What do you want to see in Fallout 4?

Post » Fri Dec 04, 2009 8:54 am

Personally I would like to see less of a shooter genre for Fallout 4. Though if that is not the case, then at least they should model Fallout 4, on something similar to VBS1.
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Matt Fletcher
 
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Post » Fri Dec 04, 2009 5:55 am

I guess a lot of the things mentioned in the topics about story and dialogues can go straight in to this one.

If it will happen in Fallou 4. Thats a different question.
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phillip crookes
 
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Post » Fri Dec 04, 2009 9:25 am

My suggestion would be something with a central hub area which is where most of the main story takes place, with primary goals that require extensive exploration to complete them. Here's an example:


I thing the idea was to give several types of gameplay a bit of a chance. I don't think we would really want to force people to explore any more than we would want folks to feel that they can't explore due to the main quest. I support the FO3 structure because it doesn't force folks to explore, and it leaves explorers alone. If the MQ was a bit loinger, things would ahve been better balanced.

As far as quest hubs go, I would prefer a more MMO type...multiple hubs, not one main hub. I think that strikes a good balance between ease of questing, for folks whow ant to beat the game, and exploring, for folks who want to take their time.
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Misty lt
 
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Post » Thu Dec 03, 2009 10:03 pm

Microsoft does not allow player-created mods on the 360. Sony does allow for it on the PS3, but unfortunately it seems like Bethesda is much more cooperative with MS.


That doesn't have to mean no custom content creation tools though. As we have seen in Far Cry 2 and Halo 3 Microsoft are absolutely fine with content made using only the game's tools. If Beth included a whole set of tools then I don't see why it wouldn't be possible. Others have done it, not in as much depth as would be required for something like the GECK but I believe that Beth could pull it off if they really tried. Anyway in Fallout 4 I would like to see:

Fewer automatically hostile enemies - why can't we talk to raiders, at least give them a chance. :)
More developed squad system - Operation Anchorage might do it though, to be fair.
More in-depth repair - I really like F3's system but repairing using individual components would be awesome, if complex.
Difficulty settings affecting economy - Some people have too much money, others too few. This could be fixed by having an economy difficulty setting - on the harder modes there would be fewer caps in the world so getting what you want would be more difficult.
More towns/cities of realistic size - Canterbury Commons is pretty pitiful in size, as are Big Town, Arefu and Andale. Megaton could be described realisticly as a small village/hamlet, and Rivet City as a small town. They need to be MUCH bigger, and more numerous, which would require a much larger world map.

If those things are implemented, across all platforms, Fallout 4 would be awesome.
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Nick Swan
 
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Post » Fri Dec 04, 2009 8:47 am

I thing the idea was to give several types of gameplay a bit of a chance. I don't think we would really want to force people to explore any more than we would want folks to feel that they can't explore due to the main quest. I support the FO3 structure because it doesn't force folks to explore, and it leaves explorers alone. If the MQ was a bit loinger, things would ahve been better balanced.

As far as quest hubs go, I would prefer a more MMO type...multiple hubs, not one main hub. I think that strikes a good balance between ease of questing, for folks whow ant to beat the game, and exploring, for folks who want to take their time.

Hmm... I guess it hadn't occured to me to consider a game like this for people who didn't want to do some exploring.

Still, I think if you had a "hub" type of setup you could still have lots of stuff outside of the main area that was optional. I mean really, this is fairly close to how Fallout 3 is set up anyways. You do have to do some level of exploring. You get fairly concrete objectives if you just want to know where to go next, but you still have to go travel there and find a way to the next location. It wouldn't really be any different in my example, I think.

I think the main difference would be that any of these key locations could have sidequests that tie into the main plot more directly. I'm not against a lot of side plots with no connection to the story necessarily. But I do think it would have worked out better if more of them were in support of the main quest line.

