The smallest things. Do not let happen again F4.

Post » Thu Nov 26, 2015 5:28 pm

Because that's part of taking that one of the four paths?

Do not repeat FO3's practice of labeling empty containers "Empty", before the player even gets a chance to look inside. Labeling empties ~after they've been examined is fine.

Do not assign animation without context, where the PC might be drinking... In FO3, the Player would naturally use the sink ~and then drink from it; and the same is true of the toilets ~absurd. The Vault had a functional dining room; no one would be drinking from the sinks ~and from the toilets was just sick on Bethesda's part.
In the very least, assign an area default for certain actions; such that the local default is used... Better, would be a cascading choice... No well fed PC would drink from an old toilet out in the ruins, yet a PC on the verge of death from dehydration might.
User avatar
Tracey Duncan
 
Posts: 3299
Joined: Wed Apr 18, 2007 9:32 am

Post » Thu Nov 26, 2015 4:51 pm

Nice points op, but you brought up the topic with a year of delay. I doubt they can implement new [censored] now.

User avatar
Karl harris
 
Posts: 3423
Joined: Thu May 17, 2007 3:17 pm

Post » Thu Nov 26, 2015 5:18 pm

This, but I'd say the characters journal should log who they sold it to so they can get it back later (steal kill buy whatever).

Edit: Or where they dropped it (i.e journal says the character dropped it in skulldeath cave or near fort elephant).

User avatar
Gisela Amaya
 
Posts: 3424
Joined: Tue Oct 23, 2007 4:29 pm

Post » Thu Nov 26, 2015 10:06 pm

How 'bout no?

User avatar
Iain Lamb
 
Posts: 3453
Joined: Sat May 19, 2007 4:47 am

Post » Thu Nov 26, 2015 4:37 pm

I'm guessing you're not a fan of New Vegas, then :P

User avatar
Devin Sluis
 
Posts: 3389
Joined: Wed Oct 24, 2007 4:22 am

Post » Thu Nov 26, 2015 8:15 pm

That would be an improvement.

User avatar
Leanne Molloy
 
Posts: 3342
Joined: Sat Sep 02, 2006 1:09 am

Post » Thu Nov 26, 2015 6:27 pm

Why is it so bad to have a perk every level? Just balance the game around that, instead of every two levels. I don't see how "too many perks too fast" would even be a problem if the game's difficulty and character progression was tailored around having that many perks. Perk every other level just makes leveling less exciting for me.

User avatar
Makenna Nomad
 
Posts: 3391
Joined: Tue Aug 29, 2006 10:05 pm

Post » Thu Nov 26, 2015 2:09 pm

Perks are supposed to be every three levels, and with the right trait ~every four levels.

User avatar
Melanie
 
Posts: 3448
Joined: Tue Dec 26, 2006 4:54 pm

Post » Thu Nov 26, 2015 11:19 pm

Why are they supposed to be? Because Fallout 1 and 2 said so? How is it better?

User avatar
Elizabeth Davis
 
Posts: 3406
Joined: Sat Aug 18, 2007 10:30 am

Post » Thu Nov 26, 2015 11:52 pm

Of course.

It's better because they actually mean something when you get them; and they actually have a significant effect on the PC, and the way the game works for them.

Also... Then they actually are a perk; rather than an expected [demanded] award.

User avatar
Beast Attire
 
Posts: 3456
Joined: Tue Oct 09, 2007 5:33 am

Post » Thu Nov 26, 2015 5:09 pm

balance.

no.

User avatar
Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Fri Nov 27, 2015 3:45 am

no.

Yes... In fact the majority of the Fallout series does just that, as intended. FO3 is the deviant title.

Perks came as a bonus once every three levels. Brian Fargo had taken the game home over the week end; loved it, but said that there wasn't enough for him to do when he leveled up, so they added perks. There was a trait that added significantly to the PC's skills, and so for those with that trait, the perks came once every four levels, instead of every three.

