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Anyone excited to see what Bioware and ME:A can learn from Fallout 4?


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#751
Kalas Magnus

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dont do the whole salvage items. really annoying.


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#752
Battlebloodmage

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There is a limit at every location though the limit varies.

2 limits actually. Total build limit and a height limit. I wanted to make a ramshackle skyscraper but couldn't.

The limit is there because they want the console to be optimized. You could remove that limit with PC. It's more about console limitation, join the PC master race to build a better simcity. :P


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#753
Danadenassis

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please, no procedurally generated quests.

Actually I do like that this is a possibility in fo4...it means I got something to do after the main events.



#754
Danadenassis

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Yes. It doesn't come close to The Witcher 3. Still, a good game. I'm replaying it right now, after 1,550 hours with TW3 (almost 6 mo non stop) while I wait for the next TW3 Blood&Wine DLC. =) I must say though that armors in DAI are the ugliest thing I've ever seeing in a game!

 

And some people don't like to RP Geralt, one of the most awesome characters, specially for a game. (this is just the end of one of hundreds side quests, all done with the same care and devotion) It is also a reference to Leliana calling Sten a Softie.

 

 

 

If the character creation wasn't so limited in witcher....When they change that will I also get to play those games.



#755
Giantdeathrobot

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snipped for brevity's sake and great justice

 

I get what you mean, but skills affecting dialog is not just in the Confirmed Bachelor/Cherchez la Femme way. High science or intelligence should allow you to talk shop with scientists, you can't. High perception should allow you to notice if someone is BSing you or hiding something. High strength should help you intimidate someone. So on and so forth.

 

I don't much care if those are considered ''I win'' buttons. A cornerstone of the Fallout series is multiple solutions to a problem. One way to implement this is via skill/SPECIAL checks. Sure, it means that having specific skills makes it easier on the player, but that's the point; some people in real life have the skills or knowledge to solve specific problems more easily than most. The game should reflect that, instead my character's SPECIAL barely affects anything outside of combat. Bethesda took a perfectly functional system and turned it into an incremental combat stat increases save for Charisma. 

 

Could the system have been tweaked, sure. But Bethesda threw the baby out with the bathwater. No skills, no traits, no karma system (no great loss but still), no faction reputations, few quests having alternate solutions, many of the serie's main trappings have been forgotten in favor of ''go there, shoot stuff, get XP''. with precious little to replace them. It feels more like Borderlands than Fallout at times.

 

Doesn't help that the game's background limits roleplaying. Want to play a strictly gay character? You can't, you're happily married with child and the dialog makes it clear you're not playing pretend. Want to play a dumb female character? Makes no sense, she has a law degree, which doesn't require genius-level intellect but still demands some intelligence. To say nothing of the fact the female character is remarkably skilled at wasteland survival for a lawyer and even knows how to repair Power Armor from the get-go.

 

I also object to the Institute being well developped. They don't even seem to have a purpose. What IS ''mankind, redefined''? All they do is sit underground, making Synths, creating loads of Super Mutants for no reason, and destabilizing the Commonwealth for ends that remain unexplained. They're the Think Tank with a prettier face, but at least the Think Tank had the excuse that they were all certifiably insane. As much as I loathed Ceasar's Legion, at least they had a goal.


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#756
In Exile

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Doesn't help that the game's background limits roleplaying. Want to play a strictly gay character? You can't, you're happily married with child and the dialog makes it clear you're not playing pretend. Want to play a dumb female character? Makes no sense, she has a law degree, which doesn't require genius-level intellect but still demands some intelligence. To say nothing of the fact the female character is remarkably skilled at wasteland survival for a lawyer and even knows how to repair Power Armor from the get-go.

 

While I generally agree, two points in response. One, we're all better off for the exclusion of the borderline offensive and otherwise incoherent portrayal of low INT in Fallout. Second, the dumb protagonist point doesn't really work in an RPG, given the degree to which even the lowest skilled PC is basically always a polymath (esp. in a Bestheda game). 



#757
Zekka

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Actually I do like that this is a possibility in fo4...it means I got something to do after the main events.

Isn't that the point of side quests? Fallout 4 already has over 100 of them, did we need procedurally generated unlimited ones like Skyrim?



#758
LinksOcarina

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Isn't that the point of side quests? Fallout 4 already has over 100 of them, did we need procedurally generated unlimited ones like Skyrim?

 

Couldn't hurt though.

 

Finding certain resources or personnel or something, it's at least an idea to keep people involved, to keep them questing. 