Let's say for example in Fallout 3 if you changed it more towards what I outlined in my post. Project Purity would be the sight of the main "quest hub" eventually. (Or, taking your idea of multiple hubs, Megaton could be one and Project Purity another.) I noticed that once you get going on Project Purity it seems like a few other scientists join the project who didn't follow me from Rivet City. What if a part of the MQ was to find some of these people? Maybe you'd have to search out BigTown or Arefu, etc to find these people. Maybe some of them knew your father from before and gladly join you and all you have to do is find them (and occasionally help them out of a tight situation just for some variety.) But perhaps there's also a few people with specialized skills that you need who don't immediately trust you. The sidequests for that town could be in service of gaining this person's trust. You wouldn't have to do all of the sidequests (and an Evil character could possibly just force the guy to join you) but maybe one or two just to gain trust.

Just my two caps, though. Not saying that's the only way to go.
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Dan Endacott
 
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Post » Fri Dec 04, 2009 3:37 am

Something else to consider about the main quest. I think most of us agree that the main quest is too short. However, unless we make it very complicated with many branching options, replayability is going to suffer greatly. I've found many different subquests in my playthroughs, but the main quest, which never changes, is getting kind of boring.

Secondly, about quest hubs: Seems to me that quest hubs can be an effective way to group quests and give players a sense of what they should be doing, but as they do that, they detract both from sandbox and explore type gameplay.

It may sound like I'm attempting to argue both sides here, but I think that many of these design decisions offer substantial problems and solutions.
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Mr. Ray
 
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Post » Fri Dec 04, 2009 2:49 am

I can't be the only one who wants to see VB get done, right?

I'd also like to see more about the commonwealth. Definitely more of an effect from karma, and a branching storyline.
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MatthewJontully
 
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Post » Fri Dec 04, 2009 1:44 am

i would like to see variety weapon usefulness. take the .32 pistol n hunting rifle for example, i really wonder which id take. o wait hunting rifle since no guns really have visible difference in stats besides damage and rate of fire. lets say we make the pistol faster to fire, faster to reload and give aglity/speed bonuses due to it bein a 1 handed weapon. maybe not the best still but it was an example. weapon stats could be like accuracy, damage, reload speed, critical, reliability, rounds per min/sec, and possibly even jamming. different ammo types too. i think it would really add to the game. i know these weapon stats are already in the game but its pretty difficult to notice it. all guns reload at about same speed, some just may need to reload more, i cant really see an accuracy difference besides scoped guns, and reliabilty it seems to me ever gun can shoot only x amount of shots before its done, no jamming or environment in its reliability stat.

just my thoughts
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Valerie Marie
 
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Post » Fri Dec 04, 2009 4:00 am

I read through most of these and I'm surprised. WHAT HAPPENED TO BEING HEALED WHEN YOU WAIT!?!? Quite aggravating. Bigger Towns, Factions, and the idea for becoming some kind of cyborg or adding robotic parts sounds pretty awesome. I got so pissed when I finished the main quest, I wish it was like Oblivion where you could at least explore and finish of your other quests... Vehicles, mounts.. and maybe slightly more color. I know it's supposed to be a Nuclear Fallout and everything is supposed to be dead but I prefer some life to the game. The Sniper rifle is pretty cool, but i'd prefer a unique version of the V.A.T.S. for it, and SERIOUSLY, nobody moves around that much when aiming, I'm pretty sure they can hold still for a couple of seconds... >.<
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Adriana Lenzo
 
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Post » Fri Dec 04, 2009 4:56 am

Far out mate, Fallout 3 has just come out and people are already saying what they want in Fallout 4.
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Jessie
 
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Post » Fri Dec 04, 2009 8:11 am

and maybe slightly more color.


It's a post-apocolyptic warzone, where radiation has corrupted everything. I doubt it will be pretty and colourful...
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Kevin Jay
 
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Post » Fri Dec 04, 2009 9:03 am

I want to be an official Reily Ranger and be able to join the Lyons Pride.
And I want romance side plots with the NPC's (Moria, Sydney, Reily etc) :foodndrink:
And I want to be able to invite NPC's to my house :hubbahubba:
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Princess Johnson
 
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Post » Thu Dec 03, 2009 6:32 pm

I had a few ideas rolling around in my head I've heard repeated, I thought perhaps I get them out and in my humble opinion, make an appeal for a squeal. There are at least three things I can point out that I'm hopeful are changed or improved upon.

