How would you have done it?

It would have been simpler...if I think about it I doubt Bethesda fans would buy the game less if they introduced new shit and got rid of the overused. They would just feel the same way. I doubt that they would start raging about why there are no more Super Mutants. Bethesda could just place some other...empty ragdolls on the map.

By the way, since we are talking about "what could have been", has anyone realized that yeah, you still can't kill kids but you can't kill 100 "Important" npcs. You can't kill any of those companions that turn on you if you "break bad" too. Where are the days when you went on a killing spree and emptied all your bullets all over the strip's casinos? :D

Or utterly destroyed the den and leaving Vault City an empty ghost town?
 
I actually liked the pre-war background, had it not been so confined and limited in choice. Here was my idea: SPECIAL and starting skills would be allocated BEFORE the game starts (work it in, somehow). This would determine what your career and history was. Your personality wouldn't be predetermined. There would be dialogue options to specify whether or not your character actually loved their spouse, whether their orientation is towards their spouse or not, and why you were with the spouse in the first place, e.g. profit reasons, pressured by family, taking advantage of the spouse for wealth, etc.

There was plenty of potential, wasted by Bethesda like the typical potential wasters they are (well that metaphor went belly-up). I should've been able to be a character who was not even attracted to my spouse, but was a profiteer who was there to secretly take advantage of her. But no, they present them as actual lovers, and any love you find in the actual game is probably interpreted as "moving on". Goddamn it. In addition, being confined to one house and having a "convenient salesman right before the nukes"? No, Bethesda. No. Just... no.

Fallout 2's Arroyo and Witcher 3's White Orchard showed how much you could fit into an introductory area. It could've been well-used, at least to teach newcomers to the series about the narrative choice available. But no, rule of cool, followed by a shoehorned tutorial with radroaches that made Vault 111 feel like a reskinned Vault 101 without even the effort to add living NPCs to it.
 
Settlements should have been improved or erased all together.
Some ideas (hope the modders will make something similar):
1.Make a settlement management interface.
2.Make some quest givers (real quest givers not blank shoot that, kill this missions)
3.Make the settlements populated and transited by either new characters that give out quests which appeal to the evolution of the settlement.
4.Create settlement "types".
I've noticed that the game tells you that if you produce a lot of water in a settlement, you can provide water to the others but I think that it didn't work in my game, can anyone confirm this?

My point is, it would be cool if for example other than the usual "Farm", "Water Town" and so on there would be settlements where you can for example make

Training camp Town: A settlement where the residents don't have to work the land since the other villages provide water and food for them but instead they can: A) Provide security for the other villages or act as an emergency bodyguard in case of an attack. (Long distance settlements might be out of their reach so it would be a good idea to make them more 'central'.) B) Send them out on scavenging missions. (Weapons, Armor, Junk needed for settlements would appear into your inventory.) C) Hire them out for dangerous missions in exchange for caps or other deals that may help your town network thrive. They would also be your character's militia and so on. The equipment you provide them with and training ( some buildings, programs etc would help ) will show how good they are and how much success chance they have. All those missions would take place off-screen.

Factory Town: Those settlers would be the industry part of your ... [ Settlement Country?? ]
If you build and secure a settlement and give it this role, the people over there would craft weapons, armor, mechanisms and basically other things in demand out there in the commonwealth. The production could come out in two ways: a "Production Meter" similar to happiness,water, defense etc that allows your production towns to boost the following "Market Town" or it could provide the player with items from lame ones up to legendary depending on the town's production power.

Chem Town and "Vice City": Similar to the Factory town this one would specialize in crafting chems ( healing or fallout drugs) and it would influence the production bar and happiness (happiness results may vary) and also provide you with items from time to time. Also, in this town or another one, the player could establish gambling venues, bars, housing & hotel services so that settlers would show up and stay there or visitors would simply migrate and emigrate in and out of your town to make it feel more alive and dynamic. Oh... and prostitution.

Technology Towns: Production town specialized in science. You would need this town set up in order to be able to produce turrets and other advanced defense system. (Those turrets are OP anyway compared to the attackers)

Residential Settlements: Those settlements would exist to house some of your citizens, which consume the goods your other towns produce, work and fluctuate between towns and be protected by bodyguard towns so everyone is connected. It could have 'a jack of all trades' system. Some guards, some merchants, a few "artisans" too.

Market Town: Same as the Bodyguard Town, the citizens here won't bother with farming or stockpiling water. (Not on such a great extent at least, some small scale production would exist.)
The Market Town would be filled with merchants, market stalls, NPC's haggling, buying and selling to each other and fluctuate in and out of the city.
The economical hub of your network would be the Market Town. The size of all your settlements influence it directly and so do other quests you've done so far in the world and in each of the other settlements you own.