#759
Battlebloodmage

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Couldn't hurt though.

 

Finding certain resources or personnel or something, it's at least an idea to keep people involved, to keep them questing. 

I don't have anything against radiant quests, but I wish they would have made it known which is a repeatable quest, so that I can decide if it's something I want to invest my time into. 


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#760
Giantdeathrobot

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I don't have anything against radiant quests, but I wish they would have made it known which is a repeatable quest, so that I can decide if it's something I want to invest my time into. 

 

I'd also like Preston to give me more varied quests. Four times in a row did I have to clear out that satellite station for Tenpines Bluff. I have 12 settlements now dammit, give me some variety.



#761
Innocent Bystander

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Hah I get that. I'm squishy as well so death claws Kill me quick. I have to run and work terrain to have a chance. I've been improving stealth but I still get spotted all the damn time. I guess I just find sudden death like that a feature.

Bethesda did really good job at shooting themselves in the leg by designing weapons that completely trivialize combat. Two Shot Gauss Rifle can kill anything in one shot from stealth and it's extremely OP even out of stealth, most enemies still die when shot in the head, including Sentry Bots and BoS Paladins. Two Shot Combat Rifle, which can be bought, is maybe even more OP thanks to its higher fire rate. Then there are Staggering weapons. Anything fast firing with this effect completely trivializes all melee enemies (except radscorpions for some reason) and wast majority of ranged as well. Geth would be red with envy how those things stunlock everything.

Combine these two and the only even remotely challenging encounters are scripted ones and companions pulling entire maps into the corner you're hiding in.

#762
Ahglock

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Bethesda did really good job at shooting themselves in the leg by designing weapons that completely trivialize combat. Two Shot Gauss Rifle can kill anything in one shot from stealth and it's extremely OP even out of stealth, most enemies still die when shot in the head, including Sentry Bots and BoS Paladins. Two Shot Combat Rifle, which can be bought, is maybe even more OP thanks to its higher fire rate. Then there are Staggering weapons. Anything fast firing with this effect completely trivializes all melee enemies (except radscorpions for some reason) and wast majority of ranged as well. Geth would be red with envy how those things stunlock everything.

Combine these two and the only even remotely challenging encounters are scripted ones and companions pulling entire maps into the corner you're hiding in.


I haven't encountered many of those. The fat man was a fun way to take out the guy who stole your kid. Bethesda frequently had broken items. At least in elder scrolls you usually have to gimmick a system like spell creation so you are more given the option to shoot yourself in te foot.

#763
Ahglock

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The limit is there because they want the console to be optimized. You could remove that limit with PC. It's more about console limitation, join the PC master race to build a better simcity. :P


Yeah I'm there. I just am very slow and picky about mods.

#764
Sidney

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I'd also like Preston to give me more varied quests. Four times in a row did I have to clear out that satellite station for Tenpines Bluff. I have 12 settlements now dammit, give me some variety.


Hate that station, well that and the 3 times I've been back into the Corvega plant. Can't stand that map.

#765
Sidney

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One thing I hope they learn and don't do is the way leveling is done in FO4.

I've hit level 40 and I feel like my already overpowered and really not specializing in anything just sorta good at everything - not just average but good. Special skills are all high. It makes building a character feel pretty meaningless because I feel like everyone is basically the same because you have so many points to dump into things.




Also...how hard would it have been to have a settler screen where I could see all my settlers and their current assignment?
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#766
Shechinah

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I'd also like Preston to give me more varied quests. Four times in a row did I have to clear out that satellite station for Tenpines Bluff. I have 12 settlements now dammit, give me some variety.

 

I love how the random two ghouls in the Wicked Shipping Fleet Lockup keeps frightening this one settlement so much that they repeatedly ask me to kill them in the case they might stray. This becomes especially hilarious considering I've built their settlement not only walls but also automatic turret guns around the perimeter.

 

It's not even a glowbug or a reaver; it's just two scrawny ghouls, one of which has an amusing habit of getting itself stuck between the two crates it's suppose to crawl from when it spawns. These two ghouls couldn't be less dangerous unless they were set to friendly. 

 

I don't mean to downplay the threat that ferals can pose or criticize the fine pay those guys have been giving me for essential no work but I think they'll be fine.

 

The silliness of the whole thing coupled with the two ghouls' amusing behavior genuinely makes the quest a joy for me when it comes up. It is always wonderful easy as oppose to Corvega Assembly Plant which can be great for body loot to sell but unfortunately frequently leads to me getting lost or having to search for that one mob. That's some Benny Hill theme shenanigans.
 



