The Node Map System

Post » Thu May 03, 2012 5:34 am

hey wait, Skyrim's map is comprised of lots of little cells connected together on a big map......
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Sasha Brown
 
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Post » Thu May 03, 2012 8:24 am

hey wait, Skyrim's map is comprised of lots of little cells connected together on a big map......

hehe yes correct! the same whit F3 but the big map its a lot smaller then Fallout 1,2 and T
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Katie Louise Ingram
 
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Post » Thu May 03, 2012 9:18 am

hey wait, Skyrim's map is comprised of lots of little cells connected together on a big map......

But are all those little cells self-contained like Fallout 1 and 2?
You know exactly what I meant, there's no need to be a [censored] about it. :)
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Alisia Lisha
 
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Post » Thu May 03, 2012 8:48 am

But are all those little cells self-contained like Fallout 1 and 2?
You know exactly what I meant, there's no need to be a [censored] about it. :smile:
Arcanum was their next major "Fallout-like" RPG (in terms of gameplay), and it was open in the sense that you could trek from one acre to the next all the way from one the East coast to the West. The game did load the next area, but so does TES in its way. :shrug:

** Myself, I don't mind any of these three methods ~but Fallout's treatment of long distance travel (it's isolated encounters amidst arid and devoid wastelands), was more than adequate and implied the event nicely IMO. I would not want to trek realtime for an in-game week and encounter a fruit merchant or get killed by Enclave a mile outside of town. :shrug:
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Tarka
 
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Post » Thu May 03, 2012 8:07 am

But are all those little cells self-contained like Fallout 1 and 2?
You know exactly what I meant, there's no need to be a [censored] about it. :smile:

Technically? Yes, as you can have stuff work the same way if you wanted to. (transition door to each cell like in a dungeon.) Plus yeah each cell in the map is "self contained" in that they will respawn, contain stuff that wont effect other cell around it.
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Lily Evans
 
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Post » Thu May 03, 2012 6:09 am

Depends on the technology of ps4 as to how useful it could be .
If you could have maybe bigger nodes the size of tcw and have 2 or 3 then yeah but all this it should be like fo1 where for large cities etc it shoud have a node... Well whats the benefit?
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Susan Elizabeth
 
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Post » Thu May 03, 2012 6:27 am

Depends on the technology of ps4 as to how useful it could be .

What has ps4 technology got to do with it? The current tech is quite sufficient for the purpose.
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james reed
 
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Post » Thu May 03, 2012 11:23 am

I guess if I were imagining a node system, it would be something like FO3 when you run around downtown DC. If you had nodes, wide open areas like Big Mt. or Point Lookout, each connected by som system of travel, not just from one specific node to one other specific node, with the ability to "find" random interactions while traveling between the nodes.

So, one node might be "Generic town A" and surrounding area. Something like Megaton, Vault 101, and Springvale from FO3 (incontent if not in size. These areas would be linked toegether and seemless. From there you might have four or five travel options (like ride out with the caravan, or by heading through the nearby mountain pass, or over the nearest bridge) with various geographical barriers to close the area off. Some of those travel options would lead to one and only one other node, while others could lead to multiple nodes. the "Random Encounters" should be confined to exiting these travel options (when concerning short, A to B travel, like through a mountain pass) or during the travel (when concerning long distance travel, such as hitch a ride with the local train station) these could also lead to finding "hidden" areas. (most likely just with long distance travel)

This would keep the world from feeling too confined, or detatched (such as with a node system) but would still allow for an imense game area. It's an idea.
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Mariana
 
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Post » Thu May 03, 2012 1:39 pm

If you leave a area you get a text box that says:

You are one way to the wast you.....

1.Follow a old Street/Trail
2.You wander on your own
3.Move to the next known Hub/Location

to 1 you follow a street a trail to the next crossroad or town its faster and less likely to meet some big evil things but more likely to get ambush t by raiders or to meet a caravan

to 2 you walk around like in F1 F2 F Tactics just clicking on the map or using WASD controller until you encounter something its more likely to find something big and nasty.

to 3 you use the fastest way possible to get to the next hub combination of 1 and 2. but no window witch the asking of go north on a crossroad or clicking around on the map.



