Fallout 4 Speculation Suggestions and Ideas #127

Post » Wed Jun 05, 2013 9:32 pm

I would be adverse to a "Wild Wasteland" toggle. I have always stated that it should be the world as it is, and if the player doesn't like it ~tough.

IMO the developers should design the common environment and have it include all the available content of it (creepiness and all); however... I wish they'd stick to Tim's easter-egg/reference rule ~that being that if the player doesn't get the joke/reference.. that they shouldn't even notice that it is one.

IMO that creepy sound that identifies a WW encounter is ruinous.
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Enny Labinjo
 
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Post » Wed Jun 05, 2013 6:10 pm

yup

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Nicole Kraus
 
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Post » Wed Jun 05, 2013 8:30 am

Never used it so i don't know. just saying that I'm not adverse to game customization controls.

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No Name
 
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Post » Wed Jun 05, 2013 10:25 pm

Yeah, that is true, but that is part of the system. If the people think they can take me, then they should do it. Plus, these are raiders, crazy, insane junkies, so they might attack me if I have a gun anyway.

Yeah, it would be very difficult to create this to the Skyrim engine but this is the difference from a game like Skyrim and Fallout. Skyrim is easier to balance the damage of each weapon because none of the weapons are really dominant, but in Fallout, or the real world(since its based on our world), there is a big difference from a gun and a knife. That is why Fallout's combat system isn't as good as Skyrims because Fallout was trying to balance a gun with a knife(I am over-exaggerating, but I mean a gun shouldn't take 10 bullets to kill somebody).

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Mashystar
 
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Post » Wed Jun 05, 2013 6:50 pm

FT is moddible, BTW.

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Enny Labinjo
 
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Post » Wed Jun 05, 2013 9:27 pm

When used, you get to see several otherwise invisible encounters (like a refrigerator with an Indiana Jones hat in it); and the game plays this little tune that means "look it's a weird encounter to amuse you... from your Wild-Wasteland trait :tops: ".

I would prefer it if in FO4, (instead of a WW Trait/Perk) that they just add a few things here and there and not advertize them.
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Carlos Rojas
 
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Post » Wed Jun 05, 2013 11:19 pm

I agree with this. The perk was must have in NV, but they should just make the original game have this by itself because it really doesn't change anything, just more random encounters. And I love my random encounters!

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Sylvia Luciani
 
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Post » Wed Jun 05, 2013 5:23 pm


Right. Therefore the green monitor look.


Can't see anything there, and now i'm interested what i'm supposed to see there :hehe:

Edit: ah, photobucket for some reason wanted to show mobile version of the page, can see it now. That sort of travel with Skyrim's map,combined with the often mentioned separeate map areas would be quite great indeed.
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Angela
 
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Post » Wed Jun 05, 2013 1:54 pm

Where to begin?

I realize animations take up most of your budget, but please be a spend thrift with them. You don't have anywhere near enough.

Don't over use voice actors. Give everyone plenty of lines so they stay fresh.

Add in a random name generator for NPC's.

Hearthfire was an awesome idea.

Use some people from Obsiden.

hardcoe switch please, and innovate it.

If we complain about an issue, don't just scrap it entirely.

Fix graphical errors like clipping before launch.

Realistic weather and lighting.

Bring in disease and innovate health conditions.

Innovate weapon mods and make it to where more than just the player character can use them.

Work on your difficulty settings more. More health doesn't equal harder, it means longer battle. Didn't you learn that from oblivion?

Employ more strategy and make the A.I on par with say Bioshock. I know you guys love them.

Look at what dark souls did with enemies at times. They utilized pincer attacks etc. Making for intelligent combat.

Show the world whose the king of traps again. We know it's you.

Would like to see more three dimensional combat. Multiple floors attacking etc.

Destructible environment. please?

Beef up some of the technology. Power suits for instance, look at the fallout mods on the nexus. that's what people want.
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Laurenn Doylee
 
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Post » Wed Jun 05, 2013 8:57 pm

Oh, and play music from all era's, not just the fortys. Have enough to where it stays fresh. I hate Johnny Guitar...
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Shirley BEltran
 
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Post » Wed Jun 05, 2013 11:36 pm

I disagree.