User avatar
Da Missz
 
Posts: 3438
Joined: Fri Mar 30, 2007 4:42 pm

Post » Fri Nov 27, 2015 3:01 am

>Implying intent for past game's design matter when making future games.

It doesn't.

User avatar
James Baldwin
 
Posts: 3366
Joined: Tue Jun 05, 2007 11:11 am

Post » Thu Nov 26, 2015 9:02 pm

New Vegas with the original 30 level was good with perk every second level. With level cap 50 however i reduce it to every third level.
User avatar
Mr. Allen
 
Posts: 3327
Joined: Fri Oct 05, 2007 8:36 am

Post » Thu Nov 26, 2015 7:06 pm

Of course it does. That's how it's supposed to be. [Bethesda messed it up; as they did with every single solitary aspect of the game... When they converted it to TES, for the TES audience.]

User avatar
Prue
 
Posts: 3425
Joined: Sun Feb 11, 2007 4:27 am

Post » Thu Nov 26, 2015 10:58 pm

Appeals to traditionalism are fundamentally flawed because they ignore that today is not yesterday, nor is it the day before. What happened then means nothing now.

Even within the context of the original game, what they intended to do has no bearing on any possible hypothetical changes made to the game, before or after release. Even if it goes against the original intent, it doesn't matter, as intent changes from conception to final product in every game, and even more so when taking in fan feedback on how to change things in patches for that game, and how to change things for future games as well. Even after all those changes, every game in the series remains equally as valid and true as it was before those changes were made, despite original intent for the first game, or even original intent for the sequels. By all accounts, even Fallout 1 isn't a true Fallout game, as it differs from the original intent of what the devs wanted to do when they first envisioned the game.

This is true of every long running series, be it Megaman, Metal Gear, Final Fantasy, TES, Fallout, you name it. Intent changes every sequel, and every sequel remains just as valid of a game in the series as the original game and previous sequels wer despite said change.

You will win no one's mind with the "intent" argument, because it hold no basis in reality, and has been fundamentally broken, and cast out, in every media series ever created, even long before the digital age of video games.

The ONLY thing that matters when desinging game systems is

A. Does it work

B. Do people enjoy it

OFC, I fully expect a responce of "but that's not what I REALLY meant" or "so?", or something similar, as that is what you always respond with whenever someone says anything similar in responce to this argument you have tired, very unsucessfuly, to use countless times before.

User avatar
remi lasisi
 
Posts: 3307
Joined: Sun Jul 02, 2006 2:26 pm

Post » Fri Nov 27, 2015 2:41 am

I don′t care if 20 years ago was that way. I want to build various types of characters and I need perks for it. I don′t want to be stuck in a PA as it was in the old games.

The IP belongs to them, then they have every right to change how they think best. If you dont liked, ok. I myself do not like MANY of their ideas. But I do not suppose what should be a Fallout. It's not my job.

Desagree. Sure, 15 perks its all you need, but to be able to get some more perks you can vary your character.

I can for example make a tribal which is friendly to the land. He had 2 levels in animals friend. And home on the range. That sort of perk.

Or I can make a tribal raider, like the white legs. They are known for not knowing live for own account, then these two perks above no longer apply.

I just don′t want aberrations such as F3 characters with their over 30 perks.

User avatar
Krista Belle Davis
 
Posts: 3405
Joined: Tue Aug 22, 2006 3:00 am

Post » Thu Nov 26, 2015 4:59 pm

It's not traditionalism, it is that you either make something or you make something else. You don't mix orange juice and vodka and call it mead; it's not mead. [or mead 2.0]


Do you know what that was eh.. per chance?


I'm not trying to win anyone's mind over. :shrug:


Irrelevant, in every sense. Give you an example... If a game company were to make another "Monopoly", it would not matter how fun the game is, people who buy it on the name and reputation buy it to play Monopoly... A Monopoly game that was actually Mouse Trap ~is not an appropriate Monopoly game.

