Inaccessible Buildings

Post » Sat Nov 28, 2015 11:31 am

I have to admit that one of my pet peeves is finding a door that isn't. I realize the whole mods fixing that issue thing, but I am going to officially say that, especially with minimal loading screens, having more places to duck out of the line of fire would be most welcome. I guess I'll have to wait and see how it works out. I guess that am the opposite of the "better no building space than boring building space" crowd. For me, even an empty room is something that might have a use. Makes me wonder if the crafting things like turrets has a proximity limitation to the crafting bench. I personally would love to be able to use small, empty spaces to set up small caches of supplies guarded by a couple of turrets.

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sas
 
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Post » Sat Nov 28, 2015 1:02 am

Define interesting.

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Hayley Bristow
 
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Post » Sat Nov 28, 2015 4:14 am

That would be really make me anger. That was my only really big issue with NV. It was so aggravating. :down: I want as little of that as possible. Thank you... Now I'm really worried. :cold:

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Arrogant SId
 
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Post » Sat Nov 28, 2015 12:07 am

Interior mods save the lazy developers butts. No reason to have boarded up buildings. Just use a generic interior if you must. That boarded up crap ruins my immersion
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Honey Suckle
 
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Post » Sat Nov 28, 2015 6:42 am

It'd have been nice if it was all setup for the modder, and the building's linked map simply able to be swapped for the user's map.

*However... A world with no boarded up [inaccessible] buildings would be just as bad as one with none. There would be boarded up buildings.

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Laura Hicks
 
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Post » Sat Nov 28, 2015 1:41 am

This is something I'm actually concerned about. FO:NV was the absolute worst with this as well, lots of "boarded up and inaccessible" buildings for seemingly no reason. I'm holding out hope that they make a majority of buildings accessible.....or at least make it so that there's an explanation for why my character can't enter the building.

I don't want to see what looks like a intact building with a few boards on the door that tells me it's inaccessible when I mouse over it. This is what burned me on New Vegas....along with the rather bland and uninteresting map. (Just my opinion though)

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Alexx Peace
 
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Post » Sat Nov 28, 2015 2:05 am

Is it a fair guess that they fleshed out the overland map, and then went back with a second pass, adding content as they went, and ran out of time?

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My blood
 
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Post » Fri Nov 27, 2015 10:34 pm

http://jul.rustedlogic.net/thread.php?id=15410

The amount of content they wanted to add was immense, and removed either because a] it was superfluous or b] time constraints.

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Jack Bryan
 
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Post » Fri Nov 27, 2015 9:55 pm

huh? you could do exteriors in geck just as well as interiors

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RaeAnne
 
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Post » Sat Nov 28, 2015 6:58 am

That's a fair guess but unless they stated that that was the case, of which I am unaware if they did or didn't, then I think it was either laziness or just forgotten about,. Regardless, NV was released as it was and it didn't keep me interested as much as FO3 did, although FO3 is guilty of the same thing but it was localised to downtown DC instead of the entire map.

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Crystal Clarke
 
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Post » Sat Nov 28, 2015 9:43 am

You couldn't model an exterior building in the GECK. If they didn't have any empty buildings (as assets)... the modder would have to supply their own.
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Annika Marziniak
 
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Post » Fri Nov 27, 2015 10:27 pm

Why wouldn't you be able to pry the boards off then and peak inside? even if it's a collapsed roof inside. But supposedly everything is salvagable. So maybe the inaccessable houses are too?

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Fam Mughal
 
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Post » Sat Nov 28, 2015 9:08 am

Its also safer as its less chance someone else use the same building for another mod.

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Ben sutton
 
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Post » Fri Nov 27, 2015 8:58 pm

If there are few to no loadscreens then engine limitations will likely come into play. Even if its 64bit and you have oodles of ram, you are still likely to hit limits on things like Physics.

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Sammygirl500
 
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Post » Fri Nov 27, 2015 8:56 pm

yeah well, but 1) they had, and 2) if they didn't have assets for interiors, you couldn't build these either, so where's the difference in that? :-)

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Rinceoir
 
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Post » Fri Nov 27, 2015 11:09 pm

the main safety issue for exteriors definitely was navmesh in the last games. for load doors, it needs to be edited, and it's darn easy to screw it up (and rather tricky to not)

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Mark Churchman
 
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Post » Fri Nov 27, 2015 11:32 pm

What would impress me is if I could pull out a crowbar, pull off the boards and claim the interior for my own (after I killed the ghoul family left inside).

Still anyone that played this game and saw ALL the detailed locations Bethesda DID create and yet call them "lazy"....it's just sad.

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Sheeva
 
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Post » Sat Nov 28, 2015 10:04 am

Some people just like to hear themselves whine

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neen
 
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Post » Sat Nov 28, 2015 11:13 am

The difference should be obvious.

Interiors can come from anywhere [any interior assets], but the exteriors are already mapped out by Bethesda. If they don't leave empty buildings, the modder has to fit them in somewhere. This works fine for a crumbling house in the middle of nowhere, but not in the middle of downtown, where all the blocks are already laid out. They could leave abandoned lots I suppose. :shrug: (Strange how that would not register with certain players as an annoyance, but that the placeholder building would.)
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Eric Hayes
 
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Post » Sat Nov 28, 2015 1:05 am

So you are honestly going to go with 'Bethesda did it for the modders!' as your argument?

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Ryan Lutz
 
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Post » Sat Nov 28, 2015 11:01 am

I look at things like this from a modding perspective.

Inaccessible Building?

W00t! That's pre-fabricated real estate already blended into the landscape that can be converted with a mod into something additionally nifty.

I mean, someone's got to make a souvenir shop that sells things like the bobble heads for everyone that would rather just buy the darned things instead of finding them legit, or, a custom weapons shop where you pay an NPC that has all the perks, and all the ranks of perks that you don't have to make that extra special nifty schwifty gun that's so sixy it makes your clothes fall off, or, any number of other places like character homes, additional enemy base for quest mod, and on and on.

:smile:

Thing is, there's going to be filler. There's going to be some places with those kinds of doors we're all too familiar with that don't open, are blocked by ruble, or some other game device that prevents the building from being accessed.

It's not too terrible a thing in an environment that's suppose to be post apocalyptic with wrecked buildings, and it would be nice if most all of the buildings were accessible some kind of way, but, environmentally, I suspect there will still be a fair percentage of filler buildings to achieve a sense of scale in the environment.

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JUan Martinez
 
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Post » Sat Nov 28, 2015 5:12 am

A world of pain

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Suzy Santana
 
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