Fallout 4’s Character System

Man, I am starting to find it more and more difficult to... well I would not say 'justify' but have a reason to play this game so I can tell others why I do not like it and backing my dislike up with my own experience.
There are already so many mentioned details that really make me cringe such as in this thread that I feel the gameplay will just get in the way (in the way as in being so boring that it will be off putting) of finding out what locations and lore there is in the game (which I know will be average but I still wanted to find out about rather than reading about it on the Vault Wiki)

Honestly why is cutting a lot of the gameplay changes and additions Fallout New Vegas, not to forget gameplay mechanics that existed in Fallout 3 out considerd a good thing?
If so many gamers of today considered to complex gameplay mechanics and dialogue as 'enjoyment' breaking, why don't they instead choose to play more Arcade games? Those are mostly to the point. It seems to me a lot of these people would enjoy those games far more and encourage developers to make more of that for the general audience.
 
This system seems very similar to the system in Wasteland 1. With each level giving you the chance to improve your stats OR your skills. Except now instead of intelligence being the only stat governing your skill variety, your entire stat distribution affects the traits and abilities available to you. Plus with some perk ranks being previous skills or perks themselves instead of a straight percentage increase, it could turn out to be an interesting system... We'll see how it plays though. Anything looks good on paper.

I was going to say some things in regards to the changing character system in fallout's evolution from 2d iso to 3d in general, but I decided to make my first post on my phone whiched proved to be a challenge as some of the posting buttons on this forum weren't working for me. So now it's late and I'm writing in run on sentences .. So maybe tomorrow.
 
You know what pains me the most is that it is getting harder and harder to act happy about Fallout 4. You know I flipped a fucking table when I saw the dialogue trees and now this!

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You know what pains me the most is that it is getting harder and harder to act happy about Fallout 4. You know I flipped a fucking table when I saw the dialogue trees and now this!

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It got fucked all the way back with Fallout 3. Still... it's a sad decent into insanity that people just seem to love.
 
They...they even mapped the colours to R - Bad B - Neutral G - Good Y - Whatever is left. My keyboard doesn't need to be mapped to the dialogue dammit.
 
Lots of things I liked about New Vegas are gone.

Traits.

Multiple ammo types.

Damage Threshold.

Meaningful characterization.

A lack of Bethesda's bizarre insistence on shoehorning family into everything.

Raiders without Power Armor.

Consequences.

A lack of romantic relationships.

Super Mutants that aren't just orcs.

A sense of world progression.

Making me think about stuff.

Not being burdened by immortal dogs.

I actually like the cut "marriage" that had the King marry you and Cass. Sad that was cut.

The difference is that Obsidian understands writing.
 
Indeed, romance will probably be along the lines of: "You saved me from the Deathclaws! My hero, bring me 10 pencils and 5 Teddy Bears and we can have secks"
 
Meh, at this point I don't even care anymore. It just drains to much energy out of me to get angry or frustrated or what ever.

It's Bethesda, and Bethesda does what Bethesda must to sell their fast-food games to the kidz. And they even applaud them for doing it. Yaaay! Sell us more burgers! More frieees! I want my fucking milk-shake that is only a sorry excuse for a real milk-shake! Story? Consequences? Depth? Role Playing? Who cares! You have a cave-explore and hikking simulator! What really grinds my gears are those fucked up comments on youtube.
"Again, Bethesda games are openworld first RPG second. If it misses the good writing, but does well in world crafting, then I can forgive it. It would be like going into turn based RPG game expecting an in depth world, it just doesn't make sense."
Oh boy ...
 
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I am not going to judge prematurely. Bethesda have re-added some classic complexities such as better armour/clothing customization (with pauldrons, leggings, etc.), which has not been seen from Bethesda since Morrowind. While it does suck, to me, that skills have been removed and there are only 70 base perks, I am still excited to see how the perks work out throughout the game, as it seems like they put in a really good effort to have perks that cater to many different play styles, and not just combat roles. With perks such as Animal Friend and Intimidation, it might actually feel like a legitimate playthrough now when running through the game as a pacifist (although, there will need to be more than just pacify perks).

