Bethesda Shows Where Their Priorities Are (Patch 1.6 New)

I have a few friends who are indi devs that would love to have a crafting system like F4's, but say the coding is too difficult.
What a drivel. Crafting system in F4 is not something tough and complex like the one in The Legend of Mana or even Morrowind's spell system. Maybe your friends is only on study process? Ask them later. The so called settlement mechanic was originated from a mod for Fallout 3 & NV. And object placing isn't something new or original.
 
...INDIE devs that would love to have a crafting system...
FTFY.

Also, the lack of actual evidence kinda defeats that point, doesn't it? All because you claim that you know people who show interest in what seems to be a complex system (I'm not an expert on systems so I'm not even going to try bringing up points I have no knowledge of) does not really counter the current argument that FO4's current state of their crafting mechanics is anything special. If anything, it's almost like Skyrim's (or any almost any other game with crafting in it) at first glance.

From what I recall from a play-through from a long time ago, crafting in FO4 simply involves several raw materials brought together to make items like in Skyrim and any other game with crafting mechanics. No permutations or alterations to the recipes are possible (like using different quality ingredients for improved effects or new ones) nor is failure in crafting possible unlike in something like Morrowind where low skill actually affects success. With a game like Morrowind in mind with the extensiveness of their crafting mechanics, crafting in FO4 has downgraded.
 
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FTFY.

Also, the lack of actual evidence kinda defeats that point, doesn't it? All because you claim that you know people who show interest in what seems to be a complex system (I'm not an expert on systems so I'm not even going to try bringing up points I have no knowledge of) does not really counter the current argument that FO4's current state of their crafting mechanics is anything special. If anything, it's almost like Skyrim's (or any almost any other game with crafting in it) at first glance.

From what I recall from a play-through from a long time ago, crafting in FO4 simply involves several raw materials brought together to make items like in Skyrim and any other game with crafting mechanics. No permutations or alterations to the recipes are possible (like using different quality ingredients for improved effects or new ones) nor is failure in crafting possible unlike in something like Morrowind where low skill actually affects success. With a game like Morrowind in mind with the extensiveness of their crafting mechanics, crafting in FO4 has downgraded.
Variety in what can be crafted was expanded over Morrowind indefinitely, as well as not every item has components in either Skyrim or Morrowind, very few games actually gives all junk purpose. And I can tell you that neither system could be described as "simply"
 
Variety in what can be crafted was expanded over Morrowind indefinitely, as well as not every item has components in either Skyrim or Morrowind, very few games actually gives all junk purpose. And I can tell you that neither system could be described as "simply"
The junk still gets processed into categories when scrapping them so it still falls under those categories of raw materials. Plus I preferred it when not every item was a component off the bat so that I knew how to distinguish junk from usable materials. I found Fallout 4 more tedious for it since their 'new' system makes it that every piece of junk ends up being required so more junk collecting rather than supply scrounging.

Besides where Morrowind lacked in variety, it made up for it in parameters when it came to effects. I dare you to tell me Fallout 4 would allow me to craft an item with Legendary abilities I can freely customise (and no, the Piezonucleic armor does not count since it was part of a quest so it's more of a craft. Paint jobs for power armour that add stats don't exactly count as well since the amount of stat boosting is always preset).
 
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I mean, if you were being honest then you would know for fact that Fallout 4 couldn't be a lazy cash grab, simply based on the time and systems put into it.
Except for the fact that it actually was a lazy cash grab.

New Vegas took less than 2 years. Fallout 4 took 7 years. 5 if you're being generous and saying they started after New Vegas. SAME ENGINE. All role-playing elements missing in favor of lame crafting system.

$15 +$10 = $25 Crafting DLC for $50 Season Pass.

Charts comparing quests in New Vegas and Skyrim to Fallout 4 - enough said.

Fallout 4 is the laziest Bethesda game ever made. It was made to make money from ultra casuals through heavy marketing and to alienate Fallout fans so they can dumb down their future Fallout games even more and not have to deal with the old fans asking why Fallout 6 has Wizards and Mages. It's quests don't even stand up to Skyrim, let alone New Vegas or Fallout 3. Thanks for the laugh though.
 
