Fallout 4: Speculation, Suggestions & Ideas - Thread #55

Post » Wed May 02, 2012 8:17 pm

We are much on the placement of the game and not how its played out. Inwant FO4 to have more erie elements to it. It seems to be very light hearted which in places is fine but in others it should be different. Im quoting how the FONV add on Dead Money was erie and had elements of being jumpy, dark, and feeling like yoh are actually trying to survive. I believe that at helios one the tower since its been abanded should hace been darker and have more jumpy parts. I would love to have more then 0 parts in the game of fear and spook, not just in a DLC.
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helen buchan
 
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Post » Wed May 02, 2012 7:07 pm

No Essential characters.
No children unless they're killable.

More consequences for killing people if witnessed, quest related or faction related.

- A map the size of Skyrim
Reduced fetch quests than Skyrim
Less lootable goods unless its on dead corpses or in almost impossible to reach places.
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Sami Blackburn
 
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Post » Wed May 02, 2012 7:22 pm

What? Less loot? That's the point of action/rpg sandbox gaming.
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josie treuberg
 
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Post » Thu May 03, 2012 2:20 am

What? Less loot? That's the point of action/rpg sandbox gaming.
Agreed.
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Haley Cooper
 
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Post » Thu May 03, 2012 5:25 am

Vehicles would be awesome...
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Rebecca Dosch
 
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Post » Wed May 02, 2012 8:45 pm

But all the oil is gone. Gotta stay somewhat true to established plot elements.
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Georgia Fullalove
 
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Post » Thu May 03, 2012 3:51 am

I think there should be less loot, but that equipment should degrade much more slowly. The rate at which guns degrade isn't realistic. Maybe there could be a "maintenance" option, where you clean/sharpen/etc. at intervals rather than have your weapons degrade at a precipitous rate.

I love exploration and being rewarded for it, but I think it would be better if loot wasn't just laying about as it is. There shouldn't be weapons in the abundance there are. There should be better, more durable loot, but you should have to work for it (like delving into Vault 34 for the AA), or the work you had to do to get the t-51b in FO3. The loot should be rarer, harder to get or more expensive and the tradeoff should be that it lasts much longer.

Realistically, 200+ years after the war, the stuff that is easy to get would have been gotten, the weak wouldn't have the best stuff and the real treasure would be a challenge to find.
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Danii Brown
 
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Post » Wed May 02, 2012 6:49 pm

why people are making a big deal out of radio stations? i do not even listen to them only game radio i listened to was GTA SA plus it just make it harder to listen to whats going on
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Rachel Tyson
 
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Post » Wed May 02, 2012 3:30 pm

I know it might ruin the point with this game, but I think that the Wasteland in F4 should be more civilized, and less destroyed. F3 was the worst if we are talking about the game with the worst environment. In FO: NV it's slight better, but now I've got tired of the same concept. I want something new...

What do you think? Have I got a point?






PS: No, Deathclaws are NOT intelligent...
i you had bothered to check that up, you would have noticed there are intelligent deathclaws
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Darlene Delk
 
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Post » Thu May 03, 2012 3:47 am

But all the oil is gone. Gotta stay somewhat true to established plot elements.

The vehicles at the time of the war were primarily fusion powered, unless I am mistaken. But even so, all but the most well hidden (and in maintained a sealed environment) vehicles would have degraded far beyond the point of being inoperable long in the past. There would effectively be no vehicles.
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Carys
 
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Post » Wed May 02, 2012 3:12 pm

why people are making a big deal out of radio stations? i do not even listen to them only game radio i listened to was GTA SA plus it just make it harder to listen to whats going on

I strongly disagree with this. I love the radio, particularly in FO3, where it was, imo, integral to the ambiance and personality of the game. When I went to playing Skyrim it was really conspicuous by its absence.

And it's an awesome juxtaposition to hear cheery 40's music when you're in midst of blowing the bits off of mutant freaks.

I want to see (hear) expanded playlists, if anything.
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Tasha Clifford
 
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Post » Wed May 02, 2012 3:52 pm

I love exploration and being rewarded for it,
Yeah, the exploration in FO:NV svcks apparently... Somebody told me that in my thread ''Before I buy this...''.
I hope it get's better!! :confused:
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Zualett
 
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Post » Wed May 02, 2012 11:56 pm

I strongly disagree with this. I love the radio, particularly in FO3, where it was, imo, integral to the ambiance and personality of the game. When I went to playing Skyrim it was really conspicuous by its absence.

And it's an awesome juxtaposition to hear cheery 40's music when you're in midst of blowing the bits off of mutant freaks.

I want to see (hear) expanded playlists, if anything.

