Fallout 4 Speculations and Suggestions

Post » Sat May 28, 2011 6:54 am

He killed them while looking good.


Well you can have short hair and look fairly dashing at the same time

http://www.leninimports.com/david_niven_gallery_new_6.jpg
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Carlos Rojas
 
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Post » Sat May 28, 2011 5:26 am

Well you can have short hair and look fairly dashing at the same time

http://www.leninimports.com/david_niven_gallery_new_6.jpg

Or you're http://arcticfox42.phpwebhosting.com/tfme/images/scans/faramir.jpg from LotR (where most people have long hair anyways) and look good and awesome :)




I know you're gonna bash on me for this, everyone does it for me liking Faramir.... :sadvaultboy:
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Sharra Llenos
 
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Post » Sat May 28, 2011 9:20 am

NOBODY BASHES SHARPE! :mad: Especially not myself.
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Bonnie Clyde
 
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Post » Sat May 28, 2011 4:34 pm

I'm all for the flashback/2077 idea. It's territory that has barely been mined, and to see Bethesda do the Fallout 21st century with the new engine would be epic.
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Vivien
 
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Post » Sat May 28, 2011 6:51 am

I think the next Fallout should be set in another big city like Chicago or New York. Also the Enclave should'nt be evil. They should be more like oppertnuistic neutral, because they have better intention than the BoS, they just go about showing it in a strange way.
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Kevin Jay
 
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Post » Sat May 28, 2011 11:32 am

I think the next Fallout should be set in another big city like Chicago or New York. Also the Enclave should'nt be evil. They should be more like oppertnuistic neutral, because they have better intention than the BoS, they just go about showing it in a strange way.


I'm indifferent to the Enclave.
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Marcia Renton
 
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Post » Sat May 28, 2011 5:30 am

I think the HIDDEN/CAUTION/DANGER should show a specific enemies effect towards your sneak when you are aiming at that enemy or npc, ive been on danger before and sneak crit a powder ganger even though some bloat flys saw me, i thought it was the powder ganger who knew where i was not bloatflys, or maybe it'll show up alongside or under the general sneak status.
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Bethany Watkin
 
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Post » Sat May 28, 2011 7:36 pm

Two of the most major things with FO4:

* Writing

Make sure that characters are well written and feel like real people with realistic dialogue that isn't forced and give them all some kind of uniqueness to them, be it a tattoo or a different hair type to unique voice or skin tone.
Make sure that the dialogue has more than just good response, neutral response, and evil response.
Would also be nice to have more options in dialogue like sarcastic remarks or respectful dialogue, just dialogue bits that further allow us to define the characters role.
Make damn sure that you don't do another [censored] Tenpenny Tower, make settlements, towns, cities, outposts and camps have coherent writing, have them make sense.
Follow the damn lore this time, don't make silly exceptions, try to maybe "bend" the lore a tiny bit but NEVER break it completely.

Write a functioning economy that is understandable without plot holes.
Some major points:
If there is drugs in the game then I wanna know where they come from.
If there is food in the game then I wanna know where it comes from.
If there is ammo in the game then I wanna know where it comes from.
If there is high tech crap in the game then I wanna know where it comes from.
Make damn sure to explain these points, I'm not asking for a book of text, but just a note in a shop that has a inventory manifest and one that explains that they trade X for Y with Z.

Just don't make the same mistake you did with FO3.
And if you can't do this writing for some reason then ask some of Obsidians staff to work alongside you.

* Exploration

I would sincerely love to have a map node system but I'm not going to hold my breath.
At least make settlements, towns, cities, outposts and camps have realistic sizes and have the citizens all have some kind of work to do.
I hated how in Megaton there is like 20 people who just sit around all day picking their nose.
Have a good amount of dungeons but not too many, don't force us to attack something every damn 30 meters like in FO3.
Have lots of hidden goodies around the wasteland but remember to keep it balanced.
When in a dungeon allow us to use our skills more instead of just the usual combat skill and sneak skill.
Have a room where there's water on the floor with some enemies on it, and with a good electronics skill you can shift the power to another direction, frying everyone who is in the water.
Stuff like that.

