Fallout 4: Speculation, Suggestions and Ideas - Thread #62

Post » Fri May 04, 2012 5:04 am

Quest revolving around marcifiche reader.

Find macrofiche cards at a few locations. Schools, Libraries and News stations.
Old world unsolved mystery at is effecting present day wasteland.
Thinking along the lines of a Hatfield Vs McCoy type of land dispute.
Pre-war families having survived in familly fallout shelters, you would need to find old records on macrofiche film showing where the property lines are.
Small parcels sold off at various points, making it so you have to investigate more than once source.
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Jah Allen
 
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Post » Fri May 04, 2012 12:45 am

Why not make it as awesome as they possibly can?
This is what worries me most about Bethesda, the word 'awesome'. Its as if that the only criteria they adhere to for what they put in their games is whether or not it'll be awesome. Lets put in a giant robot that can throw mini nukes, shoot lasers out of its eyes and spout anti-communist propaganda; lets bring back these cool stormtrooper Enclave guys even though they were supposedly defeated on the other side of the country and not explain how or why they are here; this FEV stuff is cool, lets put it in a civilian Vault on the opposite side of the country where it was developed in secret by the military and not give any explanation as to why its there. I personally think that Bethesda needs to stay far away from that word.
i want to keep playing after the main quest and SEE THE EFFECTS of my actions.
Play Fallout 3 with Broken Steel, then play New Vegas. Hopefully you will see why this wouldn't work for a game as complex as New Vegas. Fallout 3's ending was linear and simple enough to easily fit post-ending gameplay without too much difficulty. They might as well make a completely new game with all of the variables and choices needed to stay true to the complex story of New Vegas. To continue slightly what Wombat was saying before, continuing a character after his/her story is finished would be...anticlimactic.
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Chris Duncan
 
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Post » Fri May 04, 2012 6:58 am

Figure it is like a book, you get to the very end and it was incredibly ratifying, but then 50 more pages come out of nowhere and just make the whole book pointless.
I'm guessing you have never heard of a http://en.wikipedia.org/wiki/Epilogue.

One thing I think would be cool since they already do it with mods is the ability to make camp. By that I mean have a tent, campfire, and sleeping bag. In all it's not gonna be that heavy, idk why they made the sleeping bag in New Vegas so damn heavy. I have a military surplus pack thats only a couple pounds and it pretty heavy duty.
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Mel E
 
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Post » Fri May 04, 2012 3:43 pm

anyone that is mentioning not being able to play past the MQ completion should consider that almost everyone will play DLC and if not DLC, mods.

It is all mattter of preference, I think. Playing after even NV could be done witout much difficulty, when you consider that a games choices should alter the game through its course anway. That thats one of the things that is supposed to make a game non-linear.

The canon will be established later anyway. So I dont see what the big dieal is. make it have a fade out screen after the MQ and slides if you want it to end like that. The let it continue to play after the credits to see how the world changed u afterwards and allow yo to take care of any remaining euests. There really wouldnt be many game changing things after that. So it would pretty much be static at that point anyway (aside from any side quests that you have to finish up, that would already be written anyway)
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Leanne Molloy
 
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Post » Fri May 04, 2012 8:11 am

I'm guessing you have never heard of a http://en.wikipedia.org/wiki/Epilogue.

I'm sure he has heard of it, more so since - as relevant to the subject at hand - epilogues are exactly what Fallout games have tended to have before their ending credits.


anyone that is mentioning not being able to play past the MQ completion should consider that almost everyone will play DLC and if not DLC, mods.

It is all mattter of preference, I think. Playing after even NV could be done witout much difficulty, really, just as much as any other chocies should ahve consequences and alter the game througout its course. That is one of the things that makes a game non linear, isnt it?

The canon will be established later anyway. So Id ont see ahtthe big deal is.
make it have a fade out screen after the MQ if you want it to end like that. If you want to contine free play and pick up andy stragler quests aftewards, why not?

