Fallout 4: Speculations & Suggestions,

Post » Fri Dec 02, 2011 4:18 pm

if they're going to add that, bring back the ability to sleep outside of city cells. having to find a bed is annoying.
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Andrew Perry
 
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Post » Sat Dec 03, 2011 2:50 am

if they're going to add that, bring back the ability to sleep outside of city cells. having to find a bed is annoying.

wel;l you dont have to be in a city to find a bed.. though, i would expect if they set it upto where y0ucould just camp anywhere overnight, there would be and inclusion a percentage chance of getting looted
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sarah
 
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Post » Fri Dec 02, 2011 2:45 pm

and inclusion a percentage chance of getting looted


and/or attacked
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Kortknee Bell
 
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Post » Fri Dec 02, 2011 4:19 pm

wel;l you dont have to be in a city to find a bed.. though, i would expect if they set it upto where y0ucould just camp anywhere overnight, there would be and inclusion a percentage chance of getting looted

or they you know....do what they did in past games and just have a small chance of you getting attacked overnight.
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stacy hamilton
 
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Post » Fri Dec 02, 2011 10:55 pm

attacked/looted

tmoato/tomato with less stuff. *shrugs*
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Miragel Ginza
 
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Post » Fri Dec 02, 2011 6:07 pm

Floaters.
No insanely tough Radscorpions or Ghouls.
No "feral ghouls". Just "normal ghouls" who kill kill you. Just like any other people in the wasteland.
More "evil" factions. More evil NPCs you can interact with.
More realistic feeling/looking settlements.
No odd tint, clear realistic looking skies and vegetation everywhere.
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marina
 
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Post » Fri Dec 02, 2011 11:06 pm

Floaters.
No insanely tough Radscorpions or Ghouls.
No "feral ghouls". Just "normal ghouls" who kill kill you. Just like any other people in the wasteland.
More "evil" factions. More evil NPCs you can interact with.
More realistic feeling/looking settlements.
No odd tint, clear realistic looking skies and vegetation everywhere.


no feral ghouls? why my good sir?

and why no insanely tough enemies, they were widespread enough to not be a nuiscance
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Dragonz Dancer
 
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Post » Fri Dec 02, 2011 8:09 pm

no feral ghouls? why my good sir?

and why no insanely tough enemies, they were widespread enough to not be a nuiscance


An insanely tough Super Mutant, sure. An insanely tough Ghoul just doesn't make sense. I hate those grenade things they throw too.
But the Albino Radscorpion is sort of a cool idea I guess.
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meghan lock
 
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Post » Fri Dec 02, 2011 4:21 pm

attacked/looted

tmoato/tomato with less stuff. *shrugs*

one is less annoying
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Dina Boudreau
 
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Post » Fri Dec 02, 2011 1:16 pm

No "feral ghouls". Just "normal ghouls" who kill kill you. Just like any other people in the wasteland.


Both where in the originals. Ferals just weren't tagged as such
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LittleMiss
 
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Post » Sat Dec 03, 2011 1:24 am

Warring raider gangs you can join and to be able to have more than one follower, without glitchin/modding.

More emphasis on cannibalism, like farms where there reering people to eat, and you can free them or help the cannibals catch more people. Or somthing.
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Chloe Botham
 
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Post » Sat Dec 03, 2011 3:04 am

one is less annoying

this is true.. dunno.. just trying to think in little pieces that make the experience a bit mroe realistic.. if you camped otu in the middle of the post apoc wasteland, given that there is a shortage of pre-war supplies in general, i would think youd be susceptable to getting looted. it might make the game more difficult as you would have to wait until you got a to a safe bed.. or risk it knowing there are consequences..
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Nikki Morse
 
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Post » Fri Dec 02, 2011 6:18 pm

I think having the game a little more random.
Instead of pretty much knowing what's coming up if you've been there before.

as in random battles between the enclave and the brotherhood of steel.
not like 2 people fighting.

