The top things the game has to have to not disappoint, you?

Post » Thu Nov 26, 2015 4:03 pm

A huuuuge wolrd where I will atleast have to put in 300+ hours to have seen and discovered every place on the map

More quests, like WAY more. And better quest design --> more interesting quests that will stay in your mind for long.

Don't make the map to cramped. This is what I didn't like the most about Skyrim. Everything felt so close, there was no real feel of distance in it. I like it when you have to actually have to travel a little in barren wasteland between two marked locations. i think Oblibion did it best.

Have more voice-actors.

Don't make any drastic changes to the UI or overall gameplay. I don't want a Skyrim 2.0 in terms of casualization. I want my weapons to degrade over time because that makes me wanna collect them instead of keeping them on the ground. In Skyrim I never had more than 1 sword of the same type in my weapons chest because they all had same stats anyways...scrap that please....it svcked. Removing the ability to repair your gear straight out svcked imo.

Give me a big crowded city and don't make it feel unrealistic. I'm talking to you again Skyrim. I didn't like the "everything is 1/10th of the real-world size" concept. I wanna have a scale of 1:1 or at least something that is more plausible.

For the love of god, please don't make this stupid rumour true that you can only play as a male character. I highly doubt it but it still gave me some shivers that there might not be any character customization in a BETHESDA GAME.

I like the idea with giving the protagonist a voice, but please offer me a choice. I want to decide if I want it like that or how it was before. If you can't do that at launch then please add it with a patch asap.

Please don't make the game too easy. Don't give me like hundreds of hints and pop-ups about where I have to go. I don't wanna follow a damn marker all the time, I mean it's ok for the most part but I sometimes also wanna be challenged. Example: You find an audio-log which plays a tune that will tell you about a location for a quest item which you have to find, but there won't be a particular quest marker which is pointing directly at that damn thing. I wanna go and explore that area to find it myself and listen to the hints that were dropped.

All these points are not game-breaking for me but I do would be a little upset if some of them don't make it in the game.

User avatar
Christine
 
Posts: 3442
Joined: Thu Dec 14, 2006 12:52 am

Post » Thu Nov 26, 2015 10:50 am

In every Fallout game the main character's past is somewhat set in stone. What is not set in stone is the character's personality. In all probability Fallout 4 will change this with the voiced protagonist. This wouldn't be that bad, if the forced personality wasn't the most boring one possible.

User avatar
Josh Dagreat
 
Posts: 3438
Joined: Fri Oct 19, 2007 3:07 am

Post » Thu Nov 26, 2015 6:58 pm

Fallout series gameplay, humor, depth of conversation, and multiple solutions.

*Fallout series gameplay means Fallout 1 & 2 gameplay.

User avatar
Curveballs On Phoenix
 
Posts: 3365
Joined: Sun Jul 01, 2007 4:43 am

Post » Thu Nov 26, 2015 4:08 pm

Lots of placed to discover, not just a barren wasteland for miles upon miles (like the northern capital wasteland...)

I want my decisions to matter - i.e. a good Karma system

Lots of Factions

Different ways to complete quests

Good Story

Fast Travel options

User avatar
Raymond J. Ramirez
 
Posts: 3390
Joined: Sun Oct 14, 2007 8:28 am

Post » Thu Nov 26, 2015 3:28 pm

I have a small list:

Karma - Normally I dislike this kind of things in video games, it always feels fake or tacked on, but its worked for the Fallout universe this far and has shown itself to be more than simply a means to show how many old ladies you helped cross the street, or how many puppies you've kicked. Keep it!

SPECIAL - As much as I like Skyrim, the removal of the Attribute system was boring. I adapted well enough, but I like being able to fine tune or tweak my characters. Skills alone isn't enough for me, but removing SPECIAL would feel like one step closer to Mass Effect.

More Enemy Variants - Please. Creating a small list of enemies isn't enough. I want to see at least two or three different versions of basic ghouls and mutants before you move up to Glowing Ones or Brutes and such (and they too should have variants!).

Richer Dialogue - Obsidian did it with Fallout New Vegas, a deeper, more varied dialogue system. The standard Good/Neutral/Evil choices are so incredibly boring it makes me feel like I'm playing a game from the 90's. Please, just give us some choices here. Sarcastic. Tough. Scary. Jesus. Devil. Anything!

I'm sure there are a few more, but I'm pretty tired at the moment. If I think of more I'll post 'em!

User avatar
sally R
 
Posts: 3503
Joined: Mon Sep 25, 2006 10:34 pm

Post » Thu Nov 26, 2015 4:20 pm

As long as it has the "Bloody Mess" Perk i'm fine :chaos:

User avatar
Karen anwyn Green
 
Posts: 3448
Joined: Thu Jun 15, 2006 4:26 pm

Post » Thu Nov 26, 2015 9:03 am

wasn't new vegas like that, too?