I don't see how DLC, mods or canon-ending (if one is ever established) come into play here as the ending discussion mostly only considers a solid narrative and sense of accomplisment and consequence, and people tend to replay games they like. Forced visual feedback will limit the possibilities on those points - unless, of course, one is happy about nothing changing and a prompted continuation which wouldn't interfere with the ending narration possibilities at all.
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Charlotte Lloyd-Jones
 
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Post » Fri May 04, 2012 4:52 am

This is what worries me most about Bethesda, the word 'awesome'. Its as if that the only criteria they adhere to for what they put in their games is whether or not it'll be awesome. Lets put in a giant robot that can throw mini nukes, shoot lasers out of its eyes and spout anti-communist propaganda; lets bring back these cool stormtrooper Enclave guys even though they were supposedly defeated on the other side of the country and not explain how or why they are here; this FEV stuff is cool, lets put it in a civilian Vault on the opposite side of the country where it was developed in secret by the military and not give any explanation as to why its there. I personally think that Bethesda needs to stay far away from that word.
Put 'epic' instead of 'awesome' and you've got Skyrim... Anyway, I agree that Beth should stop trying to do 'awesome' things, and try to make more sense.
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Matthew Barrows
 
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Post » Fri May 04, 2012 11:05 am

Bethesda is advertising a new game they have in development called "Dishonored". I see their updates on Facebook and I was like wait! NO, don't work on another game! Fallout 4 needs your full attention. THEN I thought, maybe Beth is working on that Dishonored game (looks cool so far) AND Obsidian is working on Fallout 4? Shush, let me dream! I love Fallout 3, but I want Obsidian's vision, I want to feel the deep connections between my actions and the various factions, as well as between DLCs. New Vegas is amazing, period! Make Fallout 4 like that!
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Siidney
 
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Post » Fri May 04, 2012 8:33 am

I don't see how DLC, mods or canon-ending (if one is ever established) come into play here as the ending discussion mostly only considers a solid narrative and sense of accomplisment and consequence, and people tend to replay games they like. Forced visual feedback will limit the possibilities on those points - unless, of course, one is happy about nothing changing and a prompted continuation which wouldn't interfere with the ending narration possibilities at all.
I mention DLC and Mods because people still want to play with the shell of a given game, even if it isn't MQ related. Playing after completing is sorta like that. Saying, its over. But I still want to keep playing, without necessarily starting a whole new campaign.

I would think that playing after the MQ and thouroughly being able to witness first hand how the choices you made affected the world would be much more rewarding thatn a still and a one liner that covers each faction encountered. If those choices do actually mean something, then there is a lot of depth that cannot be covered by a brief summary. If the world ended up completely different after each playthorugh (not just as a result of the coices at the end game, but throughout) the I would replay the hell out of that game.


snip
Thats just being published by gamesas. Devloped by Arcane
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Ownie Zuliana
 
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Post » Fri May 04, 2012 3:42 am

I mention DLC and Mods because people still want to play with the shell of a given game, even if it isn't MQ related. Playing after completing is sorta like that. Saying, its over. But I still want to keep playing, without necessarily starting a whole new campaign.

That's their choice, and they can do so if they do not end the game (or reload after ending it), but the way I see it, the complete game should not rely on people wanting the "shell" but the whole thing as comprehesive and as finished as possible.

I would think that playing after the MQ and thouroughly being able to witness first hand how the choices you made affected the world would be much more rewarding thatn a still and a one liner that covers each faction encountered. If those choices do actually mean something, then there is a lot of depth that cannot be covered by a brief summary. If the world ended up completely different after each playthorugh (not just as a result of the coices at the end game, but throughout) the I would replay the hell out of that game.

That's the problem I have been talking about. You can not have much choices or consequences if you plan to visually and dialogically represent every iteration of it, unless you invest really large amounts of time and resources in the implementation. That hurts the main experience most people buy the game for, the core of the game, because you inevitably need to cut stuff out and streamline others to make it viable to implement it physically - and still, only a portion (the completionists) will ever experience all that even if replaying the game differently 10 times. You can make the core of the game much better with the effort on creating post ending content and people can still roam and roam and roam as much as their heart can take, but in the opposite case, the non-roamers will get a hindered experience. And like I've said before, the visual presentation severely limits the possibilities of the narrated ending.

Of course it would be nice to have all that, a choiceridden good gameplay and narration with well written and comprehensive ending and post-ending content that takes all of into account, but that just isn't realistic to expect (IMO). I'd much rather have a comprehensive narrated ending than a less comprehensive visual one. I also don't care that much about the post-ending play because it offers no goal to reach thus giving no incentive to go on.
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James Baldwin
 
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Post » Fri May 04, 2012 4:34 pm

Play Fallout 3 with Broken Steel, then play New Vegas. Hopefully you will see why this wouldn't work for a game as complex as New Vegas. Fallout 3's ending was linear and simple enough to easily fit post-ending gameplay without too much difficulty. They might as well make a completely new game with all of the variables and choices needed to stay true to the complex story of New Vegas. To continue slightly what Wombat was saying before, continuing a character after his/her story is finished would be...anticlimactic.

but fallout should not be epic or climatic, it should be a game about surviving in the wasteland, no matter what it takes.
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Charles Mckinna
 
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Post » Fri May 04, 2012 7:34 am

but fallout should not be epic or climatic, it should be a game about surviving in the wasteland, no matter what it takes.

