Let's add everything from FALLOUT!

Post » Wed Dec 30, 2009 9:01 am

Things from Fallout that I would like to see in Skyrim:

perks - a must have since it makesleveling up so much more fun and makes your character more special
VATS - not a must have, but I really like it
dismembering of limbs - since it makes even more sense in a game with swords and axes than in one with bullets
"hardcoe mode" - since it makes it feel much more realistic
children

I also like leveling through xp and being able to get better at certain things without having to do them all the time, since it makes your character more flexible (for example when I find a good bow in TES, but my character is bad a shooting, I have no chance of using it well, in Fallout I could just invest more points for that skill the next few level ups without having to use it while I'm still bad with it).

That's all I can think of right now.
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Scarlet Devil
 
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Post » Wed Dec 30, 2009 1:55 pm

Why can't I edit my post?

Well I forgot to add more choices in quests, I love that in Fallout.
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Rachael Williams
 
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Post » Wed Dec 30, 2009 9:53 pm

So you decided to make a thread doing what is essentially what you're complaining about?
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FLYBOYLEAK
 
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Post » Wed Dec 30, 2009 7:26 am

There's nothing wrong with Fallout gaming mechanics, the point is they are FALLOUT gaming mechanics and shouldn't be included in an Elder Scrolls game.

I'm not saying it can't have (dark) humour and stuff like that, but things like xp based levelling and perks (including Oblivion style perks) just shouldn't be in a TES game.

Killing X amount of people means you level up, so you can choose to become a better doctor and you have the choice between suddenly being healed when eating human flesh, knowing the exact location of any place in the world or having people dying in a more bloody way.

Leveling through experience makes no sense, especially if leveling is the way to increase skills. Killing 100 goblins with your swords shouldn't give you the option to suddenly become better at restoration and axe fighting.
And perks which gives you special power out of nowhere make even less sense. The Fallout perks where over the top, which fits with Fallout but not with TES.

Oblivions perks weren't really over the top but they still makes no sense. There isn't a magical moment between skill level 24-25 where you suddenly learn something which is impossible a second before.
For example: when your marksman skill reaches 25 it suddenly stops costing your energy to draw your bow. I understand that it's a game and it doesn't have to be 100% realistic, so a good marksman having no fatigue costs is fine, but why does it have to be a magic moment when it appears.
If marksman 25 means no fatigue cost, than around 12 you should have half the cost, let every skill point reduce the cost a little until you have reached the point where it doesn't cost you fatigue at all.
Armor breaks down quicker (150%) below 25 and only at a 50% rate at skill 50, isn't it better to replace the perks and have skill 49 mean your armor breaks down at 51% of it's normal rate and a skill of 24 mean it breaks down at a 101% rate.

In Fallout your lockpick skill has 96 useless points since only 25, 50, 75 and 100 make a difference, this is not the case with TES skills but the Oblivion perks system does move in that direction. Having every single skill point make (a little) difference instead of 4 perks with a big difference fits far more with The Elder Scrolls in my opinion.



Personally i think a merger of the two sytems could be better. Using xp from fighting or other things (Like lockpicking earned you xp, speech challenges earned you xp in fallout, something similar for TES) to increase you level, but then only being able to add points to skills you actually used and in proportion to how you used them. E.g using say Blade and Lockpicking a lot before levelling means you can add around 10 points to them each but never using Blunt at all means you can't add any points to it. So your actions influence how you level, but you don't level up from casting thousands of small spells on yourself or making 8000+ potions.
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Arnold Wet
 
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Post » Wed Dec 30, 2009 8:02 pm

Just please, please, no two-headed mutant cows!
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Avril Louise
 
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Post » Wed Dec 30, 2009 5:30 pm

* A main questline with an epic, definitive ending - at least one divergance to accomodate evil or morally ambiguous characters


No.
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Connie Thomas
 
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Post » Wed Dec 30, 2009 3:58 pm

There's nothing wrong with Fallout gaming mechanics, the point is they are FALLOUT gaming mechanics and shouldn't be included in an Elder Scrolls game.

I'm not saying it can't have (dark) humour and stuff like that, but things like xp based levelling and perks (including Oblivion style perks) just shouldn't be in a TES game.

Killing X amount of people means you level up, so you can choose to become a better doctor and you have the choice between suddenly being healed when eating human flesh, knowing the exact location of any place in the world or having people dying in a more bloody way.

