Does Fallout become Call of Dooty?

Post » Fri Nov 27, 2015 11:00 pm

No.

We'll worry when Todd announces that the next Fallout will have "Completely shooter-based mechanics, a fully predefined player character, and the removal of distracting elements to the main plot, like random people asking for help."

In other words: "FPS, a protagonist whom we have no input on creating, and completely linear gameplay without sidequests or doing random fun stuff."

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Verity Hurding
 
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Post » Fri Nov 27, 2015 10:51 pm


No way.

There should be bosses that give you a longer fight than 0.5 seconds
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tannis
 
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Post » Sat Nov 28, 2015 6:35 am

lol, there are a lot of, and I mean A LOT of real-time RPGs entirely based on character skill. They can and should make it character skill based. You're telling me, if you've never shot someone before, being lvl 1 or what have you essentially, that you'll hit the targets head every time you aim down your crosshairs? Nonsense, you'll miss, a lot. You'll miss body shots. Limb shots. Shooting a gun is easy, but to be skilled takes lots of practice. A game like Call of Duty puts you in the position of a skilled combatant, that's why you don't miss. But if you're Joe Schmoe who just left the Vault with no gun experience, it makes very little sense.

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Samantha Wood
 
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Post » Fri Nov 27, 2015 7:08 pm

Haha agreed.

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Zosia Cetnar
 
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Post » Fri Nov 27, 2015 10:56 pm

and i agree with you or wouldn't have played game as much as i did . still don't like the dice rolls in the game for combat that is

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Barbequtie
 
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Post » Sat Nov 28, 2015 12:11 am

I don't see a point in complaining about a game where most people use guns or energy weapons having more refined shooter mechanics. Weapon handling, actual iron sights (instead of the five points taken off FOV in 3 which was useless), weapon modify (which was has always been in fallout except 3 in some form) and just better gunplay in general.

All of this is actually a good addition not one that should be criticized because some people think "CoD did it first!"
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Brian LeHury
 
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Post » Sat Nov 28, 2015 4:35 am

I agree. When did I claim otherwise?

Out of curiosity, can you please provide some examples of such RPGs?

And yes, marksmanship is not easy. Especially against a moving target. Even more especially when under pressure. Missing at point black or against motionless targets is far less likely however, and a character skill-based system may not distinguish between those extremes. That's why I don't like it.

On another note, the average Joe who never fired a shot won't have time to get good; he will get killed long before that. Which is way it makes more sense to have a character who is supposed to be (somewhat) experienced. Notice that this is not incompatible with RPG-style character creation; you just need to create a character whose strength, dexterity and skill set makes him a good shooter. And 'being a good shooter' means that the player can take over and let his own skill be the deciding factor.

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Rach B
 
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Post » Fri Nov 27, 2015 6:04 pm

Improving the shooting aspect of FO doesn't mean it's a FPS, it just means they're improving the combat. All elements of FO are being improved, why would they not improve shooting as well? You can build entire settlements now, but that doesn't mean you're playing Civilization or SimCity.

The history of our protagonist doens't limit the game any more than it has in any previous installment either. Not sure how you figure it would? And how is dialogue simplified? It just got more complex IMO....

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Farrah Barry
 
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Post » Fri Nov 27, 2015 7:36 pm

This. Twitch skills should not be part of a RPG.

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R.I.P
 
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Post » Fri Nov 27, 2015 9:40 pm

Same here. You are not alone in this...................

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Rachel Cafferty
 
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Post » Fri Nov 27, 2015 11:58 pm

With all the dumbing down, pretty much.

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Lil'.KiiDD
 
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Post » Sat Nov 28, 2015 6:29 am

lel

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Claire Vaux
 
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Post » Fri Nov 27, 2015 6:47 pm

Does it matter that much? The difference between skilled and unskilled in a skill determined system is the amount of ammo and time the PC requires to take down an enemy. The lower skilled he is, the longer it takes, the more ammo he uses and the more he gets shot at in return.

Now let's say for the sake of argument that Fallout 4 will use shooter mechanics and have weapon skill-perks that increase damage with each rank. While hits may be determined by the players aim, a lower skilled character does less damage per hit. Thus, it takes him longer to kill an enemy, he uses more ammo and he gets shot at in return more.

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Nice one
 
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Post » Fri Nov 27, 2015 9:31 pm

Mmm. Delicious Lacrimation. Especially those spawned of irony.

