If you could have ONE thing from Fallout...

Post » Sat Sep 12, 2009 4:00 pm

Navmesh :hubbahubba:
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Mariaa EM.
 
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Post » Sun Sep 13, 2009 2:19 am

Simplified leveling/skill system.
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Nims
 
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Post » Sun Sep 13, 2009 7:08 am

I dont care aslong as VATS is left out.

I would enjoy hardcoe mode though.
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LijLuva
 
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Post » Sat Sep 12, 2009 5:26 pm

Fallout's dialogue system would be great.

hardcoe mode would fit well too.
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Spooky Angel
 
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Post » Sun Sep 13, 2009 6:31 am

Nothing. How hard is it to let the two be separate entities.

Not saying you are one of these people, but I do love that whenever any potential overlap from Fallout to Elder Scrolls is mentioned, TES fans flip. Dollars to doughnuts these are some of the same people who told fans of the original Fallout games to "get over it" when Bethesda essentially ported Fallout into the Elder Scrolls format. Good gameplay choices are just that, as long as it is setting appropriate and advances the franchise, I'm all for it.
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Krystina Proietti
 
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Post » Sun Sep 13, 2009 12:02 am

The team of writers... or would that be more than one?
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lolli
 
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Post » Sun Sep 13, 2009 2:39 am

This, for me. Most importantly, you should be able to pick between several options for dialogue to fit your character. This is an aspect of role playing that has always been absent from TES games. Skill related dialogue would be nice, too. The Oblivion mod "Integration: The Stranded Light" included a lot of skill related dialogue, and it worked wonderfully.



Am I the only one against this? TES games isn't about a streamlined overall experience with a particularly important dialogue system with character-related choices and all (even Mass Effect kind of fails at this). I mean, implementing this bounds to significantly give less dialogues period. Just look what complete voice acting did, the difference between Morrowind and Oblivion is tremendous, and what are the advantages to the actual system? None. I don't want Skyrim to be a huge world but empty of quests and things to say to NPCs. 80% of Oblivion's NPCs had NOTHING to tell me. In Morrowind, for a quest, I could ask plenty of people about a specific thing, maybe get redirected to someone. Voice acting made this impossible, you'd have to record the answers with all the races different voice actors, and even then we wouldn't get much difference between the lines.

Character related choices in dialogues are incompatible with sandbox RPGs like TES games, it would inevitable restrict content in a type of game whose content shouldn't be restricted. Oblivion didn't have that much quests for a character who didn't want to do everything and actually roleplay for real, I don't want to feel like missing out if my Barbarian isn't making potions or retrieving flowers or mushrooms in a garden. A quest isn't hard to write lines for and modify them, but when you need to get everything voiced, you get restraints because of the budged. And then you add plenty of choices for plenty of quests? More time is taken writing those outcomes not only as additional dialogue lines which must be voiced (thus more expensive), but has to be programmed. It would just be restricting content, I'll play KOTOR, a much smaller RPG scale wise if I wanted to have real conversation choices.

Even more goes to everyone who wants to hear your character talk, go play Mass Effect, a game which is much, much smaller in scope.
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hannaH
 
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Post » Sun Sep 13, 2009 1:18 am

. In Morrowind, for a quest, I could ask plenty of people about a specific thing, maybe get redirected to someone. Voice acting made this impossible, you'd have to record the answers with all the races different voice actors, and even then we wouldn't get much difference between the lines.


That's because 90% of NPCs shared the exact same tree of dialogue.
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Rebecca Clare Smith
 
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Post » Sun Sep 13, 2009 8:01 am

Nothing. I think they way they made Oblivion is a thousand times superior to Fallout in every way. I prefer Oblivion leveling, minigame, skill, repair, character development, speech, skill use, and combat systems over the ones in Fallout by far.


:eek:


Anyway, I think you people saying you don't want anything from Fallout are not thinking this through enough. How could you object to things like locational damage, and containers that open and close being in the game? I think Oblivion was garbage, but I'll admit that Fallout 3 did many things better than even my beloved Morrowind.
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Isabel Ruiz
 
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Post » Sat Sep 12, 2009 5:05 pm

I find it a bit funny how some TES fans are completely against Fallout elements in a TES game(and hell, these elements should probably be called RPG elements, not Fallout elements) but were completely fine with Bethesda's "TESification" of the Fallout series.

On topic: I would love to have different dialogue options that you can get by meeting a certain skill requirement. Would make quests more varied and fun.
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carly mcdonough
 
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Post » Sun Sep 13, 2009 1:48 am

That's because 90% of NPCs shared the exact same tree of dialogue.


Yes. Which they can't have in Oblivion because they'd have to voice everything and restrict answers, imagine the trouble for backgrounds and such. You can already see Oblivion has a lot less interesting rumors that can get you into quests, finding rare items or are just interesting. Fact is, it's much easier to write a bunch of lines and put them inside the game like this rather than make everything voiced. And it's always easier to add lines and modify some afterwards, if you want to change a line and add others to the same discussion, it's more complicated. I suppose every line of dialogue is written before being voice acted, so you can't just modify something at the last minute. Voice acting just can't be not restricting.
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Vivien
 
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Post » Sun Sep 13, 2009 4:30 am

Navmesh :hubbahubba:

You know I didn't expect anyone to ask for this, but YES - would love the current Navmesh system (with improvements) to carry through!
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Stay-C
 
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Post » Sat Sep 12, 2009 8:30 pm

One thing? How about three :D I want conversation options based on stats/skills similar to the Fallout system. I like the strength/skill requirements for weapons. I also would like to see a "hardcoe" mode introduced. If I have to pick one for Bethesda to do, I'd ask for the conversation bit. The rest will be handled by our blessed modding community if Bethesda doesn't.
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Curveballs On Phoenix
 
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Post » Sat Sep 12, 2009 10:06 pm

hardcoe mode which isn't necessarily from Fallout

In fact they didn't implement it well enough but it was a good try.

