Massive, creepier vaults with more puzzles

Post » Thu Nov 26, 2015 6:48 pm

Like the title says, this is one of my favorite things to do in Fallout. I'm hoping for bigger, creepier environments with more sinister experiments to read about. I was really digging that plant vault with the fire puzzle, vault 22 I think. The one where you had to ignite the gas and run like hell. Anyone else excited to go vault venturing?

https://www.youtube.com/watch?v=xdjmKBEmnJY

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Nims
 
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Post » Fri Nov 27, 2015 12:12 am

I'm pumped.

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casey macmillan
 
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Post » Fri Nov 27, 2015 1:10 am

Super stoked!
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scorpion972
 
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Post » Fri Nov 27, 2015 7:29 am

I hope there is atleast 1 vault, with three digits, all of them the same.

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JD bernal
 
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Post » Fri Nov 27, 2015 1:54 am

Yeah, it's great discovering the horrors of a vault as you explore it.

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teeny
 
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Post » Fri Nov 27, 2015 6:54 am

I'm fed up with vaults, there's been too many of them already. And most of them have such cartoonishly sinister experiments that I can't even take them seriously.

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Alexander Lee
 
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Post » Fri Nov 27, 2015 3:39 am

Bethesda is great at creepy environments. I don't think we'll be disappointed.

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Eliza Potter
 
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Post » Fri Nov 27, 2015 1:52 am

Vaults are my favorite part of Fallouts so I hope we see several cool ones. Actually, I hope Beth spends some extra effort on them.

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Rude_Bitch_420
 
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Post » Fri Nov 27, 2015 4:39 am

Why would Vaults have puzzles?

They were designed to be lived in, even if they were meant to test people also. Vaults are not cartoonishly silly ancient ruins we see in fantasy RPGs like Oblivion where Ayleid "cities" were nothing more then hallways of traps with a chests at the end.

Even Skyrim managed to keep the traps in most forts, and ancient Nordic ruins that were described as being cities, down to a minimum.

I would hope they don't go back down the Oblivion route again after pulling out of that kind of nonsense in large part in Skyrim.

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Ria dell
 
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Post » Thu Nov 26, 2015 8:08 pm

That's sort of the the point. The vaults are unique in that each one has a cruel social experiment and you try to figure out what it was.

I relate the Enclave/Vault Tec to the Umbrella Corporation
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Danial Zachery
 
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Post » Fri Nov 27, 2015 7:03 am

That's my point. I don't like that kind of nonsensical evil.

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xx_Jess_xx
 
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Post » Fri Nov 27, 2015 12:43 am

I would like some more mystery in the vault exploration. I would love to come across a pristine vault (every other vault has been torn to [censored], hell, even 101 was a crap hole) with no one left in it. Bright and shiny, filled with all the accouterments of civilized living underground, but where have all the PEOPLE GONE?!

;-)

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josh evans
 
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Post » Thu Nov 26, 2015 5:03 pm

one general problem with massive, you don't get out for a long time. overencumbered, radiated, exhausted, all your guns 2 shots away from bust, out of radX and booze, suffering from mentat withdrawal, bleeding from a rabid mirelurk's byte and smelling under your armpits - and 90% of massive yet to go............... :-)

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Emily Shackleton
 
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Post » Fri Nov 27, 2015 1:36 am

Sounds great. Where do I sign up? :bonk:

More Vaults please. More "nonsensical evil" please. :D

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Cat Haines
 
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Post » Thu Nov 26, 2015 8:42 pm

I do.

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Zualett
 
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Post » Thu Nov 26, 2015 8:06 pm

and caves, ruins, etc.

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Mr.Broom30
 
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Post » Fri Nov 27, 2015 12:56 am

We've only heard about a few control vaults and since Boston and New York are such heavily populated locations perhaps there will be more than one control vault.

I agree the stupid and cartoonish experiments need to go. If they "need" to keep vaults and experiments, then at the very least ensure that the experiments would actually prove beneficial in repopulating and the survival of the human race.

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lacy lake
 
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Post » Fri Nov 27, 2015 12:18 am

Vaults as experiments has always been cartoonish in its very concept, but perhaps that ship sailed with F2. Since it is pretty much a part of the backdrop at this point. Vaults like 22 and 92, and even 87 (yes, even 87) were actually hoping to do something scientific, even if in the "mad" science genre.
I like these better. Mad scientists working on something that backfires is a much better route than vault doors that are designed to fail, because.
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jadie kell
 
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Post » Fri Nov 27, 2015 1:34 am

Its possible to give vaults there own puzzling way of navigation and finding rewards.

It would be idiotic to think puzzles or only for dungeons and caves.

With vaults there could be many different factors to creating a challenge of navigating the whole vault. You could go the half life approach to puzzles.

Due to the age of a vault or circumstances. There could be many malfunctions in the doors or anything mechanicaly operated and damages in the architecture such as holes or obstruction s serving as a maze.
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Chris Ellis
 
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Post » Thu Nov 26, 2015 10:25 pm

Puzzles does not have to be Oblivion dungeons, plenty of Fallout 3 locations had puzzles who was more tactical, you could go straight in against lots of enemies, you could try to pull them, this let you have cover and not them and hopefully not everyone rushed.

Elegant solution was to pick an backdoor to an nice sniping position and the option to hack an sentry gun for fire support.

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Dagan Wilkin
 
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Post » Fri Nov 27, 2015 4:39 am

that's what I mean. There are more possibilities for vaults due to how advanced they are.
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Strawberry
 
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Post » Thu Nov 26, 2015 11:06 pm

It's hardly new to Fallout. The Master wanted to DESTROY ALL HUMANS and replace them with his mutants. The Enclave wanted to DESTROY ALL "MUTANTS" and replace them with their "humans." The logic those groups used to justify their plans isn't much different than the "FOR SCIENCE!" behind the vault experiments.

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Amber Hubbard
 
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Post » Fri Nov 27, 2015 7:17 am

I don't see the vault experiments as being cartoonishly evil. Many of them were just social experiments that went horribly wrong; others were projects intended for military use. Look at the Tuskegee syphilis experiment (1930s to 1970s) and tell me that Vault-Tec's experiments don't fit in with the Fallout universe's hyperbolic 50s style ethos.

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Nymph
 
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Post » Thu Nov 26, 2015 7:54 pm

I hope they've cut down the number of the "dungeon vaults". It's rather difficult to justify so many within so small areas and filling each with some boot-on-head silly experiment (like the Gary Vault) cheapens the whole concept; that on top of them being just "dungeons" to delve in and nothing else.

Rather have one or two in the whole game and get really creative with them. Not just a dungeons to go through once to give a quick chuckle (if even that) to the halfwit experiment inside. Something larger, something more involving. Like Vault City was.

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Lizs
 
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Post » Thu Nov 26, 2015 7:34 pm

Was kinda hoping tossing through a vault of androids being controlled by by people in vr pods who are programmed to forget the war ever happened. I thought it'd be a nice reversal that here was a vault pristine and pure, and its your arrival that throw the wasteland and its horrors in their face and drive them insane.
I'd like the morality struggle of asking if you'd never come, would it have been better.

As to puzzles, they could be pretty easily added and still fit the vault theme. Like having to enter the vault through a exterior vent due to the door being buried might force you to trigger a series of hydraulic valves in sequence or get stuck and die. It's doable.
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Logan Greenwood
 
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