One thing is the many plot holes that can easily be fixed. There are plot holes, we can all agree, not a lot but any can ruin a story if they are in the right place. I can take the argument this was their technical practice run, but it's time to look at the story. Everyone makes fun of them, the plot holes, it's just unfortunate that the storyline didn't, they just made them by accident. If you don't believe they exist and some don't, need I go further than the ending when Fawkes or even Charon can even save you from the radiation, and I couldn't believe that Rad-X didn't save me either. I even can understand why they kill you, because they don't want to have to have a whole new world you play in after you save it, whether you killed it with FEV or not of course.
They need to fill the plot holes, they are worse than potholes, they are like when a watermain breaks and the whole road caves in on itself. They are so easily addressed and I want them to be, so that the last, best hope of humanity can have a son or daughter, or whatever in between I guess if he/she got it on with the (it) masculine Fawkes, (that would be a funny options that could get some strange dialogue) maybe set 10 or 20 years after Project Purity.

They have a chance to fix this, in a squeal, and it should bring some continuity to the DC region as well. Now consider this suggestion on the basis of it being my own home region and I feel like it has been for the first time given artistic justice or the time of day for that matter. Sure everyone will reference the capital but no one attempts to discover the area and the locations BEYOND its purpose as a government center. That is why the map seemed so small; going from DC Downtown to Hagerstown isn't a jog that is an adventure or should be at least. Becoming a hero of Bigtown was interesting, something that saved it. Now that the Pandora's Box of detailing the Wastelands has been opened, in previous games you would move along a "red" line and have random encounters, we can't go back to the old "red" line like in the previous games. Either, from a creators point of view , it has to be limited in focus to a smaller region, between a few places it doesn't have to be this perfect square (they think in a literal box... haha...) to afford more detail or things have to be expanded to where traversing the Wasteland becomes boring, while detailing everything, which will become laborious for any team working on it especially if the region Fallout 3 is given its justice, the Wasteland would just be to damn big to do it.

Rivet City had the most character in the entire game; most characters had importance and the environment felt crammed, like refugees making a home out of a ship should be. But that to could be improved, like more random people on top of the deck trying to eek by, it always seemed too barren to me.

I kind of wished being able to go into someone's house made more sense, like you can't walk into someone's house unless they are there because the door would be locked, then it would be red thus breaking and entering to lockpick. But that is a side thingy.

And that brings me to number two, the game lacked a whole lot of character, I want to be careful because I wouldn't agree with anyone who would say there weren't any characters and no one was special, it isn't true. Many characters seemed more like throwaways that served no purpose, like Rory... Lucas Simms is a whole 'nother ball of wax, "thanks for saving my town, I'll ignore that save from Mr. Burke getting me in the back", then he had no other purpose but Megaton went on, a waste that could have potential in the sequel. It is quite obvious that Megaton is going to reappear in the next one, probably more imperiled than ever, hopefully. Considering its position, between DC and Paradise Falls, I foresee two major threats that Simms, although it will probably be his son or a much older and crankier Simms, will have to ask for consistent help for, like slavers taking people off or Super mutants closing in on the place. In the actual game I didn't feel that sense of danger from Raiders that everyone was talking about, it was just a big safe house to me that was underplayed except for the fact you save it from a nuke and fix pipes. Slavery was recurrent throughout the Wastelands, why does it not seem to be the same problem for the inhabitants of Megaton? Ever? They don't even talk about slavers there. Megaton could have been more important in the storyline, that is all I want to say as my hope for the fourth one is it is emphasized, NOT IN A LONG DIALOGUE, but either through quests or actual attacks. I noticed they were randomly on edge at different points with their guns pulled out, but I never got the feel for danger that could kill me or those people.

When it came to characters in Fable 2, for instance, there was a cinematic that pulled you in, then you could do different actions that changed it, such as stopping it. This ability to stop them gave you ability to play through the game without really talking to anyone. In Fallout 2, from what I know, if your intelligence was low enough, your responses were constrained to grunts or saying something stupid, not saying people who just hate stories and love action are stupid or anything?