User avatar
Alexandra walker
 
Posts: 3441
Joined: Wed Sep 13, 2006 2:50 am

Post » Thu Nov 26, 2015 7:47 am

Nah, New Vegas only said that you were a courier... your past was your own. How you became a courier, where you came from, who your parents were etc., all that was left to your imagination.

FO 3 pretty much told you all about your past... you grew up in a vault, your daddy left you, you search for dear old dad...

User avatar
Alyna
 
Posts: 3412
Joined: Wed Aug 30, 2006 4:54 am

Post » Thu Nov 26, 2015 8:43 pm

You say these like they're a bad thing.
User avatar
Siobhan Wallis-McRobert
 
Posts: 3449
Joined: Fri Dec 08, 2006 4:09 pm

Post » Thu Nov 26, 2015 11:47 am

A good stat system that might tie in with perks that actually impact game play in a meaningful way.

More polish as in less bugs but for me that goes without saying.
User avatar
mollypop
 
Posts: 3420
Joined: Fri Jan 05, 2007 1:47 am

Post » Thu Nov 26, 2015 6:24 pm

Yes, but it wasn't to the extent as other Fallout games. In the first Fallout you were a Vault Dweller and in Fallout 2 you were a descendent of the Vault Dweller from the tribe of Arroyo. Fallout 3 was probably the one that set most of the backstory in stone as you were a forced 19 year old from a vault (with even more backstory that you were born in the wasteland) who had a set father named James.

In New Vegas you're a courier because that's your job and nothing more. Although Lonesome Road certainly added a bit more to it, it only detailed that you've been to the Divide to deliver a package, if my memory is correct. Everything else was up to you. Even the game gave you some optional dialogue choices to give your character some backstory if you wanted to, like a dialogue option that you've been to New Reno once. That I actually liked, because I had given my character a backstory that they were from New Reno. :disguise:

User avatar
Sunnii Bebiieh
 
Posts: 3454
Joined: Wed Apr 11, 2007 7:57 pm

Post » Thu Nov 26, 2015 4:23 pm

Personally I hope they allow consequences for your actions to affect the end of the main storyline (which is a fallout staple, which was sadly missing in Fallout 3), with the "ending" (read end of main storyline (not game)) vignettes showing how your actions affect how things turn out afterwards.

User avatar
Sharra Llenos
 
Posts: 3399
Joined: Wed Jan 17, 2007 1:09 pm

Post » Thu Nov 26, 2015 11:40 am

Fallout 4 needs to retain/reintroduce the Fallout ethos.Such tenets as:

Good writing

S.p.e.c.i.a.l and skills

Proper choices and consequences

Moral ambiguity

Good mainstory

I'll be extremely surprised if Fallout 4 will succeed Fallout: New Vegas in any of these tenets and to be honest I can't envision Fallout 4 being better than Fallout: New Vegas overall.

User avatar
Lilit Ager
 
Posts: 3444
Joined: Thu Nov 23, 2006 9:06 pm

Post » Thu Nov 26, 2015 9:34 am

I wouldn't be surprised at all. It could lose every core aspect of Fallout, and [sadly] still be a massive success, due to consumers that aren't interested, don't care; and just want the sandbox sim to run around in. :sadvaultboy:

*Hasn't it already come so close to that?

User avatar
Alyce Argabright
 
Posts: 3403
Joined: Mon Aug 20, 2007 8:11 pm

Post » Thu Nov 26, 2015 1:59 pm

A very flexible creation kit, so the modders can work their magic with minimal restrictions. As well as them fixing and undoing the crap, filling in the blanks by adding or replacing cut content and generally completing gamesas's game for them and us.

User avatar
*Chloe*
 
Posts: 3538
Joined: Fri Jul 07, 2006 4:34 am

Post » Thu Nov 26, 2015 2:17 pm

Up-gradable robot companions which i described here, so i could finish the game as a non combat / non sneaking char :

http://www.gamesas.com/topic/1519606-combat-and-utility-robot-companions/

User avatar
kirsty williams
 
Posts: 3509
Joined: Sun Oct 08, 2006 5:56 am

Post » Thu Nov 26, 2015 6:22 pm

1. Some sort of mission similar to "The American Dream" from Fallout 3.

2. Ability to build campfires. Maybe cooking could decrease food's radiation.

3. Ability to customize fireguns as in Army of Two (being able to change their textures too).

4. OP Deathclaws! :devil:

5. hardcoe mode that would unable Fast Travel. It would only be possible by getting paid transportations (like in RDR).