Consequences:
Those choices would also influence the world. Relationships with factions and locations would change depending on them.

FO4 is kind of non logical when it comes to this kind of stuff and the lines are kind of blurry so I will also give examples based on past locations/factions in the FO universe.

Negative:

- You build 2 "Vice & Chem" Towns and New Reno takes notice so they try to destabilize your trade routes, sabotage or deal out a direct attack on those or on other towns in your network.
- You max out your Technology town to the point where you can tamper with Synths. (Imagine how cool that would be combined with my earlier scenario in which in FO4 you are a Synth and this would allow the scientists you gather to be able to replicate synths based on the examination of your body.) >> Institute attacks.

Mixed: - Some raider groups take notice of your success and start attacking you OR some raider/tribal/etc groups consider joining you. You can choose to eliminate or annex them based on quests/choices.

Positive: Based on some of the 'internal' quests you have chosen what kind of policy your settlements have and decided house in your "Residential Towns & Others" and to be tolerant of all races, ghouls and even pacifist supermutants. (Something like Broken Hills) So the 'minority' groups would try to join you. Don't know...would the Followers of Apocalypse fit here? :D

So that's how I would have done it :). Sorry for typos or grammar mistakes.
 
Honestly, when I saw the ads & trailers about FO4 and how they presented the settlements I thought it will amount to something bigger and they would spend a lot of time on this instead of making a hardcore story. They achieved none. Throughout the game I always played with the impression that those settlements would matter in the end. I took the Institute path and at some point Father said something like: "I wonder how the other settlements will react to us." and thought shit! this is it, the main faction you side with will make your settlements matter. NOPE.
 
Honestly, when I saw the ads & trailers about FO4 and how they presented the settlements I thought it will amount to something bigger and they would spend a lot of time on this instead of making a hardcore story. They achieved none. Throughout the game I always played with the impression that those settlements would matter in the end. I took the Institute path and at some point Father said something like: "I wonder how the other settlements will react to us." and thought shit! this is it, the main faction you side with will make your settlements matter. NOPE.

They had POTENTIAL but Bethesda took a piss on it.
 
I don't like the whole being a dad (or a mom) and looking for your son thing. Not everyone wants to be that character.

Using the current story element I think I would have preffered to be the son (or daughter) growing up at the institute (thinking they are good and having friends there and good mentors etc) but then you start finding stuff out and for one reason or another you get to go back to the vault where your parents are but they are now both dead and you find out what the institue did to them and you see video footage of how they took you...

Now you have to wrestle with what to do. The institute stole you and murdered your parents, but you like your friends at the institue and there are good people there which have been like parents to you. How are you going to deal with that? Do you seek revenge on your "friends", do you stay at the institute to learn more about why they did what they did? Do you betray them? Sabotage them? Or do you decide that you believe in their cause? I think I would have liked somthing like that better.

And of course the skill, reputation and dialogue system need to be fixed/reinstated
 
Revamp the feral ghouls for sure. HATE them in their current pseudo-zombie form. It's a chore to fight them more than getting spooked or feeling tense.

That annoying lunge attack where they end up teleporting behind you for a cheap hit had me gritting my teeth.
 
Revamp the feral ghouls for sure. HATE them in their current pseudo-zombie form. It's a chore to fight them more than getting spooked or feeling tense.

That annoying lunge attack where they end up teleporting behind you for a cheap hit had me gritting my teeth.

I was more angry at the lore break. They even look way different to normal ghouls.
 
I hoped you could create settlements that have been more in the likes of Vault City. But it really looks like EVERY settlement you create is always made of junk. At least the ones I have seen.

Modders will fix it I guess ...
 
Honestly, when I saw the ads & trailers about FO4 and how they presented the settlements I thought it will amount to something bigger and they would spend a lot of time on this instead of making a hardcore story. They achieved none. Throughout the game I always played with the impression that those settlements would matter in the end. I took the Institute path and at some point Father said something like: "I wonder how the other settlements will react to us." and thought shit! this is it, the main faction you side with will make your settlements matter. NOPE.
Which really makes me ask what were they doing for 4 years since skyrim and 7 years since Fallout 3?

Mr. Howard said that they weren't focusing on the graphics and instead focusing on the gameplay, so why is it so shallow?
 
Spoilers ahead so ye be warned.


I would have changed the interaction between the player and the factions, this of course would have relied on the player actually having skills like in the previous game and even as bad as I am at writing dialog and situations I think I could have easily done better.