When it comes to a game I could forget everything about graphics and how cool an explosion is, it is the story for me, if it is bad everything else fails measurably, which is why I'm an RPG consumer. Character scheme in Fallout 3 followed that of Oblivion, I'll say right now I've played it before but I'm no veteran nor do I want to be because I didn't like the game.
All the characters have a standard template, like no one is fat, they are either muscle-ly, and THAT'S very rare, or just the average. Three Dog, Autumn, Harold and Eden had the best voice acting in the game; they were good actors that pulled together their characters well, they all became characterless after the game was done with them, that was horrible. They need better voice actors so it doesn't go all B-movie on them.

The world itself isn't what I wanted, exactly, I liked it, but it was different from what I was used to and I am ok with that if it changes in Fallout 4 to be different from the experience I got in Fallout 3. The storyline, for instance, was very linear and played like an FPS, the ending is the biggest example, the encounter with Corporal Autumn, who was rebelling against the radical approach of Eden, tries to stop the player who can't even explain that he might be on his side, instead you just kill him. I could've understood if he killed the Lone Wanderer's father, but he didn't. I wanted to see his hard ass show a bit of soft human tissue at the end, it was what I expected from the events and I found myself disappointed in his senseless death. His death actually becomes an example for a lot of the senseless death in the game, were not talking about gang violence here that was reflected perfectly, I'm talking about all of Vault 112. The only choice was to kill everyone? There was no choice of saving those people? You couldn't just start opening the capsules? There were too many choices like that.

I felt like the game played out like I was a celibate priest as well, what if you didn't play as a chaplain how could you become corrupted, where was the temptation of the waste that was so important to New Reno in Fallout 2. I couldn't get married, therefore housing became totally useless except as a place to store and sleep, the game was absent of love or a story of love in the WHOLE life of the Lone Wanderer, even from Amata or Sarah. I thought the freedom to love, by freedom I mean choice and by love I mean to see a creation actually come to fruition, in a game was becoming common, so I expected it, but, I guess "hehe? well that takes a long time" (President Eden if you don't know). While it was a matter of micro management and became part of the storyline, if anyone knows what I'm talking about, in Fable 2 playing on your emotions, twanging at your heart strings when you had to make the final decision about the world, was what made that game a true RPG. You became part of the story, in a way.

I liked the relationship element of Fable 2. Sure they made it easy to pretty much bed anyone who was the right sixual orientation, but, hey, it's the perk of being the last, best hope of humanity, am I right? Can I get a hallelujah!?

But seriously, the game went mild unless it had to do with lore from the previous games, which the scribes at the Citadel went too far to explain, I don't care what your job is or why your department matters, I only care why you are important to my journey. Now, don't get me wrong, don't take this as I want anyone to spare the detail, far from it, I'd love to know more about the character behind the scribe not some duplicate answer I can get from a history book.

Food was very pointless to, I just kept selling it and didn't starve and had no physical change, and every game from GTA to Fable had some concept of physical change due to not eating or eating to much. I remember in Fable 2 having to search everywhere for celery because I got into a bad fight and had to eat meat, making my character fat. In Fallout 3, there weren't any fat people; your character was no exception. It's exactly the same way in Oblivion, though, sure some are a bit chubby in the face but no one is round in the middle. I get a funny feeling that Oblivion was slapped onto the Fallout Universe as wallpaper.

It's hard to believe there wasn't a single fat Tennpenny resident. Your character doesn't gain any weight, I could eat 30 radroach meat pies and still not put on a pound, now that's a meal to eat with a side of radaway of course.

There was a lot of that, no physical change kind of stuff in the game, where there could have been a dynamic environment that rewarded the player's decisions with what one would expect, like Canterbury Commons attracting Wasteland Refuges and becoming a core of trade in the region with stores that set down instead of just passed through and could only be effected through dialogue. That was so obscenely took from Oblivion, invest in a merchant, that took from the feel of a difficult existence out in the waste. You made Canterbury Commons safe, it should have shops. That is exactly like the burning of Kvatch, the city continued to burn! No fulfillment! Unlike in Fable 2, where you invest in something and the whole world turns into something that makes sense for the money spent, it surprised me and gave me a sense of achievement.

I hope they stick with the DC Wasteland, it is a fun place to play in. It isn't like they can't be creative with something that hasn't been done before, it has to much potential to just revert the game to something else.

