Gatt9 wrote...
naughty99 wrote...
Gatt9 wrote...
Sajji wrote...
What do you want to see in Fallout 4? I'm hoping Bethesda announces it this year at some point...maybe in December.
I dont want to generalize...this game is going to be next generation. I think in feel it'll be a lot different than New Vegas and FO3. Therefore, what new, similar or expanded elements to you want to see in the game?
I'm hoping for combat to feel similar to Far Cry 3, except in the Fallout universe. I hope V.A.T.S. gets refined and is crisper. Factions and a good story, along with rich exploration, a wide array of weapons new and old, robust weapons modifications including scopes, flashlights, and schematic weapon crafting. New and old enemies...exsisting enemies evolved to be more distinct in their behavior and attack patterns and dangers. More violent. To make one truly fear a deathclaw even at a high level. More meaning to light and dark contrasts via use of flashlights to enhance atmosphere.
Just top things that come to mind. Oh...and a massive evolution of perks while still being S.P.E.C.I.A.L.
You?
What would I like to see?
The property go to a company that has a clue how to make RPG's. All Bethesda can make is The Elder Scrolls with different graphics over and over and over.
Leave it with Bethesda and they'll cut out all of the stats and anything else that remotely threatens to be an RPG mechanic.
Personally, what I look for in a role playing game is being able to play a role, not necessarily which game has the best simulation of D&D dice rolls.
Which sadly isn't possible in a Bethesda game, because you're the best at everything, can become just about everything, everyone can do every quest, no one reacts to anything you do, and the game doesn't actually make any attempt to define a character or a role.
If you really want to play that sort of character, you can play someone who is good at everything and does all quests, or you can play a different sort of character who is horrible at everything and does almost no quests at all.You can play an Argonian shaman who focuses on researching the alchemical properties of certain kinds of poisons and potions, testing them on various subjects. Or a Nord barbarian who thinks sneaking around, using spells or bows is for cowards, and would never set foot in a college of wizards. Or a Dunmer klepto who steals everything that isn't nailed down and spends most of the game in and out of prison in all the Holds. Or, say, a Breton necromancer who researches the arcane arts in dusty old books and would sooner die herself than tumble about in the dust with sweaty warriors in the Companions guild, etc.
Certainly, more questlines with branching paths and interesting impact on the game world would be a lot of fun and an improvement to the game, and it looks like there is at least some of this featured in the next DLC. (I'd say destroying the sun would be a pretty significant impact on the game world.)
Gatt9 wrote...
D&D's dice rolls are used to seperate the Player's skills from the Character's skills, which is key to establishing the Role. You can't have a Role if you're being you, you have to have an established Character whose Role you are playing.
The only player skill you use in pen and paper games is your problem solving and communication skills. (Possibly your map drawing skills as well

)
It's helpful and fun to have a set of attributes written down, so that, for example, you can remember you're playing a character with low intelligence, and the GM can account for that with dice rolls when you attempt something requiring intelligence. But it's not necessary to have a number and dice rolls to roleplay a character with low intelligence, just as it's not necessary for roleplaying a character who is an escaped slave from a certain metropolis in the GM's campaign, or roleplaying a character who is pious and follows a certain deity, etc.
Pen and paper games are played with pen and paper, so dice are the way that the game world accounts for all the possible outcomes of actions taken by the player, without simply having the GM decide on everything. And frequently, GMs overrule dice thrown behind their screens if the roll would result in the players having less fun.
Dice and attributes are not essential to RPGs. What is essential is being able to play a role, and you do this by taking actions you think your character would take. In a pen and paper game, every encounter with an NPC is fraught with a million possibilities. When your GM asks you, "What do you want to do?" - the possibilities are infinite, you can do or attempt to do literally anything you can possibly imagine, even completely ignore the preplanned adventure and flee the area to travel to another city, another continent, etc., whatever it is that you think your character would want to do.
With technological limitations, videogames probably never going to compare with the infinite sandbox of choices in pen and paper RPGs, but advances in complex game world systems and mechanics are resulting in more and more games with a focus on emergent gameplay. Bethesda's massive open world games, by providing hundreds of locations, hundreds of quests, thousands of NPCs, several factions with large questlines and many different playing styles and races (not to mention some of the excellent mods that add new faction content or enhance character customization, like
Live Another Life ), come closer than most other games I've played to providing an environment that echoes the limitless choices available in pen and paper RPGs.
The way you play a role, in any game, is by taking actions you think your character would take. You could always play a different sort of videogame with attributes and old school random dice roll simulation, like Diablo, that might be fun for some, but has absolutely no roleplaying because your choices are so limited. You can choose to go forward or backward, I suppose, but that's about it.
And sorry to hear you had problems playing Skyrim on your PS3. In my case, I haven't experienced any crashes except when I installed a mod that was conflicting with another mod. Haven't experienced any crashes with Morrowind, FO3 or FNV, either. The vanilla version of Oblivion was completely stable for me, but after installing 200 mods, it would crash at least once or twice per day.
Modifié par naughty99, 12 juin 2012 - 06:01 .