Lets look at some of the first interactions that the player has with the factions, both the minute men and the BOS.

PC heads to concord where the quest is picked up automatically to aid or ignore the conflict going on, the PC can choose to leave the area and fail the quest.
Leaving the area and failing the quest would lead back to your robo butler, or you can stumble into Diamond city and pick up back up, much like fallout 3 lets you skip to rivet city.
If you leave Preston dies, the oracle from the matrix get taken to the corvega factory, since its implied they are looking for her anyway if you read the terminal there and the remainder of the crew are enslaved and taken as well.
This effectively ends the minute men quest line.
You can visit the factory where mama is found dead locked up and surrounded by chems because she overdosed, on purpose or accident can be left up to the player, she could leave a journal entry that signifies the PC/help never showed up and that she was taken.
The other three can be rescued and set free never to be seen again, enslaved by the PC, killed or left locked up.

If you choose to help then the quest line would proceed as normal, or you can help but choose to turn them away from sanctuary leaving the minute men to become a minor faction and random encounter.

This is a fairly simple way to show that the players action, or inaction can effect and change the world.

The meeting with the BOS is a excellent place to showcase your player character skills, the encounter could proceed as normal up until the point where the ghouls are no longer a threat. The PC could be asked to aid the wounded member of the BOS leading to this options.

PC fails skill check of first aid or surgery and the scribes just patches him up, later leading to his death via infection or blood loss. This has a negative impact on the BOS-PC relation that evens out helping them, effectively setting them to a state of distrust but not outright hostile.

1) PC passes skill check of first aid, or with first aid and healing items and effectively heals the solider enough for him to be effective but will still need a doctors attention.
2) PC passes surgery skill check and completely heals NPC and is rewarded with better standing.
3) PC passes first aid/stealth or surgery/stealth and intentionally botches the process and kills the NPC, if PC succeeds NPC dies and no one is alerted and no negative or positive impact takes place, you tried and failed, or you succeed and get caught effectively closing off the BOS quest line, they are now hostile.
 
I think Bethesda had a lot of good ideas, but failed at delivering on any of them.

Things I would change.

1.) Make more actual cities.
One of the most disappointing things for me is the lack of cities. Besides Diamond City and Goodneighbor, you just get a bunch of small settlements that are all shitty and boring. They use all the same assets you can build your settlement with, and they offer nothing of value. The game just felt so empty in comparison to New Vegas, where you had cities and towns like Goodsprings, Novac, Freeside, The Strip, Westside, Jacobstown, ect.
2.) Toss the dialogue wheel, obviously.
3.) Bring back the old skill system, and bring back skill based gameplay.
Seriously, the only important skill in this game is Charisma, because everything else does jack shit besides giving you perks. I think the only time any other stat mattered was when dealing with the US Constitution, and you could repair things based on your intelligence.
4.) Bring back diplomacy.
After playing all of the endings, I became saddened with the lack of any fucking diplomacy. If you side with the BoS, you blow up the Institute. If you side with the Institute, you blow up the Prydwen. If you side with the Railroad, you blow up both. Where the fuck is the logic in any of those? Would it not be logical to at least TRY and commandeer the Prydwen? Destroying it only as a last resort? Also, what is the logic of blowing up Institute if you're the Railroad or Minutemen? The main character becomes the fucking DIRECTOR of the institute, why is there no option to have a peaceful resolution?
5.) Redo the story from the ground up.
6.) Get rid of super mutants and the BoS.
Id probably add some more monsters into the game. Synths are already pretty neat, but I could see doing more to them. Id turn coursers into more weaponized machines, with varying shapes and sizes (Because why not?).
7.) As others have said, I would remove the zombies and replace them with Ghouls.
8.) Id make power armor a lot more rare, and give it to you wayyy later into the game.
Id bring back power armor training. It makes sense that you'd need some form of training in order to use the stuff.

Those are the things that come off the top of my head, anyways.
 
I think Bethesda had a lot of good ideas, but failed at delivering on any of them.

Things I would change.