The world isn't all of a sudden perfect, Project Purity couldn't have cleaned all the water, and in fact it wasn't designed to do that. Even then you have the super mutants who are reoccurring from a vat near DC, probably deep in Pennsylvania since I think it was Pittsburgh that was cleared out by the Brotherhood it can't be in Harrisburg, I guess either since those are so close together. They would still be fanatically searching for something, how they are organized, by someone or something, no one knows either, maybe another Master. Then you have this mysterious Commonwealth and the Institute, with the Raider power diminishing, maybe, with lots of clean water and civilization in the south, maybe they will become a new threat to peace in DC wanting it for them. It would make Rivet City a more exciting place for sure with a constant threat from the Commonwealth.

The whole Enclave is gone because one robot is dead? Ha, Button wouldn't have stood for it; he gave it up to Thomas Jefferson after all, not to chaos!

I think that powerful of an organization could survive two major setbacks. After the entire Enclave was resetting its original purpose of rebuilding a whole new civilization anew on some far off planet when they found out their rocket was blown to little bits. Perhaps Richardson, back from the dead after mystery behind his death clears, or a successor could become some sort of threat to BoS again in the west. This forces the Eastern BoS to either sever all ties, which causes a huge schism that is bigger than the one underplayed in Fallout 3, that leads to Casdin becoming an elder and leading the outcasts against Lyons with the full backing of the Western BoS elders. They become weak from the fighting and eventually bow of supporting them hoping to save themselves from the Enclave and NCR advances back West, it would play well with their ideas of fanaticism around recovering technology. I couldn't see old Lyons going back West to leave the people in DC to fend for themselves against Super Mutants, especially, since the obvious love interest Sarah has settled down with the Lone Wanderer and they have had a kid, (I was joking about that thing with Fawkes earlier, if you were wondering).

Then of course there is the regular US government that could pop out of their own shelter in DC, everyone knows the Enclave is just a remnant, (wasn't it that crazy Nathan who tells you, "They aren't who they say they are!"?) having kept democracy going in a vault hoping to bring it back to the surface I doubt they would look on anyone to friendly, between the oppressiveness of the Brotherhood, the elitism of the Enclave and the brutality of the Super Mutants and the disdain of the slave nature of the Commonwealth, lets not forget the lawlessness of Megaton or of the Wasteland in general, they wouldn't like anyone! I would love if all this tied together, as you can see I've tried to do, perhaps this untainted vault within DC's heart has huge vats of FEV and the Super Mutants want the individuals inside as well as the FEV that would be inside. I don't know, just some ideas I had to get off my chest.
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Siobhan Wallis-McRobert
 
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Post » Fri Dec 04, 2009 9:55 am

I'd like to see Enclave which you can collaborate with... That's all I can hope for.
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Soph
 
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Post » Fri Dec 04, 2009 8:52 am

pretty much spot I was upset when the alien was dead tho & i couldnt kill him
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WTW
 
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Post » Fri Dec 04, 2009 3:21 am

I'd like to see Enclave which you can collaborate with... That's all I can hope for.


Well, I could see that if your character hates everyone else that isn't human. The Enclave may not be as evil as Fallout 3 made them, but they were still using doctrines that would make them very difficult and stubborn, their ideas of racial 'purity' and 'final solutions' to the mutant 'problems' reminded me a bit of Nazis (just my point of view anyways), faction for a player to work with. Unless he is a vault dweller, which I think has become done to much, in Fallout 2 the Chosen One was a native. They wouldn't associate with 'wasteland scum' unless it was advantageous to them. Like needing a pure vault dweller, like Eden knew since he knew about the purity of Vault 101, to do the biding of the Enclave and crush mutants in the wastes with FEV and do what the second in command, who may have been considered tainted by his time in the Wastes, could not do.

