Please don't repeat Skyrims mistake.....

Post » Tue Dec 01, 2015 8:24 pm

Other than the lack of multiple paths I thought Skyrim's dungeons were great. Large buildings in real life almost always have multiple routes so I don't think they'll be able to get away with it this time.

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Ludivine Poussineau
 
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Post » Tue Dec 01, 2015 7:13 pm

One of the best places in Skyrim.

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Gen Daley
 
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Post » Wed Dec 02, 2015 7:41 am

Secret passages that require some 9/10 Perception has my vote!

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Bambi
 
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Post » Wed Dec 02, 2015 10:23 am

It's already streamlined like Skyrim, looks like you can do it all in one go. Master all the skills and become overpowered. Please let Obsidian take control of Fallout.

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naome duncan
 
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Post » Wed Dec 02, 2015 7:07 am

You mean, just like in New Vegas?

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Emma-Jane Merrin
 
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Post » Wed Dec 02, 2015 6:36 am

Just like in any of BGS's games. Becoming overpowered is somthing i simply expect to happen after I put in a fair omount of hours into a single build. Its just the way their games are. You level up, get another perk or whatever that makes you stronger in another way on top of just adding X amount of points into whatever skill(s). Its impossible to not become overpowered IMO

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dell
 
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Post » Wed Dec 02, 2015 6:41 am

It's not the destination, but the journey.

Even if that was possible (judging by Skyrim, it is but takes an insane amount of time), someone who specializes early in running up and punching something to death has a greatly different gameplay experience than a guy who can only use a pea-shooter and whose only notable skill is talking things to death.

Even if they both arrive at the endgame with the same raw stats.
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Chloe Yarnall
 
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Post » Tue Dec 01, 2015 7:30 pm

What does "streamlined" (making game processes/gameplay more efficient, improving flow, etc), have to do with level cap/skill limits/being OP? They're two entirely different topics.

(Well, unless you're just using "streamlined" - like "casual" and "dumbed down" - as a meaningless trendy/hip buzzword insult. )

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NO suckers In Here
 
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Post » Wed Dec 02, 2015 6:00 am

I just wanna know what rpg doesn't see you becoming over powered, even if you can't master all skills.

By the time endgame rolls around in most RPGs, the player character is a god. If you invest the amount of time to get all SPECIAL and perks maxed in any other game you'd be unstoppable.

"Hey if you invest a few hundred hours into this game, you'll be a horseman of the apocalypse."

This is surprising how? I mean, we even have games that let you play as a horseman of the apocalypse and it's an rpg and guess what the end game is like.
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Tyler F
 
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Post » Wed Dec 02, 2015 3:41 am

this is just for every game, like any game at the end u will unlock almost all "abilities" and upgrades, so u become god no meter what.

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Pumpkin
 
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Post » Tue Dec 01, 2015 8:28 pm

Exactly.

It's not streamlined or unique to Bethesda or fallout or any series.
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Katharine Newton
 
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Post » Tue Dec 01, 2015 10:14 pm

How about making a patch update that doesn't break more things than it FIXES?

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Sabrina garzotto
 
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Post » Wed Dec 02, 2015 6:06 am

While this is true, the divergence did begin post WW2, just that some things still happened, as you point out stuff from the 50s and 60s. However, as early as 1945 or perhaps a couple years later, some stuff started to diverge. The massive change probably happened much later, as I suggested possibly around 1970 or so. Yet, even then, some stuff still happened I would imagine that happened in the 80s and maybe even later.

There are M60 machine guns, HK G11(a weapon that never went beyond prototype in our world but appears to have been developed in the FO world), etc in the FO Universe. FOT suggests that Ronald Reagan was president, iirc can hear him speaking in the intro from a news clip, but, I have doubts the Berlin Wall came down or that the Cold War ended, what with all the communist talk we have in the FO World. But, it is hard to say. Then of course we have the divergence with vacuum tubes and transistors, etc, and who knows what to make of entertainment and music. Music is the odd one for sure, as many musicians who had rock bands and even heavy metal, were born before or right around the divergence. I wouldn't be surprised if there were some massive changes, for example it wouldn't surprise me if say USA won the Vietnam war. But it gets tricky when working in alternate time lines and we probably will never have any kind of concrete answers to anything, which is fine. The most important stuff happened 2050 or so and beyond, at least as what we should be concerned with as far as lore and such.

