Things TES should retain from Fallout 3

Post » Fri Apr 08, 2011 9:21 am

One off the good things that oblivion needs from Fallout 3 is the attributes and skills to play a role in quest dialog.

Example: (for those who haven't played Fallout 3)

Quest: You need a key from a person who won't hand it to you.

You can eaither tell him:

[Strength] Give me the damn key or I'll ripp you head off!
[Intelligense] You can save us from death if you give me the key.
Will you give me that key?

This is another example of what Kovacius was describing.

You reach a "magic number" in your skill and a new, instantly-successful option appears.

It's an improvement over Oblivion, but Morrowind still did it best.

Your chance to successfully persuade is always there, but it becomes slightly bigger with each skill increase.
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Danny Blight
 
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Post » Thu Apr 07, 2011 7:07 pm

I think what the elder scrolls needs is FO3's perk system. Perks made it much more interesting to level and it was one of my favourite aspects of FO3. I like the experience system as well where i get XP for killing stuff and doing quests and then can choose what skills to raise.
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christelle047
 
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Post » Thu Apr 07, 2011 9:23 pm

This is another example of what Kovacius was describing.

You reach a "magic number" in your skill and a new, instantly-successful option appears.

It's an improvement over Oblivion, but Morrowind still did it best.

Your chance to successfully persuade is always there, but it becomes slightly bigger with each skill increase.

Its ok in Fallout 3 because your attributes rarely change, unlike in oblivion where they go up every level so it makes more since. Fallout 3 actually does do the what your saying should happen, i.e. when you level up your speech skill in Fallout 3 the percentage of a successful speech challenge goes up.
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Jay Baby
 
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Post » Fri Apr 08, 2011 5:13 am

Its ok in Fallout 3 because your attributes rarely change, unlike in oblivion where they go up every level so it makes more since. Fallout 3 actually does do the what your saying should happen, i.e. when you level up your speech skill in Fallout 3 the percentage of a successful speech challenge goes up.

I actually remembered the percents after hitting submit, but decided it wasn't worth the edit.

I can't vouch for sure that the strength and intelligence options are present for every character, always, because I only made one character. But then there are the lady-killer options and the like.

Enjoyed it in Fallout, but I'd rather not see it in Elderscrolls.

If they do perks in TESV, which I am hoping for, I'd like it to be done the way it is done in Daggerfall. A list of special advantages to choose at the chargen with another list of disadvantages to balance them out.

Or... the option to choose a perk every 5 levels (if you want), but you have to choose one disadvantage also. As opposed to perks that already have the disadvantage built in.
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Amy Melissa
 
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Post » Thu Apr 07, 2011 11:21 pm

I actually remembered the percents after hitting submit, but decided it wasn't worth the edit.

I can't vouch for sure that the strength and intelligence options are present for every character, always, because I only made one character. But then there are the lady-killer options and the like.

Enjoyed it in Fallout, but I'd rather not see it in Elderscrolls.

If they do perks in TESV, which I am hoping for, I'd like it to be done the way it is done in Daggerfall. A list of special advantages to choose at the chargen with another list of disadvantages to balance them out.

Or... the option to choose a perk every 5 levels (if you want), but you have to choose one disadvantage also. As opposed to perks that already have the disadvantage built in.


Id be more happy if we got skill trees like Diablo have.
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Lilit Ager
 
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Post » Fri Apr 08, 2011 2:10 am

ehhh... no, that's a diablo thing.

I like all spell effects being purchasable right away, then having their potency go up with level. The skill tree is good for action-rpgs, but it really restricts things, otherwise, imo.
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N Only WhiTe girl
 
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Post » Thu Apr 07, 2011 6:25 pm

I really like the power and flexibility of the Oblivion facegen and would like to see it retained. On the other hand, I think there's a need for a quick-start mode (or just a selection of attractive/interesting pre-made faces). The Oblivion system can be rewarding if you're willing to spend considerable time figuring out the impact of each slider, but it certainly isn't for everyone--or anyone who's anxious to start playing.
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April
 
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Post » Thu Apr 07, 2011 10:28 pm

Biggest take-away from Fallout 3: the overwhelming moral ambiguity. There were very few black and white choices in the game, just shades of grey and unexpectedly tragic consequences for actions.
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Horse gal smithe
 
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Post » Thu Apr 07, 2011 7:04 pm

I think what the elder scrolls needs is FO3's perk system. Perks made it much more interesting to level and it was one of my favourite aspects of FO3. I like the experience system as well where i get XP for killing stuff and doing quests and then can choose what skills to raise.


The perk system was only a "good" thing because the normal character advancement systems were almost totally ignored. I'd rather see a "working" levelling system, like in DF and MW, rather than having that fundamental aspect of the game made pointless, and then replacing it with perks, as they did in OB and FO3. Perks are an "arcade" game mechanism, unless they're either phased in gradually over several steps in order to become useful, or else used as unique quest rewards.