I feel the same. I would love to hear 40's music, while doing anything! Now that I haven't got FO:NV yet, I would like to know if the radio-stations is as good as in FO:3...
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MARLON JOHNSON
 
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Post » Thu May 03, 2012 12:07 am

Vehicles would be awesome...
Nothing big though maybe a motorcycle or small car. And also have a quest that you could passenger in a vertibird. 2 times i was close to one but never in one erh its frustrating
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Bedford White
 
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Post » Thu May 03, 2012 7:36 am



I feel the same. I would love to hear 40's music, while doing anything! Now that I haven't got FO:NV yet, I would like to know if the radio-stations is as good as in FO:3...
Some songs are good others are ok but no BAD songs
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Matt Terry
 
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Post » Wed May 02, 2012 8:30 pm

I feel the same. I would love to hear 40's music, while doing anything! Now that I haven't got FO:NV yet, I would like to know if the radio-stations is as good as in FO:3...

The radio in NV has a much more American country/western theme, which I don't like. Some of the Rat Pack music (Sinatra/Martin) was good and in line with the theme of the game, but overall GNR was much better, imo. And Wayne Newton (Mr. New Veags) as the DJ was a snooze.
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ashleigh bryden
 
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Post » Wed May 02, 2012 11:53 pm



The radio in NV has a much more American country/western theme, which I don't like. Some of the Rat Pack music (Sinatra/Martin) was good and in line with the theme of the game, but overall GNR was much better, imo. And Wayne Newton (Mr. New Veags) as the DJ was a snooze.
Ive got bells that jingle jangle jingle, jingle jangle jingle.
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Shannon Lockwood
 
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Post » Thu May 03, 2012 4:34 am




I think the radio stations in both FO:3 and FO:NV is great! The old, classical music, makes me relax... Like when I'm bombing a Ghoul or something (IDK if it's alright to even kill Ghouls in this game! Just ordered it, and waiting for it...)! Then I can do it LIKE A BAWS! It would be great if you could turn on the radio, and listen to ''Come fly with me, let's fly, let's fly away..!'', at the same that you see a flying Gecko that flies over you... :cool:

Notice my bad English... :biggrin:

Yes the radio stations is a good thing about fallout 3, just that they need more stations and more variation in the music, even if its good music the (what is it) 5 tracks starts to be annoying after a day of gaming.



A DEATHCLAW AS COMPANION!!? ARE YOU CRAZY!?

That experience was very cool. Me and my buddies first meeting with a Deathclaw...

PS: No, Deathclaws are NOT intelligent...


All deathclaws are intelligent, 99% of then just don't like to talk to their food! Or they don't know English so they don't understand you!
And you had deathclaw(s) in fallout 2 and tactics!
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R.I.P
 
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Post » Thu May 03, 2012 4:25 am

Yeah, fallout 3 radios were much better. Loved the enclave radio and also three dog radio too. :)
They should add more differend kind of weapons. Maybe same gun variations by differend manufacturers/Factions. Some build more better and expensive versions of Hunting rifles and others would be weaker versions.
Like Hunting rifle example: :gun:
Homemade(junk) Hunting Rifle: Damage: 30 Attackspeed 0,3 per second. Durability: 250 Cost: 200
Slavers Hunting Rifle: Damage: 40 Attackspeed 0,4 per second. Durability: 300 Cost: 300
Pre-war Hunting Rifle: Damage: 50 Attackspeed: 0,5 per second. Durability: 350 Cost: 400
Talon Company Hunting Rifle: Damage: 60 Attackspeed: 0,6 per second. Durability: 400 Cost: 500
Brotherhood of Steel Hunting Rifle: Damage: 80 Attackspeed: 0,8 per second. Durability: 500 Cost: 700
Enclave Hunting Rifle: Damage: 115 Attackspeed: 1,0 per second. Durability: 700 Cost: 1000 :flamethrower:

And armors too:
Homemade Combat Armor: Damage Resistance: 12% Damage absorb 1 Durability: 600 Cost: 150
Slavers Combat Armor: Damage Resistance: 15% Damage absorb 2 Durability: 600 Cost: 200
Pre-War Combat armor: Damage resistance: 18% Damage absorb: 3 Durability: 700 Cost: 250
Talon Company Combat armor: Damage resistance: 21% Damage absorb: 4 Durability: 700 Cost: 350
Brotherhood of Steel Combat Armor: Damage Resistance: 24% Damage absorb: 6 Durability: 800 Cost: 450
Enclave Combat Armor: Damage Resistance: 30% Damage absorb: 10 Durability: 1000 Cost: 600