1.) Make more actual cities.
One of the most disappointing things for me is the lack of cities. Besides Diamond City and Goodneighbor, you just get a bunch of small settlements that are all shitty and boring. They use all the same assets you can build your settlement with, and they offer nothing of value. The game just felt so empty in comparison to New Vegas, where you had cities and towns like Goodsprings, Novac, Freeside, The Strip, Westside, Jacobstown, ect.
2.) Toss the dialogue wheel, obviously.
3.) Bring back the old skill system, and bring back skill based gameplay.
Seriously, the only important skill in this game is Charisma, because everything else does jack shit besides giving you perks. I think the only time any other stat mattered was when dealing with the US Constitution, and you could repair things based on your intelligence.
4.) Bring back diplomacy.
After playing all of the endings, I became saddened with the lack of any fucking diplomacy. If you side with the BoS, you blow up the Institute. If you side with the Institute, you blow up the Prydwen. If you side with the Railroad, you blow up both. Where the fuck is the logic in any of those? Would it not be logical to at least TRY and commandeer the Prydwen? Destroying it only as a last resort? Also, what is the logic of blowing up Institute if you're the Railroad or Minutemen? The main character becomes the fucking DIRECTOR of the institute, why is there no option to have a peaceful resolution?
5.) Redo the story from the ground up.
6.) Get rid of super mutants and the BoS.
Id probably add some more monsters into the game. Synths are already pretty neat, but I could see doing more to them. Id turn coursers into more weaponized machines, with varying shapes and sizes (Because why not?).
7.) As others have said, I would remove the zombies and replace them with Ghouls.
8.) Id make power armor a lot more rare, and give it to you wayyy later into the game.
Id bring back power armor training. It makes sense that you'd need some form of training in order to use the stuff.

Those are the things that come off the top of my head, anyways.

What's the logic of blowing up everything? EXPLUSIONS MAN
 
I'd scrap out the story. Instead of the family thing. Generic soldier in the vault. All of vault 111 was full of army veterans.
Act 1 is you teaming up with the minutemen to establish a more unified and central government in the commonwealth. Hearing about Kellog along your travels.

The institute would take a more "Active" role in my game. In act 2 they'd show their hand and make a city in the general atomics galleria. Manned by synths with modern tech, free seminars and classes on survival and farming. Bustling trade and the sprouting out of "suburbs" kinda like vault city. Act 2 consists of uncovering the institute's real intentions. At first they appear to want to share their technology for the benefit of all. But underneath they want to use the communities of the commonwealth as test subjects for experiments. All the while various "save the settlement" quests link directly to Kellog. In the end it is revealed that Kellog is from the same vault as the player. That the institute unfreezes soleiders periodically to use them as fixers. You kill Kellog and the institute offer you his job.

Act 3 the brotherhood arrive on the scene in force like they do in the real game. And the player is given a choice. They can have the unified minutemen lead government ally with one of the two, fight both for independence. Or if they didn't unite the commonwealth, ally various cities with specific factions. They could also lead the institute or BoS against the unified government and the other. Kinda new vegas-y. But New Vegas got a lot of things right.
I'd do more battles though. One for Goodneighbor, Diamond city, and bunker hill each.

and throughout all of this? Radio stations. In addition to diamond city radio. The institute would have a broadcast. A synth would play classical music and tell various facts and bits of science out there as well as the news. The BoS would drag out an older 3 dog to talk about how awesome they made the Capital wasteland and all that. Various different opinions on your exploits throughout the game with different flavor. Each faction trying to win hearts and minds through media.
 
I think Bethesda had a lot of good ideas, but failed at delivering on any of them.

Things I would change.

1.) Make more actual cities.
One of the most disappointing things for me is the lack of cities. Besides Diamond City and Goodneighbor, you just get a bunch of small settlements that are all shitty and boring. They use all the same assets you can build your settlement with, and they offer nothing of value. The game just felt so empty in comparison to New Vegas, where you had cities and towns like Goodsprings, Novac, Freeside, The Strip, Westside, Jacobstown, ect.
2.) Toss the dialogue wheel, obviously.
3.) Bring back the old skill system, and bring back skill based gameplay.
Seriously, the only important skill in this game is Charisma, because everything else does jack shit besides giving you perks. I think the only time any other stat mattered was when dealing with the US Constitution, and you could repair things based on your intelligence.
4.) Bring back diplomacy.
After playing all of the endings, I became saddened with the lack of any fucking diplomacy. If you side with the BoS, you blow up the Institute. If you side with the Institute, you blow up the Prydwen. If you side with the Railroad, you blow up both. Where the fuck is the logic in any of those? Would it not be logical to at least TRY and commandeer the Prydwen? Destroying it only as a last resort? Also, what is the logic of blowing up Institute if you're the Railroad or Minutemen? The main character becomes the fucking DIRECTOR of the institute, why is there no option to have a peaceful resolution?
5.) Redo the story from the ground up.
6.) Get rid of super mutants and the BoS.
Id probably add some more monsters into the game. Synths are already pretty neat, but I could see doing more to them. Id turn coursers into more weaponized machines, with varying shapes and sizes (Because why not?).
7.) As others have said, I would remove the zombies and replace them with Ghouls.
8.) Id make power armor a lot more rare, and give it to you wayyy later into the game.
Id bring back power armor training. It makes sense that you'd need some form of training in order to use the stuff.

