede humanity as the dominant species.

For their goals, they invented a radical ideology that is propagated as completely rational and infallible: The Subsistence of Zero and One. The dualism of Zero and One is the dualism of nonexistence and existence, stasis and progress, perfection and deficiency. Everything is but a machine, there is no element of metaphysis there. Man is a machine, synth is a machine and the better machine replaces the old one.

War never changes.

Not all of the Subsistence (faction) are as extreme as A0-A1 (their leader) and not all of the escaped synths like or support the Subsistence.

Plus we need a christian faction in the Commonwealth, can't say it often enough. Simply giving the quests names like the pentateuch [GENESIS (creation, think of the synths), EXODUS (the synths=jews, MIT=egyptians - and then revert that one with the Subsistence's slaves), LEVITICUS (the law, the ideal), NUMBERS (Zero and One, the nature of the machine, hell there are many possibilities for that one), DEUTERONOMY (the second law)] would imo bristle with flavor in such a setting.

Spoiler

Characters with high repair AND the corresponding weapon skill should not only be able to build wieldable weapons (the arsenal of craftable weapons could be expanded via perks such as Mad Bomber - which would require an additional explosives skill) but also independent weapon systems like !BREAKING BAD SPOILER AHEAD! Walter White did in Season 5: https://www.youtube.com/watch?v=8Q8w8kkIL2A#t=1m

These would of course be uncontrollable once set, so players should be aware of that.

I prefer dynamite to remain local to the west (it helped the western flair of Vegas and I really liked the time bombs). So if you set your game at the east coast, give us alternative low level thrown explosives. MFC grenades and clusters were a very nice addition.

Good enemy and ally AI is absolutely necessary if you want dynamic and interesting combat. Enemies should use appropriate tools depending on the player's combat style, to defeat him. Reinstalling traps and mines is obligatory. If the pc makes use of power armor, intelligent foes should resort to EMP weapons (same goes for robotic companions).

Energy Weapons can be easily made distinct from Guns, the problem with that is that such weapons should be post-war creations or modifications to logically fit into the setting.

For example, all (half-automatic) Plasma weapons should be chargeable to introduce a new element of pace into combat. There could be a laser weapon that fires five independent bolts in a 30 degree cone in front of the user - of course this would nearly nullify the need to aim so it would have disadvantages in other areas. Or have it the other way around, chargeable laser weapons and a plasma weapon with cone shot. I'd prefer to only have one of the two types be chargeable.

Cut the optimized ammunition, it was only op and nothing else. Instead focus on something like hollow point and armor piercing ammunition, that is only useful in some situations and not any time. In fact with the new options added to Energy Weapons, I'd say cut alternative ammo for EWs altogether and instead focus on chargeable shots and other EW traits (like ammunition recycling).

Laser Weapons should have less spread than any other weapon type.

Have more enemies with high DT.

The Displacer Glove is a total joy, so it should return (of course balanced, like all weapons).

Certain Unarmed weapons (like power fist and its variants) should work on energy cells.

Shishkebab should return as a more balanced weapon that requires flamer fuel. Got no fuel, can still use shishkebab but without fire.

Poison should be reduced to three different versions (all useful in different situations, for different enemies) and also get corresponding perks to help making poison usage into a viable playstyle. Combine poison with thrown melee weapons and bladed weapons in general. No sledgehammer poisoning, as that don't make much sense.

Poison should be created as jars which have charges and can be used multiple times. They should require high survival to create (yes, NOT science, gameplay > realism) and be more efficient (in terms of crafting and charges, not in terms of damage) the higher your survival.

The primary crafting skills should be Repair (repairing would require time -> no use in combat! focus on Guns/Explosives ammunition along with Guns/Explosives, grenades and mines along with Explosives, weapon and armor modifications [along with the corresponding weapon skills], craftable weapons [along with -again- the corresponding weapon skills], repair kits -> no more weapon duplicate repair, only toolboxes with multiple charges like the poison jars -> Repair should be the most versatile crafting skill), Science (to craft chems and along with EWs energy weapon ammunition), Survival (food and poison, traps) and Medicine (medicine :tops: , like Stimpak variants and Doctor's bags).

So secondary crafting skills would be all weapon skills (useful only in combination with Repair and Science [only EW]).

Gimmicks like NV's gecko armors are also nice.

Traps could be created by the pc with enough Survival.

hardcoe mode should be default mode. So Survival doesn't need to come close to the healing capabilities of Medicine and instead focus on other areas.

A weapon that is in and of itself overpowered is not what the game needs. They all should revolve around certain playstyles and certain situations. A jack-of-all-trades weapon needs to be suboptimal in each and every occuring situation.

Camouflaged mines should be introduced. Also mine and trap detection should be dependent on the pc's Perception.

Camouflage itself (combination of survival and sneak skills) should be an option and also heavily used by enemies in the wilderness.

VATS needs to be a tactical tool, not a win button, that helps targeting enemy's weak spots. Disarmament should become a regular occurence.