Other than that there isn't anything that should be incorporated from Fallout 3 or F:NV
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SaVino GοΜ
 
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Post » Sun Sep 13, 2009 4:37 am

hardcoe mode, 'nuff said
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Syaza Ramali
 
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Post » Sun Sep 13, 2009 3:01 am

hardcoe mode would definetley make the game feel more emersive as well as create something of an emotional attachment to your character since you need to feed him etc. to keep him alive. to me, VATS would have the opposite effect, making me feel like I don't have as much control over the PC. It's also unique to the Fallout series
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jennie xhx
 
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Post » Sun Sep 13, 2009 5:20 am

Repair. The idea of the player carrying a satchel of hammers everywhere they go is a bit silly. Repairs being made at workbenches (Anvils in the TES setting) and and requiring a duplicate item to perform (like in F3 and NV) just makes good sense. Also, I think one of the top tier skill bonuses for repair should essentially be a "Jury Rigging" rip off, allowing the player to repair their gear with similar items within a weapon/armor type.

Kind of a nitpicky point, but I think the Fallout way of repairing things works much better in Fallout than it does in TES. You can't really use "parts" from one sword to repair another sword, after all. Maybe for armour and shields, but not for the type of damage they'd actually be taking (i.e. nicks, dents, etc).

To the people who are adamant about absolutely nothing being taken from Fallout: why is that so? While admittedly there are some things that are pretty distinct to the Fallout series (namely VATS, which didn't exist by that name in FO1 and 2 but a parallel system was there), a lot of these are just generic gameplay features that could be in any video game at all without necessitating any kind of reference to Fallout. Besides, what's wrong with taking bits from one game that are just better than your game's way of doing it, and incorporating it? I mean, the Fallout speech system is much better than Oblivion's (silly minigame that is mildly amusing but totally illogical) and Morrowind's (which may as well just be random). If it improves the game in some small way, I'm all for it.

Personally, I think the speech system is the main thing. hardcoe is a pretty good idea too, and could fit beautifully with Skyrim's environment, but only if it's not as annoying as it was in FNV.
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Astargoth Rockin' Design
 
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Post » Sat Sep 12, 2009 10:27 pm

You know I didn't expect anyone to ask for this, but YES - would love the current Navmesh system (with improvements) to carry through!

A navemesh that incorporates usable ladders.
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Tanya
 
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Post » Sat Sep 12, 2009 6:26 pm

I'd like to see hardcoe mode (I had mods for Oblivion that did those things), but expanded upon.

I really enjoyed the fatigue mod I had, that made it so when you ran, your fatigue went down. And if your fatigue ran out, you fainted. This was especially interesting, as a lot of combat actions lowered your fatigue, meaning you had to be more careful with heavy attacks and stuff.

I'd like to see settings like that implemented into a hardcoe mode. I like it when things get dangerous, but dangerous because you wern't careful enough, not because everything leveled with you like vanilla Oblivion. Bandits in Daedric armor, ftl!
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Carlos Rojas
 
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Post » Sat Sep 12, 2009 8:52 pm

I'd rather they kept the series apart. No VATS, No Perks. Please.

Edit: hardcoe Mode could be interesting though.
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CORY
 
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Post » Sun Sep 13, 2009 1:07 am

Compass that doesn't show what a nearby landmark is before you've actually discovered it.

Better dialogue options.

Better leveling.
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Josh Trembly
 
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Post » Sat Sep 12, 2009 6:07 pm

Speech, locational damage, sneaking (bar in-depth directional audio like in Thief games, enemy indicator is the best thing to convey a sublimal warning and feeling of foreboding), lockpicking, hardcoe mode, dungeons having a theme and a story, less noticeable enemy scaling.

I have been a TES fan since Daggerfall and I am not afraid to admit that some aspects of the series have always svcked. Like the wiki dialogs, for instance. I am surprised that anybody would defend them!
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carrie roche
 
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Post » Sun Sep 13, 2009 4:33 am

I'd rather they kept the series apart. No VATS, No Perks. Please.

Edit: hardcoe Mode could be interesting though.
I agree. Other than my post about hardcoe mode (although I wouldn't make it "hardcoe mode", I'd make it "normal", I don't want Skyrim to be as casual as Oblivion), I want to see the two games seperate.

Although now that I think about it... Daggerfall had it's own "trait like" system with it's advantages and disadvantages. It could be cool to see that come back for Skyrim.
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Eibe Novy
 
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Post » Sun Sep 13, 2009 2:43 am

I was just thinking, how bout schematics? Find a schematic for say a Nordic Longsword, then you have to find a certain amount of iron and coke (or we could just call it coal so people dont get confused) and smelt it in a furnace to make steel, Take 2 steel bars to the furnace to heat up, then take it to the anvil to shape into a blade, take another steel bar along with a strip of leather to a workbench to craft a handle, pommel and guard, then combine with the blade you shaped and voila!
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luis dejesus
 
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Post » Sun Sep 13, 2009 12:33 am

I very much agree with this part, but I don't think switching to an XP system is the only answer to that. http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=2030 handled it well.

I agree, GCD is probably the best leveling system I've seen for a game like this so far, I don't really care for Fallout's too much.

However, the ONLY thing I would like to see from Fallout transfer over to TES is the fact that the character can actually talk to other people, not just be talked at all the time.
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Charlie Ramsden
 
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