* Balance

More skills, not less, more, less is not more, more is more, and have them all be balanced.
Follow a 1:1 2:1 3:1 skill distribution with a cap at 200%.
No hard skill requirements, the 200% cap does not mean you "have to" have 200% in order to use it to the maximum.
You can unlock VH locks just fine with 120%, the rest just increases the proficiency with it, so at 200% you can force lock VH locks at 90%.
Actually, get rid of the lockpick minigame and have it work with dicerolls.
For an avarage build, do not let us max out more than around 4 to 6 skills. (200% = maxed out)
That way, if one wants to they could go for 9 skills and have them all at 110%, but that means jack of most trades, master of none.
High level perks should require 130%+ for skills.
Tagged skills follow 1:2 1:1 2:1 skill distribution.
If the level cap is at 50 or 60 then it should be a perk every third level. (And bring back the damn Skilled trait!)

Ah, that's it for now.
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Vahpie
 
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Post » Sat May 28, 2011 12:54 pm

I wouldn't expect Fallout 4 until 2013 or 2014 but this is what I'm expecting to happen if BGS is in charge of development and Todd Howard is possibly the Lead Director.

1. The Removal of a Level Cap- I can see this happening, in an interview that Todd did about a year or two ago he said that one of the biggest mistakes he made with Fallout 3 was Instituting a level cap. If they do get rid of the level cap then they need to redo most of the skills either change how they're leveled or add more perks in.

2. A decision, East Coast or West Coast- This is another thing that I can see happening. Bethesda needs to make a decision are we going to stay on the east coast like it was in Fallout 3 or are we going to be on the West coast and have to further deal with the NCR, and Caesar's Legion. My gut is telling me East Coast unless they do something like Warp Of The West for New Vegas.

3. More Skills- I think we could add more skills to the game but not too many. Maybe add 3 more skills in to make it 16 skills.

4. Better Character Creation System- I absolutely hated Fallout 3/New Vegas's Character Creation it was bad. The sliders went all over the place. It wasn't as severe as Oblivion but I had an easier time making a better Face in Oblivion then in Fallout's 3 or New Vegas. Now with Bethesda having their creation engine for Skyrim I see the steps that they're making with Character creation. Hopefully something similar comes our way for Fallout 4.

5. Traits- The one thing that I missed from Fallout 3 but New Vegas didn't get it right either they didn't' have enough traits. If traits are brought back in Fallout 4 have them be more like they were in Fallouts 1 and 2 although not as broken as say the Gifted Trait.

6 Skill Books- One of my biggest pet peeves is how many skill books were in Fallout 3. Hopefully the number is similar to the amount that was in New Vegas.
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A Lo RIkIton'ton
 
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Post » Sat May 28, 2011 7:27 pm

As long as it's set in the west I don't care. But if it's set in the east I will still buy it, I did like F3 :D.
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Peter lopez
 
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Post » Sat May 28, 2011 9:03 am

Just some creatures

Mutated Hogs, think of all the ruined lawns and gardens, plus they taste great with SC BBQ sauce. So add mustard plants and apple trees as well, because mustard plant->mustard seed->mustard and apple trees->apples->apple cider->apple cider vinegar. Mustard + apple cider vinegar = a proper BBQ sauce. Now off for some Beer and Bacon. Oh, and the mustard plant can also be used for mustard gas

Mutated Sewer Alligators/Komodo Dragons/Any other exotic lizards flushed down the toilet once they became too large to handle. The chemicals flushed down the toilets may have added to the mutation, maybe they can have iron scales. The dragon could possibly breath fire and once killed, the fuel glands, ducts and bladder can be used to create an improvised flamer.

Tarantula and Black Widow, just to add some spiders so new bug species won't have to involve scorpion all the time. The hairy back of the tarantula could be mutated/evolved to include throwing spears, or the components of them, or it could work more like a bow (IMO also a throwing weapon as it throws the arrow using a muscle powered bowstring). Both spider species can also have components for poison on their corpses.

Fire beetle, it's scales can also be made of metal, and it's corpse can again contain components to create a flame weapon

Bombardier beetle, same as fire beetle, except this time the corpse can contain ingredients for explosives and maybe an improvised grenade launcher.