Doomsaying is not really my thing - I am already obligated to get Fallout 4 because of one of my jobs, so I will be playing it regardless, and I want to see for myself how the game turns out before I start throwing assumptions and judgments around haphazardly.
 
I am not going to judge prematurely. Bethesda have re-added some classic complexities such as better armour/clothing customization (with pauldrons, leggings, etc.), which has not been seen from Bethesda since Morrowind.

I thought all the TES series had this? I know for sure Skyrim/Morrowind has it. Actually the more I play TES it seems that Fallout 3 was dumbed down in mechanics than those. No separate clothing, no readable lore books (well, you do have the pip boy holodisk thingy though to be fair), etc.
 
I am not going to judge prematurely. Bethesda have re-added some classic complexities such as better armour/clothing customization (with pauldrons, leggings, etc.), which has not been seen from Bethesda since Morrowind.

I thought all the TES series had this? I know for sure Skyrim/Morrowind has it. Actually the more I play TES it seems that Fallout 3 was dumbed down in mechanics than those. No separate clothing, no readable lore books (well, you do have the pip boy holodisk thingy though to be fair), etc.

Aesthetics-wise? Kind of. But technical-wise, they removed the ability to attach greaves, independent gloves/gauntlets, pauldrons, shoes/boots, and even the simple ability to wear armour over regular clothing. I do feel your pain with the non-readable books - but, to be fair, I do not recall books being readable in the classic games, either, so not much has changed there. Would still be nice to add that level of functionality, as I do enjoy in-game literature.
 
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I am not going to judge prematurely. Bethesda have re-added some classic complexities such as better armour/clothing customization (with pauldrons, leggings, etc.), which has not been seen from Bethesda since Morrowind. While it does suck, to me, that skills have been removed and there are only 70 base perks, I am still excited to see how the perks work out throughout the game, as it seems like they put in a really good effort to have perks that cater to many different play styles, and not just combat roles. With perks such as Animal Friend and Intimidation, it might actually feel like a legitimate playthrough now when running through the game as a pacifist (although, there will need to be more than just pacify perks).

Doomsaying is not really my thing - I am already obligated to get Fallout 4 because of one of my jobs, so I will be playing it regardless, and I want to see for myself how the game turns out before I start throwing assumptions and judgments around haphazardly.

The new version of Animal Friend looks interesting. I think the description said something about having to intimidate an animal by focusing your weapon on it to get it to go neutral. That's a bit more interesting then animals just ignoring you. I'd really like to see the new perk system really taken advantage of though. Skyrim's system was definitely a step in the right direction with perks acting as the requirements for certain actions and enhancing others. They took a page from the Fallout3/NV perks and brought over the concept of perks enhancing specific play styles. Gunslinger for example.
For me the problem with fallout perks has always been that they were never well organized and I always felt like I might be loosing something interesting in there. So a more organized tree is actually more appealing, in concept, to me than a long list of unorganized items.


I'm with you on the doomsaying. I burnt out of one with Fallout 3 and I still ended up giving that game over 100 hours of gameplay. And I'm not going to complain about the immortal dog. I always played with essential companions. I modded NV so that they'd be essential in Hardcore mode, and I'd reload in the older games whenever I lost someone. Mostly because I like certain characters and I don't want them to die. So I'm happy with that one.
 
I'm going to repeat myself, but such system makes much more sense for the real-time FPS game. They got rid of the skills, which they haven't been utilizing properly. Such games are more dependent on the players skills than on nnumbers. You can reduce damage made by a gun if the character has like 10% gun skill, but it doesn't affect the gameplay much. If the player is good at shooters, he will only be irritated by having to shoot more bullets at the target. You can add some more bullet spread too, but that also will only add frustrarion for trigger-happy guys. And Bethesda is aiming to create a FUN game. The system, which only rewards players for levelling up, not punishes them for being low level makes more sense in such a paradigm.

Don't get me wrong, I hate what Bethesda turned Fallout into. But this is one of the best things they did to their game (let me stress: THEIR game). They just stopped hanging on the things that don't work in their games just for the sake of legacy (yeah, Bethesda, legacy, sounds pretty much like a joke). That's not a Fallout game as we know it, it's just a different game. Action game with RPG elements with Fallout logo and some familiar fiction.
 
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