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adam holden
 
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Post » Tue Dec 01, 2015 9:29 pm

One of my biggest fears for Fallout 4's dungeons is that I'll walk into a building and it will feel like a designed video game level instead of, you know, a building.
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Gavin boyce
 
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Post » Tue Dec 01, 2015 9:29 pm

There will be many Skyrim mistakes returning especially design wise. The world size and the way it is used for one. Expect a 20 seconds walk to find 3 or 4 dungeons populated with generic raiders.

Expect very few (tiny in size) towns where half the population is called "settler" and is just street meat without purpose. In general expect few meaningful NPCs like in Skyrim.

The one companion maximum (not counting the dog) rule will make its return, which in turn again shows Bethesda's lack of scaling to more epic size battles or locations.

Giving people the ability to create their own (think Skyrims hearthfire) size settlement(s) and heavily modify able weapons is a distraction and means design wise the rest of the game will be very Skyrim like and feel minimalist in many ways.

And yes I liked FO3, before that loved Morrowind & Oblivion's shivering isles but this game won't give us that 'WOW this is way beyond anything we've seen yet' feeling.

As far as content goes there won't be more to do/see compared to Skyrim and most of it pretty much up to that scale size of things, enjoy FO4 :)

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jenny goodwin
 
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Post » Wed Dec 02, 2015 6:44 am

That one always got me too :brokencomputer:

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Brandi Norton
 
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Post » Tue Dec 01, 2015 6:47 pm

I think the magic door at the end of dungeons are a great convenience, and seems pointless to worry about them as if they somehow make the game terrible. Thing is, it quickly becomes annoying for many people having to run through a now empty dungeon. Maybe they could put a tickbox in game options for fast exits (Y/N) so the people who hate them can opt out and walk slowly back through a used dungeon oldschool style (so for them the fast exits just don't exist), and others can play the game with them on and happily get out using a ladder to the surface or the secret door cliff jump exit. Then everyone could be happy.

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N Only WhiTe girl
 
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Post » Tue Dec 01, 2015 8:44 pm

Actually, compared with Skyrim, no, not so much as there are plenty of nooks & crannies to get lost in the later levels...

Agreed, as this was a major improvement on Oblivion's snooze-fest interactive screensaver masqurading as an RPG..

Also, I always had a thing for Veronica when I used to read Archie as a kid..

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KIng James
 
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Post » Wed Dec 02, 2015 10:19 am


Or maybe they just exercise some self control and just don't use the magic door. I never understood why such configuration options should be implemented in pure single player games. It just takes away developers' time and effort that could be used for more appropriate things.

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Joe Bonney
 
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Post » Tue Dec 01, 2015 6:53 pm

:happy: I loved those comics. Anyway I always think things added is better than things removed, especially when it's up to each person whether to use them or not.

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Matthew Barrows
 
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Post » Tue Dec 01, 2015 7:02 pm

I agree. To me, it's not only a waste of my time but can even feel a little depressing to have to wade back through all those rooms and corridors full of empty chests and dead bodies. How anybody could think that is preferable to simply exiting via a second door is beyond me.

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Alexander Lee
 
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Post » Wed Dec 02, 2015 2:06 am

For some people it's about immersion.

I like the magic door in Skyrim, it was very bothersome to backtrack through dungeons in Oblivion. But to be honest i did not feel that same annoyance with backtracking in Fallout3. Can't really explain why, maybe Fallout3 dungeons were already a bit quicker to get out. So many times there was an oppertunity to jump from a balcony down to ground floor or a floor below through a hole in the floor you where on.

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Sophie Morrell
 
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Post » Tue Dec 01, 2015 9:01 pm

The obvious solution is for "immersion players" to just force themselves to backtrack.

It seems clear to me however that its unlikely that all dungeons would be built with a single entrance unless these were tombs. With Fallout being more in the modern world setting the buildings would have been built to code standards so therefore if said alternate entrance/exit is intact it would be reasonable to figure that there would be several options for exit.

It is immersive to have to prepare meal, eat meal, deposit waste, and etc that doesn't mean I find the whole process so much fun that I want to micromanage that every 15 minutes of game time and that is what ends up happening in immersive mods when I've used them in games such as Skyrim and Fallouts.

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Killer McCracken
 
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Post » Wed Dec 02, 2015 9:47 am

It had serveral exists.....

Apart that nobody asked for something like that.....

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Eileen Müller
 
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Post » Tue Dec 01, 2015 9:12 pm

I think a better solution for those seeking immersion is for them to accept some responsibility and to stop actively searching for any nit-picking excuse they can find to avoid immersion.

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Smokey
 
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