Whats needed is like 3 up to 5 different hight map s for each different terrain type big ones and small ones that depending where you stop get than populates by rnd stuff like houses rocks plants caves.
so ppl that just wander around and stop somewhere in the wast and want to explore get always something to see and to do.


If you want fast travel we had in Morrowind the strider so for Fallout we can have trains or a car or moulrat wagons cyber horses or dog wagons.


If you encounter something and depending on your outdoor skill you get again a box that shows your options and whats going on.
Like you got ambushed by tribal. The game loads the height map makes some terrain and you are surrounded by NPC that shoot you in a bad spot like you are in a canyon they are above you shooting down.
If your outdoor skill is high enath you get options like evade the encounter or ambush the NPC. So you enter the map behind theme you can sneak up or leave the map what you think is the best.
If you encounter a location that you didn’t know about you spawn far away from it and you can circle it watch from far what it is and decide what to do.
If you enter a known location you get the info box where you chose to get on the map far outside or in the middle of the town or at the gate. On the map Hub you can fastravel in F3 and NV style beam me up scoty!
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k a t e
 
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Post » Thu May 03, 2012 12:08 pm

Doesn't sound bad at all, actually.
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YO MAma
 
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Post » Thu May 03, 2012 3:01 am

Snip

See my problem with that is that you are forced to step away from the world. You have to look at your map and select a point and so on. I like the imersion aspect of the 3D enviroment.

So, what if we had both options available? At any point you can use the hub and node system I outlined back in post #108 or open your map and use your system that will guide you along paths that you've already discovered? Or have the option to use the #2 from your list that lets you move freely, but with the greater chance of running into a monster or bad guy?
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sunny lovett
 
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Post » Thu May 03, 2012 8:54 am

Map Node would not be great to bring back. People dont want to walk on this floating square in the center of the screen, are you kidding me? Maybe 15 years ago, on a computer, but nowadays companies want to make money. Map Node system is not going to make money for them, lol.
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Stephy Beck
 
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Post » Thu May 03, 2012 3:17 pm

Map Node would not be great to bring back. People dont want to walk on this floating square in the center of the screen, are you kidding me? Maybe 15 years ago, on a computer, but nowadays companies want to make money. Map Node system is not going to make money for them, lol.

Dragon Age: Origins made a decent income. And that games implementation wasn't even near optimal.

Also, what do you, as a gamer, care about the developers wallets? Would it hurt your experience if the game didn't sell as well as the other best sellers out there?
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Rhiannon Jones
 
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Post » Thu May 03, 2012 9:57 am

Really who would want to have a game that features many larger well known American cities, each the size of Point Lookout or greater? Having to walk through wasteland in a post nuclear game is stupid. Even if it does take you to huge cities full of people and places to explore. It is just stupid. Just give me one city and have locations that are in real life several dozen miles away from that city if not more. And have them crammed next to the main city, so that they are just over the next hill.
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Elena Alina
 
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Post » Thu May 03, 2012 1:43 pm

It really is amazing that somebody does. Better just have it all at pissing range, so as to remove frustration.
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Chantel Hopkin
 
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Post » Thu May 03, 2012 6:51 pm

It's not whether I care about what they make or not; it's just a general observation that companies want to make money, and Skyrim made more then Dragon Age Origins, which isn't the same exact map node system, it's a little different, and even then it didn't make a ton of money.

Bethesda will do what they've been doing, why the hell fix something that's not broken. They made a hell of a lot of money off of Skyrim so they probably will not go back to map nodes.

AND HELL, EVEN THE NEXT DRAGON AGE GAME IS GOING TO BE LIKE SKYRIM IN A WAY, AS I READ ON HOW EA IS LOOKING AT SKYRIM AND USING IT FOR AN OUTLOOK FOR THE NEXT DA!
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Add Meeh
 
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Post » Thu May 03, 2012 4:12 pm

Yeah, best for Bethesda to make it exactly like Skyrim. That's where the monies are, and that's what we want.
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A Lo RIkIton'ton
 
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Post » Thu May 03, 2012 4:16 pm

It's not whether I care about what they make or not; it's just a general observation that companies want to make money, and Skyrim made more then Dragon Age Origins, which isn't the same exact map node system, it's a little different, and even then it didn't make a ton of money.