No no.. that is what I meant.
User avatar
leni
 
Posts: 3461
Joined: Tue Jul 17, 2007 3:58 pm

Post » Thu Nov 26, 2015 4:37 pm

-it is. It's doing something because "that's the way we did it in the past, and thus, that's the right way to do it now!" Also, your anology is flawed, as both systems are designed to achieve the same result, just in different ways. Its more like making a new item that is deigned to hammer in nails, but it does so differently then a normal hammer does, and calling it "the new hammer."

-No, but I wasn't there when they designed it. However, we do know it was originally intended to use GURPS, and then they had to change that. Just one of many changes in intent during Fallout 1's production.

-Then why post it if you don't think it will change people's minds, and thus be some sort of satisfying answer to their question/argument?

-By what logic? If the original creator of Monopoly came out and said this "Mouse Trap" clone was his authorized sequel to Monopoly, and exactly what he wanted to make Monopoly 2 like, what sort of argument can be made that he/she is wrong? The only person(s) who can define how appropriate a sequel is, is the person(s) who made the product in the first place. You may not like the changes to it, but that doesn't make it any less valid of a sequel. Even Megaman Legends and Battle Network, which had open worlds, and the latter had a trading card-like system for its power list, are still Megaman games, despite taking place elsewhere then the other games, and not featuring the same Megaman from the originals, becuase the guy who made the series says so. In Fallout's case, Tim Cain, Chris Avellone, and J. Sawyer have all said they liked Fallout 3, and while they may not agree with all of the changes, they haven't said its any less of a Fallout game for it.

User avatar
remi lasisi
 
Posts: 3307
Joined: Sun Jul 02, 2006 2:26 pm

Post » Thu Nov 26, 2015 2:24 pm


Sure, but with 25 i've found that i need to start taking perks that don't really fit the character. With perk every third level it's 16, which means i have to consider each perk, and due to getting them at higher levels i don't need to take filler perks while waiting the ones i do want.
User avatar
Andrea P
 
Posts: 3400
Joined: Mon Feb 12, 2007 7:45 am

Post » Thu Nov 26, 2015 4:18 pm

I think this happens in 3. I got tired of taking perk without seeing what was in third because not needed one more.

User avatar
Christie Mitchell
 
Posts: 3389
Joined: Mon Nov 27, 2006 10:44 pm

Post » Fri Nov 27, 2015 1:45 am

Running out of perks you WANT to take was a problem in Fo3 and NV, because they forced you to take perks before you could exit the level up screen...... for lord knows what reason.

I really hope they make the level up screen able to be exited without taking a perk if you don't want to.

User avatar
Fanny Rouyé
 
Posts: 3316
Joined: Sun Mar 25, 2007 9:47 am

Post » Thu Nov 26, 2015 8:15 pm

That would leave the game much more causal ...... but ok, I have no major problems with this idea. In Skyrim sometimes I have 4, 5 perks left to spend.
User avatar
Auguste Bartholdi
 
Posts: 3521
Joined: Tue Jun 13, 2006 11:20 am

Post » Thu Nov 26, 2015 5:56 pm

I don't particularly see how that makes the game "more casual". I honestly cant recall any other game that forces you to go through the ENTIRE level up process before exiting the level up screen. Even ones far more complex then Fo ever was.

Its also fairly dumb you are automatically forced into the level up screen right after gaining the needed amount of exp.

User avatar
Sudah mati ini Keparat
 
Posts: 3605
Joined: Mon Jul 23, 2007 6:14 pm

Post » Fri Nov 27, 2015 2:07 am

They should leave the perk selection open, but they should also make all of them, even the lower level ones something the player wants to pick.

Same goes for skills.

User avatar
helliehexx
 
Posts: 3477
Joined: Fri Jun 30, 2006 7:45 pm

PreviousNext

Return to Fallout 4