Dumbing down? They're adding a bunch of useful features and making all that junk around the wasteland mean something. In depth weapon modding and settlement building is hardly dumbing down
Dumbing down? They're adding a bunch of useful features and making all that junk around the wasteland mean something. In depth weapon modding and settlement building is hardly dumbing down
You get to build objects...yay...can't build equipment, weapons can only change via weapon mods... thats the fear.
And looking at Skyrim since it was very watered down and poorly balanced even more so than the last couple games.... its a healthy fear.....
Actually, Morrowind is the most unbalanced game Bethesda has ever made, by far.
Both Oblivion and skyrim were many miles more balanced then Morrowind was, had had signifcantly less exploits then Morrowind did.
Balance has actually been getting far better every game, if you look at the math behind howeverything works.
And yet aside from the hit rolls it played fine and had enough stuff in it that you could easily balance it, you did not become a good after 20 hours, in Skyrim you can start one shooting stuff just after a few hours and much is premeantly removed.....its ridiculous.... I'd rather have more MO or at the least OB and less of Skyrims less is more nonsense though Skyrim could be fixed if you could make new perk trees, not much you can do equipment wise but add more of it. I did like the degradation gimmick it just needed to be modded for stuff to last longer. FO3/NV got that much right about condition bonuses but degradation itself was much to fast.
You sound like a man who hasn't played Daggerfall. (full disclosure: I actually think Daggerfall's gameplay is better than Morrowind, although solely in how the combat "feels" and how spellcrafting is just so much better)
And I definitely remember becoming overpowered in Morrowind earlier than in Skyrim, unless I deliberately grinded or exploited. You reached a point in Morrowind (it was more defined by your gear, I think, than your stats) where everything in the base game was pathetically easy - and Bethesda chose to address that by making the enemies in the expansions absurdly powerful, to the point where you couldn't just go enjoy them on a fresh character.
Hell, half the reason Bethesda removes and reorganizes things is to improve the balance. But they still haven't managed to make Lockpicking a useful skill in the Elder Scrolls, lol.
You know, if they really want to have a great gun game, with insane depth, then do the whole crazy amount of weapon mods thing sure, but also keep (or add in) ammo types like AP, HP, Magnum, Special, Wad Cutter, Incendiaries, Explosive and a few of their variants. That would be a gun nut's dream come true. It would truly be over the top. BTW, isn't it Bethesda who is suppose to do over the top?!
If that's too much for the average dude or dudette, I get it...your standard FMJ's are right over there.
If they fail at providing ammo types, they really need to get some gun monkeys on the development team.
Here's to hoping I'm worrying about nothing.
I'll be looking for those golden bullets...
"For England James?"
well if it isn t in the game i am sure somebody will make a mod for it even several ones i am sure
I think there will be different ammo types. I think much of what we see in FONV( weapon mods and ammo types) was just a brief introduction of what we will find in FO4.