EDIT

One thing I can't stress enough, get rid of all the minigames.
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Janine Rose
 
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Post » Sat May 28, 2011 10:06 am

I think a major buff of Power Armor is in order, at least for T51b, my suggestion is raise the DT to 30 and give it a DR bonus as well, have it be able to enhance your strength past 10, fully support its own weight like it is supposed to, remove the AGI penalty because it is supposed to feel like an extension of the body and in no way cumbersome, give it bonus fire/plasma/explos/laser resistance. Give wearing power armor the effect of Weapon Handling and have it increase your END as well as STR, have it give you 3 or 4 STR and have wearing it negate the weight of it (It reduces its own weight to zero when being used, and then adds strength).

TL;DR: Get rid of all detriments and boost all the benefits, make it feel like Power Armor again, and make it harder to get. It is the best armor known to man in Fallout, making individual men more powerful than tanks.
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Kayla Keizer
 
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Post » Sat May 28, 2011 5:13 pm

Two of the most major things with FO4:

* Writing

Follow the damn lore this time, don't make silly exceptions, try to maybe "bend" the lore a tiny bit but NEVER break it completely.

* Balance

More skills, not less, more, less is not more, more is more, and have them all be balanced.
Follow a 1:1 2:1 3:1 skill distribution with a cap at 200%.
No hard skill requirements, the 200% cap does not mean you "have to" have 200% in order to use it to the maximum.
You can unlock VH locks just fine with 120%, the rest just increases the proficiency with it, so at 200% you can force lock VH locks at 90%.
Actually, get rid of the lockpick minigame and have it work with dicerolls.
For an avarage build, do not let us max out more than around 4 to 6 skills. (200% = maxed out)
That way, if one wants to they could go for 9 skills and have them all at 110%, but that means jack of most trades, master of none.
High level perks should require 130%+ for skills.
Tagged skills follow 1:2 1:1 2:1 skill distribution.
If the level cap is at 50 or 60 then it should be a perk every third level. (And bring back the damn Skilled trait!)

Ah, that's it for now.


What is folllowing lore? If there is new stuff, factions, locations, there is no lore. Is it going against lore if a group changes their mind? It boggles my mind for example people complain about east coast BoS cuz they changed their mind. Well, in reality, even in lore, they not first BoS people to change their mind. They also not first BoS group to take aggressive action against a threatening group. I'm just using BoS as example cuz a lot of people point at them and complain.

I really don't understand the skill thing, but if 200% was tops and you're asking for 2 or 3 skill points to raise a skill 1% after 100, how that gonna work in this skill point system? People forget in FO 2 some skill books could be bought, and farmed from vendors. So, you add bunch more skills, make skills harder to raise and increase their cap. Basically, there skills you can flat out avoid putting points in playing FO 2, and just raise em with books, so comparing FO 2 skill system with FONV is moot. FO 3, is different. Too many skill books, add in bobbleheads and well...there ya go.

I could see maybe a couple more skills, but a bunch more, then better make sure entire system revamped and prolly no level cap. I really don't wanna be level 35 before I can pick a more difficult lock, hack a tough computer etc. I like making important decisions with my skill points, but I don't want it to be tedious or aggravating.
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Elina
 
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Post » Sat May 28, 2011 3:05 pm

1. What is folllowing lore? If there is new stuff, factions, locations, there is no lore. Is it going against lore if a group changes their mind? It boggles my mind for example people complain about east coast BoS cuz they changed their mind. Well, in reality, even in lore, they not first BoS people to change their mind. They also not first BoS group to take aggressive action against a threatening group. I'm just using BoS as example cuz a lot of people point at them and complain.

2. I really don't understand the skill thing, but if 200% was tops and you're asking for 2 or 3 skill points to raise a skill 1% after 100, how that gonna work in this skill point system? People forget in FO 2 some skill books could be bought, and farmed from vendors. So, you add bunch more skills, make skills harder to raise and increase their cap. Basically, there skills you can flat out avoid putting points in playing FO 2, and just raise em with books, so comparing FO 2 skill system with FONV is moot. FO 3, is different. Too many skill books, add in bobbleheads and well...there ya go.