Leveling through experience makes no sense, especially if leveling is the way to increase skills. Killing 100 goblins with your swords shouldn't give you the option to suddenly become better at restoration and axe fighting.
And perks which gives you special power out of nowhere make even less sense. The Fallout perks where over the top, which fits with Fallout but not with TES.

Oblivions perks weren't really over the top but they still makes no sense. There isn't a magical moment between skill level 24-25 where you suddenly learn something which is impossible a second before.
For example: when your marksman skill reaches 25 it suddenly stops costing your energy to draw your bow. I understand that it's a game and it doesn't have to be 100% realistic, so a good marksman having no fatigue costs is fine, but why does it have to be a magic moment when it appears.
If marksman 25 means no fatigue cost, than around 12 you should have half the cost, let every skill point reduce the cost a little until you have reached the point where it doesn't cost you fatigue at all.
Armor breaks down quicker (150%) below 25 and only at a 50% rate at skill 50, isn't it better to replace the perks and have skill 49 mean your armor breaks down at 51% of it's normal rate and a skill of 24 mean it breaks down at a 101% rate.

In Fallout your lockpick skill has 96 useless points since only 25, 50, 75 and 100 make a difference, this is not the case with TES skills but the Oblivion perks system does move in that direction. Having every single skill point make (a little) difference instead of 4 perks with a big difference fits far more with The Elder Scrolls in my opinion.



What you dont seem to understand is that while the TES style of leveling system makes perfect sense from a realism point of view, it does not make any sense from a gaming point of view.

Reaching a few artificial milestones though the unrealistic and artificial method of XP gaining to evolve your character in a way you want to play is MUCH more convenient and fun than, than doing extremely tedious, repetitive and boring WORK (work |= play/fun). Because thats what the TES leveling system is. Casting a billion useless low level spells just so you could finally use a spell that is actually fun to use. Let yourself get hit by a mudcrap 1000 times in heavy armor just so you can enjoy fighting in heavy armor without getting owned too hard in a real fight.

That sort of tedious tasks and repetition belongs to the mmorpg zombies.

Also gaining levels is completely pointless with the tes system. You simply do no get any more powerful by gaining a level, in fact with level scaling its the opposite, because enemies get stronger relative to their level while you only grow as much stronger as much as you skills have improved, and thats not a lot per level.
So relatively you get weaker by gaining levels, unless you exploit the system and specifically choose skills for major skills that you never use and so you can grow in power while your enemies dont get stronger... like how it should be in an rpg.

I'm replaying oblivion now, and its obvious to me that, that style of leveling system does not work without major improvements & refinements. It'd be much easier to just use xp system. Still better than a broken system, if they cannot overhaul the current system in a major way.


I cant believe anyone with recent experience can honestly defend the TES style leveling. I love TES games, but that aspect simply never worked well. The fallout leveling system is very simple, very artificial and ancient old, but it works, and you can spend more time on fun and the way you want to play and less on work. ("Perks" have no place in TES though, I'm not arguing with that, but keeping something that svcks and is completely broken, just because "its tradition" would be dumb.)
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STEVI INQUE
 
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Post » Wed Dec 30, 2009 11:16 pm

I wan two things from fallout. The dialouge system where the player actually has meaningful choices instead of just topics. A leveling system more similar to fallout in that there is little to no scaling. I think that worked a lot better than the system in oblivion. That dose not mean I want SPECIAL.
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OJY
 
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Post » Wed Dec 30, 2009 10:12 pm

I'd like my Hero in Oblivion to be my own. You have almost zero choice as far as dialogue. Sure, we get to choose the quests we do, but overall no one ever cared to hear the Champion of Cyrodiil's genuine opinion. Maybe they don't need to have Karma system, but I want to be able to decide whether to save the farmers from the bandits, or side with the bandits, or kill everyone.
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Da Missz
 
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Post » Wed Dec 30, 2009 8:36 pm

I take it turn-based combat is fair game? Is being DMd too?
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Mr. Ray
 
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Post » Wed Dec 30, 2009 5:54 pm

If anything, I want the leveling system from fallout 3.
RANDOM RANTING ABOUT "FLAWED" SKILL SYSTEM.


Fix'd.