Of course, on the other side of the coin, I could see the splinter Enclave of Colonel Autumn returning as a faction, which would follow the flavor of Fallout: Tactics, I think when the Chicago BoS broke from the West BoS completely not half way like Lyons, and Fallout 3. I hope they don't call them "Enclave Outcasts" and paint their suits all red. They would be trying to rebuild, obviously, but with a tad rivalry against the Brotherhood, who they would not trust all that much. I could see the Super Mutant threat, however, that a splinter cell and the DC BoS, both with limited resources, would have to unite to fight if it got stronger. It seemed like in Fallout 3 the Super Mutant threat wasn't peaking, rather it was just becoming a real problem as they searched for something in the ruins of DC.
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Jaki Birch
 
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Post » Thu Dec 03, 2009 9:02 pm

And I want romance side plots with the NPC's (Moria, Sydney, Reily etc) :foodndrink:
And I want to be able to invite NPC's to my house :hubbahubba:


Fallout 4: The Sims?
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Alexandra Louise Taylor
 
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Post » Fri Dec 04, 2009 1:54 am

The only thing I really want is for them to make NPC's look more life-like, I mean, it looks like I'm speaking to a robot during dialouges.
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Peetay
 
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Post » Fri Dec 04, 2009 4:52 am

The only thing I really want is for them to make NPC's look more life-like, I mean, it looks like I'm speaking to a robot during dialouges.


Yes, exactly, there isn't a single fat NPC or one that really has a different face from some other guy you see done the road. I think it is a product of the graphic system they used, the same one in Oblivion, hopefully they will dump it if that is the best it can do.
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sam westover
 
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Post » Fri Dec 04, 2009 1:17 am

the thing that annoyed me and that should be in fallout 4 is the main story-line. Bethesda said something like 100hrs of game play when you can complete the main quest in about 8 hours if you do it good so that means to make Bethesda's statement true there should be 92 hours of non main story line which is stupid seeing as its called the "main" story-line when the side story-line has more amount of gameplay..WTF!!!
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Kelvin
 
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Post » Thu Dec 03, 2009 6:53 pm

Well, I could see that if your character hates everyone else that isn't human. The Enclave may not be as evil as Fallout 3 made them, but they were still using doctrines that would make them very difficult and stubborn, their ideas of racial 'purity' and 'final solutions' to the mutant 'problems' reminded me a bit of Nazis (just my point of view anyways), faction for a player to work with. Unless he is a vault dweller, which I think has become done to much, in Fallout 2 the Chosen One was a native. They wouldn't associate with 'wasteland scum' unless it was advantageous to them. Like needing a pure vault dweller, like Eden knew since he knew about the purity of Vault 101, to do the biding of the Enclave and crush mutants in the wastes with FEV and do what the second in command, who may have been considered tainted by his time in the Wastes, could not do.

Of course, on the other side of the coin, I could see the splinter Enclave of Colonel Autumn returning as a faction, which would follow the flavor of Fallout: Tactics, I think when the Chicago BoS broke from the West BoS completely not half way like Lyons, and Fallout 3. I hope they don't call them "Enclave Outcasts" and paint their suits all red. They would be trying to rebuild, obviously, but with a tad rivalry against the Brotherhood, who they would not trust all that much. I could see the Super Mutant threat, however, that a splinter cell and the DC BoS, both with limited resources, would have to unite to fight if it got stronger. It seemed like in Fallout 3 the Super Mutant threat wasn't peaking, rather it was just becoming a real problem as they searched for something in the ruins of DC.



Collaboration with Enclave could be for Evil characters, and s/he would have quests to for example reveal Mutant, Ghoul or even BoS locations for Enclave and you to come and destroy them. It's like when one possible way to play Fallout 1 was to join Master's army, but that was cut off at end and it became as a "bad ending".
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Josh Lozier
 
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Post » Thu Dec 03, 2009 9:31 pm

As others have said, there are some combat issues. For example, the sniper rifle ought to have greater accuracy - I'm using a scoped weapon where I can see the enemy clearly even outside the scope (i.e. in "normal" non-VATS, non-zoomed view), and yet I have only a 60% headshot in VATS, with perfect 100 Small Guns??!!

But I'll focus on a different issue: immersion.

Black Isle games were renowned for their immersive game-world. The towns were populated with many denizens, many of whom offered seemingly simple quests which turned out to involve quite a lot of investigation or grey-area morality (for example, you discover that someone else has a totally different account of the facts), and other inhabitants who had interesting backstories but no quests at all! The ability to talk to everyone and have them relate their own personal stories made the world more immersive and realistic. When Harold in FO1 told you his story at the Mariposa Military Base, where he became a ghoul, you felt like the world was a living one. The fact that no quest resulted therefrom made it all the more living - why does everyone have to be either a merchant or a quest-giver?