OH!
and it'd be pretty cool to have a mini-game job. like in fable 2.
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Jonathan Windmon
 
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Post » Fri Dec 02, 2011 9:49 pm

just came to me

how about if u can chose your back story which just changes the starting tutorial and how people talk to u (like dragonage origins)

1 could be a vault dweller start the same as fallout 3
2nd could be that your born in the wasteland town and maybe in gets attaced by slavers so u hav to leave (making for a interesting side mission to save your family)
3rd could be your born prewar and end up turning into a goul by the atomic bombs (could show ure self turning into a goul slowly)
4th maybe u could be born into the enclave for ppl who know theyre goin to be evil or born into the BOS for those who know theyre goin to be good
5th orphan in the big city

ooo plus how about if u need to eat and drink or ull die
make it feel like u actually have to survive in the wastelandby finding something to eat and drink
itll also make resturants in the game actually have a point to them

just a thought




The first 5 is a damn good idea.
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Solina971
 
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Post » Fri Dec 02, 2011 11:59 am

I have to? I don't want to have to. Why should I have to pay to use a game mechanic? Not only would I have to pay, but I could only travel to certain points from certain points. That doesn't sound good. Also, no to the second part of your post. Fallout 4 should never have Fallout 1 and 2's system. Realize that the Fallout series is now Betheda's, and that's not Bethesda's style.



I definitely agree, why would I want to PAY for my fast travel? Just more trouvle for me.
But you have to figure that it makes the game alot more realistic and gives it more adventure.
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Alex Vincent
 
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Post » Fri Dec 02, 2011 8:56 pm

this is true.. dunno.. just trying to think in little pieces that make the experience a bit mroe realistic.. if you camped otu in the middle of the post apoc wasteland, given that there is a shortage of pre-war supplies in general, i would think youd be susceptable to getting looted. it might make the game more difficult as you would have to wait until you got a to a safe bed.. or risk it knowing there are consequences..


I've been attacked many times while sleeping in the wasteland.
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X(S.a.R.a.H)X
 
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Post » Fri Dec 02, 2011 10:04 pm

When i first passed the GOAT test in Fallout 3, i was suprised at how many of the skills were dropped. Gambling, Outdoorsman, First Aid, Doctor, Thrown... So here are some ideas aswell as additional suggestions

Also, with a Fallout 3 mod i made, i had changed alot of stuff which just generally annoyed me about fallout some of them were big and others were pretty minor, titles marked with an * are an indication of this.

Chem usage and Addiction
I liked the system but it been more "worth" it. All chems should last 10 minutes but the withdrawls from the drugs are extremely horrible and extremely SPECIAL degrading, other then that... Nothing else, really.

Karma*
I am positively sick of this "ranked Karma" your reputation should display how much of a bad ass/kiss ass you are.
It's pure sillyness, if Person A blows up Megaton and Person B hands in 10-15 slaves, both people are frowned apon in the same manner. I believe blowing up an entire town is more evil then enslaving 15.. However didn't megaton only have 15 people? >_>;
I suggest a new Karma Title 1,000 for every karma earned/lost, if i wish to go out and kill 492,000 people and enslave half of the Capital Wasteland i expect to be notorious as one bad ass person, not some "very evil" person who can justify their past with church donations.

SPECIAL changes*
I made players start with a base of 4 AP
I also removed the base carry weight, because it made strength redundant.
Agility: 1 point = 1 AP
Strength: 1 point = 25 weight

Radiation*
I had made a mod for Fallout 3 so an irradiated player would be severly punished for being heavily irradiated.
"Changed RAD level of all water to 40
Water Towers are irradiated with 30 Rads
You will receive 0.35% of the radiation by swimming in irradiated water
Radiation Accumulation Rate changed to 0.5
200 Rads: -1 Agility, Endurance and Strength. Lose 1HP a second +Glowing effect
400 Rads: -3 Agility, Endurance and Strength. Lose 6HP a second +Glowing effect
600 Rads: -5 Agility, Endurance and Strength. Lose 13HP a second +Glowing effect
800 Rads: -8 Agility, Endurance and Strength. Lose 25HP a second +Glowing effect"
By making radiation more life threatening, people would try harder to avoid it, because in real life, people avoid radiation as much as possible.