3. I could see maybe a couple more skills, but a bunch more, then better make sure entire system revamped and prolly no level cap. I really don't wanna be level 35 before I can pick a more difficult lock, hack a tough computer etc. I like making important decisions with my skill points, but I don't want it to be tedious or aggravating.

1. While I don't like Lyons Brotherhood's direction of ideology I don't hate it either, what I hate is the fact that such a huge "fraction" of BOS is in CW for no apparent reason except to heavily serve as fanservice.
What I meant is that they should keep up with the lore and try to go by it as much as possible while at the same time trying to flesh our previous lore and give us new lore.

2. Remove the huge amount of skill books. :shrug: Or just make them stop working at 90%.
Tagged skills are valued greatly more which means that they will be easier to raise.
But still, the main point of it is that players should not be able to max out next to every damn skill.
With this system you can become "okay" with a lot of skills if you just go to 110%.
You don't "need" to go above 110% but there are a lot of perks and some unique events where a skill of 110%+ is greatly needed.
It also helps out with tiny effects the more you have in the skill, so if you want to be truly perfect you "can" go up to 200%, whether or not you consider it to be worth it is another deal.

3. The entire system needs to be revamped for the new level cap, that's for sure, but I do think there needs to be a limit, this isn't Oblivion after all.
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Isabel Ruiz
 
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Post » Sat May 28, 2011 8:01 am

Well I don't take them being there for fanservice. It FO 3, not FO 13.

I think reason fairly obvious why they there. Originally, wanted to explore for tech and info. Pretty good place to do that, especially seeing how vault tek hq is there. Then things change, and they kinda boggled by super mutants being there in strong numbers.

It really isn't very confusing to me.

Also, my fonv character is 29 and I don't have any skill at 100. I have 2 at 90. I think one or two more in the 80s and maybe 3 more in the 70s. Intel is 8. Started 7 and got the int implant around level 7 or so. I also have few skills 50 or below, and two for sure that are under 40. So, I think balancing skills going in good direction.
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KiiSsez jdgaf Benzler
 
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Post » Sat May 28, 2011 7:51 pm

Well I don't take them being there for fanservice. It FO 3, not FO 13.

I think reason fairly obvious why they there. Originally, wanted to explore for tech and info. Pretty good place to do that, especially seeing how vault tek hq is there. Then things change, and they kinda boggled by super mutants being there in strong numbers.

It really isn't very confusing to me.

Also, my fonv character is 29 and I don't have any skill at 100. I have 2 at 90. I think one or two more in the 80s and maybe 3 more in the 70s. Intel is 8. Started 7 and got the int implant around level 7 or so. I also have few skills 50 or below, and two for sure that are under 40. So, I think balancing skills going in good direction.

We've had that debate before in another thread and I'd rather not derail this thread into another FO3 inconsistency discussion.

Anyway, the point about the skills at 200% and a different ratio system is to go back to the originals a bit.
No hard caps at 100 with progression levels of hard requirements. (VH lock requiring 100 lockpick for example.)
And next is to give tag skills a purpose again, to make them more important than just a small starting boost.
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matt
 
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Post » Sat May 28, 2011 8:19 pm

I'd be much more in favor of the skill cap staying at 100 with 5-10 more skills, most or each of which include a mini-game (lockpick, crafting) that actually demonstrates the skill. One thing from Oblivion I enjoyed was actually popping tumblers in locks. I think wiring bombs or building weapons, cooking food, etc. could be much more interactive and fun if done correctly.
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Killer McCracken
 
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Post » Sat May 28, 2011 9:22 am

I'd be much more in favor of the skill cap staying at 100 with 5-10 more skills, most or each of which include a mini-game (lockpick, crafting) that actually demonstrates the skill. One thing from Oblivion I enjoyed was actually popping tumblers in locks. I think wiring bombs or building weapons, cooking food, etc. could be much more interactive and fun if done correctly.