If weapons have multiple uses, you can choose what to do with it in VATS (with varying AP costs). So the spinning wheel could for example be used to strike in melee (30 AP), but also to fire it's blade (50 AP)

Reintroduce first aid as a mechanic dependent on the pc's medicine skill and make it only useable outside of combat (as opposed to stimpaks).

Healing item and chem utilization should come with a short animation to prevent spamming and require thought to use them in combat. Healing should be over time.

Using items during combat should require AP.

Endurance should influence your sprinting time (ie the AP costs of sprinting), agility should influence your sprinting speed (along with what it does anyway, which is influencing the number of available AP). Enemies would also sprint of course.

THE MOST IMPORTANT THING: MORE SHORTCUTS! (poison dip shortcut, sprint shortcut of course, first aid shortcut, etc. it should feel as natural as the sneak button)

The one skill that I think is extremely hard to balance, make useful and interesting is Barter. Does anyone have good ideas what to do with it that Speech couldn't also do?

I mean creating perks that require a skill is one thing (god knows, Pack Rat was good), but the skill should have some worth itself.

Drastically reducing the amount of money is a start. Selling items with 1 Barter should bring in 1% of that item's worth. 100 Barter should bring 100%. Buying stuff would be very expensive with 1 Barter (increasing cost by 100%), while 100 Barter would let you buy the stuff for the original price.

Of course selling price would be less than buying price by default, even with high Barter.


Repair services should be overcosted without high Barter. With 100 Barter on the other hand, it would be very easy and viable to let your equipment be repaired.

So without Barter, the whole element of trade should be nearly outside of the player's reach (like locks are without Lockpick and speech checks without Speech).

This would not only empower Barter, but also the supplementary crafting skills (which lack the versatility and ease of trade of course) especially for crafting ammunition and medicine.

I also have a hard time imagining how to make weapon mods interesting. Moddable weapons should be fairly useless without mods to increase the mod's worth and make the subsequent choices more severe. There should be 3 mod slots and a higher number of available mods to introduce that choice. Enemies should use modded weapons with high frequency of course. It's not only for you. Their price would be fairly low consequently.

-I BELIEVE IN BOSTON-

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Kevan Olson
 
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Post » Fri Dec 05, 2014 11:46 pm

Pete Hines is the vice president of Bethesda Softworks, he's above everyone except Vlatko Andonov, the president of Bethesda Softworks, and the CEOs of Zenimax, and they don't actually do anything since Zenimax is nothing more then a shell company created by Bethesda's former CEO for legal reasons.

He is quite literally above Todd Howard on the totem pole, he is THE highest ranking person in all of Zenimax's companies that ever actually says anything ever, his word is essentially law.

No they haven't, in fact, most people dont consider Skyrim rushed, just poorly executed.

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Flutterby
 
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Post » Fri Dec 05, 2014 12:32 pm

On paper yes, but it's never that clear cut. The 11/11/11 decision (according to Pete's talk at PAX a few weeks back) was something that Todd overruled the Zenimax executives on (they were fearful about going head-to-head with COD). Likewise Pete is probably something of an arbitrator; he has a close relationship with Todd but can always force something through if he has to against Todd's will.

The point is it's a relationship: Zenimax knows that Todd is the mastermind behind their golden goose, and so long as his track record stays as strong as it is, he'll always be given a lot of freedom. If he gets too demanding or needy then I'm sure they'd rein him in, but clearly there hasn't been much confilct so far.

Any announcement will just be a collaboration between Pete, the other executives and Todd. They have enough common ground that they're unlikely to be at loggerheads over it.

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Mandi Norton
 
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Post » Fri Dec 05, 2014 9:39 am

Mix https://www.youtube.com/watch?v=nJi5iSnHW7M with https://www.youtube.com/watch?v=CkWTMKSfwi0 and https://www.youtube.com/watch?v=3bvThWt6-qI, then some incompetence (in anything but robotics), isolation and 1984 and you have the feeling I want the Insitute to emit.

Mix https://www.youtube.com/watch?v=5crbtwXYc1U#t=0m29s with https://www.youtube.com/watch?v=xRRen4nuVkg and you have my ideal christian faction.

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Iain Lamb
 
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Post » Fri Dec 05, 2014 10:01 am

There needs to be a PPSH41 in the next game as the combat shotgun in FO3 was such a tease it had the same general look why the hell did they do that? its like they wanted to add that gun but then went nope just change the model a bit and make it a shotgun, not cool.

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Mizz.Jayy
 
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Post » Fri Dec 05, 2014 8:16 am

I really want to see a reworking of the weapon skill and weapon condition system. It just doesn't make much sense and takes away from the immersion. It's left over from the previous fallouts and like vats it needs to be redone.

