Fallout 4 coming out on November 10, free mobile spin-off out now

Inon Zur needs to change his style or something because it all sounds the same. Every. Single. Game.
 
Inon Zur is killing me again.

Hehe. Yeah. How many FPS games have you played so far?
It actually looks way better than in F3. Not as good as it should have, but still. And enemies don't absorp bullets like sponges. The player does, but hey, they're halfway there.
By the way, notice how the player still gets XP after this cowboy guy killed the raider with laser rifle. Oh, and the lovely XP ching-ching sound after every kill. I love it.

To me it looks exactly the same way like F3, with the exception that it has obviously better graphics. But graphics alone don't make gameplay. The kill animations and critical hits also seem to be pretty much identical with F3 where bodies explode in thousand directions from pistol rounds and the biggest difference between critical plasma and laser kills is just the colour. I somehow doubt that Bethesda has become suddenly the king of FPS combat. Particularly when I am thinking about their last game Skyrim which had only mediocre combat as well like their ranged combat be it with a bow or magic. It gets really very fast extremly repetitive. And I expect it to be similar with F4.

But hey. Maybe they will surrpise us. We have to wait and see.
 
W l this certainly bodes well!

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Apparently Repair might go out the window in weapon/armor maintenance :L It's not confirmed, but people are looking at the pipboy armor selection and not once has durability been seen, so it's a good chance they're dumbing down the game even further. OHHHH GOODIE~ I totally love having my hand held the entire time and not feeling once in danger!
 
Apparently Repair might go out the window in weapon/armor maintenance :L It's not confirmed, but people are looking at the pipboy armor selection and not once has durability been seen, so it's a good chance they're dumbing down the game even further. OHHHH GOODIE~ I totally love having my hand held the entire time and not feeling once in danger!

Wasn't repair pretty much a non-issue in both FO3 and NV? Like it wasn't even inconvenient at all. I think the concept of "you have to maintain your stuff" is reasonable but the implementation in both games is lacking. I don't think I ever ran into a situation where my gun broke or anything. You could probably (if you were keeping the old skill system) roll repair into survival, or maybe create a new skill for "marksmanship" that governs all kinds of guns, and combine "guns" and "repair" as "mechanical" and roll energy weapons into "science" and use those skills for maintenance checks and the like.
 
Wasn't repair pretty much a non-issue in both FO3 and NV? Like it wasn't even inconvenient at all. I think the concept of "you have to maintain your stuff" is reasonable but the implementation in both games is lacking. I don't think I ever ran into a situation where my gun broke or anything. You could probably (if you were keeping the old skill system) roll repair into survival, or maybe create a new skill for "marksmanship" that governs all kinds of guns, and combine "guns" and "repair" as "mechanical" and roll energy weapons into "science" and use those skills for maintenance checks and the like.

I guess so, but to suddenly remove it is such a lazy attempt to 'fix' the non-issue, instead they should've made either the repair items rare, or increase the degradation rate by at least 25-50%. Now there's nothing to loom over the player, because they'll just grab a weapon and run about, never having to worry about their weapon. As for armor, NV definitely had issues, especially depending on what armor you wore (leather Armor, Reinforced comes to mind), as some armor provided nice DT bonuses, but were hardly meant for long firefights. As time went on in the onslaught, your DT would drop enough that DT bleedthrough wasn't a thing anymore, and soon your health was dropping quickly to high DPS weapons.
 
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Come to think of it, given Fallout 4's seeming emphasis on modding and building wouldn't some sort of "repair/craft/mechanical" skill or perk be especially relevant in this game? Like if you want to build an automated turret to protect your tree house you're going to need the scientific acumen to program a turret and the mechanical acumen to build one from parts or to repair one you found somewhere. If you want to put better springs in your gun, you're going to need to know how the gun works and what sort of springs you would even want that are better than the ones you have.
 
There won't be a repair system, weapons no longer have a condition bar, and we all know they have removed skills and the crafting system is perk based.
 
They may surprise us and weapons will require maintenance. Again, I don't think I've seen the new crafting/ building/ power armor system to comment. It wouldn't be awful if they removed the repair system, if a bit bewildering considering the emphasis on crafting. But it was never a good feature in the last two games.
 
Now the only thing left is to completely remove the ability to choose different dialog options altogether.
 
Good bye, sweet skills...

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Now, I've said before, switching out skills for perks does not mark the end of Fallout for me- there's still a SPECIAL dumbed down though it may be. This is till pretty fucking bad.
 

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Ah, maybe we should not be so negative, for Fallout as franchise this is bad, for a Bethesda game this might be actually good. I mean making it finally a full FPS game. It might lead to a more enjoyable product ... as stupid as it sounds.
 
So if you are eating shit you might as well enjoy it? Put on a bib folks and get ready to have your fill.
 
Ah, maybe we should not be so negative, for Fallout as franchise this is bad, for a Bethesda game this might be actually good. I mean making it finally a full FPS game. It might lead to a more enjoyable product ... as stupid as it sounds.

Between Traits, Perks, attributes, and skills we probably didn't need four different dimensions in which to customize your character. Of those four, I think skills (as implemented in Fo3 and NV) are probably the least interesting since "spend ~13-15 skill point every level" was not the height of interesting roleplaying (additionally it effectively meant that your character would be good at everything by the end of the game.)

If they're smart, they'll have rolled perks and skills into one thing, where now skills have like 5 levels and each level carries an upgrade or ability. That's a reasonable system.

I really hope they have traits though, traits are fun.
 
Your character could only be good at everything in 3. Also yeas we need those multiple dimensions to customize a character. Combining perks and skills has effectively made Perks generic and removed one of the many levels you could build your character history on, a tagged skill against another or even a Stat level that doesn't benefit allows yo uto build a story, skills also serve as gates to perks to make them feel more like rewards for leveling up by completing quests (don't give me the "you up them by shooting things!" because that's a dumb argument, leveling comes mostly from quest completion). Switching 2 systems one where you worked towards gates to unlock the other systems rewards into just a generic perk system is a loss no matter what, it's also another step towards turnning Fallout into Borderlands.
 
Your character could only be good at everything in 3.

With all the DLC installed so the level cap is 50, it's really easy to hit 100 in every skill in New Vegas. You can't be "the best" at everything since you probably won't have all of melee perks, all of the unarmed perks, all of the explosives perks, etc. but you're going to be really good at everything and which things you are "simply the best at" is more of a function of your perks than your skills.
 
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