Why? It has always been climatic (if not so much epic).
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Lizbeth Ruiz
 
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Post » Fri May 04, 2012 2:38 am

but fallout should not be epic or climatic, it should be a game about surviving in the wasteland, no matter what it takes.

But that is not what Fallout is or has been!
Why are you pushing Fallout to be more survival? There are plenty of games for that already, I enjoy story driven RPGs better.
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Pat RiMsey
 
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Post » Fri May 04, 2012 12:23 pm

but fallout should not be epic or climatic, it should be a game about surviving in the wasteland, no matter what it takes.

I think that's in the eye of the beholder. Lonesome Road was epic and the story still haunts me. The Battle for Hoover Dam was Epic, well could have been bigger though and longer!
Anyway, everything else was about surviving, about getting to that point. It was about your choices and your interactions with brave and courageous people.

For some New Vegas was just a survival game, for others (me) it was an absolute epic and climatic feast and I want more of it, now that I tasted epicness! :D ;)
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Hannah Whitlock
 
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Post » Fri May 04, 2012 4:15 pm

That's the problem I have been talking about. You can not have much choices or consequences if you plan to visually and dialogically represent every iteration of it, unless you invest really large amounts of time and resources in the implementation. That hurts the main experience most people buy the game for, the core of the game, because you inevitably need to cut stuff out and streamline others to make it viable to implement it physically - and still, only a portion (the completionists) will ever experience all that even if replaying the game differently 10 times. You can make the core of the game much better with the effort on creating post ending content and people can still roam and roam and roam as much as their heart can take, but in the opposite case, the non-roamers will get a hindered experience. And like I've said before, the visual presentation severely limits the possibilities of the narrated ending.

Of course it would be nice to have all that, a choiceridden good gameplay and narration with well written and comprehensive ending and post-ending content that takes all of into account, but that just isn't realistic to expect (IMO). I'd much rather have a comprehensive narrated ending than a less comprehensive visual one. I also don't care that much about the post-ending play because it offers no goal to reach thus giving no incentive to go on.

I can understand the concern, though I dont see it as needing to be at a cost to the MQ. All of the events of the MQ being fleshed out would write what is in the outcome.
With F1&2 youre already getting essentially the storyboard, so what you want means all of the outcomes are already being wrtten, anyway. It is just a difference between the player obersiving them or a narrator skimming over them.

It would really come down to what the budget (both time and money) for the game are.
But I will say that with all of the character models and everyting else already built up, I dont think they would really need to add that much time to the game to do this.
I mean.. for the most part youre getting like 5-10 extra lines of dialogue per NPC, tops. Is it that hard to spend and extra couple of minuets per voice actor to get lines? Not really. The rest is recycled animations and a bit of extra scripting saying these NPC's should be here or there.

This is why it is so quick to churn out DLC (which does require some new assets to be made in some cases) or why it was so quick to make NV* (*whic hused quite a few new models, but basically used mostly tools that were made available to them.. The majority of the stuff was already there as a result of the F3 MQ.

*people talk about NV having better writing, but it would be silly to say it wouldnt. That was for the most part, what they had to develop for the game.
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Lisha Boo
 
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Post » Fri May 04, 2012 1:03 am

but fallout should not be epic or climatic, it should be a game about surviving in the wasteland, no matter what it takes.
Every story should have a climix and 'epic', unless it is overdone, is not necessarily a bad thing. The truth is that Fallout has never really been about the surviving aspect, it has been about humans and everything we are willing to do to each other. It has always been about the phrase "war, war never changes", the survival aspect is secondary to the story being told.
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Kerri Lee
 
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Post » Fri May 04, 2012 12:56 pm

I think there should be more easter eggs or whatever about what happened in the past games
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Celestine Stardust
 
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Post » Fri May 04, 2012 5:30 am

I think gameplay after the mainquest is something that Bethesda will do. I see no reason they wouldn't after Fallout 3. I just hope to see some mop up quests once you finish the game.
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Ana Torrecilla Cabeza
 