Doctor and First Aid Skills
In Fallout 1&2, you would occassionally stumble across First Aid Kits and Doctor bags, these kits could be thrown into future Fallout releases.
Stimpacks would heal 10-18% // The reason i suggest a variable amount is because the Medicene skill was overpowered and stimpacks were too easily found and too cheap to not afford.
First Aid would always heal 15% of the players health // Apon using the Kit, the player would receive some XP for honing their skills (Much like in Fallout 1&2)
Doctor Bags would heal 30-75% of a selected limb // Using the Docs Bag would give the player XP for honing their skills (much like in Fallout 1&2) Alternatively, the player could sleep to heal the limb.

Traps Skill
I can understand why you guys decided to knock it off, but i find it somewhat unfair that people who have NO understanding of anything would be able to successfully disarm a trap purely because they have a high enough explosive skill, bring it back for old times sake and returning normallity to Fallout, If you don't wanna set the trap off, avoid it. 0 Traps Skill means traps always get set off when you disarm them, 100 Traps skills means you successfully disarm them.

Thrown Skill
Again, another obvious one... Used for Grenades, rocks and other throwable objects

Lockpicking Skill*
How could i have something against Lockpicking? I love the system and way its done, but its waaaaaaaaaay too easy. Five Bobby Pins last me a life time because i rarely ever break one while cracking open a lock.
Changing the angular acceptance would mean its a tad bit more challenging and means more bobby pins would be broken.
Very Easy - 60? angular limit
Easy - 45? angular limit
Normal - 30? angular limit
Hard - 20? angular limit
Very Hard - 15? angular limit
Lockpick set could give a lock a +5? angular limit, making it easier to pick, however, these sets would have a use a single use so it would pay to make sure you pick the lock successfully without breaking a pin.
Oh and i almost forgot, for goodness sake PLEASE for the LOVE OF GOD get rid of the "You need 25 lockpicking skill to open this lock" If i have 5 Lockpicking skill and i want to open up a lock which needs 50 skill, i want that lock to be 10 times harder.

Science Skill
I think it might just be me, but i found the lower level science mini-games more harder then the higher leveled ones. I guess it makes sense, since the longer a word is, the more unlikely it is to have a match. Perhaps a similar thing but not with actual words, just random strings like KLPS, JMAN, HJSY etc. but make the list of preset strings massive... Atleast 1000, which should be easy to do but painfully long and daunting. Also remove the "You need 25 Science to hack this terminal" it is most annoying.

Gambling
COME ONNNNNNNN, please? :D I absolutely LOVED gambling in Fallout 2, spending long hours in New Reno earning a fortune and then calling it a night, it wouldn't be just limited to slots and craps.
I'm not suggesting make gambling as overpowered as it was in Fallout 2, make it primarily skill based but it would only act as a winnings multiplier.

Vault-Tec Assisted Targetting System
Apon using your Action Points, you remain in vats for the enemy to have a few seconds of VATs to themselves, or even a turn sequence where they use up all their available AP.
And a higher damge intake for being shot in VATS would be loverly, 90% damge resistance is easily exploitable aswell as overpowered, atleast 20% damage intake would be super.

Fast Travel
Going by Fallout 1+2 +Tactics "world map" that would have been considered a form of fast travel, so i'm suggesting bring back the Outdoorsman skill for this reason;
The map will be littered with zones (invisable circles) each time a players fast travel path crosses one of these zones, they undergo an Outdoorsman skill test.
Failing the outdoorsman test means the player is warped to the zone where they failed the "Outdoorsman skill test" and are surrounded by enemies
Passing the outdoorsman test means the player is asked a question "Do you wish to encounter: ?" apon which they can say "No" earn some XP and continue their Fast Travel, or say "Yes" and fight.
0% Outdoorsman = 0% successful Outdoorsman Test
100% Outdoorsman = 100% successful Outdoorsman Test

Other then that, (besides criticizing everything within Fallout 3 :P) i think i've gotten everything off my chest... wait, nope.

