The Node Map System

Post » Thu May 03, 2012 11:07 am

I think there is a thing on the forum where if you get perma banned, you can't come back with a new name. Well you can but if the mods find out, its game over.

I think they can ban your IP address so you can't even read anything on the forums let alone create a new account. :tongue: Good riddance to he-who-must-not-be-named.

OT: I don't know if anyone has suggested this before, but I would like it if fast travel was replaced by a node map travel system. In other words if you want to wander around the map and explore like you do in the newer games, then you can still do that, but instead of a fast travel system, have a node system that allows you to travel long distances in that way. It would still have random encounters based on stats (Luck and Survival/Outdoorsman) and it would also replace the map used in the newer games. It would provide an alternate way to travel long distances across the map, in other words you don't have to walk around the map to find places and discover locations, you can choose to use the node system if you prefer.

This can work in a 3D game, when you get a random encounter or arrive at a location the game will just load and drop you there just like it would after you fast travel in New Vegas/FO3.
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Kelsey Anna Farley
 
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Post » Thu May 03, 2012 10:12 am

Back on topic?

Well I have no idea where it left off but: We could have smaller areas outside of the major areas.
For example, remember the trade scene with that Reno family and the Enclave? It took place outside of Reno.
We could have multiple of those kinds of one time thing areas that are around the size of the first outdoor part of the Satellite Array Station in Broken Steel.
Just a small area specifically for one quest. Can be returned to but it serves no purpose beyond that one quest.
This could help for certain character that are not meant to be able to be killed until a certain point to be able to just "pop up" in outside areas that can only be traveled to when you've gotten the required quest.
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koumba
 
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Post » Thu May 03, 2012 7:23 pm

OT: Personally, I think vehicles would be allowable in the Node system. They would let you cover more ground than otherwise. plus you'd get to show up in a tank, or riding a mutated kangeroo.
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quinnnn
 
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Post » Thu May 03, 2012 3:44 am

Tycho have you seen my version of the proposed system?

KDN

If vechiles are allowed to be owned I think they should be handled like they where in FO2. No Rage style.
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Soraya Davy
 
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Post » Thu May 03, 2012 4:27 am

I feel that a map node system will add to exploration, and Bethesda loves exploration.

Having "dungeon" like areas throughout the wasteland. Fallout Shelters, Caves, Subway tunnels, you name it. These locations would have all kinds of goodies and badies to fight. You can find these by exploring the wasteland. Avoiding the random spawns. Some of these locations are found based on your outdoors, some by your luck. Some through quests. You could go through the game a couple of times and never find some locations, until you make a character that can. Which adds to role playing and replayability.

Those locations that need outdoors and luck to be found will not be tied into quests so there won't be any "I can't find the damn place to finish this quest!"

Would make having a car worth having. So you can travel through the wasteland easily. If a hardcoe mode is made you would have to plan your path through the wasteland. Wouldn't want to run out of water while surrounded by sand dunes.
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flora
 
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Post » Thu May 03, 2012 7:05 pm

I've stated why I don't think they would, and it's because Bethesda has already been successful with previous Open World games, so that's what they will probably stick with.

The flaws are many, how many times would you be able to kill an enemy, would you be able to return to a previous location, how would we explore (there's a small set location, you wouldn't see any iconic things really, roads, billboards things that make up canon
) the list goes on.

The reason it worked before is because there was no other system back in the day, now we have better technology for open world sequences. And if I recall, Node Maps weren't all that successful before, they weren't unsuccessful, just not as successful as games nowadays.

Back in the late 1990's, Fallout was good (for a little bit). Then an epic little game called "Diablo 2" came along and blew people away. The node map system vanished after that, in all honesty.

when you are one the world map you chose a grid you want move there and depending in what grid you are the games loads the right height map textures and populates the map with rnd stuff.
So if you hold an a street the game lets you spawn on the street and get your billboards and gas station maybe some house or police station with diner whats common. The map could be the size of new Vegas. you go and look up whats in the police station read from the computer get some trash maybe find some geckos or other animals. if you saw all you want you go back to the world map go somewhere else like some huge city grid you spawn there and you get something similar to DC in F3 you can enter some building or go to the sewers and back to world map. the hub nodes are persistent no rnd stuff spawning just that what the Dev′s think its right for the place.
In this state like tes games are after you saw every thing and have all locations. The world is Dead! With the world map you have always something to do to RP, scavenger or play a gecko Hunter somewhere in the hills looking for theme. What you are thinking is moving on rails. But this not the case. You know why F3 and NV end after the last quest? right the game is dead nothing to do. You sad you like D2 so its not so different with the nodes. You have in D2 in Act1 the hunter camp and if you leave it the game is generating a rnd map when you reach akt2 you have the desert city that’s always the same. So the City’s stay and the only difference is a loading screen when exiting the world map.


