Minigames

Post » Mon Nov 08, 2010 2:21 pm

Give more ways to open doors and hack computers I guess...
some lower leveled doors can be blown open with cherry bombs, some take grenades, and stronger doors take C-4 to Blow open =/
With enough strength you can kick or pry doors open...
Hacking tool that can hack a computer a certain amount of times before breaking (rare)
Smashing the computer can activate things like doors and deactivate turrets, but you wont be able to read any notes on them...
I got nothing better =/
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Katie Pollard
 
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Post » Mon Nov 08, 2010 11:10 pm

Not sarcasm. The only thing wrong with it is that it could take out the point of investing in the lockpick skill, considering you could knock out two birds with one stone if you specialize in guns.

Good point, explosive characters would just C4/dynamite everything.

But its a hard time being able to make a skill useless, balanced, to needed every time you play.

Main point is how I like the minigames and helps in the immersion for me actually picking the lock.



Well we could just make it a toggable option to use skill check or minigame, toggable options seem to be the only answer to these debates.

Bamith I like the smashing idea, but instead of just locking the doors and turrets automatically it would lead to other random events, like the turret going beserk on everything or the locked door becomes inaccesible forever.
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City Swagga
 
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Post » Mon Nov 08, 2010 11:05 am

Fallout 3 had that huge tease during the GOAT, 'bout getting Abernathy out using a Plasma rifle.
It seems you all would like it if Lock-picking and Hacking were hard-core mode exclusives...
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Ross Zombie
 
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Post » Mon Nov 08, 2010 7:17 pm

Fallout 3 had that huge tease during the GOAT, 'bout getting Abernathy out using a Plasma rifle.
It seems you all would like it if Lock-picking and Hacking were hard-core mode exclusives...


Most people wouldn't. Hate to make blanket statements, but I think the people who want no minigames are fans of the originals and are going to be using hardcoe mode.
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tannis
 
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Post » Mon Nov 08, 2010 1:54 pm

so...you don′t want to promote player choice? Because that′s kinda the point of the auto lock thing, to give players who don′t care about the minigame a choice to use there characters skill.


Of course I want. But...

Which one would you choose: A certain win.

Or...

Which one would you choose: A chance beside the certain win.

Edit - I changed my post quite alot...
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Jonathan Braz
 
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Post » Mon Nov 08, 2010 7:26 pm

Bamith I like the smashing idea, but instead of just locking the doors and turrets automatically it would lead to other random events, like the turret going beserk on everything or the locked door becomes inaccesible forever.

If thats the way it would be, it would need to be affected by luck and how high level the computer is... smashing the computer would be for people who are either lazy, don't like minigames, or are willing to take a chance to get into a safe or a door and not caring about the story of a place
(Also I think turrets should have a self destruct option)
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phillip crookes
 
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Post » Mon Nov 08, 2010 6:41 pm

Do you like minigames?

No. I hated them in Oblivion. All of them. In Fallout 3, the hacking minigame was well thought out, but after trying it for a few times, I started to bore me to tears. The lockpicking minigame was a clear improvement over Oblivions as it was a lot easier to pick up and a Lockpick:5 character could no longer open a Very Hard lock. Both minigames suffered from a number of problems. First, they quickly got tedious and boring. Worse, they magically froze time, so even if you used 500 bobby pins or ? hour to break the code, you never had to look over your shoulder to see if anyone were comming. Where is the exitement in breaking into someones house, if there is no chance of getting caught?

Personally, I would prefer an approach where the player has to perform each attempt in real time and use a dice roll to determine success. Indeed, it was such a system I implemented for my realtime lockpicking and security mods (Oblivion and Fallout 3, respectively).
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Micah Judaeah
 
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Post » Mon Nov 08, 2010 7:26 pm

I actually couldn't help myself but to abuse the time-freezing mechanic to save my in-game butt early on...
It needs to be fixed, I deserve to be punished for that sin.
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Sarah MacLeod
 
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Post » Mon Nov 08, 2010 9:12 pm

Yes?
Scratch that.
I meant:

Yes!