Weapons and Equipment
Fallout 1&2 made combat fun because for me, i find that RPGs are alot more fun when there's variable damages. I know Oblivion used static numbers with dynamic variables but it's not the same.
Variable damage in an RPG, for me, MAKES it an RPG. without variable damages fights get boring "Oh i just hit this guy 4 times and his dead" where with Variable damge it might take 2-6 hits.
And in Fallout 1+2 the different ammo types would impact so much with a weapons performance. You may have the worlds hardest hitting weapon, but the bullet makes all the difference.
Also, please bring back ammo weight... I hate it how i can carry around 10 rockets yet the ashtray in my backpack burdens me more it makes no sense.

Now, i think that's it... ... ... ... Yep.

Can't wait to play New Vegas and i look forward to TES V (for any Bethesda employee who took their time to read this post) thanks for your time~
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Jessica Lloyd
 
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Post » Fri Dec 02, 2011 12:42 pm

Karma*
I am positively sick of this "ranked Karma" your reputation should display how much of a bad ass/kiss ass you are.
It's pure sillyness, if Person A blows up Megaton and Person B hands in 10-15 slaves, both people are frowned apon in the same manner. I believe blowing up an entire town is more evil then enslaving 15.. However didn't megaton only have 15 people? >_>;
I suggest a new Karma Title 1,000 for every karma earned/lost, if i wish to go out and kill 492,000 people and enslave half of the Capital Wasteland i expect to be notorious as one bad ass person, not some "very evil" person who can justify their past with church donations.


The designers decided that they would make a forgivable karma system...presumably for folks new to RPGs. I agree that it's too easy to swing karma, especially from bad to good. I disagree, however, in the concept of comparable evil. To me, a little evil is ignoring the water begger when you have lots of water. Destroying Megaton OR turning in ANY slaves is equally evil, just as Hitler is as Evil as Stalin, even though he only killed half as many people. I'd like to see a more realistic system whereby if you decide to be evil, you pay the price of being evil, until you do an awful lot of good to change it, and paying the price means that everyone knows your past and treats you accordingly. Words of your deeds would travel fast in a Fallout 3 world, given GNR and the traders. It's like the old saying in customer service: Do something good, and a customer _might_ tell someone. Do something bad, and the customer _will_ tell as many people as they can.

I agree with some of the rest of your post, but I will not abide returning to FO1/2 map mechanics, and I have a limit as to how much stats affect gameplay. I like building generalist characters.
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Miranda Taylor
 
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Post » Fri Dec 02, 2011 7:52 pm

There are 2 ''#8'' threads http://www.gamesas.com/bgsforums/index.php?showtopic=1059928

i whould like t osay that in one comment there i said that i wanted the dialog to have
more options and such, but after thinking about it i dont because every dialog game
i have playd have always bin very very boring except for fallout 3, so i would like
the dialog to remain like in fallout 3 but just a tiny little more effects with perks and skills
____________________________________________________________________________
Ideas i think will be ignored but still...

#1 a quest involving the 5 ''races'' (robots,asians,blacks,whites,ghouls)

#2 quest involving santa claus / and nuka-cola

#3 brahmin milk and mutated broccoli that taste even worse.

#4 ''nerd'' clubs/quests/war

#5 a farmer with a fungus farm

#6 acces to a time machine and gold

#7 o and i LOVE how the people talk in fallout 3 with slang words and all

#8 Tunnel snakes clan that you can join
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YO MAma
 
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Post » Sat Dec 03, 2011 2:04 am

V.A.T.s:
I want it completely changed into a turn based Fallout 1/2 esque system, only updated graphically and mechanically. So, tap the button, zooms out to 3rd person (isometric or some overhead camera), click where you want to move, take cover behind an object, attack your enemy, all the basic stuff. When Vats is initiated you cannot exit it until all enemies are dead, you are dead, or you have successfully fled. You can actually take cover behind walls and crates and blind fire or just lean out and shoot. People you do not percieve are invisible and same case for you to your enemies, allowing you to stealthily attack. Pretty rough idea but you get the picture.
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Nienna garcia
 
