What Fallout 4 needs to learn from other games?

Post » Thu Nov 26, 2015 6:31 pm

It would be really nice, but I reckon it's a bit too late for that. Unless of course the release is still very far away.

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Chris BEvan
 
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Post » Thu Nov 26, 2015 8:09 am

I just say: Bloody Baron

Maaan did I feel bad after completing that quest lol. If we get atleast one quest that meets this type of quality in Fallout 4 then I'm satisfied. I doubt it though. I'v never seen a quest like this one before.

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Emzy Baby!
 
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Post » Thu Nov 26, 2015 10:35 pm

What W3 did you play?

The overwhelming majority of side quests, especially Witcher contracts, where done as basic, bare bones, affairs with little impact on anything, if at all.

I honestly cant recall a side quest that changed anything of note in the game world, outside a random line or two of dialog. Even deciding

Spoiler
the new king or queen of Skellige

Had no effect on anything in the game world.

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Marion Geneste
 
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Post » Thu Nov 26, 2015 2:16 pm

Well that's already more than most of Skyrim's side-quests do lol

I remember the !!!SPOILER!!! quest with the Bloody Baron where you have to talk to a tree deamon which you can either free or kill. If you kill him the crones of the swamps eat the children and will continue do so but if you help the spirit he will ride as a black horse into a nearby village and kill everyone in it. But he will also make sure that the kids won't get eaten. I also remember a side quest with Keyra and the bio-organic weapon formula which you can either give her or you kill her, I dunno if that has any affects on the world later on though.

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e.Double
 
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Post » Thu Nov 26, 2015 3:30 pm

I've never been very tempted to dip my hand in melee combat in Fallout. If they could do something to make melee more appealing (maybe having various attacks with a weapon, not just hit one button and the weapon is swung a random way), that'd be cool.

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Anna Beattie
 
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Post » Thu Nov 26, 2015 7:01 am

I played a phenomenal Witcher 3 :P. I made a blanket statement there but really, lots of quests had tiny attention to detail that gave it great continuity and it felt fantastic. For example, in White Orchard if you help the dwarf he eventually gets a dialogue option about a shipment from Niilfgard that helped him rebuild. If you help Tomira brew a potion to help her patient then again, it changes the fate of that character. These are all small things, but that attention to detail was really nice and I would love to see it in Fallout 4.

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james tait
 
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Post » Thu Nov 26, 2015 10:56 am

Not really, guards alone have over 130 dialogs in responses to things done in the MQ, guild questlines, and an assortment of side quests in Skyrim, and basically every NPC you can do a favor for has some form of "thank you" dialog in response for completing it.

That's not counting all the forts get cleared out and replaced with soldiers, and Jarls and town guards get replaced as the civil war goes on. And there are several instances of where clearing out a mine causes the workers of that mine to start working it again.

Both are pretty ass about it overall.

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CHANONE
 
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Post » Thu Nov 26, 2015 4:02 pm

I'd also like to say that a better example is the second half of the Kiera Metz questline. There's an entire cursed isle that is chock full of monsters that can be saved. You can then also have three pretty divergent fates from Kiera herself. This blew my mind and I've never seen this kind of dedication to influencing the game world in a Beth title.

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Cheville Thompson
 
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Post » Thu Nov 26, 2015 8:27 pm

Also true. Both have their ups and downs I guess

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Rachel Eloise Getoutofmyface
 
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Post » Thu Nov 26, 2015 7:55 pm

They can learn from New Vegas, Skyrim, Pillar of Eternity, and Witcher3.

  • Make better plot, choices, and factions.
  • Better use of skills and attributes.
  • Make better companions in terms of character and gameplay.
  • No load into buildings is amazing.
  • Randomly generated fetch quests are terrible.
  • Hire more voice actors instead of an expensive famous voice.
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Kayla Bee
 
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Post » Thu Nov 26, 2015 3:16 pm

I really want to to feel the war this time. The games always have a conflict going on but usually it feels like nothing is happening unless you're right in the middle of a war related quest. Building the world around the conflict would be great. Otherwise you just have the Skyrim Civil War.

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Rodney C
 
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Post » Thu Nov 26, 2015 8:20 pm

Improved quest design.

Better and balanced combat mechanics.

Vastly improved dialogue.

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Jose ordaz
 
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Post » Thu Nov 26, 2015 1:07 pm

Its sad 90% of Skyrim's civil war got cut because consoles couldn't hack it.

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Kaylee Campbell
 
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Post » Thu Nov 26, 2015 9:05 am

Less guidance and more options for what to do early in the game. Let the player feel lost when leaving the vault. And have multiple "starting towns" to choose from. Maybe this was the case in Skyrim. If so, then yay.

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Sylvia Luciani
 
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Post » Thu Nov 26, 2015 2:48 pm

I've really enjoyed Witcher 3, however think it's more what not to do then to do. The liberating locations is terrible, so shallow and not new. STALKER clear sky had it in a much better way, it could go back and forth depending on the factions strength. Or Far Cry, at least that unlocked new things. W3 you just get a handful of coin and some xp, no new quests and no new items for it.
Oh also the idiotic falling system >.<

The things they could learn would be indepth characters, atmospheric locations and quests and worth while interactions. Personally think these have been weakpoints in FO3, NV and Skyrim.

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Guinevere Wood
 
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Post » Thu Nov 26, 2015 9:50 am

Totally agree with this, but not overdone. It's starting to be "the done thing" in RPGs that almost every quest is a moral choice, and after a while, it starts to get tiresome.

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^_^
 
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Post » Thu Nov 26, 2015 7:14 pm

Some small settlements, but also LARGE towns. Anything with back alleys and high-points to do some secret deals and sniping and pickpocketing, whatever.

Most of all, gameplay-wise, it needs to feel smoother with more features. The wasteland is the one traveled most. Absolute musts are:

-Sprinting

-Ledge grabbing (if I can reach a rock, I should be able to grab onto it instead of walking around to it)

-Binoculars obtainable at some point (immersion without having to rely on a gun with a scope if it's not equipped)

-Weather

-Some kind of hardcoe mode for eating/drinking/sleeping, ammo weight and all that good stuff

-Very hard and puzzling methods of obtaining special loot, at least most loot. You can tell a friend you have said item and they don't, and they can tell you the same thing in return. Having your own identity like that is a good feeling.

-Feet with toes, arches and nails.

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xemmybx
 
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Post » Thu Nov 26, 2015 11:52 am

More Grey stuff

Take the good things from Fallout New Vegas, Ironsight mode is a definite one.

Deathclaws need to be like New Vegas, you see one and are like "Nope".

Difficulty should be more then just 50% less damage 200% more damage

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Dagan Wilkin
 
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Post » Thu Nov 26, 2015 4:37 pm

I also hope it's not as "military/goverment" flavor as it was in Fallout 3. New Vegas felt fresh and classy, listening to Sinatra or Dean Martin in casino's, while still being very much a Fallout game as it ever was. It's Boston, so, I doubt it. It's gonna be all about hotdogs and baseball. At least give me radiated tea.

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Chad Holloway
 
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Post » Thu Nov 26, 2015 4:25 pm

I'm hoping that Bethesda Game Studios really took a hint from Dishonored; that game was very clearly Elder Scrolls/Fallout influenced, but some of the things it did as an action/stealth game just felt so right. I'd love to have leaning, and the same kind of navigation (grabbing ledges, climbing over objects, actual climbing).

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Brandi Norton
 
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