Intelligence Fallout 4 SPECIAL video

If what we're hearing is true, I really dislike the notion of the V.A.N.S. perk. I mean, VATS is a good solution to trying to keep Fallout kind of an RPG, absolutely, and it's plausible that the computer on your pipboy can process data in combat to help you identify targets and shoot at them. But how the hell is Vault-Tec going to know which random locker the special Nuka Cola you need for the quest is hiding in? Like that's not a thing you can teach software to do.

Not only that, but VATS is a combat system, not something that is always in use like the compass. HUD and the like. What use would a quest marker locating perk, after ignoring the absurdity of it in the first place, be for this system?

Whats the point? We already have the all powerful arrow.
 
Whats the point? We already have the all powerful arrow.

It seems that VANS is a step backwards though. Like despite its faults, Dragon Age: Inquisition had a great solution for the omniscient quest marker that should be adopted as standard practice in AAA RPGs if not elsewhere. Specifically, the quest marker tells you where to go up until you're in the general region the solution is found in, and at that point you have to look around and figure out where to go. This is truer to life than any other quest marker implementation I've seen, since someone can tell you the general location of where to go ("It's in that town over there, let me show you on your map") but it resolves the problem where the omnisicent compass arrow sort of breaks immersion.

Like you spend so much time playing a Bethesda game looking at the compass rather than the environment, so something like this would be great.
 
Whats the point? We already have the all powerful arrow.

It seems that VANS is a step backwards though. Like despite its faults, Dragon Age: Inquisition had a great solution for the omniscient quest marker that should be adopted as standard practice in AAA RPGs if not elsewhere. Specifically, the quest marker tells you where to go up until you're in the general region the solution is found in, and at that point you have to look around and figure out where to go. This is truer to life than any other quest marker implementation I've seen, since someone can tell you the general location of where to go ("It's in that town over there, let me show you on your map") but it resolves the problem where the omnisicent compass arrow sort of breaks immersion.

Like you spend so much time playing a Bethesda game looking at the compass rather than the environment, so something like this would be great.

That I wouldn't mind seeing, if it was an addition alongside detailed quest descriptions that would make it possible to turn markers off yet still find what was asked of your avatar.
 
Whats the point? We already have the all powerful arrow.

It seems that VANS is a step backwards though. Like despite its faults, Dragon Age: Inquisition had a great solution for the omniscient quest marker that should be adopted as standard practice in AAA RPGs if not elsewhere. Specifically, the quest marker tells you where to go up until you're in the general region the solution is found in, and at that point you have to look around and figure out where to go. This is truer to life than any other quest marker implementation I've seen, since someone can tell you the general location of where to go ("It's in that town over there, let me show you on your map") but it resolves the problem where the omnisicent compass arrow sort of breaks immersion.

Like you spend so much time playing a Bethesda game looking at the compass rather than the environment, so something like this would be great.

Have there been any images or videos of VANS released, yet? I don't think so... but I could be wrong. Everyone seems to assume it will be like Clairvoyance, but I don't think we know, yet.

I think VANS makes sense. It's like augmented reality on your phone. You hold the phone up, turn on the augmented reality app, and information appears on the screen, based on your GPS location, what the camera sees, etc.

I feel like VANS makes much more sense than VATS. Your Pip-Boy isn't even connected to the guns or melee weapons you're using, and isn't connected to your optical nerve, either, so how does it help with targeting?

Bottom line: It's a game. I loved Fallout and Fallout 2, but those games didn't have perfect systems, either. They had a lot of flaws, in spite of our fond memories of them.
 
Of course Fallout 1 and 2 had flaws, no one is claiming they didn't, but Bethesda has done nothing but break their own systems more and more with hand holding and casualization.

Like seriously, what's even the point of VANS? the quest markers already point you everywhere, in Skyrim you couldn't even complete some quests if you didn't stand in the exact quest marker point. It's ridiculous how broken Bethesda's systems and design are.
 
...in Skyrim you couldn't even complete some quests if you didn't stand in the exact quest marker point. It's ridiculous how broken Bethesda's systems and design are.

In Fallout (or Fallout 2, I can't remember which one), you couldn't blow up a bunch of rocks in front of a military bunker without attaching dynamite to a pole, and then attaching the dynamite pole to a mine cart. That was the most ridiculous thing I have seen. You can't use the dynamite separately? Really?

