A little more news about the crafting system!

Post » Fri Nov 27, 2015 9:49 am

http://www.gamesradar.com/fallout-4s-crafting-system-explained-bethesda/%C2%A0%C2%A0

http://www.gamesradar.com/fallout-4s-crafting-system-explained-bethesda/%C2%A0%C2%A0Sounds better and better... :banana:

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NAtIVe GOddess
 
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Post » Fri Nov 27, 2015 8:22 pm

Link didn't work but was easy to find. All sounds great :)
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Nana Samboy
 
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Post » Fri Nov 27, 2015 11:57 am

I do love the fact you can flag stuff you know you want to hoard, and that helps you track down the items in the world that have that item. Part of me hopes you have to break down an item first to learn what it has, and not just be telepathic and know that globes are a good source for screws, but I could live if it doesn't end up like that.

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stacy hamilton
 
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Post » Fri Nov 27, 2015 3:59 pm

For the record, "404 Page not found :("

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Anne marie
 
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Post » Fri Nov 27, 2015 2:29 pm

http://www.gamesradar.com/fallout-4s-crafting-system-explained-bethesda/

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Steve Smith
 
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Post » Sat Nov 28, 2015 1:18 am

Now I can scavenge more without worrying being bogged down... Great news!

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gary lee
 
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Post » Fri Nov 27, 2015 11:04 pm

Not to sure about flagging... guess it will depend in how big a hurry I am to build something.

The pixel like light panels where you create your own signage is a pretty original idea. If I understand correctly, you can do the illumination sequencing, even set it to music?

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ChloƩ
 
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Post » Fri Nov 27, 2015 5:05 pm

http://www.gamesradar.com/fallout-4-gameplay-features-programmable-music-players-minecraft-inspired-diy-elements/

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Czar Kahchi
 
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Post » Fri Nov 27, 2015 3:44 pm

I hope that we can scrap all junk down to components to save on the weight of carrying around a toaster, a microscope, every coffee cup, and loose item we come across.

If not, I'm hoping for a clearly segregated tab on the menu for junk.

Still wondering how they're going to handle encumbrance, and if it's the old familiar pick-up-a-spoon-suddenly-encumbered standard of encumbrance, or, more if there's a calculation that progressively slows a character down the more they carry based on strength and endurance that would promote a container system with a backpack, satchel, bag, or other container items that could be dropped by character before combat to free up movement and movement speed.

From a realism standpoint, a container system would be cool, but, on the other hand, this is a game, and sometimes, even often, realism doesn't always translate well, and unnecessarily clutters game play, though, there's some folks like it that way.

Whatever the case, and no matter the vanilla standard, there will be mods that present other systems across ranges of impossible simplicity with weightless items and magical infinite storage to the most hard core, inelegant, realism-bent drudgery.

:smile:

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Kayla Oatney
 
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Post » Fri Nov 27, 2015 8:20 pm

No offence, but this was a really well written and easy to read post. Thanks.

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Sammygirl500
 
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Post » Fri Nov 27, 2015 9:34 pm

So will this be something to the effect of:

- Hoard everything in inventory during quests

- Fast Travel back to settlement

- Drop all junk loot into workbench container

- Workbench uses this container inventory when making things

Does this sound about right? Will this workbench container be able to be used for armor and weapon crafting too? Or just buildings?

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Princess Johnson
 
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Post » Fri Nov 27, 2015 9:02 am

To me it sounds like at least housing materials go directly to workbench and is then used for construction, a bit like how timber was handled in heartfire.

I assume we have to move it manualy if we find we want to transport materials to another location.

Guess that normal junk works as before. An mod who let you mark more than items used for one item would be nice.

Workbench containers in it self would be an major improvement for normal crafting

Agree of an junk tab, separated from typical trade goods like cigarettes and pre war money. Yes you might want to sell come crafting items too if to much but that is better to remove and take to trader.

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Laura Samson
 
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Post » Fri Nov 27, 2015 12:33 pm


I think Pete is talking specifically about the big stuff around the workbench area. It would be good if we could add our own junk to it as well, save hoarding all those nick nacks ourselves.
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Naazhe Perezz
 
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Post » Fri Nov 27, 2015 2:26 pm

Incidentally, I did see a Junk Tab in one of the Pipboy menu demos. They didn't actually go to it, but it was next to the Misc tab in the Pipboy inventory. So that's a good thing.

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Holli Dillon
 
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Post » Fri Nov 27, 2015 9:43 am


That is good, if they're classing what would be misc items but can be used for crafting as junk. Sometimes misc items aren't junk, so it's good they're separate.
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Klaire
 
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Post » Fri Nov 27, 2015 9:44 pm

Looking again on the weapon mods part.

http://www.gamesradar.com/fallout-4s-crafting-system-explained-bethesda/

Its look pretty realistic, I assume that the receiver can be modified to increase rate of fire, perhaps at the cost of accuracy.

Barrel is obvious, longer and heavier one increase range and accuracy but make it heavier.

Not sure about stock except weight, probably accuracy.

Scopes and sights not sure if have any other effects than you want good zoom on an sniper rifle else easy to use is best.

Bayonet is new, looks like you can do melee damage with weapons. You might be forced into melee if enemy get to close at least with long guns.

Or is this another button. One thing I would love had been an under barrel grenade launcher, not sure how this would work, perhaps have you assign the rifle grenade as you grenade for grenade button.

Range is new on the weapon stat, accuracy replace spread, guess accuracy takes an serous hit outside of range.

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Anthony Rand
 
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Post » Fri Nov 27, 2015 2:45 pm


I assume a dedicated button, like most fps nowadays, standard gun just pistol whips/rifle butts, if ya put a bayonet you get a new stab move instead, my guess.
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Adriana Lenzo
 
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