No seriously dude, if you think that adding a leveling system would work than you are wrong. What would be the point of leveling skills? They would have to completely change the game and then only you and a bunch of the people who yell that they want "ZOMG I WANT SKYRIM TO HAVE VATS AND EVERYTHING FALLOUT" would buy it. And...

Things from Fallout that I would like to see in Skyrim:

perks - a must have since it makesleveling up so much more fun and makes your character more special No. Never
VATS - not a must have, but I really like it Not at all. Never should there be. VATS made it way too easy.
dismembering of limbs - since it makes even more sense in a game with swords and axes than in one with bullets No, Just No. Fallout 3 was way over the top and TES wouldn't fit with it. After all with most swords it would usually take 2 or more hits to take off an arm.
"hardcoe mode" - since it makes it feel much more realistic I don't care either
children Okay Fine I don't Really Care

I also like leveling through xp and being able to get better at certain things without having to do them all the time, since it makes your character more flexible (for example when I find a good bow in TES, but my character is bad a shooting, I have no chance of using it well, in Fallout I could just invest more points for that skill the next few level ups without having to use it while I'm still bad with it).

That's all I can think of right now.

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megan gleeson
 
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Post » Wed Dec 30, 2009 9:57 pm

yeh I know that, but they do look very similar except for the head in Oblivion and Fallout 3

your right. i dont think they look alike but they attack practically the same way. they run up then jump at u.
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Joey Bel
 
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Post » Wed Dec 30, 2009 3:34 pm

Let's add nothing from FALLOUT!!!
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Manuel rivera
 
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Post » Wed Dec 30, 2009 11:11 pm

Perks what ever wont be added thats Fallout crap. Why would they use anythiong from fallout, fallout was basiclly Oblivion with guns. If anything Fallout should change their skills to Elderscrolls style, if your going to joke anound here.
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Kelsey Hall
 
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Post » Wed Dec 30, 2009 10:59 am

not to burst anyones bubble but theres some stuff in FO3 and FO:NV that would be extremely good for TES5

1. No extreme NPC level scaling

2. Location damage/effect on NPC

3. Better faction system

4. hardcoeMODE

5. Random events
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Hayley O'Gara
 
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Post » Wed Dec 30, 2009 8:07 pm

Fix'd.

No seriously dude, if you think that adding a leveling system would work than you are wrong. What would be the point of leveling skills? They would have to completely change the game and then only you and a bunch of the people who yell that they want "ZOMG I WANT SKYRIM TO HAVE VATS AND EVERYTHING FALLOUT" would buy it. And...



You basicly just say no to everything new, without giving any valid argument. Also I didnt mention anything about vats or any other feature that made fallout fallout, just generic improvements of fallout 3 over oblivion.

I'm replaying oblivion right now, and i can see numerous flaws, that are not worth defending. The skill and leveling system simply doesent work and is extremely tedious and boring, and needs to be replaced with something better. Fallout's system would be the easiest & laziest solution and it would work. I'd welcome something more TES-ish solution that also works, but I'm simply not so sure that bethesda is capable of doing that.

I explained it in detail already why in another post.
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priscillaaa
 
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Post » Wed Dec 30, 2009 4:41 pm

dismembering of limbs - since it makes even more sense in a game with swords and axes than in one with bullets No, Just No. Fallout 3 was way over the top and TES wouldn't fit with it. After all with most swords it would usually take 2 or more hits to take off an arm.


I don't want it the way it was in FO. Of course it would have to take more than just one hit to take off an arm, and they shouldn't explode but just be hacked off. And not often, maybe just a 10% chance of it happening or less and only with swords and axes, than it would make it more fun and more realistic.

not to burst anyones bubble but theres some stuff in FO3 and FO:NV that would be extremely good for TES5

1. No extreme NPC level scaling

2. Location damage/effect on NPC

3. Better faction system

4. hardcoeMODE

5. Random events


That's true, the New Vegas faction system and random events have to be in too, just like hardcoe mode.
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Jose ordaz
 
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Post » Wed Dec 30, 2009 8:33 am

Yeah, let's add it all, I mean the entire game. The best is, FallOut is already ready, just redo the labels, ship it as is with all mods and stuff and call it a day. Can't go wrong with this.
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Multi Multi
 
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Post » Wed Dec 30, 2009 11:51 am

