Reaping the fallout of Fallout

Post » Wed Aug 11, 2010 7:45 am

Okay, I fully know that at some point someone will think that this is a request for something stupid, guns in Skyrim. I know that very few people want that, and I advocated that only as a joke. But this is something that should be taken into consideration.

First, companions. Everyone used them at least one time, and liked it (I hope). The mechanics that Fallout: New Vegas used were great. Companion Perks were balanced; you can get any job done without them, but they still offer great bonuses. The companion wheel made commanding your companions seamless and effortless (provided you can activate them), and if you didn't like the wheel, just select talk and you could then command them through dialog.

Second, the improved trade system, which was actual bartering, allowing you to buy and sell multiple items in the same transaction with the game showing you how many caps you would get or give at all times. Combining a trading system like this with the disposition system of a TES game along with an ability to haggle would make trading really interactive.

Third, Factions. The factions of New Vegas allowed you to make alligences and feel like they are really effecting you, because, you know, at certain points new dialog options would open, enemies would actively hunt you down, you obtained support options from allies, and other great things.

Fourth, Actively traveling traders going from town to town and seeing a new inventory each time. This, among other things, would really make it worth running your ass from one tow to another instead of using the fast travel system.

Fifth, Random Encounters. These would make the game more interesting each time you played the game, because it would change up the gameplay experience each time you re-rolled a new character. In Fallout 3, I was always heading for the GNR station by that supermarket, so it was always interesting what the game would throw at me each time I played through. New Vegas kind of lacked that, but was able to make up for it by allowing the player to pick the wild wasteland trait to mix up the game a bit (Holy Frag Grenades FTW).

If anyone can think up other improvements to the overall free-roam experience that the last two Fallouts gave, post them.
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Lisa
 
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Post » Wed Aug 11, 2010 8:40 pm

I agree with all your points with the exception of factions. I wouldn't mind a faction system but I don't want it anything like New Vegas'.
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Lucky Boy
 
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Post » Wed Aug 11, 2010 6:54 am

Dont like how the Factions were laid out in New Vegas and Game Studios isnt going to adopt it as it might be a copy right infridgement.

However with the guns im thinking of guns from the 1800s and below any higher and it wouldnt make any since.
Muskets, Canons, and single shot pistols is what is ok with me.
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Laura Cartwright
 
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Post » Wed Aug 11, 2010 1:50 pm

I agree with all your points with the exception of factions. I wouldn't mind a faction system but I don't want it anything like New Vegas'.

What's wrong with Vegas' faction system?

1. Dont like how the Factions were laid out in New Vegas 2. and Game Studios isnt going to adopt it as it might be a copy right infridgement.

1. How come?
2. They own both franchises, they could put Bretons, dragons and skooma in Fallout and Super Mutants, nuka cola and FEV in Elder Scrolls if they wanted to.
Definitely not a good idea to do it as it would mess up lore with both games, but the faction system is a game mechanic.
I'm against them merging the two franchises together into the same copy pasted mess with different paint jobs, but New Vegas' faction system was far superior to Oblivion's' so that's one thing I actually hope they learn from and implement into Skyrim.
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Enny Labinjo
 
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Post » Wed Aug 11, 2010 1:40 pm

What's wrong with Vegas' faction system?


1. How come?
2. They own both franchises, they could put Bretons, dragons and skooma in Fallout and Super Mutants, nuka cola and FEV in Elder Scrolls if they wanted to.
Definitely not a good idea to do it as it would mess up lore with both games, but the faction system is a game mechanic.
I'm against them merging the two franchises together into the same copy pasted mess with different paint jobs, but New Vegas' faction system was far superior to Oblivion's' so that's one thing I actually hope they learn from and implement into Skyrim.

1. The one thing i had a problem with is one thing you did to upset that fraction say you assinate someone from the NCR and no one saw it you immediatly get Vilified for it. One thing i did like and it did do a better job than oblivion was that it lists the factions on your menu and wether than like you or not.
2. Im just not sure if BGS could use the obsidion style system, but Bethesda Softworks could allow this.
3. Im against them mergeing to but i believe if they merge them at all it should be a lite touch.
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danni Marchant
 
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Post » Wed Aug 11, 2010 8:39 pm

1. The one thing i had a problem with is one thing you did to upset that fraction say you assinate someone from the NCR and no one saw it you immediatly get Vilified for it. One thing i did like and it did do a better job than oblivion was that it lists the factions on your menu and wether than like you or not.
2. Im just not sure if BGS could use the obsidion style system, but Bethesda Softworks could allow this.