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Well they put in 2 new features, upgradeable power armor mechs and settlement crafting.

The rest of the gameplay is pretty much the same as previous first person perspective installments, or neutered like the dialogue and skills/stats systems.

If the settlement stuff wasn't so poorly implemented and we were very generous and noncritical people would could call that breaking even on features/systems, not really "adding them" since 2 things of value were removed and 2 things of dubious value were "put in"
 
Too bad bethesda didn't add weapon breaking system, even for survival difficulty. This should not be a problem because the animations for weapon breaking were made but never used! Poor management is poor.
 
Since your power armor is made from cardbords now, so at leat that can break after a few bullets. Not posters though. Those can stand for centuries on walls. So sad that no one made the Power armor of propaganda posters :(. Virtually indestructible.
 
I have a few friends who are indi devs that would love to have a crafting system like F4's, but say the coding is too difficult.

Okay, sure. Granted. It took a lot of time to code just like anything else would. Still doesn't mean they should have spent the time on it! Notch was finishing up by 2011 When Skyrim was released. The Minecraft fad was dead by goddamn 2013. And then Fo4 stumbles out in 2015 going 'Hey, you guys still like Minecraft right?' What? No!

If you are going to ape anything from the past near gaming decade Fo4 was in development for, How about Portal, Saint's Row, and Tales from the Borderlands for their breakthroughs in merging scripted scenes and comedy together? How about trying to put the menace of Vaas from Far Cry 3 for a raider faction leader? How about improving your environmental story telling with mechanics learned from Gone Home?
 
Okay, sure. Granted. It took a lot of time to code just like anything else would. Still doesn't mean they should have spent the time on it!
I do not think a single Fallout fan was thinking "You know what I want Fallout 4 to be? A crafting game!"

Apparently some of Bethesda's marketing people came to that conclusion though. So the "fans" go from "It's a great Fallout game" to "Ok it's a bad Fallout game...but it's still a GREAT game!" to "Ok well at least the crafting is REALLY GOOD right guys?! GUYS???"
 
Or, Todd Howard just doesn't get his product anymore and insists it be in there despite pretty much everyone else knowing it adds nothing and is eating up valuable dev time.

When you don't play games, you don't even hear about games like Tales of the Borderlands, Farcry 3 or Gone Home. You just become blind to it all. You hear in passing Microsoft meetings that Minecraft is worth a speculated billion dollars and go 'Oh, that what gamer want. We make that now'.
 
It was made to make money from ultra casuals through heavy marketing and to alienate Fallout fans so they can dumb down their future Fallout games even more and not have to deal with the old fans asking why Fallout 6 has Wizards and Mages. It's quests don't even stand up to Skyrim, let alone New Vegas or Fallout 3. Thanks for the laugh though.
That's actually pretty funny, because literally nobody could get away with that, for one thing. That and the quests are a matter of opinion, nothing else.
The junk still gets processed into categories when scrapping them so it still falls under those categories of raw materials. Plus I preferred it when not every item was a component off the bat so that I knew how to distinguish junk from usable materials. I found Fallout 4 more tedious for it since their 'new' system makes it that every piece of junk ends up being required so more junk collecting rather than supply scrounging.

Besides where Morrowind lacked in variety, it made up for it in parameters when it came to effects. I dare you to tell me Fallout 4 would allow me to craft an item with Legendary abilities I can freely customise.
It depends on your build. You can increase your critical damage, weight management, damage and fire mode. You can argue that it's not as diverse, but the abilities to change the majority (of guns) over to your build is pretty nice. That and it is still rewarding to know which items are more worth picking up than others.
Again, yes. What feature that you could possibly credit fully to Bethesda in Fallout 4? None of them are hardly original, nor show genuine attempt at actually do something that requires actual effort.
All forms of art are derivative. Just because they didn't do something so outlandishly different, it is no longer a work of effort?
Okay, sure. Granted. It took a lot of time to code just like anything else would. Still doesn't mean they should have spent the time on it! Notch was finishing up by 2011 When Skyrim was released. The Minecraft fad was dead by goddamn 2013. And then Fo4 stumbles out in 2015 going 'Hey, you guys still like Minecraft right?' What? No!