In Fallout, you could get stuck in a room (or a corner of a room) because one of your companions had trapped you there, forcing you to restart the game.

In many Fallout games, you can be an expert with a regular pistol, but can miss with a laser pistol at point blank range because you don't have 300% (and why on earth did it go up to 300%?) in energy weapons. Would this actually happen in real life, if we actually had laser pistols? The laser pistol should be easier to use because there should be less (possibly even zero) recoil.

Gambling was a skill. Fallout 1 (I don't remember if it is a skill in 2) gave us a nearly completely worthless skill for gambling.

Bethesda isn't the only company has made questionable decisions about game mechanics.

Again, I loved Fallout 1 and 2, and I'm not trying to troll anyone. I'm just trying to be equally critical of all of the games, and not just bashing Bethesda for being Bethesda.
 
GPS works by satallite, right?

So, in the Fallout world... how would something like GPS work? Maybe for the first few years after the war, but ~ 210?
 
Clearing out the military base entrance made sense because you're trying to clear an opening in a confined space that's full of heavy debris.

The minecart adds speed, which lets the pole punch into the pile and then the dynamite explodes, blasting the debris outward instead of inward.

Just popping explosives in front of stuff is wasting a lot of force and in this circumstance, would've blasted the debris into an even tighter pack into the entryway.

The skills in the old Fallout games went up to 300% because they implied differing levels of ability.

0 - 25% = Terrible

26 - 50% = Bad

51 -75 % = Ok

76 - 100% = Proficient

101 - 150% = Great

151 - 200% = Expert

200 - 300% = Mastery

Now, they could've have done some more work on differentiating what varying levels of skill could accomplish, but you could see what they were going for with this when it came to Unarmed.

You learned multiple punches and kicks as you went up in Unarmed, culminating in blows that ignored a large chunk of DT and DR.
 
...in Skyrim you couldn't even complete some quests if you didn't stand in the exact quest marker point. It's ridiculous how broken Bethesda's systems and design are.

In Fallout (or Fallout 2, I can't remember which one), you couldn't blow up a bunch of rocks in front of a military bunker without attaching dynamite to a pole, and then attaching the dynamite pole to a mine cart. That was the most ridiculous thing I have seen. You can't use the dynamite separately? Really?
Using the dynamite in a realistic way and turnning said special use into a puzzle is the most ridiculous thing? Game design and good writting? What is that?

In Fallout, you could get stuck in a room (or a corner of a room) because one of your companions had trapped you there, forcing you to restart the game.

In many Fallout games, you can be an expert with a regular pistol, but can miss with a laser pistol at point blank range because you don't have 300% (and why on earth did it go up to 300%?) in energy weapons. Would this actually happen in real life, if we actually had laser pistols? The laser pistol should be easier to use because there should be less (possibly even zero) recoil.

If you think all there is to weapon use is pointing and shooting I am glad ther aren't energy weapons in real life.... Also abstractions...

Gambling was a skill. Fallout 1 (I don't remember if it is a skill in 2) gave us a nearly completely worthless skill for gambling.

Yeah Gambling was a pointless skill, if you read my message I said Fallout 1 and 2 weren't without flaws.
Of course Fallout 1 and 2 had flaws, no one is claiming they didn't, but Bethesda has done nothing but break their own systems more and more with hand holding and casualization.
There, you see? The part you deleted.


Bethesda isn't the only company has made questionable decisions about game mechanics.

Again, I loved Fallout 1 and 2, and I'm not trying to troll anyone. I'm just trying to be equally critical of all of the games, and not just bashing Bethesda for being Bethesda.

But Bethesda is the one doing the WORST design decisions about game mechanics. They just turned SPECIAl into a perk categorization system and removed all skills just to turn the game into a loot shooter, their quests are usually very poorly written and their plots are all lineal.
 
In many Fallout games, you can be an expert with a regular pistol, but can miss with a laser pistol at point blank range because you don't have 300% (and why on earth did it go up to 300%?) in energy weapons. Would this actually happen in real life, if we actually had laser pistols? The laser pistol should be easier to use because there should be less (possibly even zero) recoil.

The original Fallout's are like playing a Table Top though dude. Its not supposed to be realistic. Its the comp rolling the dice for ya.

That argument might make sense for First Person where you expect to shoot where you gun is pointing. In real life, I'm a pretty good shot with a pistol during target practice, but I am terrible with a bolt action rifles, even with a scope and can't ever hit the target. It makes sense more in reality than a game where you have to get a good sense for how something works and practicing how to use said thing. Inevitably RPG's have 'gamey' mechanics, its just how it is.
 