1. You must have been seen then, I've lots of times assassinated people and not become [Vilified] for it. Was it pre-patch? But let's say that if no one sees you and you can assassinate someone without receiving -rep, would you be more in favor of New Vegas' system then?
2. Doesn't really matter though, Bethesda can rip anything out of New Vegas as Obsidian does not fully own it.
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Cameron Garrod
 
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Post » Wed Aug 11, 2010 7:08 am

I think there's one thing that everyone will agree on that Beth needs to learn from what they did in Fallout and that's less bugs and glitches. Oblivion is more stable then Fallout 3 and is the older game with a bigger world, that shouldn't be the case. Whether you want to blame the Gamebryo engine for the problems is legitimate but lets hope that they learn that lesson from Fallout 3 and even New Vegas, Beth didn't make New Vegas but it's the same engine and basically the same game with different features.
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Amy Melissa
 
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Post » Wed Aug 11, 2010 8:35 pm

1. You must have been seen then, I've lots of times assassinated people and not become [Vilified] for it. Was it pre-patch? But let's say that if no one sees you and you can assassinate someone without receiving -rep, would you be more in favor of New Vegas' system then?
2. Doesn't really matter though, Bethesda can rip anything out of New Vegas as Obsidian does not fully own it.

1. Yep, I could have been seen for all i know even if im Hidden. However i dont want as many fractions in Skyrim as New Vegas unless its completely necessary.
2. Then they could use the faction system and weapon mods.
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Rachel Briere
 
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Post » Wed Aug 11, 2010 4:39 pm

2. Dunno how they would use weapon mods though, enchanting is sort of the equivalent of 'weapon modding'.
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Isabella X
 
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Post » Wed Aug 11, 2010 9:25 am

2. Dunno how they would use weapon mods though, enchanting is sort of the equivalent of 'weapon modding'.

2. More like you want to change the handle of a sword or the string of a bow. enchanting is way of modding although i didnt think of that cant believe i didnt think of that :facepalm:. I
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Sammygirl
 
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Post » Wed Aug 11, 2010 9:19 pm

Okay, I fully know that at some point someone will think that this is a request for something stupid, guns in Skyrim. I know that very few people want that, and I advocated that only as a joke. But this is something that should be taken into consideration.

First, companions. Everyone used them at least one time, and liked it (I hope). The mechanics that Fallout: New Vegas used were great. Companion Perks were balanced; you can get any job done without them, but they still offer great bonuses. The companion wheel made commanding your companions seamless and effortless (provided you can activate them), and if you didn't like the wheel, just select talk and you could then command them through dialog.

Second, the improved trade system, which was actual bartering, allowing you to buy and sell multiple items in the same transaction with the game showing you how many caps you would get or give at all times. Combining a trading system like this with the disposition system of a TES game along with an ability to haggle would make trading really interactive.

Third, Factions. The factions of New Vegas allowed you to make alligences and feel like they are really effecting you, because, you know, at certain points new dialog options would open, enemies would actively hunt you down, you obtained support options from allies, and other great things.

Fourth, Actively traveling traders going from town to town and seeing a new inventory each time. This, among other things, would really make it worth running your ass from one tow to another instead of using the fast travel system.

Fifth, Random Encounters. These would make the game more interesting each time you played the game, because it would change up the gameplay experience each time you re-rolled a new character. In Fallout 3, I was always heading for the GNR station by that supermarket, so it was always interesting what the game would throw at me each time I played through. New Vegas kind of lacked that, but was able to make up for it by allowing the player to pick the wild wasteland trait to mix up the game a bit (Holy Frag Grenades FTW).

If anyone can think up other improvements to the overall free-roam experience that the last two Fallouts gave, post them.

First off Fallout New Vegas was not made by Bethesda, I liked the companions in Oblivion where you could get typical soilders to follow you and if one dies they will respawn like in Battlehorn Castle.
Factions in both Fallout 3 and New Vegas were lame, they only had 1 you could join and it is was part of the mainquest. In TES 3 and 4 you had 5 Factions/Guilds to join and complete plus "The Blades" which affected to Methic Dawn faction. Also random encounters have been conformed to be in Skyrim. Lets face the facts Fallout 3 was a dumbed down version of Oblivion. Yea Fallout 3 had tweaks and great improvments but overall was much smaller in all aspects.
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Rude_Bitch_420
 
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Post » Wed Aug 11, 2010 4:22 pm

First off Fallout New Vegas was not made by Bethesda, I liked the companions in Oblivion where you could get typical soilders to follow you and if one dies they will respawn like in Battlehorn Castle.
Factions in both Fallout 3 and New Vegas were lame, they only had 1 you could join and it is was part of the mainquest.