If you are going to ape anything from the past near gaming decade Fo4 was in development for, How about Portal, Saint's Row, and Tales from the Borderlands for their breakthroughs in merging scripted scenes and comedy together? How about trying to put the menace of Vaas from Far Cry 3 for a raider faction leader? How about improving your environmental story telling with mechanics learned from Gone Home?
A lot of small stories are told through environments, notes, and object placement. It's honestly something Bethesda is pretty good at, and in my opinion is one of the short comings of NV. That and honestly I do feel the whole "minecraft" comparison is exaggerated by most people that talk about it, simply because there's more to do in F4 than just build yourself a shitty block house.
 
That's actually pretty funny, because literally nobody could get away with that, for one thing.
Bethesda fans already calling for Elder Scrolls and Fallout universes to be merged. If anything, they wouldn't just get away with it, they would make millions from horse armor crafting DLC for your Elf Mage in Fallout 6. And if you don't like it, well tough because "not interested in discussing realism in a post apoc game with talking zombies and fire mages"

That and the quests are a matter of opinion, nothing else.
Nope. The charts comparing the Fallout 4 quests to those of previous Bethesda games and New Vegas don't lie. They've been posted here and elsewhere many times. It is without a doubt the laziest game Bethesda has ever made.
 
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Nope. The charts comparing the Fallout 4 quests to those of previous Bethesda games and New Vegas don't lie. They've been posted here and elsewhere many times. It is without a doubt the laziest game Bethesda has ever made.

@Zyax

Fallout: New Vegas development time: 18 months

Fallout 4 development time: 84 months/7 years

quests 23.png
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That's actually pretty funny, because literally nobody could get away with that, for one thing. That and the quests are a matter of opinion, nothing else.

Cash grabs and casualizations of series are the industry's bread and butter; they happen all the time. It's just a marketing strategy.

It depends on your build. You can increase your critical damage, weight management, damage and fire mode. You can argue that it's not as diverse, but the abilities to change the majority (of guns) over to your build is pretty nice. That and it is still rewarding to know which items are more worth picking up than others.

I think something that's universally recognized is that Bethesda has some hardships coming up with interesting perks. Most of the ones in Fallout 4 are either situational to the point of uselessness or just streamlined version of skills.

Speaking of, I've said this a million times before, but turning skills into perks was not a good idea. It basically means that when you level up, you're not getting stronger; every other enemy in the game is, and you can only keep up by picking relevant perks.

The gun mods aren't all that great, in my humble opinion; most of the later-level stuff is just better versions of other, more basic mods. It's just not very interesting.

Changing fire mode is kind of a null argument when you can only do it by finding a workbench; the mods may as well be separate weapons.

All forms of art are derivative. Just because they didn't do something so outlandishly different, it is no longer a work of effort?

I'm sure the various employees that worked on the game did so with great conviction and effort. It's not them that are to blame; it's whomever was directing them.

A lot of small stories are told through environments, notes, and object placement. It's honestly something Bethesda is pretty good at, and in my opinion is one of the short comings of NV. That and honestly I do feel the whole "minecraft" comparison is exaggerated by most people that talk about it, simply because there's more to do in F4 than just build yourself a shitty block house.

I think that this was definitely the case in Fallout 3; though I still found it annoying that these skeletons lying around had been there for some 200 years and nobody had bothered to clean them up or nothing ever moved them, it was still a very nice and redeeming touch.

But Fallout 4 isn't like that. It's not about environmental storytelling through a variety of means to tell a range of stories; it's always skeletons doing something humorous or spending their last few moments drinking or something equally as boring and predictable.

The minecraft comparison is a hyperbole by nature; of course it isn't "Fallout Minecraft" (that game at least had a grip on what it wanted to be), but the fact that even people outside of this website are drawing the comparison speaks volumes about the general opinion on the settlement system.
 
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