The benefit is that consoles can have much more objects and your memory don’t gets flush t with millions of objects + AI and and and. The rnd wasteland areas matter only for the time you are in them when you leave theme they get delete and if you enter a new rnd location there will be a new generated area.
For mod makers its even bather to add new locations like City’s, quest areas, that fit in the existing world now its like two city’s each 200 meters away from each other and if moder wants to add a new one its getting even more cramp t.
For me is the node system a huge replay value, loot surse, unending combat and RP possibility.
Its like wandering the wasteland and not beaming thru areas.
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quinnnn
 
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Post » Thu May 03, 2012 7:03 pm

I'm supporting Andaius' idea (which seems to be quite popular amongst the originals' fans as it appears also to be a preference for Gizmo, me and General Masters too).

My interpretation in a nutshell:

Procedurally generated "huge" wasteland (no need to handplace sand and rubble) with sparse random highlights and encounters here and there, and more densely populated and overall handcrafted "hotspots" (overall offering about 2 times FO3 or NV areas) working out as "questhubs" and offering settlements and more incentivized exploration. Traveling like in Arcanum, either walk or travel on the map with waypoints and random encounters.

Hell, if people want teleport fasttravel, I wouldn't mind if it could be opted in the options menu or somewhere.
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Skivs
 
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Post » Thu May 03, 2012 5:51 am

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.
Last I checked, Arena was a map node system with endless generated land around the nodes that went nowhere. Daggerfall was pretty much like what Arcanum used with large expanses of generic landscape between its nodes.
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Madison Poo
 
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Post » Thu May 03, 2012 4:56 pm

Tycho have you seen my version of the proposed system?

KDN

If vechiles are allowed to be owned I think they should be handled like they where in FO2. No Rage style.

I just read your idea, and yeah that's almost exactly what I was suggesting :tongue: (I didn't read through the thread before I posted) I agree with you completely though, that would be an ideal system for me. I wouldn't mind if it took weeks in-game to walk between locations, and anyone who really likes exploration would say the same. It's the people who say, "but I want dungeonz every three feet that's what explorin is" that are the problem. That's why your map idea probably won't find it's way into a future Fallout game unfortunately. :sadvaultboy:

I agree about the vehicles as well. Too much vehicular combat would turn Fallout into Rage or any combat racing game. If there were to be vehicles in future games I would prefer them to be restricted to the rare motorcycle, and it would have to take damage quickly so that you can't just ram it into a wall and have it bounce off unharmed.
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Ross Zombie
 
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Post » Thu May 03, 2012 4:16 pm

For vehicular transportation, I'd go for what Van Buren was going to do with the railwaysystem. IIRC, there was going to be a questline to establish a trainroute between at least some of the locations. Obviously, traveling that way would be safer than walking, and since you helped to build it, it could even be used gratis.
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Amanda Leis
 
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Post » Thu May 03, 2012 5:45 pm

Last I checked, Arena was a map node system with endless generated land around the nodes that went nowhere. Daggerfall was pretty much like what Arcanum used with large expanses of generic landscape between its nodes.
Irrelevant bad games are irrelevant. Back to topic I now hope they do make a node map system just to show you that it wont sell as well as Open World.
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Zach Hunter
 
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Post » Thu May 03, 2012 10:18 am

Irrelevant bad games are irrelevant. Back to topic I now hope they do make a node map system just to show you that it wont sell as well as Open World.

He's talking about The Elder Scrolls: Arena, as in the first Elder Scrolls game?

It would be great as an optional setting, that will not affect sells at all.
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Quick Draw
 
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Post » Thu May 03, 2012 6:59 pm

Whether or not it sells as well as a regular "small" sandbox is irrelevant. What's relevant is whether or not it sells well enough to be worth it. But glad we have similiar hopes now.
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Scott Clemmons
 
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Post » Thu May 03, 2012 5:08 am

Those games are fantastic, what are you talking about?

Well except Arena.
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Eoh
 
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Post » Thu May 03, 2012 6:10 am

Irrelevant bad games are irrelevant. Back to topic I now hope they do make a node map system just to show you that it wont sell as well as Open World.

You need to stop trying to derail this thread. We've already discussed your complaints with the node system. "It won't sell" is not what the thread is about. Please stay on topic and either contribute to the conversation or stay out of it.
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Chris Johnston
 
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Post » Thu May 03, 2012 2:51 pm

Bad...game...Daggerfall? Buggy, sure. Old, sure. But bad? It may not be Planescape: Torment, but it's FAR from bad.
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REVLUTIN
 
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Post » Thu May 03, 2012 1:45 pm

For vehicular transportation, I'd go for what Van Buren was going to do with the railwaysystem. IIRC, there was going to be a questline to establish a trainroute between at least some of the locations. Obviously, traveling that way would be safer than walking, and since you helped to build it, it could even be used gratis.

That's not a bad idea, like when a game takes place in Chicago you need to use the is the L or the elevated train tacks to get to certain places you have to replace/fix the tracks and different train stops can acts as map nodes. And have some of the nodes avalable if you do you certain quests or are in good standings with certain factions.
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jesse villaneda
 
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Post » Thu May 03, 2012 1:02 pm

I feel that a map node system will add to exploration, and Bethesda loves exploration.

