What would you want in FO 5 from FO 4 and it's mods?

Post » Tue Mar 08, 2016 9:15 pm

Having played FO 4 at least once and checked out a few mods, what in the FO 4 universe would you like to see carried on into FO 5, armor weapons, perks, skills, mods and abilities to modify?



I think bots should be as mod-able and collectible as weapons, armor and power armor.



I believe lush wild vegetation should be an option



Cargo-bots should not count as companions, neither should salvage and repair bots.



You use workshops to determine what should be scrapped, salvaged, built; where and how. The bots start scrapping indicated items for the resources to build with, to clouds of dust and construction sounds. Next they fabricate parts and components ts of what they will build where a glowing wireframe will stand until they are done, instead of an item that appears by magic.



The bots race around non-stop, doing their work all day, all night, maybe for a day and a night, (not in processor slowing detail while they work.)



I have barely begun to see all the mods, please provide a link to where we can view a youtube vid or a review of your recommended mods.



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Crystal Birch
 
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Post » Wed Mar 09, 2016 2:28 am

I think we need more 2D isomorphic graphics with branching storylines and poor production values in FO5. I think that's the only way to shut up the FO1-2 [censored].

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ZzZz
 
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Post » Tue Mar 08, 2016 9:30 pm

Dude fo5 is waaay to far away for me to start talking on what I like to see. Two years after tes 6 has been released (and countless "help i made my self intentionally strong now the game is to easy!" threads have been made) then I'll give this a go untill then this is pepe silvia signing off!
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Manuel rivera
 
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Post » Wed Mar 09, 2016 3:32 am

Less shooting. Seriously, that's all that I want now.

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Hilm Music
 
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Post » Tue Mar 08, 2016 6:01 pm

For now I'm content in thinking what I'd like to see in TES 6 from FO4. I'm going to start thinking about FO5 after TES 6 is released. EDIT: Well, okay, maybe after FO4's DLCs have been released.



...



Hmm, most people shorten the games as "FO5" and "TES 6". Other one has a space between the abbreviation and the number while the other doesn't. Is there a grammar rule to that?

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Laura Wilson
 
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Post » Tue Mar 08, 2016 8:47 pm

I'm guessing you don't like branching storylines for quests, which also should be given some emotion to?

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Annika Marziniak
 
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Post » Tue Mar 08, 2016 12:09 pm


Bring forward/Add:



- Companion romancing & unique dialogue between them (would like to see more of this, and make it a little more rated 'M' because we're not all children playing this game. Also, I would like the opportunity to play matchmaker between Companions and key NPCs, too)



- Pets beyond Dogmeat. (I want the opportunity to have other various creatures as pets that I can capture/enthrall/purchase and train-up. Yes, I really enjoyed the pets thing in WoW and would love to see console gaming companies jump on that bandwagon finally)



- Scrapping & scavenging (would love to see it expanded so that practically everything can be broken down into base elements & carried away)



- Cooking & Chem making (a fantastic opportunity to level up & make caps with these skills -- don't change these, except to expand them and make them better)



- Settlement building (really enjoyed this aspect of the game, although the building program needs serious tweaking, as it's very limited, especially when you're dealing with wall corners)



- Restaurant stall (would love to see this customizable to food styles, maybe add the ability to 'spice up' foods and sell unique hand-crafted liquors at level 3 stalls; if you can find potato crisps still on store shelves, you should be able to find some spices, too)



- Casual clothing options (loved the addition of various dresses, hats, and a tuxedo, but would love the ability to seamstress patterns, too -- maybe finding unique magazines about sewing, which you could do at an armor station)



- Weather (I love the work done on the background weather in the series, but realized today that there isn't a pattern for snow...which would have been more likely after a nuclear war than desertification, especially after 2 centuries of a global temp drop; there's https://www.wunderground.com/resources/climate/nuke.asp, if you're interested).



- Rubble clean-up (this is the one failure of the game's build function I'd like to see added. You should be able to use those brooms and mops you pick up to clean out dirty floors filled with rubble. The Castle is a great example of not being able to do this. It drives my sensibilities crazy to see piles of rock and dirt next to the beds I set down for my settlers. Just a personal pet peeve, but might be something good for those shirking settlers to do).



- Awesome soundtrack (all the instrumental music produced in FO4 is so well done --I especially love the melancholy piano backdrop in the main theme. And everything played on Diamond City radio was fun, though some of those songs were...well..quite sixist. The unique songs by Magnolia were wonderful, though, and Lynda Carter's voice was a joy to listen to. I'd love to see you expand that playlist, if you can get the licensing -- Bill Haley & The Comets, The Platters, Frankie Avalon, Tony Bennett, Chubby Checker, Elvis, Connie Frances, Leslie Gore, Everly Brothers, The Four Seasons, Doris Day, etc.)



- More dialogue options (give us more than 4 choices!)



- Friendly ghouls (I like them and feel terribly sorry for them. I'd love to see a FO4 DLC or part of FO5's story having to do with finding a cure for the radiation illness that creates ghouls).



- Science (I love when you get the science right. Keep that up.)




Get rid of:



- Constantly being asked to save settlers or rescue settlements under attack just to grind and level-up character (monotonous and I wanted to shoot Preston after a while...it made me dislike his character, honestly)



- Being forced to kill or be killed (what's the point of Charisma if there isn't an option to stop a fight before it happens, much less stopping it in the middle of the gunfight? And no, lowering your gun hardly ever works, and intimidation only works under very specific conditions. Neither are true charisma success in the role-playing sense of the term. I'd like to see you create a game where voluntarily killing intelligent ghouls and humans, at least, can be optional and not mandatory. Program into the scenario a way for you to talk yourself out of violence without compromising your karma or lowering your Companions' like of you.)



- Quests that go no where (either expand them so the stories enhance the main story arc, or don't bother with them. There's nothing more frustrating than solving a quest that has no purpose and doesn't actually add to the story in any way, except as a hidden leveling up opportunity...you can do better than that, Bethesda)



- Lackluster endings that have no closure or affirmation that the last nine million hours you spent on the game weren't wasted.



- Having to choose between heroic factions when the goal is to unite the wasteland and rebuild. Only include this option if your character's karma is evil.



- Too many boarded up buildings (exploring is part of the fun of this game).



- sixist songs on the radio (I love most of the Diamond City songs, as I said above, but a few of them are just...yuck. "Butcher Pete" is probably the worst of the bunch with the 'wackin' and smackin'" bits. Again, I know licensing is probably difficult, but can we try for songs that are less icky?)

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CYCO JO-NATE
 
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Post » Wed Mar 09, 2016 3:55 am

Physical companion interaction. No not that kind :D More like on a romantic level such as a soft touch on the face, a tender hand placed on another hand. Of course this also means when your companion is angry you might get a shove from behind or a smack to the face :frog:



Oh and we need more Butcher Pete! Maybe even a backwards version that plays in reverse. Just imagine that :chaos:

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Albert Wesker
 
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