» Mon Mar 14, 2011 9:51 pm
? Improved shooting mechanics. I understand that it's primarily an RPG, and I like it that way. And I also understand that most people don't want major hand-holding when it comes to gunplay, as in most Rockstar games for example (e.g. very sensitive target assist / auto aim). But the shooting mechanics in FO3 were atrocious; VATS made combat way too easy and if you didn't use VATS, the gunplay was so awkward. I hope they study some FPS games like Halo, Killzone, COD, Gears, etc. I heard Borderlands had good gunplay. Haven't played myself so that could be false, but if it is true that shows that a hybrid RPG/FPS can have good gunplay without holding the player's hand. Basically, they need to find out what works and what doesn't from a purely mechanical standpoint, and use that to improve the gunplay in FO4.
? More to explore. I love wandering around the overworld, of course. But it gets boring, and when the only real break is to head into the subways, well, that's not much of a break at all. Stuff like the Oasis and Rivet City were so awesome, but there just wasn't enough of that sort of thing IMO; it's not fun or feasible to spend hours on end in either of those places (especially not the Oasis). Basically more unique places to explore beyond the basic overworld and train tunnels: intricate basemant networks under large corporate buildings, a massive abandoned theater or sports stadium with some hidden surprises, an island where a naive colony of survivors has been living for decades without outside contact, a massive airport or zoo, etc. Things that provide a welcome break from the slightly repetitive feeling of wandering the overworld.
? More to do. Yes, FO3 had a lot to do, especially compared to most games. But after playing Oblivion, FO3 seemed quite small in comparison – I spent about 10x as much time with TES IV as I did with FO3. I certainly don't want FO4 to be "Oblivionized" or anything like that; what I do want though is more sidequests, more random events, more set events, more armor, more weapons, more houses, and most importantly, more activities. Things to do outside of the main quest, but that are still engaging and worthwhile. Kind of like the Wasteland Surivival Guide, but with more pertinent rewards and a greater scope and variety. Maybe if your medicine skill is high enough, you can be contacted by a doctor to create a new type of drug designed to do ______ for local colonists, and as a reward, you get not only some money, but the ability to make and/or purchase this drug and thereby receive its unique benefits. And if you collect enough, you unlock a perk or other benefit. It combines the basic sidequest idea with a more lasting activity and associated payoff. You can also get even more rudimentary with activities, like collecting things (kind of like the Nuka Cola challenge), building things (requires science and/or repair, but as these skills progress, so does your ability to build useful items), cooking things (learn how to increase HP payoff and decrease rad levels from eating food found in the wasteland), maybe hunting, etc.
Also, a branch of this includes factions and guilds. There could be a doctor faction with clean facilities, access to chems and meds, quests, items, perks, etc. There could be a hunter's faction, for those who like to go out and slay wasteland beasts, where you can learn how to utilize the remains of the things you kill, as well as more efficient methods of fighting creatures. There could be more fun/random factions too, like a group of people who are "racist" against ghouls, a group who blame the apocalypse on some random magician from Denmark whose act went terribly wrong, a group who avoid technology at all costs (to enter, you must not be holding anything scientific in nature), etc. Every faction would have unique benefits, such as perks, vendors, quests, and so on. But there would also be some drawbacks (e.g. cannot join rivaling factions, some guilds affect disposition or kharma, may close certain speech options in future situations, etc.).
? More customization. The guy above me suggested gun mods, which I definitely agree with. Also a wider perk system, with fewer skill-based perks and more perks that give other, more unique, benefits. More outfits, maybe the ability to dye certain clothes... More followers/companions, more ways to furnish a house (alternate butlers, various "special touches," some more "my first ______," etc.
Also, regarding level caps: I like the "soft cap" style best; it allows those who are willing to put forth the effort a chance to maximize their stats, and makes it easier on people who don't like to prioritize, and once your stats are maxed, you can't level anymore. One potential problem with removing the hard cap is that certain players will be a few levels higher than others, which in turn allows for a few more perks for those players, which some will say is unfair. (Not to mention, it may lead to build optimizing/favoritism, which again some will say is unfair, though personally I feel if you are going to spend the time to create a custom build optimized for the highest possible level, and follow it through, you might deserve that extra perk or two.)
I'm not particularly bothered however they do it; ultimately it's easy to get level 100 in all the skills you actually need, even without skill books. With skill books and proper planning, it's easy to get level 100 in all the skills you need and most of the ones you will never use as well. It's just a bit annoying this way because it pushes players toward optimizing their builds rather than simply going out and playing the game.