What is the opinion of the community managers here? I assume they come sometimes, i would be interested in having their point of view.
What is the opinion of the community managers here? I assume they come sometimes, i would be interested in having their point of view.
well, yeah, because morrowinds quest system was bad and did not work well at all, everyone who is not wearing nostalgia glasses knows this. The directions tended to be bad and you could get lost for a lot longer then is actually fun in any way. True, they should not have added the floating marker, but Oblivion did it in a way that was not intrusive nor immersion breaking.
Dark souls was also not entire open-world, it was relatively linear,
and yes, as you said, money wins all, they ARE a company, and whether you like it ot not, all they really care about is money.
Fallout as we once knew it is dead, love it or hate it there's no going back.
We must fight back against the filthy casuals infiltrating and sabotaging our favorite video game developers.
there is no war, nothing is going to change, no matter how much you whine and complain, you either DEAL WITH IT, or stop playing.
I'm thinking Super Serious Professional Gamers Against Casual Scum or SSPGACS. Anyone have a better name?
I appreciate that you posted what you think, OP. I think everyone is missing Fallout so much that they're unwilling to make any legitimate critcisms. I've noticed on the forums that it's mainly just folks being excited, which is okay, but it's also refreshing to see the other side of the fence.
I don't agree with ALL of your points. In particular, I'm excited about the upgraded gunplay. However you do bring up some valid points as well. Im skeptical about how skills will turn out.
As many others have said, the only thing left to do now is wait. We don't know much but soon we'll know everything about the game and we can discuss all we want at that time.
Until that time comes, welcome to the forums!
When I think of Elder Scrolls, I think of choosing PERKS, if I got the FREE POINT for it every time I level up. BRO.
RPG mechanics at its finest. Bethesda knows what's up.
Get that thesaurus out of your face. Stop talking like a posh pseudo-intellectual, it doesn't help your argument in anyway.
As far as "mutation" of the series goes, It's kinda too late to change it now, considering we're two games deep in the Bethesda Fallout era. Also, Bethesda tends to mutate their games quite a bit if you're not aware. Just look at the Elder Scrolls series. Daggerfall to Morrowind, was a huge change, so was Morrowind to Oblivion, etc.
Why would you expect any different with Fallout?
No. If you want unkillable companions you have to use the whole hardcoe mode. You don't had other choices. All changes or none.
And... we don't even know if FO4 will have a hardcoe mode...
Because quest directions dont make any sense in a world in which you have a map, and people can simply point where the location you need to go is. However, since you can't really see them do that in-game, we get a marker showing us where they pointed to, so we know where to go. Quest directions only existed in Morrowind because Morrowind's worldmap didn't have any detail on it, and didn't mark 99% of the locations in the game, so they HAD to give you directions, or else you could never find anything. Quest directions went away because map technology got better, so they didn't need them anymore, and because they never really made sense in the first place.
Major/minor skills went away because they didn't actually DO anything. You could still raise every single skill in the game to 100, regardless of if it was a major or minor skill, or even if it wasn't one of your class's skills at all. On top of that, minor/misc skills not raising your level as much, or at all, compared to major skills, implies that learning certain things somehow doesn't increase your "knowledge" of yourself as much as other things do, which doesn't make sense.
Companions aren't immortal, at least not in Skyrim. They are protected, which means they cant die by anything but you killing them, but NPCs are protected for no other reason then because, unlike old games like Morrowind, were no one did anything but stand around in one spot all day, NPCs in newer games move around and do stuff, thus putting them in the dangerous path of everything from monsters to physics glitches, and its not fair to the player for an NPC to die, thus possibly breaking a questline, because of something you had no hand in. Its done simply to prevent the game from breaking itself in most cases.
The immortality of npcs can be a shield against bugs, i agree with this. I remmber struggling to solvea new vegas quest to help a ghoul npc, only to see him die while moving after quest was solved.
It would be better though, to fix the bugs that lead to npcs being unexpectedly killed rather than having to give them script shields.
My point about companions being immortal is that it removes a bit of tactic. I remmber spending resources to keep my allies alive, thinking about their positions before a fight, speding stimpacks to save them. Keeping Dogmeat alive through the Military base was abit of a challenge. If your companion just faints when his life is low, it means you dont pay a price for your mistakes.
Its a hard world where raiders are merciless and kidnapp and torture people, where you can be cut in two by a laser,where threats are everywhere. The fact a companion can die is part of the bridge between lore and gameplay.
Then i agree that with 3d, unexpected glitches or bug can cause unfair deaths to ai characters: a npc running against a wall,stuck in the sand, not reacting properly to an enemy. But again, rather than fixing this with an immortality shield, it would be mor einteresting to fix those issues.
Wait, what? There wasn't a map in Morrowind? That's odd, I coulda swore there was one in there.... I remember looking at it frequently.
Quite frankly, that one single line invalidates the rest of your post as far as I am concerned. You seem to be another beth fan, that feels they can do no wrong, that their games are becoming more immersive, more engaging, and more like an RPG,... when nothing could be further from the truth. Matter of fact, you begin to look like another good candidate for my ignore list.
I explicitly referenced Morrowind as having a map in the quoted post, so I am not sure if you meant to reply to me... or to someone else and you accidentally quoted me, or what.
No, I quoted you correctly. You are simply wrong. Don't know what game you were playing, but, my morrowind map had better detail than the maps they hand out at gas stations. I had no trouble following the directions to locations. (except of course, when the directions were WRONG...... which I think happened twice.... a lot like in real life.)
I find an NPC giving me directions, updating my Journal, and then attempting to follow said directions, FAR more immersive, and RPGish, than a magic arrow that points the way to exactly where I want to go. Didn't know they had GPS in Tamriel.
The reason it went away, is because too many people couldn't follow directions. (oddly enough, just like in real life.) That, and voicing the dialog for directions may have been too problematic for them.... (do voice actors get paid by the word?) So in oblivion, we had the magic arrow holding our hand all the way to the door/item/whathaveyou that we needed to find for that particular quest. It isn't 'immersive', it doesn't 'make sense', it is hand holding. Plain and simple. Once again beth appeals to the lowest common denominator of gamers. (which happen to be the largest demographic too, unfortunately.)
Yep, such detail, can totally see all those roads and all the locations in the game!
http://thegamersjournal.com/rpg/pc/morrowind/maps/vvardenfell.jpg
Ohh wait, you cant. Morrowind's world map was notorious for being fairly useless, its area map was also often criticized for the same because nothing had any real definition to it, everything just looked like random shapes half the time.
They don't that's just an abstraction of your character memory of where the quest giver pointed to on your map, since you cant see them do it themselves.
No, it went away for the reasons stated before, and because the directions were often wrong, which was a fairly frequent problem in Morrowind.
Twice is not "frequent".
You *could* zoom in on the map ya know. You didn't have the view from 30,000 feet locked in.
Thank You for validating my opinion of you though. Welcome to my ignore list.
"I literally cannot handle other people who have differing opinions."
Oooo, very good. You win the internet for today.