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Post » Fri May 04, 2012 5:46 am

highest hopes for:
  • call of duty-like combat controls
  • smithing armors- deathclaw plated, or yao guai leather.
  • variations in items- weapons, and armor
  • Skyrim like armor combining. You can where boots+shirt+pants+helmet+gloves. Not just a single combination.
  • crafting weapons more in choices
  • weather
  • taking cover
  • soft level cap, but higher than skyrim. I ask for a lot
  • progressing enemies
  • more houses to choose from.
  • make some parts of the map not as accessible. Like you have to have certain tools to get to certain areas. Dynamite+Hard Locked Door= Treasure
  • Skill trees, many more than skyrim
  • Eclave as a major part again
  • DRAMA
  • EMOTIONAL APPEAL
  • Replay value in the story mode, and a long story, that will not leave me randomly wandering away, and never wanting to go back.
  • EPICNESS where is that epic moment? No more dull wasteland. I want to be in awe at something, and not do the same thing over and over again.
  • Also, what is it about bethesda and not being able to climb ladders in real time?
Bethesda, think outside the box.
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SiLa
 
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Post » Fri May 04, 2012 4:56 pm

highest hopes for:
  • call of duty-like combat controls
  • smithing armors- deathclaw plated, or yao guai leather.
  • variations in items- weapons, and armor
  • Skyrim like armor combining. You can where boots+shirt+pants+helmet+gloves. Not just a single combination.
  • crafting weapons more in choices
  • weather
  • taking cover
  • soft level cap, but higher than skyrim. I ask for a lot
  • progressing enemies
  • more houses to choose from.
  • make some parts of the map not as accessible. Like you have to have certain tools to get to certain areas. Dynamite+Hard Locked Door= Treasure
  • Skill trees, many more than skyrim
  • Eclave as a major part again
  • DRAMA
  • EMOTIONAL APPEAL
  • Replay value in the story mode, and a long story, that will not leave me randomly wandering away, and never wanting to go back.
  • EPICNESS where is that epic moment? No more dull wasteland. I want to be in awe at something, and not do the same thing over and over again.
  • Also, what is it about bethesda and not being able to climb ladders in real time?
Bethesda, think outside the box.
Actually none of this is thinking outside the box, this is all simply thinking in other boxes.

And welcome to the forums. :tops:
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Dawn Porter
 
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Post » Fri May 04, 2012 3:23 pm

I can understand the concern, though I dont see it as needing to be at a cost to the MQ. All of the events of the MQ being fleshed out would write what is in the outcome.
With F1&2 youre already getting essentially the storyboard, so what you want means all of the outcomes are already being wrtten, anyway. It is just a difference between the player obersiving them or a narrator skimming over them.

It would really come down to what the budget (both time and money) for the game are.
But I will say that with all of the character models and everyting else already built up, I dont think they would really need to add that much time to the game to do this.
I mean.. for the most part youre getting like 5-10 extra lines of dialogue per NPC, tops. Is it that hard to spend and extra couple of minuets per voice actor to get lines? Not really. The rest is recycled animations and a bit of extra scripting saying these NPC's should be here or there.

This is why it is so quick to churn out DLC (which does require some new assets to be made in some cases) or why it was so quick to make NV* (*whic hused quite a few new models, but basically used mostly tools that were made available to them.. The majority of the stuff was already there as a result of the F3 MQ.

*people talk about NV having better writing, but it would be silly to say it wouldnt. That was for the most part, what they had to develop for the game.

The crux of the point is that they will have to, and they will, nerf the ending if post-ending gameplay is intoduced - and if you give it a second more thought, you will see why. And that's something I would never want or ask for. All the romantic visions of them actually making due with a (complex) ending is just that, hopeful thinking. You saw it already in Fallout 3, where there's no doubt they had planned ahead with BS, and skyrim.
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ZzZz
 
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Post » Fri May 04, 2012 3:09 pm

This is what worries me most about Bethesda, the word 'awesome'. Its as if that the only criteria they adhere to for what they put in their games is whether or not it'll be awesome. Lets put in a giant robot that can throw mini nukes, shoot lasers out of its eyes and spout anti-communist propaganda; lets bring back these cool stormtrooper Enclave guys even though they were supposedly defeated on the other side of the country and not explain how or why they are here; this FEV stuff is cool, lets put it in a civilian Vault on the opposite side of the country where it was developed in secret by the military and not give any explanation as to why its there. I personally think that Bethesda needs to stay far away from that word.