I think people are taking this the wrong way, it's not that we want to fly around Skyrim in a Vertibird with a Fatman and a hoard of Mini-nukes. It's simply some of the good ideas for gameplay used in Fallout that we wish to see in Oblivion. Heck, i'm pretty sure half the Fallout gameplay ideas came from Oblivion mods anyway, so why not carry over any idea that was good in Fallout and convert it for Skyrim use. Limited money for vendors, random events to increase replayability, faction fame and so on. It's not like we want to see the Enclave, NCR or Ceaser Legion running arounning Skyrim, but different factions like Mages Guild or Fighter's Guild being in charge of areas and your fame in their faction determines how that town/campsite e.t.c reacts to you.
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Tessa Mullins
 
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Post » Wed Dec 30, 2009 5:43 pm

I'd like my Hero in Oblivion to be my own. You have almost zero choice as far as dialogue. Sure, we get to choose the quests we do, but overall no one ever cared to hear the Champion of Cyrodiil's genuine opinion. Maybe they don't need to have Karma system, but I want to be able to decide whether to save the farmers from the bandits, or side with the bandits, or kill everyone.

I really hope if they do have a choice system, it's morally ambiguous. I hated having choices labled as good or evil in fallout. There is no good or evil damn it.
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daniel royle
 
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Post » Wed Dec 30, 2009 8:58 am

I really hope if they do have a choice system, it's morally ambiguous. I hated having choices labled as good or evil in fallout. There is no good or evil damn it.

but good and evil are less prone to generate misleading notions and confusion about a quest outcome, where you'd say "i dont agree with this, the quest sux". So if during a quest to confront a murderous Mage that is clearly possessed or under some intoxication effect and you have an antidote or spell to calm him down, then having a dialog with the options:

a- kill the Crazed Mage
b- cure the Crazed Mage

it is easy enough to understand that a) is an evil choice, 'b' a good choice, regardless of the results. Obviously, you can raise numerous issues due to 'but if this and that', which is neverending in both directions.
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Kira! :)))
 
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Post » Wed Dec 30, 2009 10:05 am

All I ask is that they don't add a VATS-like system.
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Laura Mclean
 
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Post » Wed Dec 30, 2009 8:34 pm

Well its pretty obvious that they have not added anything from fallout mainly because fallout and tes are 2 TOTALLY DIFFERENT series. The only thing they have in common is the game engine and because of that people think that the games are similar. But that's like saying Dark Messiah of Might and Magic is the same thing as Half Life 2. I mean seriously everything about them is different: the world, the stories, the interface, the leveling and skill system, the characters and so. Also adding to the "they will not add anything from fallout" side is the fact that they are made by the same developer and even a half blind monkey know that a self respecting developer never crates 2 games from different series with similar mechanics. They might have the same engine if its "home made" but not the same mechanics.
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alyssa ALYSSA
 
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Post » Wed Dec 30, 2009 2:52 pm

but good and evil are less prone to generate misleading notions and confusion about a quest outcome, where you'd say "i dont agree with this, the quest sux". So if during a quest to confront a murderous Mage that is clearly possessed or under some intoxication effect and you have an antidote or spell to calm him down, then having a dialog with the options:

a- kill the Crazed Mage
b- cure the Crazed Mage

it is easy enough to understand that a) is an evil choice, 'b' a good choice, regardless of the results. Obviously, you can raise numerous issues due to 'but if this and that', which is neverending in both directions.


It's only easy on your own conscious to label a: as evil and b: as good. From the Mage's point of view it's reversed as in for a: He doesn't have to live with the guilt and for b: He now has to live knowing what he did. Of course if he had no conscious them he'd agree with your thoughts on it as he wouldn't want to die. Good and Evil are merely viewpoints. I generally judge people by how Selfish or Altrusic they are, not good or evil.

Just because it's easier for you to label them as good or evil, doesn't necessarily make them as such. Good and Evil are concepts made by humans, nothing more, is a fox evil for killing a rabbit? no, Is a wild Lion evil for killing it's prey? no. It's only humans that label them as such as a psychological deterrant to prevent others from harming them.
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JaNnatul Naimah
 
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Post » Wed Dec 30, 2009 9:06 am

Maybe more real consequences from actions not the FO +(certain amt of evil/good points stat). In FO they really didnt do much with being good or evil... as far as I remember it just affected your title on lvl ups and maybe a dialogue choice or 2.
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Yung Prince
 
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