New Hacking and Lock picking system

Post » Sat Nov 28, 2015 2:47 am

Is there going to be any new system in terms of Hacking into terminals or lock picking?

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Gen Daley
 
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Post » Sat Nov 28, 2015 12:11 pm

From what we've heard from Quakecon they are more or less the same.

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Dylan Markese
 
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Post » Sat Nov 28, 2015 11:40 am

They are the same. Apaprently the Lockpicking one has a bit more color to it but is the same and the Computer Hack screen is almost identical.

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naomi
 
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Post » Sat Nov 28, 2015 9:18 am

It'd be neat if companions could potentially hack or unlock things. It would have to take a certain amount of time (increasing with difficulty of course), and there should be a risk of them locking themselves out of the computer or breaking the lock depending on their skill and its difficulty.
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Jamie Lee
 
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Post » Sat Nov 28, 2015 1:02 pm

I think the main difference is that hacking and lockpicking are all done in real time for Fallout 4 which means enemies can still attack while you're hacking and picking locks.

On the plus side, since skills are gone, you won't have to worry about not being able to hack a Hard leveled computer because your Science skills are 74 instead of 75. It looks like everything will be based on your SPECIAL and perks you pick each time you level up.

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aisha jamil
 
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Post » Sat Nov 28, 2015 1:44 am

That's a good plus.

But this I see as a minus, and it negates the earlier plus IMO. If that had to change their skill system, why on Earth did they not change it back to what it was in the series originally? [That's rhetorical, and doesn't need an answer; it just points out that it's odd.]
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Angel Torres
 
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Post » Sat Nov 28, 2015 6:50 am

How so? If anything, you'll be forced to pick your perks more carefully. With the new crafting system, you can probably build a better version of whatever you find, save for unique weapons, if those are even available in Fallout 4.

Hacking which will be tied into Intelligence, will probably matter for getting more backstory on Vault Tec experiments from Vault computers or getting into a secret room.

Plus obvious perks like Gun Nut, which seem to allow crafting of gun turrets, modding weapons, and so on. I'd rather unlock a perk than worry about adding skill points to Science when I level so I can backtrack and hack into a computer I couldn't previously hack into.

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DAVId Bryant
 
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Post » Fri Nov 27, 2015 10:12 pm

I hope that the Hacker perk locks you out of Easy, Normal, Hard, and Very Hard until you take the various ranks, and that each of the new ranks requires a higher Intelligence (Say 9 at the max?) just to make things more cumbersome and force you to backtrack.

Yes, I can be petty.

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Cedric Pearson
 
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Post » Sat Nov 28, 2015 12:18 am

I Think the logic here is that you can't max out on anything, skill/perk related, if your special doesn't support it. If your PC build's SPECIAL were a chassis, you could only build what that chassis supports.

The alternative would be something like greying skills out at a certain percentage, based on what the SCPECIAL stats are.

The former is more discreet, and i think aside from the above, mean much the same in the wash.
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Amanda Leis
 
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Post » Sat Nov 28, 2015 5:32 am

I still hope certain places have added security measures, like instead of locking you out of the computer when you fail a hack, it alerts securitrons to your location, and they come out of the woodwork and attack you while in the computer..... and since it's real time, staying in the computer won't stop them from shooting you up.

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Vickey Martinez
 
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Post » Fri Nov 27, 2015 11:17 pm

Lol! Why must you be so cruel? If that's the case, Intense Training may have some use this time around, if that's even an option.

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Rach B
 
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Post » Sat Nov 28, 2015 1:11 am

I kinda hope they do this too. It sometimes reminded me of the substations of FO3 that required 100 percent in either lockpick or science to access the crappy items inside.

I think taunting a new pc with things they CANNOT yet access is put of the nature of a computer game rpg. They need to be there almost to say 'Yeah you are good, but you aint all that yet!'

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Ashley Campos
 
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Post » Sat Nov 28, 2015 7:48 am

I would hope that since they've made the mistake of making perks into skills, that they would at least have learned from Troika's Vampire:Bloodlines, and ripped them off wholesale for the skill system they used; (which had hacking and lock picking, and was rank based).

Vampire's computer terminals had passwords that could be guessed, hacked, or found.
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Arnold Wet
 
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Post » Sat Nov 28, 2015 2:54 am

On the contrary, I believe that the levels for both the lockpicking and hacking perks (which are still technically skills) will affect this much the same as before.

No perk unlocked would equal Very Easy, and then each progressive level in the respective perk will allow access to a higher level lock/terminal up to level 4, which would be for Very Hard locks/terminals.

EDIT: just read some of the above posts detailing the very same suggestion

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evelina c
 
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Post » Sat Nov 28, 2015 8:58 am

I think we now take intense training by selecting the stat icon rather than a perk icon. This way, we can increase one of our stats at the cost of choosing a new perk.

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Paula Rose
 
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Post » Sat Nov 28, 2015 7:03 am

So you have played a similar RPG leveling system to how this one is going to work, and the new system still bothers you? The build point system, on which Vampire is based is pretty much how this one will work, and to me and many people (and I am talking about the vast community of RPGamers) really like it. It makes character development feel like you focus on one thing to improve within a certain amount of experience, like you're actually training for something, maybe not the thing you do a lot during the game, but 'down-time' training.

Also, I really hope that Lock-picking is going to be a bit more like Skyrims, where you could try to unlock any lock, but it got a whole lot easier with perks in lock-picking (same applies to Hacking, as is doesn't just affect hacking anymore).

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Sherry Speakman
 
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Post » Sat Nov 28, 2015 5:34 am

Even to how backing out before the last computer choice reset the counter or will it be the New Vegas delay factor?

I liked the lock picking method best of any other game because I can (literally) do it with my eyes closed. I wonder if Beth will use the rumble triggers on the Xbox One controller to give subtle indications.

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dav
 
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Post » Sat Nov 28, 2015 3:07 am

I'm glad it's the same. The lock picking was perfect in FO3/NV so there would be no purpose to change something that is not broken in any way...

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D IV
 
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Post » Sat Nov 28, 2015 10:01 am

Not sure about the delay thing. In regards to the lockpicking, I have a slight tremor in my hands when they are still so always found that a little hard.

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Horror- Puppe
 
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Post » Sat Nov 28, 2015 3:20 am

I have hand tremors too and the doc put me on Gabapentin which helped a ton...

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kristy dunn
 
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Post » Sat Nov 28, 2015 12:09 pm

Of course; (but then... I would say they same of the writing, the combat, the gameplay, and the lore changes as well. :shrug:).

It doesn't matter if the system is utterly superb (which I greatly doubt); it doesn't belong in a Fallout series title. Perks were a very specific thing that was separate to the rest of the rules. The game existed as a complete integrated system; and the perks were [actually tacked on later] specifically to bend certain rules for the PC. Perks bent the rules; they weren't part of them; [they weren't skills]. They were essentially sanctioned cheats. FO4 (and 3 :banghead:) presents them as part of the regular character development ~which they weren't; they were a relatively sparse (though predictable) occurrence that was influenced by character traits.

That's how it was in every Fallout game before Bethesda got a hold of it. (And you got a bonus for actually using lock picks, ~presumably instead of junk.)

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Louise
 
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