My suggestion is have weapon skill affect recoil, accuracy, rate of fire, bullet spread, and movement speed with weapon drawn. As your skill with a weapon improves these all become better until at level 100 your at elite soldier level. Damage is not affected (if a 9mm bullet hits you it hits you)

As for weapon condition, as condition goes down you pass 2 thresholds. the first, around 66%, the second around 33%. As it is used the gun becomes dirty. If you stop and clean it (with a cleaning kit) above 66% the gun's condition goes back up to 100%. If you allow it to go below 66% then there's a chance the gun will jam (for melee weapons it could temporally stick in the target or something similar requiring extra time to remove it). Jams can be cleared by pressing reload and you clear the round easily and can keep fighting. To restore the gun to perfect working order a weapon repair kit or a second gun that can be cannibalized for spare parts must be used (this can be done in the field). If the weapon falls below 33% than the chance to jam/stick is increased and a chance to have a catastrophic failure is added. Once failure happens the weapon is broken and can't be used. The only way to repair it is at a workbench with a second weapon for spare parts and also a weapon repair kit. Appropriate perks could be added to the game to affect these mechanics in many ways.

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Add Me
 
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Post » Fri Dec 05, 2014 1:02 pm

I am aware, I was just pointing out that Pete being "the PR guy" doesn't negate that he is one of the highest ranking people in the entire Zenimax company group.

Hell, Pete himself has said.

http://www.totalxbox.com/56352/bethesda-teases-really-awesome-project-from-elder-scrolls-team-100-unrelated-to-mmo/

"Todd Howard, at this point, has earned the right to do what the hell he wants; nobody gets to tell him different and nobody gets to dictate to him what he gets to do."

"You're laughing because you know it's true," he continued. "Do you think that even I would go to Todd and say 'listen, I know you want to do this, but these other guys...?' He gets to do whatever he wants. Him and his team are moving forward with the stuff that they want to work on and where they want to go next in making games.""

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Sunnii Bebiieh
 
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Post » Fri Dec 05, 2014 10:46 am

All we know is that Bethesda is in bad hands lol, both the publishing arm and the developer one.

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Jordan Moreno
 
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Post » Fri Dec 05, 2014 12:37 pm

No but it further diminishes the chances of one.


I semi-expected a 2015 release date but a large part of that hinged on a 2014 announcement, while a 2015 release date is still possible it would probably be the quickest turnover from announcement to release in BGS history? In the short that chance is slipping away with each passing day...

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Darrell Fawcett
 
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Post » Fri Dec 05, 2014 12:48 pm

WID would be fine with me.

For what it will be ~on its own merit, I expect it to be exceptional on its strong-points; they can take as long as they like IMO, because they won't waste the time.

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marie breen
 
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Post » Fri Dec 05, 2014 11:52 am

Thats your opinion sure, but I personally believe BGS are in the top tier as far as game development goes. No other games could slightly compare to how many hours I've spent in their worlds.
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Dean
 
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Post » Fri Dec 05, 2014 4:13 pm

Thats your opinion sure, but I personally believe BGS are in the top tier as far as game development goes. No other games could slightly compare to how many hours I've spent in their worlds.

Compare how? Compare at world simulation? Many would agree. :shrug: [I would agree.]
~Compare as games? Not as many; compare as RPGs? Even less.
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Jesus Duran
 
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Post » Sat Dec 06, 2014 12:06 am

That's only thanks to the world builders, not Todd, Pete and whoever. Todd can be thanked for Skyrim being butchered (11.11.11 kewl huh?) Pete can be thanked for their games being immature (he is the main censor according to Todd) and for the extremely [censored] communication.

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Jessica Raven
 
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Post » Fri Dec 05, 2014 6:07 pm

Totally agreed, but it still isn't beyond reason that it would come out in 2015.

Todd is one of the world builders.

Pete Hines is probably one of the most active PR people in the entire game industry, he answers questions daily on his twitter, and blaming him when he only tells people things when the devs say their ready is rather pointless.

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Stay-C
 
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Joined: Sun Jul 16, 2006 2:04 am

Post » Fri Dec 05, 2014 10:09 am

Right. Doesn't change the fact that he doesn't give meaningful answers and frequently throws [censored] fits. Wasn't Pete the one who said "PS3 is the most stable release" as an answer to all the people that went to cry to him? I also remember something about him accusing people of piracy when they clearly stated that their copy of Skyrim simply arrived a day early. :bonk:

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Eric Hayes
 
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Joined: Mon Oct 29, 2007 1:57 am

Post » Fri Dec 05, 2014 10:14 pm

He only gives the answers that the devs give him.

Telling children they are acting like children isnt throwing a fit, its pointing out a fact. Just like David Gaider did when he pointed out how the fans use the term retcon to mean "anything I dont like about how they took the story" rather then what it actually means.

Not sure.

Given that "OHH THEY SENT IT A DAY EARLY!" is one of the most overused excuses by pirates........ I don't see why calling them out on being pirates when they most likely were is a problem.

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Katharine Newton
 
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Joined: Tue Jun 13, 2006 12:33 pm

Post » Fri Dec 05, 2014 3:23 pm

Pete spends every day responding to the same exact questions about things he does not have the freedom to properly answer, and when he gives them all the information that he can rightfully give those people respond with anger and swears.

He's doing a lot better job than I would have, since I would just step down from the PR position since it would just anger me so much. Being able to respond to peoples misplaced hate and anger with something other than biting right back is a skill that very few people possess, and I know for a fact that I dont have that.

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Charlie Sarson
 
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