In that case they must make them optional, as the word guessing game was boring and annoying. It also didn't have anything to do with my character's skill, but more with my abilities to manipulate the minigame.
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Lindsay Dunn
 
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Post » Sat May 28, 2011 3:24 pm

In that case they must make them optional, as the word guessing game was boring and annoying. It also didn't have anything to do with my character's skill, but more with my abilities to manipulate the minigame.


I see that. I like the terminal game but you're right, it never had much logic involved, just punching combos until you find the right one. Making the mini-games more cognitive is my point. I won't veer into using motion controls, but flipping meat on a campfire to get your desired temperature, for instance, would be way to put the player in the game more. They also could learn life skills. But still, make it optional to support F1 and 2 fans who prefer the dice roll method. Put an option in the gameplay screen. Boom.
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Abi Emily
 
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Post » Sat May 28, 2011 5:36 am

I was just thinking of a few suggestions and stuff I had brewing in my brain for the next Fallout - I came up with these (this is compared with FONV);

Guns, Explosives & Energy Weapons VS. Big Guns, Tactical & Small Guns

So, at the moment the former little list in that heading is what we have in FONV. Guns skill determines your effectiveness with anything that fires conventional munitions, energy weapons determines effectiveness with anything that uses energy munitions, and explosives skill determines your effectiveness with anything that goes BOOM. In theory it's a pretty good system. Managing huge varieties of ammo is a waste of time and on top of that it's a waste of caps. Since ammo has weight in hardcoe mode, you wouldn't want to be carrying around a bunch of kinds either. A lot of explosive weapons have weight in either mode (I.E. Dynamite) so it counts towards both modes.

However, when you actually have these skills in practice (at least in non-hardcoe), it breaks down. In my experience, and the friends who have the game which I've asked, we don't manage our ammo, and we hardly ever purchase it as you can just loot it off virtually every corpse. Because we end up with favourite weapons, such as the YCS or Oh Baby!, we only carry around a few ammo types in hardcoe mode, or none at all in the case of melee weapons. If we have a variety of weapons, we can store them and their ammo in our companions. Thrown explosive weapons generally have little weight and you don't need to carry vast quantities of them to get the job done, and in some cases you only need to carry <10 ammo in your inventory.

Another problem with this is strength requirements and how these skills mesh with other combat-oriented skills such as sneak. A friend of mine wanted to play as a sniper, low strength, low charisma, high agility, high luck - he wanted to get max out sneak and guns. Early on he did fine of course, he sniped pretty much everything with the Ratslayer unless it was close, in which case he used a sub-machinegun. He started to find problems later in the game. His lack of strength - the thing which allowed him to get decent agility, prevented him from reaching the requisite for the anti-material rifle and the sniper rifle. The massive drop in accuracy ruined his playstyle.

What I suggest is changing these three skills to something closer to Fallout 3's system, but not without it's differences. Energy Weapons, Guns and Explosives that you launch or shoot are broken down into two types, Big Guns and Small Guns. Big Guns are anything with a strength requirement of 6-10, while Small Guns are anything with a requirement of 1-5. For example, Mercy becomes a Big Gun and a gauss rifle or a varmint rifle becomes a Small Gun. If you really wanted to take this to the extreme you could even have perks such as Weapon Handling change the type of the weapon.

The Tactical skill involves many things which aren't included in the other two skills, but aren't melee or using fists. This includes mines and other placed explosives, thrown weapons such as grenades, spears and throwing knives. One-handed melee weapons are also considered tactical weapons for the purpose of the tactical weapon slot (although their effectivesness is still determined by the melee skill, and they can still be used as melee weapons). But now I suppose you're wondering what the idea of a Tactical Weapon slot is?

The Tactical weapon slot is basically a secondary arm, similar to the grenade button of many FPSs ( I'll refer to it as the T. Button for simplicity's sake). When inside your pip-boy, you can select one tactical weapon, and when the T. Button is pressed, you'd use it. A bunch of super mutants chasing you down? Drop a plasma mine. Want to spear that guy in the back of the head? Go ahead. Is that ghoul who's chasing you about to tear your face off, but you've only managed to whittle him down to ~10% hp? Knife him. Weapon attachments could also serve as a tactical weapon. A bayonet for a bit of range, or perhaps the ability to drop an armed, timed rocket with your missile launcher (think of that video where the French Canadians shot a Javelin which ended up landing 3 feet away from them, then imagine them running, a horde of ghouls chasing them, and then the ghouls getting exploded by said Javelin).