Bethesda will do what they've been doing, why the hell fix something that's not broken. They made a hell of a lot of money off of Skyrim so they probably will not go back to map nodes.

AND HELL, EVEN THE NEXT DRAGON AGE GAME IS GOING TO BE LIKE SKYRIM IN A WAY, AS I READ ON HOW EA IS LOOKING AT SKYRIM AND USING IT FOR AN OUTLOOK FOR THE NEXT DA!



That's why the node map would be optional. The idea here is to find a solution to make the map bigger without losing the imersion of the game. The old school node system allows for a massive map, and a realistic time table for moving around that map.

Also: quit trying to rile up the dinosaurs. I don't have too many G.O.A.T.s left to sacrifice to them and I'd like to save those for when I suggest that we impliment a system from another game into a future Fallout title.

So let's all just calm down, and stay with the topic at hand.
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Erin S
 
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Post » Thu May 03, 2012 7:06 am

So how was Fallout, Fallout 2, and Fallout Tactics broken again?

But UnDeCafindeed is right. Locations should just be within pissing range of one another. Just have them lined up next to one another. Could make it so the weapons float above the dead people and glow. Works for Doom and Quake right?
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Stephy Beck
 
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Post » Thu May 03, 2012 1:57 pm

The point isn't whether you 'dinosaurs' want the freaking map node system back, don't you get that? Why waste extra time implanting a map node system AND open world, where they could make the exact same amount just with open world?

Again, it's all about the money, and the faster they get the game out, the faster they get their money. And you'll all still buy it either way, so it doesn't matter.

Bethesda doesn't make map node systems; Interplay did, Bethesda won't start now just for a couple of 'dinosaurs' who says it' would be the right choice.
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Heather Kush
 
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Post » Thu May 03, 2012 3:42 am

The point isn't whether you 'dinosaurs' want the freaking map node system back, don't you get that? Why waste extra time implanting a map node system AND open world, where they could make the exact same amount just with open world?

Again, it's all about the money, and the faster they get the game out, the faster they get their money. And you'll all still buy it either way, so it doesn't matter.

Bethesda doesn't make map node systems; Interplay did, Bethesda won't start now just for a couple of 'dinosaurs' who says it' would be the right choice.

You sir need to calm down and think before you speak.

People are asking for it, makes more sense than asking for no sprinting.
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Ebony Lawson
 
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Post » Thu May 03, 2012 1:36 pm

What's wrong about talking about the Map Node System? It is apart of Fallout, even if it doesn't comeback we can enjoy talking about how it could work in a modern game.

svcks that people just want Fallout to be nothing but TES clones (with a different coat of paint) that only serve to fill the gap between TES games.

Why is it that every game Bethesda makes has to be just like TES? Even though they make games that are very different from TES. By some people's logic around here Doom and Quake should be just like TES. After all TES is a winning formula.
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Elle H
 
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Post » Thu May 03, 2012 5:53 pm

Yes, I agree. There's no need to waste time and resources in making one franchise different from the other when you can just copypaste everything between them. Thinking like a true capitalist. For that I tip my hat to you, and to Bethesda. :homestar: (<--- btw I have no idea what the [censored] that is)
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maya papps
 
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Post » Thu May 03, 2012 10:43 am

Again, I'm not the one hating on node systems. I have played many node map games that I liked, Mass Effect, even Dragon Age, Guild wars, thats all that comes to mind for now.

I'm just saying Bethesda wont do it, and if they do I will truly be surprised.
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Marion Geneste
 
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Post » Thu May 03, 2012 5:02 pm

Again, I'm not the one hating on node systems. I have played many node map games that I liked, Mass Effect, even Dragon Age, Guild wars, thats all that comes to mind for now.

I'm just saying Bethesda wont do it, and if they do I will truly be surprised.

Ok then you made your case. Now let us Dinosaurs and others that want to dream, talk about the possibility of a modern Fallout with map node system.
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stevie critchley
 
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