Somehow, I get the impression that it's like Spears and throwing weapons in Morrowind: they were given the "short end of the stick" in the game, so many players either didn't use them or criticized them. That was used as an excuse to remove them from Oblivion, because it was obvious that "nobody wanted them". In spite of that, a lot of people were upset at their removal. Now, character stats have been turned into something more of a joke than a working system in the last two Bethesda titles, and it wouldn't surprise me if Bethesda replaces the entire TES skill and attribute system with one based on "perks", with the excuse that people hated the older system. No, we just hated the poor implementation of that system in the last TES title.
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Nathan Hunter
 
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Post » Fri Apr 08, 2011 6:37 am

Biggest take-away from Fallout 3: the overwhelming moral ambiguity. There were very few black and white choices in the game, just shades of grey and unexpectedly tragic consequences for actions.


Which is really a throwback to Morrowind. I think Oblivion showed huge advances in mechanics, but Morrowind conflicts were much more multi-sided and the player was left to decide which conflicting "truth" to accept.
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Andrea Pratt
 
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Post » Thu Apr 07, 2011 9:10 pm

The perk system was only a "good" thing because the normal character advancement systems were almost totally ignored. I'd rather see a "working" levelling system, like in DF and MW, rather than having that fundamental aspect of the game made pointless, and then replacing it with perks, as they did in OB and FO3. Perks are an "arcade" game mechanism, unless they're either phased in gradually over several steps in order to become useful, or else used as unique quest rewards.

Somehow, I get the impression that it's like Spears and throwing weapons in Morrowind: they were given the "short end of the stick" in the game, so many players either didn't use them or criticized them. That was used as an excuse to remove them from Oblivion, because it was obvious that "nobody wanted them". In spite of that, a lot of people were upset at their removal. Now, character stats have been turned into something more of a joke than a working system in the last two Bethesda titles, and it wouldn't surprise me if Bethesda replaces the entire TES skill and attribute system with one based on "perks", with the excuse that people hated the older system. No, we just hated the poor implementation of that system in the last TES title.

i like perks because they make you think about what your going to do next. you could just randomly choose 1, but its effects would probably be useless if you didnt think about it. i honestly dont like morrowinds leveling system, its take way to long IMO. Maybe because im a lower level but still, i have 10 hours on my current character and he has only leveled once, which is a little distressing to me. sure it may be an arcade like system, but IMO i like it much better than morrowinds.
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Peter lopez
 
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Post » Fri Apr 08, 2011 5:47 am

Just installed FO3 on my computer and played a little bit. Huge improvement over Oblivion that I noticed right from the start:

The moment I exit the vault, I'm navigating around obstacles like cliffs and destroyed towns, running across friendly and hostile creatures, happening upon unique little landscape details. Something to do every few feet, even if it's something small, like just something to look at.

Not a big plain of trees and grass.

I knew they didn't forget how to make an interesting world to explore that actually has stuff in it. The maze of cliffs makes the world seem 10 times larger. Keep it up, design your landscapes with love.

But do away with the invisible walls, please, if you can. I'm ok with the risk of getting stuck forever in some rubble for the sake of 100% exploration freedom. You should be, too.
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R.I.p MOmmy
 
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Post » Thu Apr 07, 2011 8:32 pm

The biggest thing that FO3 did wrong, in my opinion, which it essentially carried forward from OB, was the lack of FAILURE at things which your character was unskilled at. That was TOTALLY contrary to both the spirit and the basic POINT to the original FO games.

In the original two Fallout games, you can accidentally get blown to pieces whilst setting plastic explosives and dynamite if your Traps skill is too low. Absolutely hilarious.
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Sasha Brown
 
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Post » Fri Apr 08, 2011 8:28 am

In the original two Fallout games, you can accidentally get blown to pieces whilst setting plastic explosives and dynamite if your Traps skill is too low. Absolutely hilarious.


I ended up blowing off some slaves' heads in F3 because I tried to help them and wasn't skilled enough - it really shocked me when it first happened!
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Rinceoir
 
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Post » Fri Apr 08, 2011 5:39 am

I think I'd prefer experience points and adding skill points at level up like in Fallout 3.
"Exercising" skills to raise them turned into a hassle in Oblivion. Sure using skills to raise them seems like a good idea, and it wasn't bad for armor or weapon skills. But when you have to run around the imperial city jumping like a bunny for an hour to raise acrobatics, or continuously casting a simple spell it gets lame.
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Lily
 
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Post » Thu Apr 07, 2011 5:50 pm

Perks, to encourage you to try new characters with different perks.
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DarkGypsy
 
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Post » Fri Apr 08, 2011 3:43 am

Tes V should have placed unique items ,not only random items like in oblivion.