A few changes would need to be implemented to make Tactical Weapons sound though, otherwise it would quickly become over/underpowered. One of the problems I noticed with thrown weapons is that they often svck. I snuck up behind a Legion explorer and got a sneak attack critical with a spear on him, in his brain and it hardly injured him for 30% of his life. Improving the damage of this would easily fix this kind of problem.

Tactical weapons are, however, not suppose to be the same as having an extra weapon available. You're probably thinking 'Knives AND guns? Talk about overpowered.' This is why there would be alterations to base damage and and attack speed. If you're knifing that ghoul while you have your rifle out, it's going to deal 200% normal damage of that weapon, BUT, it's also going to attack 500% slower. This allows you to wear enemies down from afar, and get a last-chance effort to take them out while they are about to kill you. Bayonets, being purely tactical weapons, would deal 300% damage of a similar melee weapon.

If you have no Tactical weapon out, then all you're going to do with the T. Button will be to perform a rifle-butt or a pistol whip (or in the case of a missile launcher/fat man/minigun, nothing at all).
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Eilidh Brian
 
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Post » Sat May 28, 2011 2:25 pm

How come no one posts a reply? Is it normally slow like this?
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Carlos Rojas
 
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Post » Sat May 28, 2011 4:56 am

How come no one posts a reply? Is it normally slow like this?


Don't take it personal. Rule of thumb around here seems to be that the longer your post the less likely you'll get replies.
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zoe
 
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Post » Sat May 28, 2011 7:15 pm

Makes sense. I guess those posts where people quoted the entire text of a suggestion and then wrote a one sentence reply (making it appear pretty big) overshadowed the fact that we are all lazy, clouding my judgement.
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Steve Fallon
 
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Post » Sat May 28, 2011 3:48 pm

Two of the most major things with FO4:

* Writing

Make sure that characters are well written and feel like real people with realistic dialogue that isn't forced and give them all some kind of uniqueness to them, be it a tattoo or a different hair type to unique voice or skin tone.
Make sure that the dialogue has more than just good response, neutral response, and evil response.
Would also be nice to have more options in dialogue like sarcastic remarks or respectful dialogue, just dialogue bits that further allow us to define the characters role.
Make damn sure that you don't do another [censored] Tenpenny Tower, make settlements, towns, cities, outposts and camps have coherent writing, have them make sense.
Follow the damn lore this time, don't make silly exceptions, try to maybe "bend" the lore a tiny bit but NEVER break it completely.

Write a functioning economy that is understandable without plot holes.
Some major points:
If there is drugs in the game then I wanna know where they come from.
If there is food in the game then I wanna know where it comes from.
If there is ammo in the game then I wanna know where it comes from.
If there is high tech crap in the game then I wanna know where it comes from.
Make damn sure to explain these points, I'm not asking for a book of text, but just a note in a shop that has a inventory manifest and one that explains that they trade X for Y with Z.

Just don't make the same mistake you did with FO3.
And if you can't do this writing for some reason then ask some of Obsidians staff to work alongside you.






Those are good ideas but I think that they did an okay job of doing that. They explain that Jet came from New Reno if I'm correct. They show farms in New Vegas. Again in New Vegas they tell you about where the Gun Runners got there Specs. I could go on but I think you get my point
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Bonnie Clyde
 
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Post » Sat May 28, 2011 4:41 pm

How come no one posts a reply? Is it normally slow like this?

Wall of text, no tl:dr = No way I'm reading it.
Give me a small summary of what your post is about and I'll read it if it peaks my interest.

Those are good ideas but I think that they did an okay job of doing that. They explain that Jet came from New Reno if I'm correct. They show farms in New Vegas. Again in New Vegas they tell you about where the Gun Runners got there Specs. I could go on but I think you get my point

Yeah uhm. Obsidian explained those things well, Bethesda in FO3 did not.
What I meant with that post was that Bethesda needs to shape up and learn a couple of things about writing from Obsidian.
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Blessed DIVA
 
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