#767
Shechinah

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There's apparently an update out now that affects mods.



#768
Shechinah

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I love what they did with the feral ghouls this time around; they feel genuinely frightening at times especially with their sleeping and hiding mechanic as well as their persistence. There's some humorous aspects that I like; there's the way they tumble down when they fail to land an attack after speeding towards you or how they'll keep going at you even if you take their arms off: they'll just try to shouler you to death. There's also how you can make them stop dead in their tracks with the Wasteland Whisperer trait though that applies to almost all of the creatures you can use that one.

 

There's something hilarious about the seemingly confused look a Deathclaw has when it works; it is like it's not sure why it worked and what it is suppose to do. I wish so much that followers reacted to successful attempts with comments; C'mon Danse, I just stopped a Deathclaw solely by talking to it like it was an upset horse; you got nothing to say to that?

 

Sometimes I feel bad when I wind up crippling some creatures because of how sad and pathetic they look; I did an early-on visit to a radioactive site and got chased by a pack of ferals led by a glowbug. I took care of the non-glowing ferals while doing laps before tossing down mines to kill glowy's health bit by bit. At one point, I got myself into a corner for the final boom and tossed down a couple of mines only for glowbug to not show up. After a while, I went to check and found the poor guy dragging himself on the ground towards me and it got all sad so I shot him to put him out of his misery... then I had to find all of the mines that I lost because the terrain camouflaged some of them.


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#769
ComedicSociopathy

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There's something hilarious about the seemingly confused look a Deathclaw has when it works; it is like it's not sure why it worked and what it is suppose to do. I wish so much that followers reacted to successful attempts with comments; C'mon Danse, I just stopped a Deathclaw solely by talking to it like it was an upset horse; you got nothing to say to that?

 

tumblr_nqtmvp2GUa1rtzcf3o2_500.jpg


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#770
Shechinah

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Since exploration is supposedly going to be a big part of Mass Effect: Andromeda, I hope and would like for Bioware to similarly make the creatures feel different from each other and genuinely feel like wildlife in some of their animation, attack and defense.

 

To name a few; Mirelurks emerges from watery areas, they have a hard shell providing defense against damage with their small and difficult-to-hit heads being damage spots and deal damage with their claws. Molerats emerges from the ground and can dig themselves down again to hide or sneak attack. Insects either spit stuff or attempt to drain you alive of blood. Dogs can bite and hold their enemies not to mention I've little to nothing to mention in the way of complaints about how they are animated; I really dog their animations even the little things.

 

To me, these things add immensely to immersion and goes a long towards making the game feel more alive and atmospheric.

 

Note; I've noticed the mispelling of dig in my post but I'm keeping it because I find it humorous.


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#771
Sidney

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There's apparently an update out now that affects mods.


Update doesn't fix the corrupted save on X1 nor fix the broken perk MacCready gives you. So far haven't seen what it might have actually fixed. The former is annoying but the latter borders on game breaking.

#772
Hazegurl

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My favorite is Danse, which I just can't finish the game because I want to choose the Institute, but I would lose him forever, even after the Betrayal quest. :(

It sucks that you want to go with the Institute....for a Dansemancer.  I did find out a way to get the best possible ending without losing any companions, which is peace between all the factions ...except the Institute.

 



#773
Innocent Bystander

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Molerats emerges from the ground and can dig themselves down again to hide or sneak attack.

This here is the worst kind of BS there is. As sniper, you hit legendary radscorpion that's at least 100 meters away, he and his two buddies INSTANTLY teleport behind you and murder you before you can react. /tableflip

#774
Dean_the_Young

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It sucks that you want to go with the Institute....for a Dansemancer. 

 

 

 

Dansemancers got it rough, even rougher than Thane fans. At least Thane told you straight up what you were getting into.



#775
Dean_the_Young

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I get what you mean, but skills affecting dialog is not just in the Confirmed Bachelor/Cherchez la Femme way. High science or intelligence should allow you to talk shop with scientists, you can't. High perception should allow you to notice if someone is BSing you or hiding something. High strength should help you intimidate someone. So on and so forth.

 

I don't much care if those are considered ''I win'' buttons. A cornerstone of the Fallout series is multiple solutions to a problem. One way to implement this is via skill/SPECIAL checks. Sure, it means that having specific skills makes it easier on the player, but that's the point; some people in real life have the skills or knowledge to solve specific problems more easily than most. The game should reflect that, instead my character's SPECIAL barely affects anything outside of combat. Bethesda took a perfectly functional system and turned it into an incremental combat stat increases save for Charisma. 