I want that cave to always have the dagger of vjasia in it.
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Adrian Powers
 
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Post » Fri Apr 08, 2011 7:43 am

Slavery.
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*Chloe*
 
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Post » Fri Apr 08, 2011 3:12 am

I think I'd prefer experience points and adding skill points at level up like in Fallout 3.
"Exercising" skills to raise them turned into a hassle in Oblivion. Sure using skills to raise them seems like a good idea, and it wasn't bad for armor or weapon skills. But when you have to run around the imperial city jumping like a bunny for an hour to raise acrobatics, or continuously casting a simple spell it gets lame.

That's how Elderscrolls games have always been.

What's lame is that instead of actually facing the challenge of being a lower level in the game world, you sit for hours casting spells at nothing just to be powerful.

If you want to be powerful enough to "pwn" everything right away, play an FPS.
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chinadoll
 
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Post » Thu Apr 07, 2011 7:56 pm

Something that SHOULDN'T transfer from Fallout 3 to TES V. The freaken 3rd person view. It is so [censored] awkward when I try to look at my toon or view in different perspective.

As for Perk, I prefer the Daggerfall approach as advantage and disadvantage and More Attribute mean more power (Willpower's Magic Defense for example). All other perk should not exist (hell, they did too much perks, one each level, in Fallout 3 and are not that powerful or great compare to Fallout 1 and 2 perks.)
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Cesar Gomez
 
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Post » Thu Apr 07, 2011 11:58 pm

Something that SHOULDN'T transfer from Fallout 3 to TES V. The freaken 3rd person view. It is so [censored] awkward when I try to look at my toon or view in different perspective.

As for Perk, I prefer the Daggerfall approach as advantage and disadvantage and More Attribute mean more power (Willpower's Magic Defense for example). All other perk should not exist (hell, they did too much perks, one each level, in Fallout 3 and are not that powerful or great compare to Fallout 1 and 2 perks.)

Like :thumbsup:

I keep pushing this, too. I'd really like to see daggerfall's advantages/ disadvantages again. Phobias are fun.
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Franko AlVarado
 
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Post » Fri Apr 08, 2011 4:21 am

I'd like to see it keep the dialogue system from Fallout, but at the same time, improving it. ATM, several of the dialogue choices in Fallout 3 where it, might, for example say [intelligence], aren't actually intelligent statements. More obvious ones. I think it'd be far better to have loads upon loads of options in the response menu, and it would add new ones based on your intelligence without telling you. You'd have to pick whichever one 'seems' most smart to you, rather then being told which is smart.
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Laura Richards
 
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Post » Fri Apr 08, 2011 6:29 am

I'd like to see it keep the dialogue system from Fallout, but at the same time, improving it. ATM, several of the dialogue choices in Fallout 3 where it, might, for example say [intelligence], aren't actually intelligent statements. More obvious ones. I think it'd be far better to have loads upon loads of options in the response menu, and it would add new ones based on your intelligence without telling you. You'd have to pick whichever one 'seems' most smart to you, rather then being told which is smart.

Ya mean instead of:
*Let hit it with a hammer and see what happens.
*[intelligence] Let centralize the battery connect to Slot A just so we can give the automatic transport in a correct and mannerly form with minimum wastage.

Its something like:
*Let hit it with a hammer and see what happens.
*Let centralize the battery connect to Slot A just so we can give the automatic transport in a correct and mannerly form with minimum wastage.

I wasn't too please when they add in something like [intelligence] into Fallout 3.
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Ronald
 
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Post » Thu Apr 07, 2011 7:27 pm

Ya mean instead of:
*Let hit it with a hammer and see what happens.
*[intelligence] Let centralize the battery connect to Slot A just so we can give the automatic transport in a correct and mannerly form with minimum wastage.

Its something like:
*Let hit it with a hammer and see what happens.
*Let centralize the battery connect to Slot A just so we can give the automatic transport in a correct and mannerly form with minimum wastage.

I wasn't too please when they add in something like [intelligence] into Fallout 3.

Yeah I kinda think it was quite pointless for Fallout to have the extra options when there was no change. I mean, sure, it's a nice feature, but I'd rather they spent the space on extra dialogue options that gave different outcomes. There where too many times where no matter what, I'd have the same outcome with a slightly different response in Fallout.
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Roisan Sweeney
 
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Post » Fri Apr 08, 2011 1:57 am

Ya mean instead of:
*Let hit it with a hammer and see what happens.
*[intelligence] Let centralize the battery connect to Slot A just so we can give the automatic transport in a correct and mannerly form with minimum wastage.

Its something like:
*Let hit it with a hammer and see what happens.
*Let centralize the battery connect to Slot A just so we can give the automatic transport in a correct and mannerly form with minimum wastage.

I wasn't too please when they add in something like [intelligence] into Fallout 3.



Like that except with 300 dialogue responses.
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Emilie Joseph
 
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