Having "dungeon" like areas throughout the wasteland. Fallout Shelters, Caves, Subway tunnels, you name it. These locations would have all kinds of goodies and badies to fight. You can find these by exploring the wasteland. Avoiding the random spawns. Some of these locations are found based on your outdoors, some by your luck. Some through quests. You could go through the game a couple of times and never find some locations, until you make a character that can. Which adds to role playing and replayability.

Those locations that need outdoors and luck to be found will not be tied into quests so there won't be any "I can't find the damn place to finish this quest!"

Would make having a car worth having. So you can travel through the wasteland easily. If a hardcoe mode is made you would have to plan your path through the wasteland. Wouldn't want to run out of water while surrounded by sand dunes.

This alone is why I would prefer a map node system over the current exploration thing in FO3 (as much as I love it).
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Eric Hayes
 
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Post » Thu May 03, 2012 8:37 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.

yes the node mack the world map alot bigger and in fack as a waistland in the waistland, some space betwen the stuffs
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Julia Schwalbe
 
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Post » Thu May 03, 2012 3:32 pm

yes the node mack the world map alot bigger and in fack as a waistland in the waistland, some space betwen the stuffs
Googles: 'Waistland'
Finds:
http://archives.focus.hms.harvard.edu/2007/092807/images/waistland.jpg
http://images.mocpages.com/user_images/34901/1324915168m_SPLASH.jpg
http://farm3.static.flickr.com/2292/2938166240_6ff974a7d7.jpg
http://designholeonline.com/wp-content/uploads/2009/02/ll-bean-pillows.png
http://www.handbag.com/cm/handbaguk/images/Cj/or_54103b7b122096752027162.jpg

...
I'd buy that game.

I mean, it has tribals with giant hamgurgers as mounts, it has a seafood pillow collection quest, it has beauty contests and girls with fruits where their faces should be, and it's all in Lego!
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Eddie Howe
 
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Post » Thu May 03, 2012 11:59 am

I personally wouldn't like it at all, unless they were to find a way of implementing it alongside the FO3/NV system. I like the freedom and open world feel it gives you, I don't want to have nodes. I've never played the originals save for 20 minutes of the first one, so my only experience of node travel in a modern game was Dragonage(and I hated that style of travel, took me out of the game so much).

I mean, I'd much rather spend 20 mins walking to a location, having encounters along the way, seeing the scenery, than going to some sort of node system which will only stop me if I'm attacked. I'd rather experience it.

I'm sure I'd think differently had I played the originals at the time, but as FO3 was my first, it's inevitable that I prefer that type of travel.
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Steph
 
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Post » Thu May 03, 2012 9:33 am

Fallout 3 was my first Fallout. Then I played New Vegas and after that I played Fallout 1 and 2. What I think would be ideal is if they combined the 3D open world with the node system from the originals. I really enjoyed having a whole stat to travel in, it adds a lot of variety. Plus the distances between areas would then make sense.
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Sylvia Luciani
 
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Post » Thu May 03, 2012 6:52 am

I personally wouldn't like it at all, unless they were to find a way of implementing it alongside the FO3/NV system. I like the freedom and open world feel it gives you, I don't want to have nodes. I've never played the originals save for 20 minutes of the first one, so my only experience of node travel in a modern game was Dragonage(and I hated that style of travel, took me out of the game so much).

I mean, I'd much rather spend 20 mins walking to a location, having encounters along the way, seeing the scenery, than going to some sort of node system which will only stop me if I'm attacked. I'd rather experience it.

I'm sure I'd think differently had I played the originals at the time, but as FO3 was my first, it's inevitable that I prefer that type of travel.


the problem whit the fa3 map is the same as tes and WoW maps, everything is to close to each other. wen you can see the next town just by clime the city-wall and the enemy tribe patrolling 2 m from the city gate.


And whit the node system you got all those random locations that made the game fun whit side locations....
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RaeAnne
 
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Post » Thu May 03, 2012 3:57 pm

I'm supporting Andaius' idea (which seems to be quite popular amongst the originals' fans as it appears also to be a preference for Gizmo, me and General Masters too).

My interpretation in a nutshell:

Procedurally generated "huge" wasteland (no need to handplace sand and rubble) with sparse random highlights and encounters here and there, and more densely populated and overall handcrafted "hotspots" (overall offering about 2 times FO3 or NV areas) working out as "questhubs" and offering settlements and more incentivized exploration. Traveling like in Arcanum, either walk or travel on the map with waypoints and random encounters.

That pretty much sums up my feelings on how it should be done. The whole concept of an 'open world' in games like Fallout 3/NV is a myth anyway, its not truely open; everything is static. This however, offers something far more interesting and exciting. Actual, genuine exploration. Arcanum, as youve said, is a good example of this. Ive always thought that game had an almost perfect travelling/map system; Theres map travel, theres randomly/aimlessly wandering about and there is fast travel by train to a series of set destinations.

'waistland'

I would most definitely buy it too.
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Arrogant SId
 
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Post » Thu May 03, 2012 5:43 pm

You like me you guys really really like me! :tongue:

Good to see my Idea on the "Ideal" system for a Fallout game is pretty well recieved. :smile:
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Klaire
 
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