I couldn't agree more.
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Ymani Hood
 
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Post » Wed Jun 05, 2013 4:47 pm

Woah there, let's not think rationally here. I'd rather not see that sort of thing in my Fallout games.

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Fluffer
 
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Post » Wed Jun 05, 2013 3:41 pm

The Dead Wind Cavern is located pretty far away from Novac, near Harper's Shack and the Primm Pass. It's not very close to Novac, not by a long shot. That's ignoring the fact that deathclaws don't like noise (as Chomps Lewis explains) and Novac is a pretty busy, loud settlement. I'm not sure about your other point. Yes, animals do move. If they come close, they're shot. Your point?

As explained in detail in my post, there's no need to dream when the redevelopment already happened thanks to establishing order in the first place:

Gems:

Wrong. Radiation decays exponentially. For each factor of seven increase in time, the radiation is reduced by a factor of ten. After seven hours it's 1/10th, after 49 it's 1/100th, after two weeks it's going to be 1/1,000th and after fourteen weeks it's going to be 1/10,000th. That's halflife for you.

I'm not sure where you're getting the 10-15 years figure. It all depends on the climate. In warm, humid climates buildings have to be constantly repaired to keep them in operational conditions, but in arid ones this is a lesser concern. Yes, deterioration does happen to buildings that are not maintained, but claiming that they fall apart instantly is baseless. The process takes time and the faster survivors move in to reclaim the buildings and repair them, the better.

I'm not sure what you're getting at. The protagonists of Fallout games are roving adventurers, not settlers, so they don't build anything per se. They do, however, help others build, as is the case with Shady Sands (agriculture, antivenom), Modoc (saving the entire community from drought), Redding (deciding the power struggle and aligning it with either of the wasteland powers), NCR (expansion into Vault 15 validates Tandi's policy), etc.

Unless you're purposefully ignoring most of the game, your character is making a significant impact on the world, helping settlements prosper, not just survive. I'm not sure where you're getting the "last a little longer" vibe from, as the originals never implied anything of the sort. The Vault Dweller helps speed things up, but even without his help the world continues to develop and recover (apart from defeating the Master they're doing pretty damn good for themselves).

Uh, yes, it does get to other places. It's called "caravans." Trade is very much alive and well by 2161, forming the backbone of the resurfacing human civilization. I'm not sure why you're purposefully ignoring all the trade that's going on in the Core Region and neighbouring territories. Ignoring the merchant companies and roving traders that connect the settlements together, trading goods.

By your logic, humanity wouldn't have ever developed construction because it's complicated. Building basic shelter is not rocket science. And from then on it's iteration, iteration, iteration. Improving through practice, if not through training.

As opposed to what? Your GRIMDARKOHMYGODEVERYONEWILLDIEOHGOD vision of mankind? As history proved, time and again, while we do have base instincts, we also have the capacity for greatness and cooperation. And Fallout explores exactly that. Settlements survive, then prosper, then thrive, thanks to cooperation between survivors and succeeding generations of humans. Again, your logic is self-defeating, because if humanity was really what you propose, we wouldn't have developed beyond clubbing each other with bleached animal bones, because "survival is the only instict" we have.

As you can see in front of you, we didn't wipe ourselves out. We developed and prospered in spite of (or, perhaps, thanks to) our tendency for conflict. Which is the point Fallout has been making all along.


If you play vanilla on normal, then yeah. Then again, it's a flaw common to all real time games, as the player simply reacts faster than the AI, which is usually coded for stupidity. Wish the game was as brutal as Black Mesa Source. Operation Flashpoint would be going a little too far.

Your complaint boils down to "I CAN'T FIGHT DEATHCLAWS NAKED BY PUNCHING THEM." Seriously, you're making a ridiculous point that deathclaws should be nerfed, because you can't kill close combat killing machines in close combat. The point of deathclaws is that they're a fearsome apex predator that should make you run for the hills the moment it comes into view.

You're proposing nerfing them to the point where they become pigrats, which is, quite frankly, ridiculous. The deathclaws are perfect just the way they are: fast, incredibly deadly, and increadibly resilient. That's the way they always were and they shouldn't change just because someone's ridiculous idea for fighting them doesn't work.
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Ash
 
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