Those are the things that come off the top of my head, anyways.

What's the logic of blowing up everything? EXPLUSIONS MAN

BOOM iz kewl.
 
I think Bethesda had a lot of good ideas, but failed at delivering on any of them.

Things I would change.

1.) Make more actual cities.
One of the most disappointing things for me is the lack of cities. Besides Diamond City and Goodneighbor, you just get a bunch of small settlements that are all shitty and boring. They use all the same assets you can build your settlement with, and they offer nothing of value. The game just felt so empty in comparison to New Vegas, where you had cities and towns like Goodsprings, Novac, Freeside, The Strip, Westside, Jacobstown, ect.
2.) Toss the dialogue wheel, obviously.
3.) Bring back the old skill system, and bring back skill based gameplay.
Seriously, the only important skill in this game is Charisma, because everything else does jack shit besides giving you perks. I think the only time any other stat mattered was when dealing with the US Constitution, and you could repair things based on your intelligence.
4.) Bring back diplomacy.
After playing all of the endings, I became saddened with the lack of any fucking diplomacy. If you side with the BoS, you blow up the Institute. If you side with the Institute, you blow up the Prydwen. If you side with the Railroad, you blow up both. Where the fuck is the logic in any of those? Would it not be logical to at least TRY and commandeer the Prydwen? Destroying it only as a last resort? Also, what is the logic of blowing up Institute if you're the Railroad or Minutemen? The main character becomes the fucking DIRECTOR of the institute, why is there no option to have a peaceful resolution?
5.) Redo the story from the ground up.
6.) Get rid of super mutants and the BoS.
Id probably add some more monsters into the game. Synths are already pretty neat, but I could see doing more to them. Id turn coursers into more weaponized machines, with varying shapes and sizes (Because why not?).
7.) As others have said, I would remove the zombies and replace them with Ghouls.
8.) Id make power armor a lot more rare, and give it to you wayyy later into the game.
Id bring back power armor training. It makes sense that you'd need some form of training in order to use the stuff.

Those are the things that come off the top of my head, anyways.

What's the logic of blowing up everything? EXPLUSIONS MAN

BOOM iz kewl.

Game is only epic if you have SPLOSIONS maaannn!
 
I think Bethesda had a lot of good ideas, but failed at delivering on any of them.

Things I would change.

1.) Make more actual cities.
One of the most disappointing things for me is the lack of cities. Besides Diamond City and Goodneighbor, you just get a bunch of small settlements that are all shitty and boring. They use all the same assets you can build your settlement with, and they offer nothing of value. The game just felt so empty in comparison to New Vegas, where you had cities and towns like Goodsprings, Novac, Freeside, The Strip, Westside, Jacobstown, ect.
2.) Toss the dialogue wheel, obviously.
3.) Bring back the old skill system, and bring back skill based gameplay.
Seriously, the only important skill in this game is Charisma, because everything else does jack shit besides giving you perks. I think the only time any other stat mattered was when dealing with the US Constitution, and you could repair things based on your intelligence.
4.) Bring back diplomacy.
After playing all of the endings, I became saddened with the lack of any fucking diplomacy. If you side with the BoS, you blow up the Institute. If you side with the Institute, you blow up the Prydwen. If you side with the Railroad, you blow up both. Where the fuck is the logic in any of those? Would it not be logical to at least TRY and commandeer the Prydwen? Destroying it only as a last resort? Also, what is the logic of blowing up Institute if you're the Railroad or Minutemen? The main character becomes the fucking DIRECTOR of the institute, why is there no option to have a peaceful resolution?
5.) Redo the story from the ground up.
6.) Get rid of super mutants and the BoS.
Id probably add some more monsters into the game. Synths are already pretty neat, but I could see doing more to them. Id turn coursers into more weaponized machines, with varying shapes and sizes (Because why not?).
7.) As others have said, I would remove the zombies and replace them with Ghouls.
8.) Id make power armor a lot more rare, and give it to you wayyy later into the game.
Id bring back power armor training. It makes sense that you'd need some form of training in order to use the stuff.

Those are the things that come off the top of my head, anyways.

What's the logic of blowing up everything? EXPLUSIONS MAN

BOOM iz kewl.

Game is only epic if you have SPLOSIONS maaannn!

YEAH!!!
 
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