Combat Knife: :drag:
Homemade Combat knife: Damage: 5 Attack speed: 1/s. Durability: 100 Cost: 30
Slavers Combat Knife: Damage: 7 Attack speed: 1,2/s Durability: 120 Cost: 40
Pre-War Combat Knife: Damage: 10 Attack Speed: 1,4/s Durability: 140 Cost 50
Talon Company Combat knife: Damage 14 Attack Speed: 1,6/s Durability: 180 Cost: 100
Brotherhood of Steel Combat Knife: Damage: 18 Attack speed: 2,0/s Durability: 180 Cost: 150
Enclave Combat Knife: Damage: 22 Attack speed: 2,5/s Durability: 250 Cost: 250
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Mandi Norton
 
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Post » Wed May 02, 2012 3:15 pm

What? Less loot? That's the point of action/rpg sandbox gaming.
Uh-huh, and prior to Bethesda Fallout was not that kind of a game, maybe some of us (and this is shocking, I know) want Fallout to revert back to it's roots and stop being a TES clone.
Which means getting rid of a lot of pointless TES features.
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Jah Allen
 
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Post » Wed May 02, 2012 5:31 pm

Ive got bells that jingle jangle jingle, jingle jangle jingle.
Oh my god! I love that song!

''I got spurs, that jingle, jangle, jingle!'' *sigh*
Good times, good times... :happy:


Are you swedish? Your name. ''Super NallePuh''... Huh!? :blink:
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Nicholas C
 
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Post » Wed May 02, 2012 5:12 pm

"
quoting me
"
It could make the overall weapon list a bit... Forced.
With each category having X amount of Y and X amount of Z, not to mention that once the DLC's are released the pre-fixed balance will be thrown out the window.
Though what happens with other weaponry that does not fit the list?
For example, Tesla Cannon in Lyons Brotherhood. It's a pre-war design, but designed through post-war means. Category 1 or Category 3?

I like the idea of despite having skills for each type of weaponry (Guns, Explosives, EW) that they're grouped into different categories that decide their stats.
Though I do think we should be able to craft anything with the right schematic. So raiding the faction who creates guns and taking their schematics for pre and post war weapons could ear yourself quite a buck selling the crafted weapons to general stores.
The simpler designs of post-war weapons only need their respective skill check though. (Mechanics/Repair/Electronics/Science/Explosives)

It could, that's true, but it could also make the weapons more distinct due to the difference they have. Like I said, I don't recall all the specifics I toyed around with (it's been a while since), but I have a faint recollection of taking EW and explosives into account too (something about EW's not being craftable at all, and explosives being more of a utility skill than combat skill, or something).

The general idea was that if it's manufactured post war, it will be in category 1 and in generally poor condition.

I personally don't really like the "craft anything and everything" idea as that, in my eyes, devalues the worth of craftables (not monetarily, as you pointed out, but otherwise as nothing's really distinct or special -- like how Skyrims smithing plays against its exploration and rewards by offering the possibility to make everything you'd find out there - and vice versa, of course). But I guess it could be done right with proper limiations and rarification.
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Eileen Collinson
 
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Post » Thu May 03, 2012 3:56 am

I personally don't really like the "craft anything and everything" idea as that, in my eyes, devalues the worth of craftables (not monetarily, as you pointed out, but otherwise as nothing's really distinct or special -- like how Skyrims smithing plays against its exploration and rewards by offering the possibility to make everything you'd find out there - and vice versa, of course). But I guess it could be done right with proper limiations and rarification.
Well, I think the difference between Skyrim's and Fallout 4's could be that the lesser stuff and low quality versions can be crafted through skill checks.
While the better stuff needs schematics and hell, you might even need to be trained by an NPC to craft certain 'types' of weapons.
NPC's you need to either pay or do quests for so that they train you.

The difference between self-crated and bought weapons? Hmm... Looted weapons are low quality, their stats are lowered, bought weapons are default quality, and self-crafted weapons have high quality, their stats are heightened.
While unique weapons are better than the HQ version.

This means that it takes more than just a perk like in Skyrim to craft stuff.
Could work.
Needs work though.

I mean, getting the skill to 100 then getting the schematic then getting an NPC to train you in crafting that weapon takes time, hell, you might not even find the NPC you need for the training, you might be vilified with his/her faction.
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Helen Quill
 
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Post » Wed May 02, 2012 10:37 pm

Some songs are good others are ok but no BAD songs


I agree with that there's also alot more variety in the songs in NV. There's like 5 songs in fallout 3, there's alot more songs in NV, plus Black Mountain radio is awesome.
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Josee Leach
 
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Post » Wed May 02, 2012 4:26 pm

All deathclaws are intelligent, 99% of then just don't like to talk to their food! Or they don't know English so they don't understand you!
And you had deathclaw(s) in fallout 2 and tactics!
http://fallout.wikia.com/wiki/Goris
http://fallout.wikia.com/wiki/Fallout_Tactics_races
Deathclaw companion for FO:2 and deathclaw playable race for FO: Tactics.
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Chica Cheve
 
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