[edit]
Or maybe not completely reverse the system but giving us the option to play turn-based would be awesome.


taking the step back to turn based would be a horrible idea for the series IMO. When a game is turn based it lackes the same since of urgency and stress that a "live" game (or however else you want to put it) has. To me it takes all the excitement out, taking turns back and forth just isnt that thrilling. It worked well for FO1 and FO2, but that was because the technology back then fitted well with the whole turn based system. But in this day and age i just cant stand a turn based game.
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Tamika Jett
 
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Post » Mon Nov 08, 2010 3:08 pm

taking the step back to turn based would be a horrible idea for the series IMO. When a game is turn based it lackes the same since of urgency and stress that a "live" game (or however else you want to put it) has. To me it takes all the excitement out, taking turns back and forth just isnt that thrilling. It worked well for FO1 and FO2, but that was because the technology back then fitted well with the whole turn based system. But in this day and age i just cant stand a turn based game.

Step back?
It isn't a step back...
It's a step to the side.
Not everyone thinks TB is crap yknow.
And I said it should be optional. O-P-T-I-O-N-A-L.
Seriously why do so many people fail to see that part of my posts?
It's not like it gets filtered away.
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Mrs shelly Sugarplum
 
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Post » Mon Nov 08, 2010 5:23 pm

And I said it should be optional. O-P-T-I-O-N-A-L.
Seriously why do so many people fail to see that part of my posts?
It's not like it gets filtered away.


Just because a feature is optional doesn't make it worth integrating. I liked the TB games of the past, wouldn't even mind seeing more of them today (a TB fallout would be great) but in it's current form, TB combat in this franchise no longer fits, makes sense or needs inclusion.
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Kevin Jay
 
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Post » Mon Nov 08, 2010 7:04 pm

Lock-picking didn't bother me but the computer hacking minigame was simply a test of patience and luck I would prefer a different method but have no idea of a way to implement it. So I'm neutral on this.
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Tanya
 
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Post » Mon Nov 08, 2010 7:43 pm

contributing to the turn based arguement, they should make a minigame on a super computer that is similar to fallout and is turn based as a type of easter egg~
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Mr.Broom30
 
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Post » Tue Nov 09, 2010 2:59 am

Heck,
they should add a computer, that you purchase for your house, that has both Fallout 1 and 2 loaded onto it.
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sarah simon-rogaume
 
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Post » Mon Nov 08, 2010 11:52 pm

Just because a feature is optional doesn't make it worth integrating. I liked the TB games of the past, wouldn't even mind seeing more of them today (a TB fallout would be great) but in it's current form, TB combat in this franchise no longer fits, makes sense or needs inclusion.

Well I mean for the TB system to be worked on just as much as the FPP system.
Not for it to just be thrown in after a couple of weeks work on it.

But it's too late for Vegas, my hopes has to reside with F4.
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Albert Wesker
 
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Post » Mon Nov 08, 2010 6:09 pm

I seriously doubt this series will ever go back to TB.
I mean, isn't VATS enough?
Maybe it's just me, but I haven't seen large demand for the series to return to TB.
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Myles
 
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Post » Tue Nov 09, 2010 1:52 am

I mean, isn't VATS enough?

How, is VATS enough?
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rebecca moody
 
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Post » Mon Nov 08, 2010 9:35 pm

I seriously doubt this series will ever go back to TB.
I mean, isn't VATS enough?
Maybe it's just me, but I haven't seen large demand for the series to return to TB.


No it isn't enough, because it has not got anyhing even related to TB. Anything! Nada. Zip.

And there's constantly a steady demand for a TB games. Even here.

All this doesn't, though, give or take any points from the minigames were trying to discuss here.
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Marilú
 
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Post » Mon Nov 08, 2010 9:29 pm

No it isn't enough, because it has not got anyhing even related to TB. Anything! Nada. Zip.

And there's constantly a steady demand for a TB game. Even here.

All this doesn't, though, give or take any points from the minigames were trying to discussing here.