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Post » Fri Dec 02, 2011 1:08 pm

Good evening. :)

I have two requests for the next version of the GECK (assuming Bethesda uses the GECK as the foundation for their next creation tool as they did with Oblivion), specific to the Object Palette:

1. Add a toggle in Preferences that turns Mouse-Over Window Switching on/off (i.e. when you mouse-over the Object Palette window, it immediately becomes the active window). I hit this all the time, and find I am more efficient and make less mistakes if I can keep mouse-control on the render window (especially when multi-selecting objects). I would prefer the GECK to require me to click somewhere in the Object Palette window to switch control over to it - again a suggestion for level design optimization - I love and live in the Object Palette. If it was a toggle in preferences, the level designer could switch between modes depending on which makes them more efficient.

2. Add a feature to the Object Palette that anytime the level designer creates a new FormID in the GECK, to force the Object Palette to re-load its reference list. This again from an optimization perspective - every time I create a new FormID, I can't add that to the Object Palette I'm working with unless I close and re-open the palette (forcing a re-load of the FormID list). It would be more efficient to have the Object Palette re-load anytime a new FormID is created - then I could simply select it as a new object in the palette and be on my way!

Cheers,

Miax
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Robert Bindley
 
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Post » Fri Dec 02, 2011 4:40 pm

forgive me if this has be said before, but I don't want to read 5 pages atm.

I would like to see the main character have some sort of physical impact on the environment. New settelments popping up, or old settlements being re-poplulated.

Also, I'd like the ability to hire some mercs to do certain tasks. For example, clear out any raiders, or just start waging war on the super mutant population (if there are going to be super mutants in Fallout 4). Also to do gaurd duty. We could be given the option of paying them by the day, or by the head (of those they keep from dying, or those they kill).

To be honest, I'd also like to see the main character be able to hire people to start trying to get a car working, but I'm not holding my breath for this last one.
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Symone Velez
 
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Post » Fri Dec 02, 2011 2:28 pm

Bethesda, you should add a realistic mode setting that forces you to eat and drink as well as sleep and rest. This allows people to play realistically if they CHOOSE TO.
I also think you should add alot more crafting items, i love the idea of finding junk and turning it into dangerous weapons.
Also the ability to choose where your house is, and to be able to customise your house more than just buying a few themes and items.
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Nitol Ahmed
 
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Post » Fri Dec 02, 2011 11:51 pm

1. More "Grey area Quests"

2. Quests that don't come from NPCs, quests that come from Holotapes and notes.

3. More information on the world after and before the war.

4. GECKOS all the types of geckos from fallout 1 and 2. I loved hunting an skinning them critters. I would like to skin a Fire Gecko their pelts would be worth alot of Caps!

5. To have the Fallout Universe feel to it by that I mean having human vices like six gambling and drug use, real junkies.

6. Making my own home.

7. More clothing options.

8. I would like any super mutants in the game to be from the old Master FEV not the new behemoth making FEV.

9. If the Enclave is in the game can they make their goals clear? I have been saying for a long time their goal is to kill all people not Enclave not pur blood people, they have an Inoculation to their FEV the one they wanted to use in F2.

10. Take Ghoul Reavers out of any future plans

11. Make Ammo have weight I don't want to have to download mods to fix that. Having weight is real and you will not be able to have 1000 missiles.

I have more I will have to come back to this at some point.
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Gemma Flanagan
 
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Post » Fri Dec 02, 2011 7:04 pm

1. They need it where you can drive vehicles because the Enclave are driving Helicopters....

2. Gambling because it helps you make so much money

3. Gun Attachments BINGO!

4. More guns like Grenade Launchers, Airstrike, More Snipers like an Barret or M24

5. Dual Weapons

6. Multiplayer because most multiplayer games are big hits like Call Of Duty Modern Warfare 2 for example but they cant allow V.A.T.S.. You just have to aim etc.

7. New enemies of course...

8. Sprinting

9. Paint for your guns
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Jennie Skeletons
 
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