 

 

How much did the modern Fallout (I can't speak for the old) ever really apply SPECIAL checks for dialogue? From what I recall of FNV, it was extremely limited: not a general principle by any means, but a few scattered opportunities here and there with no rhyme or reason. Appreciated, but hardly something to hold up as a stellar example.

 

Skills were rolled up into the rebalance of the perk/SPECIAL system- and are probably better for it as far as dialogue goes, because in FNV the ultimate dump stat was the one that was supposed to be about dialogue. FO4's tying of dialogue to Charisma is an improvement to FNV's skill point speach and barter checks, while the perks offer the appropriate equivalent trade off of allocating points.

 

It's also strange that you claim that FO4's special are all about combat. That's pretty at odds with what the mechanics also do. Strength is a key about inventory management and item flexibility between equipment, flexibility, and salvage. Endurance is key to managing radiation thanks to how radiation is now a percentage effect, which can doom lower health caps. Perception and Agility affect pick-pocketing and theft more than they did in the past, key points for non-combat builds. Intelligence went from OP skill point generator to a balanced across-the-board benefit for all playstyles that generate XP (including lockpicking and hacking). I'll give you luck as pure combat... but when hasn't it been? All the same, all the special trees have a mix of combat and non-combat abilities.

 

I can certainly agree that FO4 should have more dialogue/non-combat opportunities, and more dialogue persuasion paths (Tie them to perks- like 'Cannibal' or 'Armorer.'), but I wouldn't agree that the previous games were a hugely better in structure of the dialogue systems, even if FNV certainly had more opportunities.

 

 

 

 

Could the system have been tweaked, sure. But Bethesda threw the baby out with the bathwater. No skills, no traits, no karma system (no great loss but still), no faction reputations, few quests having alternate solutions, many of the serie's main trappings have been forgotten in favor of ''go there, shoot stuff, get XP''. with precious little to replace them. It feels more like Borderlands than Fallout at times.

 

 

Sounds pretty consistent with Bethesda's Fallout 3, actually. Which is Fallout. Wrapping skills into SPECIAL was a good move I'd argue, and karma was always a joke.

 

I did like, and do miss, FNV's reputation system... but I don't recall that being a Fallout standard either. Or traits.

 

 

 

Doesn't help that the game's background limits roleplaying. Want to play a strictly gay character? You can't, you're happily married with child and the dialog makes it clear you're not playing pretend. Want to play a dumb female character? Makes no sense, she has a law degree, which doesn't require genius-level intellect but still demands some intelligence. To say nothing of the fact the female character is remarkably skilled at wasteland survival for a lawyer and even knows how to repair Power Armor from the get-go.

 

I think Exile answered this one better.

 

All RPGs have some amount of limitation with their protagonists. In FNV, you were always a curior, and a human. In FO1, you were the Vault Dweller. In FO2, you were a tribal. These have always only limited you as much as you wanted them to- there's nothing conceptually different or less 'realistic' from a lawyer knowing how to repair power armor than there was from a low-intel courier from repairing laser weapons from the get go, or the Tribal/Vault Dweller using power armor from the get go, or any of the countless other game mechanics we take for granted (including, of course, an extreme proficiency for combat).

 

FO4 establishes you has married and with a kid. How much happiness you project is on you- and headcanon is more than open to explain why- and then you're freed from it. Just like you're freed from being a socially accepted part of the Vault, or getting along with your tribe, or being employable by a courier company.
 

 

I also object to the Institute being well developped. They don't even seem to have a purpose. What IS ''mankind, redefined''? All they do is sit underground, making Synths, creating loads of Super Mutants for no reason, and destabilizing the Commonwealth for ends that remain unexplained. They're the Think Tank with a prettier face, but at least the Think Tank had the excuse that they were all certifiably insane. As much as I loathed Ceasar's Legion, at least they had a goal.

 

 

They have different opinions, which is the point of an Institute playthrough. The Institute isn't a monolithic force of a single focus but a broader-than-expected spectrum of intents and desires- and the player can ultimately influence in guide it in various directions as the Director based on various viewpoints. The Director has his views- but he also allows the various people of the Institute to have their own preferences and desires. There's a great deal of diversity under that banner- are synths people are not, is the wasteland something to be interacted or not, compassion vs amoral indifference, various elements of transhumanism- but they're united by the idea of pursuing advancement/progress. What that means in practice is up for the player to influence.