Why 'Fallout 4' Will Never Be The New 'Skyrim"

Post » Fri Jan 22, 2016 8:23 am

Fallout 4 has an weakness with radiant quests who tend to send you to the same locations of an limited set.


Ok I have done superduper mart 5 times, lets clear out another locations for ghouls. Yes at low level the list should only have the easy ones, but at high level it should favor the higher level areas.


it looks like MM, RR and BoS has separate lists. RR sent me to gunners plaza to rescue an synth, that was fun.


The fast respawn combined with the density of enemies many places makes exploring a bit hard too.

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Penny Flame
 
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Post » Thu Jan 21, 2016 11:17 pm


Better yet just take it as, you know, a small easter egg and nothing more. That's all it is and people trying to connect worlds are just trying to hard to make a bad point that doesn't exist are just using it for clickbait. Easter eggs are not "universe connecting" easter eggs are nothing but small little jokes creators put into their work. It doesn't connect worlds, it's not proof that "x is in y" it's a reference. That's all.

I'm really not surprised shoddycast, the group whose name fits them oh so well in the quality of their work and research, tried to jump onto this stupid craze.
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Jaki Birch
 
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Post » Fri Jan 22, 2016 6:54 am

For me Fallout 4 is a combination of Fallout RPG and Rage FPS, and I don't think it is a good combination, it has only a part of both, so it doesn't have the full potential.



For me it would be better if it would be combination of Fallout 4 and Skyrim, because both of them are RPG, only in a different setting.



I like the better mechanics of FPS, but it shouldn't influence the RPG side of Fallout so much, that it would devalue it.

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Gracie Dugdale
 
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Post » Fri Jan 22, 2016 5:04 am


I also heard that Minecraft will never be Tetris, D&D will never be chess, and basketball will never be ōllamaliztli . . .

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Eibe Novy
 
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Post » Fri Jan 22, 2016 12:02 pm


I'd say yes to storytelling, but outdated mechanics? How? (If you meant the combat was really "meh" then yeah I agree, but I'm sure the millions of fans who play BGS games aren't here for the combat). And I'm sure the millions who play Bethesda games really don't care about graphics, besides Skyrim had great graphics if you ask me. Oblivion did have some amazing storylines though, the Dark Brotherhood and Thieves Guild were two of my favourite, especially how the DB started. I felt like the storytelling was truly Skyrim's weakest part, although it was made up for by two great DLCs.

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Beat freak
 
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Post » Fri Jan 22, 2016 2:10 pm

Yes, guilds and quests in Skyrim was an step back, magic was an flop, rest of the game was great. Taste is divides but i felt quests in Fallout 3 was an step up from Oblivion with multiple solutions on most.

Quests in Fallout 4 is an major step back from Skyrim again, they did one interesting thing in mixing radiant and story quests, yes the story behind the story quests tend to be so short I did not often know it was not radiant in the start before I learned the patterns.

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Darlene DIllow
 
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Post » Fri Jan 22, 2016 7:59 am

The way I see it, Bethesda seems to have tried too hard to overcome their weaknesses with Fallout 4, and while their efforts were (in my opinion) mostly successful, I feel that somewhere along the way they put their strengths on the backburner.



Combat for example is much more polished than it has been in previous games. The story as well (although this is purely subjective) is greatly improved over Fallout 3 in my opinion. In fact, even if you weren't a fan of Fallout 4's story, you could tell they put more effort into telling a story this time. Companions are more fleshed out over 3's and respond to your actions, which is clearly evident.



However, their previous strengths don't seem quite so, well, strong in Fallout 4. Roleplaying, although more of a focus in TES, has obviously always been integral to the Fallout series. Although the character you play usually has a set background, you could shape their personality to be however you imagine it to be. Voice acting, while well done and despite the fact that I've defended the decision to include it in the past, can in many instances damage the story that you're trying to weave for your character.



Builds, as mentioned in the article, aren't as distinct from each other as in previous games. This may be due to Bethesda's disposal of the skills system or due to energy weapons benefitting from the same perks as their ballistic counterparts.



Another point mentioned by the article is the relatively small amount of quests. While normally I'm a member of the "quality > quantity" school of thought, the small amount of quests plus the lack of distinction between different builds add up to doing the same quests over, and over, and over, etc. While I replayed quests all the time in Skyrim, I played through them differently if I was building a conjurer as opposed to, say, a berserker. That choice of using two completely different playstyles is barely there in Fallout 4. Yes, there's melee and non-melee. But in Skyrim I could choose to be an illusionist, an archer, a spellsword, a thief, assassin, etc.