The factions are lore fiting and thus thats what you get.
And what do the khans got against caesar's legion? Not much the big fight was the NCR vs Legion not the Khans vs Legion.
Thus thats what you get for a main quest.
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Pixie
 
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Post » Wed Aug 11, 2010 5:01 pm

I like how the player's locked out of other factions, at a certain point; how the player is forced to dedicate, not necessarily to a faction's cause, but at least to a plot line, where the player decides post-game movers and shakers. You cannot play every side, like they're [censored] slot machines, for enchanted goodies. I like how men in the middle were offered their fun early, but the reality these factions are irreconcilable becomes unassailable.

No two factions were mutually exclusive, so writers for Oblivion couldn't weave in the plot lines, from the mq or other factions. They had to write these main quests, assuming the player, being the god that he is, would join every faction and rise to every, high office. I don't suspect Skyrim has gone the Oblivion route, as Todd's paired the descriptions of "factions" with the word "Morrowind," in several interviews. So, less sandbox, more consequence. :thumbsup:
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Elena Alina
 
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Post » Wed Aug 11, 2010 8:36 pm

I like all these ideas really. Companions are likely going to have less personality then the FNV ones though. I'd like the Imperial Loyalist and Skyrim Rebel factions to be a bit like NCR and Caesar's Legion, I think that worked quite well really, though both need to have good points and bad points. In New Vegas I felt like NCR was good and the Legion was evil, and if that's the case in Skyrim I'd like to be able to change these factions from within once I'm high rank to make them more benevolent/malevolent.
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SUck MYdIck
 
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Post » Wed Aug 11, 2010 4:13 pm

I like all these ideas really. Companions are likely going to have less personality then the FNV ones though. I'd like the Imperial Loyalist and Skyrim Rebel factions to be a bit like NCR and Caesar's Legion, I think that worked quite well really, though both need to have good points and bad points. In New Vegas I felt like NCR was good and the Legion was evil, and if that's the case in Skyrim I'd like to be able to change these factions from within once I'm high rank to make them more benevolent/malevolent.

ill stick with
pro-imperial nords
anti-imperial nords
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Brιonα Renae
 
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Post » Wed Aug 11, 2010 5:55 pm

By Imperial, I hope we aren't talking Cyrodilics. The Nords were masters of the First Empire, seating Alessia on the throne of Cyrodiil. They were Imperials. In fact, it wasn't until the death of King Borgas, when Cyrodiil could truly decide its own fate. Meaning, in Skyrim: Nord Imperials vs Nord Traditionalists.
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Max Van Morrison
 
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Post » Wed Aug 11, 2010 2:46 pm

From those, I really only want the trade system and random encounters.
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Matt Bigelow
 
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Post » Wed Aug 11, 2010 8:49 pm

Dont like how the Factions were laid out in New Vegas and Game Studios isnt going to adopt it as it might be a copy right infridgement.


This is completely false
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Nikki Hype
 
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Post » Wed Aug 11, 2010 8:30 am

Companions are likely going to have less personality then the FNV ones though.


I certainly hope so - my wish is for the "shallow" companions of Fallout 3, instead of the developed ones from FO:NV. Why? Because I couldn't stand companions in either game, but with the amount of game content (dialogue, quests, etc) that was tied up in the FO:NV ones, I felt like I had to use them. Whereas the FO3 companions..... meh, they didn't really matter much. (The one that did, Sydney, you could do her quest after telling her to stay put, then drag her through the empty dungeon to the end. That way she'd end up as an ammo vendor in Underworld, but you didn't have to suffer through doing the dungeon with her constantly underfoot.)
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Sarah Knight
 
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Post » Wed Aug 11, 2010 8:31 am

Dont like how the Factions were laid out in New Vegas and Game Studios isnt going to adopt it as it might be a copy right infridgement.

However with the guns im thinking of guns from the 1800s and below any higher and it wouldnt make any since.
Muskets, Canons, and single shot pistols is what is ok with me.

.... that would make skyrim feel to much like fable... the 3 attributes of skyrim already somewhat remind me of the 3 fable had.... did you play fable? or just either of the two fallouts? elders scrolls atmosphere just doesn't vibe with guns... even if fallout was awesome, guns still would not work in skyrim.... so just because you liked any of these games does not mean they belong in tamriel.

plus it wouldn't even work itself into the history well... after the events of the infernal city, the empire is falling apart.... it seems more like things are moving into a dark age.... you just not going to find technological advancements like that...

and even if a dark age was avoided... and innovation didn't slow down... they live in a world with magic..... any of the benefits they can reap from the development of firearms already exist via magic.... your not going to start to see the development of factories and assembly lines in tamriel.... someones just going to figure out a replication spell...... your going to see innovations in magic.... because magic exists in their universe, you would find a completely different type of society then you would find on earth..... look to house telvanni as an example in which direction civilization would advance in a world that had magic... ... ... hell..... if i could use magic, i would living in a giant mushroom i grew myself.... .... yeah... yeah i would....
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Rob Davidson
 