In Fallout (or Fallout 2, I can't remember which one), you couldn't blow up a bunch of rocks in front of a military bunker without attaching dynamite to a pole, and then attaching the dynamite pole to a mine cart. That was the most ridiculous thing I have seen. You can't use the dynamite separately? Really?

In Fallout, you could get stuck in a room (or a corner of a room) because one of your companions had trapped you there, forcing you to restart the game.

In many Fallout games, you can be an expert with a regular pistol, but can miss with a laser pistol at point blank range because you don't have 300% (and why on earth did it go up to 300%?) in energy weapons. Would this actually happen in real life, if we actually had laser pistols? The laser pistol should be easier to use because there should be less (possibly even zero) recoil.

Gambling was a skill. Fallout 1 (I don't remember if it is a skill in 2) gave us a nearly completely worthless skill for gambling.

Bethesda isn't the only company has made questionable decisions about game mechanics.

Again, I loved Fallout 1 and 2, and I'm not trying to troll anyone. I'm just trying to be equally critical of all of the games, and not just bashing Bethesda for being Bethesda.

Fallout 1 is a very old game that broke new ground at the time, and the creators were kinda making things up at they went along at the time. Fallout 2 was notoriusly rushed so there was no time to make sweeping changes to the original's structure. What's Bethesda excuse? All their games follow an established blueprint, they have years to think things through with tons of feedback (not to mention mods) and yet, despite every game being more shallow and simple than the previous one, the design has always baffling flaws and choices.

The way you handle companions is a good proof of their incompetence. In Fallout 3 you had to do eveything through the dialogue menu, which was clunky as hell. When Obsidian made New Vegas (their first stab at the kind of games Bethesda do since forever) they came up with the companion wheel. So what did Bethesda do when they made Skyrim? They STILL used the dialogue based interface of course! Never mind already having an example in the Companion wheel, why they didn't think of something similar to it themselves?
 
The game isn't out so I can't tell how the system will work in gameplay. But Bethesda have been working with Fallout for over 11 years, they have the results of Interplay working on the series for 6 years of releases(4 actual releases and a ton of cancelled releases), plus Lionheart. If the systems don't work Bethesda have no one to blame but themselves.
 
GPS works by satallite, right?

So, in the Fallout world... how would something like GPS work? Maybe for the first few years after the war, but ~ 210?

Actual GPS works with satellites, yeah, but the fake GPS on people's phones works through cell tower triangulation. There wouldn't be any cell towers shortly after the apocalypse, if there were any in Fallout beforehand.

I think even if the GPS satellites somehow stayed in the air for 200+ years (I think the ones we use now will stay up for around 20) and were still functional somehow, I think the bigger issue is that there wouldn't be a ground-based authority making corrections for when the satellite's actual orbit deviates from its predicted one. So if there's nobody on the ground making those corrections and informing the satellite that it's gone off course, the whole enterprise simply wouldn't be accurate.

But perhaps "you have really good maps, for some reason" is a reasonable video-gamey kludge for this sort of thing. A Fallout game about charting a largely unmapped region could be really interesting, but this one isn't that one.
 
The more I learn about this game, the more is seems like Uwe Boll trying to remake Citizen Kane or There Will Be Blood.
 
The game isn't out so I can't tell how the system will work in gameplay. But Bethesda have been working with Fallout for over 11 years, they have the results of Interplay working on the series for 6 years of releases(4 actual releases and a ton of cancelled releases), plus Lionheart. If the systems don't work Bethesda have no one to blame but themselves.

Well, you can look at their previous games starting from Morrowind and extrapolate, with some limitations, where they try to go with their games. At this point it is if you ask me pretty obvious that Fallout 4 will be if anything a spiritual successor to Fallout 3 which was a spiritual successor to Oblivion.

Fallout 3 = Oblivion with guns

Fallout 4 = Skyrim with guns

The best thing one can hope is that the writing will be here and there a bit better compared to Fallout 3. But probably not by much. I expect it to stay the same for the most part. I mean they made those kind of games for more than a decade now. If they havn't changed their formula after F3 and Skyrim, why should they now? It is like to expect that someone who's drawing nothing but stick figures to become the new Rembrandt with his next image. Won't happen.
 
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