Oh man, sorry. Forgot about the thread's title. :(

Hmm, let's speculate.
What new feature do you think Bethesda would like to have a minigame for?
...
If they have a minigame for repairing equipment then I'm not buying Fallout 4...
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saharen beauty
 
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Post » Mon Nov 08, 2010 4:37 pm

Oh man, sorry. Forgot about the thread's title. :(


No worries. I rather enjoy the debates of whether or not TB should be there. Though, as evident from another threads, this will be locked for it if we derail too much. :)

Hmm, let's speculate.
What new feature do you think Bethesda would like to have a minigame for?
...
If they have a minigame for repairing equipment then I'm not buying Fallout 4...


A minigame that would take into account both character and player skill, and potentially, per skill, harden the player skill part, would be good. Though I've yet to see a minigame that does take the playerskill into account in a major way without overpowering the player, that doesn't involve time (because what would be the point of a timelimit on a footlocker or a picket fence?).
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alicia hillier
 
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Post » Mon Nov 08, 2010 11:10 pm

yes we already do have them/poker duh or at least what i consider mini games there a game and they are mini in a way
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Austin England
 
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Post » Mon Nov 08, 2010 3:38 pm

No. I hated them in Oblivion. All of them. In Fallout 3, the hacking minigame was well thought out, but after trying it for a few times, I started to bore me to tears. The lockpicking minigame was a clear improvement over Oblivions as it was a lot easier to pick up and a Lockpick:5 character could no longer open a Very Hard lock. Both minigames suffered from a number of problems. First, they quickly got tedious and boring. Worse, they magically froze time, so even if you used 500 bobby pins or ? hour to break the code, you never had to look over your shoulder to see if anyone were comming. Where is the exitement in breaking into someones house, if there is no chance of getting caught?

Personally, I would prefer an approach where the player has to perform each attempt in real time and use a dice roll to determine success. Indeed, it was such a system I implemented for my realtime lockpicking and security mods (Oblivion and Fallout 3, respectively).


I didnt mind the hacking/lock-picking minigames in fo3. Its as good a method as any to immerse the player and make it seem like you are doing something other than just a dice roll. But my personal favorite is the hacking minigame from bioshock 2 which had you hack while in combat and didnt break the flow of the game too much (and the potential to get bonuses in your hacks was nice as well).
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Lucy
 
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Post » Tue Nov 09, 2010 2:49 am

I found the minigame on the terminal in the comic book publisher's building in fo3, quite refreshing to play.
I think it even awarded some points after playing it.

As for further minigames like terminal haking, there should allways be an option to interface a JTAG to extract the data or flash a custom ROM to the mainframe or manual overide of the door or turret.
Most terminals have wires going somewhere. Or a wireless signal connecting to something that can be traced / hacked / modded and manipulated.

And lock picking should be based on the configuration of the tumbler / pins versus the difficulty of the task.
A 7 pin tumbler should be harder to pick then a 5 pin tumbler.
A view of the inside of the unit like in Soldier of Fortune (I think) or Rainbow 6. And realtime movement of the parts as they effect the lock. Instead of just wriggle and twist.

A magnetic array can be picked with a homade electromagnetic pulse generator.
A combination lock with the dial could be picked using a sound enhansment device to detect the dropping in place of the fingers.
An electronic card key lock could interface with the PIPBOY 3000 and be bypassed or reprogramed.

Most of these could be accomplished with simple upgrade programming of the PIPBOY, or via .cab file uploaded to the unit.

Yes, I'm all for minigames within the game as long as they are accountable for their realism.


And when will the Pipboy get the Windows Mobile 6.5 upgrade?
The "Other" ones require that "Over The Air" programming that need to have a data signal to load programs....
Long Live Windows Mobile.....
Sent to you from my Hacked Pipboy 3000 running build # 24635.
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Danial Zachery
 
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Post » Mon Nov 08, 2010 2:31 pm

I would think people would like it, but personally I don't care.....
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Michelle Serenity Boss
 
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Post » Tue Nov 09, 2010 4:15 am

I love the turn based & semi turn based rpgs. Those are more like the original rpg, ( and best ) d&d .

It's all about your tactics and rolls. More of a strategic game, like a chessmatch. Not hand to eye coordination, or fast twitch skills.

Which puts even more of an emphasis on character building and role-playing.

Don't get me wrong , i like the action rpgs too, otherwise i wouldn't even be here.
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R.I.P
 
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