Breaking Down The Fallout 4 Character Creation System

Didn't you get a fatman or a minigun close to the start of Fallout 3? You're also given mininukes and ammo like it's nothing pretty much.

Yeah, when you encounter the Super Mutant Behemoth in the DC Ruins, and you get five nukes. It has a finite amount of ammo, I will grant you, but unlike the Alien Blaster, it's much less tongue-in-cheek and more unfathomably dumb for urban warfare.

I think most of this is an easy mod fix. Give it a good month or 2 after release and you'll see something like CCO for New Vegas. I'd love to see walpknut's system idea implemented somehow through modding.

A mod of this magnitude would be a very long undertaking, but it could be done. Me, I'd like to see the Skills return with a per-20-points chose-able upgrade system, or the like.

Sigh, it reminds me of Skyrim allright. I would specialize in swordfighting, which also meant I had to give several shits about axes - which I didn't. These perk-trees just reeked of idea-droughts, with a couple of useful perks, and just pointless stupid filler for the rest.

As for the visuals, I wish they'd just stop pretending, rate it G, and get it over with allready. So, animated pip-boy icons with sound - I bet they're allready dreaming about a 3D modelled, colored and shiny animated icons with sound, oh wait, I forget i'm expected to react like a toddler AAAHAHAHA IT MOVES!!! THE ICON MOVES AND MAKES SOUNDES :O :O

Not only that, but the best Perks were within trees where the idea didn't match up (Extra Pockets under Pickpocket), or the skill itself was so underutilized that you had no choice but to grind and practice to reach the upgrade you wanted (Speech).
 
Yup, and now with the new system there's no risk of that happening!

Exactly! Now all you have to do is eventually grind for a countless of useless perks to get to the only one in the tree that you desire/is usefull. What an improvement. :V

But Bethesda games have never been short of totally meaningless grinds, like Skyrim! Oh wei! How fun it was to make 10 000 dagers and climbing up skill trees going trough completely useless skills just to get that one that is somewhat decent.

Skyrim with guns indeed ...
 
[But Bethesda games have never been short of totally meaningless grinds, like Skyrim! Oh wei! How fun it was to make 10 000 dagers and climbing up skill trees going trough completely useless skills just to get that one that is somewhat decent.

I distinctly remember leveling my athletics in Oblivion by finding a wall to swim towards and using a rubber band to hold the analog stick in position while I went to do something else. Truly they are masters of game design at Bethesda.
 
Yeah, but if you do that you could as well just go and find your self some cheat codes. It actually achieves the absolute same result and you spare your self from going trough a frustrating mechanic that serves no purpose. I also spend time sneaking infront of a wall to get the sneak skill up ... till I decided, fuck it, I just enter 90 as value for the sneak via cheat codes. That's what I do most of the time in he Bethesda games now when it gets to grindy, after playing it at least once the "normal" way. I am not going to force my self trough thousands of dagger crafting for no reason. This doesn't apply to most of the fighting mechanics however, the reason for that is, because they actually have some use!
 
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I am not going to force my self trough thousands of dagger crafting for no reason.

They did kind of fix that by making the XP you get for smithing based on the price of the items you craft, not just per item. So instead of making thousands of daggers, you just have to loot Mzulft over and over again and make a few hundred Dwarven Bows.
 
[But Bethesda games have never been short of totally meaningless grinds, like Skyrim! Oh wei! How fun it was to make 10 000 dagers and climbing up skill trees going trough completely useless skills just to get that one that is somewhat decent.

I distinctly remember leveling my athletics in Oblivion by finding a wall to swim towards and using a rubber band to hold the analog stick in position while I went to do something else. Truly they are masters of game design at Bethesda.

which people like you complained about, and caused them to dumb down the game even more by removing that skill and pretty much all skills in Skyrim.
 
I am not going to force my self trough thousands of dagger crafting for no reason.

They did kind of fix that by making the XP you get for smithing based on the price of the items you craft, not just per item. So instead of making thousands of daggers, you just have to loot Mzulft over and over again and make a few hundred Dwarven Bows.

Those ingots are in abundance anywhere like using the clipping bug to clip into the skyforge in order to open Eorland's inventory to steal what you want. Using the "buy from vendor, save then kill the vendor and reload the save for a reset inventory" works too. They have the buggiest games ever.
 
I am not going to force my self trough thousands of dagger crafting for no reason.

They did kind of fix that by making the XP you get for smithing based on the price of the items you craft, not just per item. So instead of making thousands of daggers, you just have to loot Mzulft over and over again and make a few hundred Dwarven Bows.

Did they really? At least not when the game was released. So much for sure. Though I would assume that it might still be easier to get all the ingredients necessary for crafting that dagger to boost your skill, since you will get much easier access to iron ingots and leather straps, where dwarfen ruins have to reset once in a while to fill up with "new" stuff. As far as a new player goes, I still think it is faster to just stand there and craft daggers like a lunatic.
 
I distinctly remember leveling my athletics in Oblivion by finding a wall to swim towards and using a rubber band to hold the analog stick in position while I went to do something else. Truly they are masters of game design at Bethesda.

I trained spells by placing a small eraser (the consistency prevented slipperyness) on top of the cast-key on my keyboard, and resting a heavyer remote control on top of it, keeping the button pressed down. Every now and then I would turn away from the TV, to hit 1, my short-key for magicka potions :V

Athletics was even easyer, cus you just have to hit Q, and your character will run by himself. Just point him into a corner, hit Q, and go do some house chores :V
 
Did they really? At least not when the game was released. So much for sure. Though I would assume that it might still be easier to get all the ingredients necessary for crafting that dagger to boost your skill, since you will get much easier access to iron ingots and leather straps, where dwarfen ruins have to reset once in a while to fill up with "new" stuff. As far as a new player goes, I still think it is faster to just stand there and craft daggers like a lunatic.


One of the patches changed smithing skill gain to be a function of item cost, which is a better way to go around it. There is, IIRC, a Dwarven Ruin that resets every 24 hours so the appropriate ingots are basically free.

which people like you complained about, and caused them to dumb down the game even more by removing that skill and pretty much all skills in Skyrim.

I've never been a fan of "use skills to level them, and then level up". It basically precludes advancement by doing things that involve the player figuring something out on their own, and thus funnels too much of advancement towards "fighting things." But you can't deny that the way Oblivion did advancement was possibly the worst system in the history of RPGs, since you basically had to keep notes as to what your skills were at every level and make sure that you level up the right skills (not your major ones) enough in order to get reasonable increases to your statistics. So if you're asking "did I complain about how Oblivion did advancement" you're darn right I did.
 
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I distinctly remember leveling my athletics in Oblivion by finding a wall to swim towards and using a rubber band to hold the analog stick in position while I went to do something else. Truly they are masters of game design at Bethesda.

I trained spells by placing a small eraser (the consistency prevented slipperyness) on top of the cast-key on my keyboard, and resting a heavyer remote control on top of it, keeping the button pressed down. Every now and then I would turn away from the TV, to hit 1, my short-key for magicka potions :V

Athletics was even easyer, cus you just have to hit Q, and your character will run by himself. Just point him into a corner, hit Q, and go do some house chores :V

In Skyrim the first time I leveled my alteration by getting -100% to magicka cost, mapping left/right hand to lctrl and lshift and putting something on both of them at once to dualcast and leaving my room for some time.
The second time I just used a cheat code, as it makes just as much sense.
 
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