Shooting mechanics were asked to be fixed (looks to be the case)

A better story and dialogue was asked for ( maybe some sacrifices were made)

Leveling attributes look to be thematically rebuilt for new mechanics (lets be real the original system couldn't be any dumber)

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Music Show
 
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Post » Fri Nov 27, 2015 10:08 pm

This is a good thing. I'm fairly good at shooters.

Maybe not 'addicted Call-of-Dooty player who hasn't left his room in 5 years level' but I can finish the Metro and Bioshock games in the highest difficulties.

The FO3 and NV FPS engines were sub-par that's why I prefer to use Melee. It's just unfair hitting that sweet spot with your crosshair but getting horribly low damages even if I have 80 skill points in Guns.

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Strawberry
 
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Post » Sat Nov 28, 2015 8:55 am

They might do it like Mass Effect 3 and let casuals bypass all the dialogue and leveling choices. If they did that there would be a lot of snobs that would be upset that was even an option in the first place.

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Elisha KIng
 
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Post » Sat Nov 28, 2015 1:04 am

I've player Borderlands, which is pretty much up the alley of "RNG guns" down to a T. It should be noted this game is/was pretty popular for being Diablo with guns. Iron sights only tightened spread, but bullets still flew from the barrel at odd angles if the weapon's accuracy and the characters skills (literally, WoW talents) weren't all that great. Hell, I play (Brutal/Project Brutality) DOOM and bullets fly from rifles at odd angles. I'm no stranger to player skill lining up a guaranteed shot, provided the tracer from the round actually impacts the target. So the accuracy or "cone of fire" bullets fire within being based on perks, skills, and weapon design are all fine by me. Just as well, so too are recoil (kick behind each shot,) reload speed, magazine size, weapon sway and if the game has it, CoF recovery and spread rate, and even firing rate allowed to be based on character variables.

What I don't ever want to see is a tracer flying through a target and I get the "MISSED" as a message. No, the bullet went THROUGH the target, I closed the distance to improve the chances my character's $#!%%& aim would actually hit the target, so my rounds should count when they visibly do. And they better not hit for BB's either. Truth is, I expect the gun's make up to provide the brunt of things like magazine size, firing rate and damage output, not the character. The character would have more influence on minimizing recoil, weapon sway, maintaining a tighter firing spread/CoF and reload speed, etc.

Now, I don't want a character with zero skill with guns to be unable to hit the broad side of a barn from 5m. No human short of the blind and literally disarmed can be THAT bad of a shot even firing from the hip. At the very least, even the worst possible character build for rifles and shotguns should still hit SOMETHING within throwing distance fairly regularly, they just may vastly prefer melee, but getting that close to a deathclaw is kind of scary.

Even if Fallout 4 does away with character skills/perks influence the recoil and damage on a weapon, there's still room for those non-firing moments, like reloading, general maintenance of the weapon, etc.

Whatever happens though, RPG elements should be the end all, be all in combat. Dice rolls make for horrible substitutes for actual player skill and their suspension of disbelief. "It's an RPG" isn't an excuse unless you're another egoistically misguided can-do-no-wrong developer. See where being such a developer got Ion Storm with Daikatana. Or Peter Molyneux with anything.

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Maya Maya
 
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Post » Sat Nov 28, 2015 7:25 am

Leaving combat in a poor state because it "enhances RPG" is kind of the poorest excuse IMO. The combat highly resembles that of Fo3 and NV you can clearly see they play the same, only now combat is more fluid and handles better.

Just because the game looks better and flows better does not mean anything has changed at all. You don't complain about graphics ruining your RPG choices do you? Thats really all it is. Now if they don't include the proper system to make combat reliant to some extent on player skill, thats their fault and it has nothing to do with enhanced combat.

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Jerry Cox
 
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Post » Sat Nov 28, 2015 6:17 am

Add to that skills having a slight impact on the things you're listing, as well as upping damage and decreasing spread, and I'd be jumping for joy.

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Cool Man Sam
 
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Post » Sat Nov 28, 2015 7:11 am

I personally couldn't be happier to read that they are focusing on improving the shooting mechanics. I've been replaying FO3 on my pc with a controller and the first person aiming is terrible lol. I fully expect skills (perks now from the look of things) to still have weight in combat, e.g. no ranks in smg's your first shot will be inline with your iron sights but the spread with subsequent will be big in full auto, then level up a bit and sustained fire becomes tighter with less recoil and maybe a damage boost…. Your skills/perks will make a difference.

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Yonah
 
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Post » Sat Nov 28, 2015 5:57 am

Unfortunately there will be people who complain no matter what happens.

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Del Arte
 
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