Also, the dialogue in Black Isle games was known for being very rewarding for those with high intelligence or charisma. Many times in Fallout, having the right skill opened up a new, very rewarding branch in the dialogue tree. Planescape: Torment took this to the peak, when pumping skills into intelligence and charisma rewarded one with a veritable novel. I remember in PS:T seeing paragraph-long responses by your character; even before you read them, you knew they were going to be BRILLIANT. The biggest rush in PS:T, I'd have to say, was reading those dialogue options. In Fallout, this was all less so, but still present.

This is what I missed in Fallout 3.
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Charlie Ramsden
 
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Post » Thu Dec 03, 2009 8:11 pm

In order to place the story again, where took place FO1 and the second part of the game. I would like to more speech-using, more quest, the world, with more possibilities for the decision. I would also like to major cities, and elaborate story-And Talking heads! . And a great atmosphere. Something between Fallout 1, Fallout 2 and Fallout 3rd...
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josh evans
 
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Post » Fri Dec 04, 2009 2:57 am

I agree with most of the other stuff about NPCs, quests, towns and such, but here are some other suggestions. In most of these, i am referring to Fallout 3 unless i state otherwise:

1.Caps- I'm sure everyone is irked by these things.
One- less caps all around. By the end of my game in Fallout 3, i had about 10,000 caps with nothing to spend them on. At least in Fallout 2 some of the more advanced weapons costed about 20,000 caps with medium barter skill.
Two- where they are found. Is it just me, or do a lot of people find it weird in Fallout 3 that caps are left in unlocked lockers and metal boxes? I think that caps should mainly only be found on the person or in safes.
Three- make things cost more! It really bothered me that things costed so little. I know that theres the issue of the conditions of the weapons affecting the price, but it should be relative to the amount of caps actually in the wasteland.

2.Ammo- This one is a big one.
One- limit the availability of ammo. I am not concerned as much about the amounts found, but where they are found. Grenade boxes? Ammo boxes? This is just not logical. I think that Bethesda can find some way to work this out without the ammo boxes.
Two- ammo should cost more. I shouldn't have to explain this.
Three- i think ammo should come in packs. This is not such a big problem as a personal preference, but it does tie into number two. I think that ammo should come come in packs at least for buying in some logical amount.

3.Drugs- I think drugs are dead in Fallout 3 and need to be revived.
One- drugs need to cost more. Isn't it unrealistic in Fallout 3 that a highly-addictive, military grade drug like Psycho costs the same as a commercial drug like Jet? And stimpaks should not cost more than the others!
Two- less drugs everywhere. For me, it seems like drugs are not as valuable because of how much i have and don't need. They really need to rework this system.
Three- Rad-X and Rad-Away. I think that Rad-X needs to be a lot more valuable, and Rad-Away should work over time.

4.Leveling- I think the main thing Bethesda needs to worry about is the pacing. I think that it should be a lot harder to reach the level cap, either by adjusting the system or making it so unnecessary things (like finding new places) don't give you exp.

5.More creatable Weapons- I really liked finding new schematics for weapons, and even old ones so i could upgrade, but i realized that there aren't that many. Sure there's a lot for small guns, but what about Big Guns and Energy Weapons? I just think there should be more in general.

6.Addiction and Radiation- Both of these should be a lot more deadly. I know it would be hard to broadcast the side effects without text base combat, but i'm sure Bethesda can find some way to implement them harmfullly.

7. The SPECIAL system- In my opinion, it's not that well implemented. Really the only thing that each letter gives you is a boost to certain skills. I want the character creation to be pretty much exactly like Fallout 1 and 2 aside from choosing what he/she looks like. I also want traits to be back again, because they provided a balance to your life in the Wasteland in Fallout 1 and 2.

There are obviously a lot of things to be done to make Fallout 4 great, so get working Bethesda!
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Ryan Lutz
 
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Post » Fri Dec 04, 2009 4:42 am

More radiation. In Fallout 3 it was all very negligible except in certain areas which had too much and would have you using a radaway every 5 seconds.
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Nomee
 
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