User avatar
Andy durkan
 
Posts: 3459
Joined: Fri Aug 03, 2007 3:05 pm

Post » Thu Nov 26, 2015 5:27 am

Pretty much this, with the majority of the quests being more like expeditions as opposed to 3 act -go fetch scenarios. If BGS can at least return to the exploratory depth and time duration of "Dawnguard" and "Dragonborn" I'd be far happier. I'd also like to see other aspects of an irradiated world, such as mutant plant forests with creatures more exotic than spore carriers. Also some underwater exploration, populated by who knows what ????

User avatar
latrina
 
Posts: 3440
Joined: Mon Aug 20, 2007 4:31 pm

Post » Thu Nov 26, 2015 11:55 am

A proper ending.

User avatar
Emma Pennington
 
Posts: 3346
Joined: Tue Oct 17, 2006 8:41 am

Post » Thu Nov 26, 2015 7:06 pm

A world that actually makes sense.

User avatar
Danny Blight
 
Posts: 3400
Joined: Wed Jun 27, 2007 11:30 am

Post » Thu Nov 26, 2015 12:14 pm

One potentially with twists, that were not forcibly telegraphed first.

User avatar
bimsy
 
Posts: 3541
Joined: Wed Oct 11, 2006 3:04 pm

Post » Thu Nov 26, 2015 7:41 pm

Precisely. :thumbsup:

User avatar
kiss my weasel
 
Posts: 3221
Joined: Tue Feb 20, 2007 9:08 am

Post » Thu Nov 26, 2015 9:05 am

  • Good story.
  • Depth.
  • Improved/new gameplay features. Examples; Limb dismemberment, crafting, Karma system, survival, perks, NPC interaction, world interaction.
  • More dynamic quests and quest endings along with effects that play into the game; Karma, NPCs, reputation. I want it to make sense.
User avatar
[ becca ]
 
Posts: 3514
Joined: Wed Jun 21, 2006 12:59 pm

Post » Thu Nov 26, 2015 8:46 am

A good story with many choices, some fun side missions, good weapons, interesting characters, a fun world to explore, and crafting. So pretty much just depth I guess.

User avatar
evelina c
 
Posts: 3377
Joined: Tue Dec 19, 2006 4:28 pm

Post » Thu Nov 26, 2015 10:31 am

Non-standard NPC companion quests, and by that I mean something NOT like those in Mass Effect, or NV.

And by THAT I mean I don't want my NPC companions to be people who supposedly have these terrible life problems, but do ABSOLUTELY nothing at all to resolve them on their own, and instead just stand around, waiting for the mystical PC to come around and force them to live their lives. What's more, is that they shouldn't be constantly asking the PC what they should do, think, or feel. I don't want to see things like in NV where Boone basically asked me if he should become a vindictive past obsessed psycho, or learn how to take his past traumas and use them to focus on making thing better. Boone should be his own individual person, not a robot who just does whatever I tell him too.

It's hard to describe what I really mean, since I don't feel like any game has ever done it, but something that comes close, but is still rather ass, is like Serana from Skyrim's Dawnguard DLC.

She has life problems, but she and her mother actually did stuff about them, you just come into the picture mid-plan, and help her finish it. It wasn't YOU you set into action the chain of events or anything. Whats more is that Serana has problems with her family, and what vamprisim did to them, but she never asks you really what she should feel about it, she just states her opinion. Over the course of the DLC you talk to her, and can become good friends, but there's never a point where she goes "SHOULD I STOP BEIN LE VAMPIRE! TELL ME WHUT TO DO AND THINK!" like most RPG companion quests do. At the end of it all, you can suggest that she give up her vamprisim, and point out how much she has problems with it, and she might do it depending on what you have said to her in the past.

But even then, its just the natural end result of doing all this somewhat related stuff. Its not some large specifically focused quests where Serana JUST NOW begins to question her vamprisim, and needs you to tell her what to think about it. Its just a thing that happens.

I hate the traditional Bioware/NV method of companion quests. It just feels so unnatural, like the NPCs aren't real, and didn't actually have lives, but are rather robots with "backstories", who exist to do nothing more then whatever you tell them to, so the player's ego can be stroked, and made to feel like they have such great influence in the world. Its so artificial and fake feeling it does nothing but remove any believability I have in the narratives.

Though Serana's plot still felt like ass, it was significantly less so then most other cases.

User avatar
NIloufar Emporio
 
Posts: 3366
Joined: Tue Dec 19, 2006 6:18 pm

PreviousNext

Return to Fallout 4