While these faults do add up, I still love Fallout 4. But for me, and I can only speak for myself, Skyrim has more staying power. Even so, I plan on playing Fallout 4 for years to come.



Just my two cents.

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Alyce Argabright
 
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Post » Fri Jan 22, 2016 1:27 am


I think the radiant quests is mainly the fault of how they made the Minuteman faction. BoS and Railroad don't give you radiant quests unless you talk to people and accept them, whereas with the Minuteman Radio Freedom and Preston just continuously thrust upon you repetitive quests over and over, and they even have a time limit or you fail. This gives players a sense of having to keep doing them, resulting in tons of repeated radiant quests completed and it can really ruin the feel of the game because all you're thinking about is "which settlement do I have to go to now?". On top of this the quests also lead you to the same locations over and over, making the quests even less desirable to do.



I think they need to fix the radiant quests in a few ways. Firstly settlements should be able to defend themselves dependent upon the defense rating. The higher the defense rating the less casualties/broken things and more chance to succeed, think of it as rolling a dice but the higher the defense rating the higher the chance of a completely successful defense without player intervention. Player intervention should be optional and not compulsory like it is now. Secondly, radiant quests should be given by the settlers at the settlements when you actually discover and go talk to them. It makes no sense for Preston to magically know across the whole map which settlement is being raided by ghouls or raiders. You should be able to walk to a settlement, and someone there says "we're being attacked by xyz", helping them means gaining support for the minuteman. Also there should be a minimum time delay before the same settlement will have another problem, or another chance based mechanic where the longer a settlement has gone without a problem the more likely for them to have a problem when you go and talk to the settlers there again.

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Stephani Silva
 
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Post » Fri Jan 22, 2016 12:27 am

Fallout 4 will never be Skyrim, and thank the [censored] gods for that!



I'll take guns and survival over magic and elves any day of the week. Skyrim is dead to me.

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Josh Lozier
 
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Post » Fri Jan 22, 2016 3:23 am

I just have Quote from the Nexus Site:



Do you know the random Letters from the Super Mutants?



- Kill



- Loot



- Return




Those 3 Words suits Fallout 4 very well.

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(G-yen)
 
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Post » Fri Jan 22, 2016 6:25 am

Or any Skyrim quest.

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Music Show
 
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Post » Fri Jan 22, 2016 2:09 pm

Just remember, the only quest in Skyrim where you didn't get to loot the boss was the one about Alduin.

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Claudz
 
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Post » Fri Jan 22, 2016 2:24 pm


It just reminds me on a random Quests i got with Level 70. "Get the Pipe Pistol from Gunners Plaza." Something similar in Skyrim could be "kill all in Solitude for a Ironsword". This Solitude Quest doesnt exist i just tried to make an Example. Like Quincy or whatever. Less good Places and then not even a Quest for it, thats a damn Shame Bethesda.

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Rebecca Clare Smith
 
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Post » Fri Jan 22, 2016 7:52 am

I made all of these complaints before the game even came out and I got laughed off the forum...



No build diversity, no balance between weapons/affixes, super streamlined/truncated RPG elements (where they even exist anymore).




It went from Skyrim's super deep crafter/scavenger's paradise to this... Kind of sad really because nothing they do will change it... They are not going to overhaul/change the game post launch and their DLC will be Fallout 3 DLC v2... AKA a couple new areas with a few new quests/weapons/armor... Nothing game changing.




I don't understand why they took such a large step back... Compared to FO3, yes this game is a vast improvement... But in terms of RPGs in general, this game is a step down from Skyrim in every possible way.

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Svenja Hedrich
 
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Post » Fri Jan 22, 2016 2:30 pm

Well it is a sequel to Fallout 3, not Skyrim. So if you say its a vast improvement on Fallout 3 then shouldn't you be happy about it? And i doubt you were laughed off the forum, that would require some serious laughing.

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Jessie Butterfield
 
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Post » Fri Jan 22, 2016 1:50 pm

You can always simply not deliver to Preston, he don't trigger unless you activate him.