That's kind of the gist I had for when I meant the word "awesome." Of course I don't want a giant robot spewing propaganda. Maybe what I meant was more realism and a replayability factor. They should make more sense in a post-apocalyptic World.

Also, why do they have to stick to one main quest? I think if they put their minds to it they can put 3 main quests not including DLC's and hundreds of possible side quests. That should keep me busy for the duration of my life.
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willow
 
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Post » Fri May 04, 2012 1:08 pm

Oh, I agree with that.

Other than that, I have no idea what you were referring to (or what was the general statement) in your post.

My work in this thread is only beginning.
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Angelina Mayo
 
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Post » Fri May 04, 2012 1:05 am

I mention DLC and Mods because people still want to play with the shell of a given game, even if it isn't MQ related. Playing after completing is sorta like that. Saying, its over. But I still want to keep playing, without necessarily starting a whole new campaign. I would think that playing after the MQ and thouroughly being able to witness first hand how the choices you made affected the world would be much more rewarding thatn a still and a one liner that covers each faction encountered. If those choices do actually mean something, then there is a lot of depth that cannot be covered by a brief summary. If the world ended up completely different after each playthorugh (not just as a result of the coices at the end game, but throughout) the I would replay the hell out of that game.

^This… Couldn't have said it any better myself.

Yes it's more work for Bethesda, but what the hell do we pay them for anyways? To make great vidya games, that's what we pay them for.

And creating varying Worlds after the Main Quest(s) doesn't sound like I'm asking too much.

Now if they can find goals to reach after the main quest is through, then I would applaud them for 20 straight minutes. Not literally.

For instance, they could open up new options for the player after the main quest is done like building a town, fixing politics, having a family, more cyborg implants, more enemies, new random encounters that trigger after the main quest. This is to encourage a deeper storyline from them and in turn encourages us to keep playing long after the main quest is through.

Or one idea is where your character ages, ages and you have to find an occupation in the wasteland just for kicks and roleplaying.

You're old and maybe you're a fisherman, NPC's will seek you out for guidance and you can teach them what you've learned.

Or you become a doctor and help people out, give special people implants for a price.

Or you're an old gunsmith, the only guy that can make certain weapons for people.

Or you, yourself becomes a companion to someone else on their own quest. If you choose to help them in your old age.

Maybe at a certain age, you die, and the end… but if you had a child, based on your character's look, your game transfers to the child and grows up seeing the impact of his father.

Maybe they won't go that deep, but they can do something like this.

Bethesda should really be reading the Fallout sections, we has the best ideas and it's ALL FREE.
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Charles Weber
 
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Post » Fri May 04, 2012 4:23 am

highest hopes for:
  • call of duty-like combat controls
  • smithing armors- deathclaw plated, or yao guai leather.
  • variations in items- weapons, and armor
  • Skyrim like armor combining. You can where boots+shirt+pants+helmet+gloves. Not just a single combination.
  • crafting weapons more in choices
  • weather
  • taking cover
  • soft level cap, but higher than skyrim. I ask for a lot
  • progressing enemies
  • more houses to choose from.
  • make some parts of the map not as accessible. Like you have to have certain tools to get to certain areas. Dynamite+Hard Locked Door= Treasure
  • Skill trees, many more than skyrim
  • Eclave as a major part again
  • DRAMA
  • EMOTIONAL APPEAL
  • Replay value in the story mode, and a long story, that will not leave me randomly wandering away, and never wanting to go back.
  • EPICNESS where is that epic moment? No more dull wasteland. I want to be in awe at something, and not do the same thing over and over again.
  • Also, what is it about bethesda and not being able to climb ladders in real time?
Bethesda, think outside the box.

Fallout is deep, it has drama and emotional appeal. If you stopped and smelled the roses, you would see it for yourself.

Also your ideas are all from Skyrim, do you really think we as a whole here want anything to do with magick?

No to skill trees, forcing me to invest in perks I have no intention of wanting in order to get a perk I do want. That is an emphatic no.

Also you can "cover," it's called sneak mode.

I'm tired of the enclave, I'd want new factions to deal with.

I will agree with combining armor however.

All I'm saying is the best of Fallout 3 and the best of New Vegas should find their way into Fallout 4 along with newer and innovative ideas that we may or may not have discussed in these 62 threads.
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Chenae Butler
 
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Post » Fri May 04, 2012 12:57 pm

My work in this thread is only beginning.

I'm, uh, sure it is.
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Lizs
 
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