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Post » Wed Aug 11, 2010 9:55 am

You only had to pick a faction in NV if you wanted to... just like you did not have to do the main quest in any TES game. There were factions like, The Kings, Khans, Followers of the Apocalypse, Boomers, BoS that you could join and not have to worry about making other factions angry. Now... there is a reason why the Legion would be hostile with you for joining the NCR and why everyone might not like you for entering the Legion's ranks. The Legion is an invading army after all. It would not make sense if you became a Legion member and all of the other factions would welcome you with open arms.

I have used the companions in NV like expendable ones... There is no mandate that you have to use them or do their quests or even talk to them at all (the options were there for you if you wanted though). I liked how companions would have their own opinions on events in the game and they could abandon you if you violate their ideology. I miss the original Fallout's requirement where your character had to have at least decent charisma in order to obtain a companion and exceptional charisma to recruit a party of followers. There are ways to expand on this in Skyrim, but it would probably require a lot of effort.

I really hope BGS learned from New Vegas and make the weapon types all feel unique instead of "generic chopping device #3". The way the weapons move and feel could require different strategies and that would bring more depth to combat. The enemy would be using them in the same way as the protagonist.

My tummy is rumblin' so I better go snag me some lunch.

EDIT: LOL, the OP predicted that someone would think the thread is about guns, and guess what... someone didn't read the OP and already posted about guns. :P
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XPidgex Jefferson
 
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Post » Wed Aug 11, 2010 10:07 am

Fallout New Vegas was unstable at most. You could never join any factions, just work for them without any REAL rewards. Sure you get a radio to call in 3 rangers that die in 3 shots, that's very rewarding. Also if you had on their clothing the other factions would attack which makes sense, although any rep you gained while wearing it is erased as soon as you unequip it. (Not to mention it saying every 2 seconds "you are currently dressed at a member of the NCR") [my point] being you should actually be able TO JOIN factions Skyrim and be rewarded for what you do instead of "You are now liked by the NCR" after doing like 6 quests that yield no unique rewards. This is just my opinion of course.

EDIT: Agree with Gurkog ^ forgot about the minor factions you can join :celebration:
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Undisclosed Desires
 
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Post » Wed Aug 11, 2010 2:51 pm

6. Fallout's attribute system set up.
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Jessica Lloyd
 
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Post » Wed Aug 11, 2010 9:31 pm

I like how the player's locked out of other factions, at a certain point; how the player is forced to dedicate, not necessarily to a faction's cause, but at least to a plot line, where the player decides post-game movers and shakers. You cannot play every side, like they're [censored] slot machines, for enchanted goodies. I like how men in the middle were offered their fun early, but the reality these factions are irreconcilable becomes unassailable.

No two factions were mutually exclusive, so writers for Oblivion couldn't weave in the plot lines, from the mq or other factions. They had to write these main quests, assuming the player, being the god that he is, would join every faction and rise to every, high office. I don't suspect Skyrim has gone the Oblivion route, as Todd's paired the descriptions of "factions" with the word "Morrowind," in several interviews. So, less sandbox, more consequence. :thumbsup:

Wait... I'm sorry, what's this about less sandbox and more consequences for the Morrowind factions? The only mutually exclusive factions in Morrowind were the Great Houses (And maybe the temples).

I was the boss of the Mage's Guild, Fighter's Guild, Thieves' Guild, Morag Tong, Imperial Legion, and House Redoran on my character... never had any real conflict other than beating the stupid out of the Fighter's guild when they became deluded into thinking they were the Camonna Tong once or twice. What game were you playing?

The sandbox will be just as big in Skyrim as it was in Morrowind and Oblivion.
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Dona BlackHeart
 
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Post » Wed Aug 11, 2010 7:09 pm

To me the faction system in NV is the one thing I would like to see in Skyrim. Funnily enough NV wasn't made by Bethesda, something like that was neither in ES games nor in the original FO3. I really hope they learned from it. It really felt like I made decisions, decisions that matter in the long run and that was a hell of a lot of fun. It's something ES games are lacking. You do quest after quest, but each quest is a mini adventure with no overall consequences. Even a simple fetch or escort quest can become interesting if you have to think about the consequences your actions might have on other factions in the game. Only thing I disliked about the NV system was that there still was an 'evil' and a 'good' faction. The NCR may not have been all good, but compared to the super evil and freaky Cesar's Legion they were. I hope Skyrim will have a lot of different factions, some of which are mutually exclusive.
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Damien Mulvenna
 
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