And yes its to little variation. An option to ask the minutemen to do it if settlement is strong enough had been an good idea, this should be after you got the quest details.

1 An settlement has been raided by supermutants, 2 its (settlement name)x30 3 they come from (location)x100 maximum, this is 130 more lines for preston


Optional just show it on screen, worst case put it as an quest and then let you talk to him about it. if settlement is strong enough tell him to let the minutemen handle it.


Also dependent on location killing ghouls at superduper mart is easy, supermutants at the toy factory is far harder so the player has to do it unless its an large settlement.

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Lisha Boo
 
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Post » Fri Jan 22, 2016 1:31 pm

And? A game should be better than its predecessors... Especially if its predecessor was nigh eight years ago...



That's like saying Call of Duty 4 in 2007 was better than Medal of Honor (1999)... Obviously its better...



And even then, the leap from Fallout 3 to 4 was marginal at best compared to the leap in other games, both in the past and now... Look at how other games have advanced between 2008 and now... Now look at Fallout 3 and Fallout 4... Comparatively speaking they have made almost nothing in the way of innovation...



All we can do now is wait until like 2019 or whenever Elder Scrolls 6 comes out and hope they had the good sense to use a different engine than the centuries old gamebryo by then.

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CSar L
 
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Post » Fri Jan 22, 2016 4:20 am

You know after playing 100s of hours I'm still laughing. I guess its perspective or what I can specific case blindness. Things don't match up exactly to expectations so existing diversity and other features just aren't noticed. I've seen it as far back as Oblivion. I must admit the no roleplaying elements argument gets really old. Seen that one since Morrowind. Well, no one's going to convince anyone so I'm going to go play FO4 now and maybe some Skyrim although I miss some of the FO4 elements when I play it..

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Love iz not
 
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Post » Fri Jan 22, 2016 3:07 am



How about Season Unending? Persuade Tullius and Ulfric to attend talks at High Hrothgar (after persuading Arnegeir to allow it) and then negotiate a cease-fire for long enough to deal with Alduin. Not a drop of blood spilled in the process. There's also the TG side quests where you get penalised if you do kill anyone. And there's some favour quests that don't require bloodshed.



In F4, if I say "X was a fun quest" I generally mean "X was a fun map to have a fight on" . That's not universally the case in Skyrim. The Way of the Voice and The Throat of the World, for instance may involve fighting, but combat isn't the focus of the quest.



There are similar F4 quests (Institutionalised, for instance) but the "goto A, kill B" quests do seem to dominate more than they did in Skyrim

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Maria Garcia
 
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Post » Fri Jan 22, 2016 12:58 am

So for those saying f4 is a step beliw vanilla day 1 skyrim

So how is the looting scavenging better in skyrim than it is in f4. Could you give me a great early loot haul?


Enemy ai?


Companion dialogue?


Npc dialogue? For all of prestons faults hes 1 billion times more empathetic than anyone in sky-rim


Diseasea/poisons vs radiation/crippling

Similar enemy types? Dogs vs wolves or molerats vs skeevers


Backstorys of alive or dead npcs?


Dangerous level of traps? My first level nord laughs at dart traps while my first level vault dweller is paranoid about traps on easy settings


Repetive/radiant quests? Skyrim has no time limits, many are horribly dull(companion and thieves guild or find toldfirs lost stuff)


Where does Skyrim exceed f4 other than you can be a mage vs only a warrior. I love skyrim as much as next person but bethesda in my opinion has really improved on a lot if things
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Arrogant SId
 
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Post » Fri Jan 22, 2016 2:48 pm


Skyrim non Fallout 3 are better that Fallout 4, problem is most ppl think Fo3 and Skyrim with 100000 mob and DLCs.



Fallout 4 is a huge step forward not only to Fo3 but to Skyrim.



Ppl QQ about no diversity on build on Fo4 when really u didnt have diversity on Fo3 or NV since u could max out everything by level 20 on the game making any build in the game same as any other.



For me Bethesda is aiming to improve their games, yeah is true Fallout 4 suffer for limited options on some quest, but my guess is, that now that they release thier first voice character game, next game will be better on that.



And for the comparing Skyrim and Fallout is just stupid, why?, bc ppl that love Fantasy Open world will go back to play Skryim probabbly, and ppl that dont will stay on Fallout 4, more with the kit commming out soon same as the DLC

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Matt Bigelow
 
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