Some details about Fallout Online

Sorry for asking that question again, but what would be the problem with a Fallout MMO?

I just read the thread "Why do you like Fallout?" here at NMA and most people explain, that they like the post-apocalyptic setting, humor, storyline and atmosphere.

I think that all of this could also exist in a good made Fallout MMO. Sure, there is probably no way to build a Fallout-like combat system (turnbased) and there will be no "chosen one"-feeling at all. But in my opinion Fallout is more than just that.
So maybe give it a chance. :)
 
Why do people not even read this forum before posting? Like, I don't know, the thread about Fallout: Online a few threads below this one where I posted the following:

Sander said:
Oh, for fuck's sake, not gain.

- Fallout is a wasteland. Wasteland means very few people. MMORPG's automatically contradict that.

- Turn-based combat in the world: pschyeah right.

- Fallout was about the lone hero, not the thousands of heroes as well.

- Alternating speeds of time, does not work in any way. Having a 'mass transit system' again creates a world where spending time is completely irrelevant.

- 'Have all the stuff player driven' again contradicts the spirit of Fallout immediately.
 
- Fallout is a wasteland. Wasteland means very few people. MMORPG's automatically contradict that.

I don't think so. It depends on the size of the world. If there are enough Cities, Vaults, Settlements etc. there won't be any overfilled places. And I doubt that there will be such an amount of players.

- Turn-based combat in the world: pschyeah right.

Ok, turn-based combat is not possible. But I think that there are some ways to create a very good alternative system (realtime-based). Also don't think, that the combat system is such an important feature in Fallout... but this is just my opinion.

- Fallout was about the lone hero, not the thousands of heroes as well.

Of course, you can't play the lone hero in a Fallout Online. But there could be some roles, that only individual characters can play. Like the leader of a clan or town etc...

Alternating speeds of time, does not work in any way. Having a 'mass transit system' again creates a world where spending time is completely irrelevant.

Mhm, why do you think, that this is so important? A "time-system" (day <-> night) could also exist in a Fallout MMO. Maybe I missunderstood something, but I don't see any reason for alternating the speed of time...

'Have all the stuff player driven' again contradicts the spirit of Fallout immediately.

Why?


So, maybe this is a question of the right definition. If you say "Fallout is just good, if there is one hero that I can play and that makes this game so special." than of course Fallout MMO would not be the right thing for you. But playing a lone hero is impossible in every MMORPG.

I hope, they will translate this project into english as soon as possible.
 
razlo said:
I don't think so. It depends on the size of the world. If there are enough Cities, Vaults, Settlements etc. there won't be any overfilled places. And I doubt that there will be such an amount of players.
However, this presents the problem of travelling and conflicting time schedules.
Aside from that, people automatically flock to cities. This leads to the loss of a wasteland feeling.
Furthermore, you also lose the principle of the lone wanderer of the wasteland. Instead, you get the 50 wanderers of the wastelands all wanting to kill the Deathclaws forever! Who then respawn half an hour later.

Ok, turn-based combat is not possible. But I think that there are some ways to create a very good alternative system (realtime-based). Also don't think, that the combat system is such an important feature in Fallout... but this is just my opinion.
What is it with people *and not reading this forum*?
SPECIAL was designed around a turn-based combat system. It does not work well with a real-time system. Furthermore, the turn-based combat was a big part of the PnP feel and the idea that your character determines success in game rather than the player.

Of course, you can't play the lone hero in a Fallout Online. But there could be some roles, that only individual characters can play. Like the leader of a clan or town etc...
It doesn't work like that in a MMORPG, really, and that wasn't the point either.
The point is that Fallout is about the lone *wanderer* not the lone clan leader, or the lone mayor.
Mhm, why do you think, that this is so important? A "time-system" (day <-> night) could also exist in a Fallout MMO. Maybe I missunderstood something, but I don't see any reason for alternating the speed of time...
...
Okay. Here we go. You travel from the Hub to Junktown. This costs time. You'll arrive in either day or night town. For you, this took a minute of your own time. But 'lo and behold, for the person in Junktown waiting for you, it should've taken, say, 4 days. Whoo, conflicting time-tables! Not so much of a problem when it's only two players, but now you get into the MMORPG part..
That's right, hundreds of players with constantly conflicting time-tables. Most MMORPGs fix this by eliminating travel time (which would eliminate the feeling of a vast wasteland) or eliminating fast-travel (which would make traveling the wasteland an exercise of persistence and boring sand-tourism).

Lone wanderer. Again.

So, maybe this is a question of the right definition. If you say "Fallout is just good, if there is one hero that I can play and that makes this game so special." than of course Fallout MMO would not be the right thing for you. But playing a lone hero is impossible in every MMORPG.
Then why would there need to be a Fallout MMO? Because it would be 'cewl'? How about some actual thoughts about game design?
 
Mhm ok, thanks for your statements. Now I understand a bit better, why some people have a problem with a Fallout MMO.

Then why would there need to be a Fallout MMO? Because it would be 'cewl'?

No, I think it would be fun, because all fans could play together in one big world. But that is just my opinion. :)
 
update, this might be news worthy in its own right. Translated by Maximus of Team MIB:

Den Buster and his friends presents:

Good evening or night, and morning for someone. The FoDev team has a present for all the fans of the Fallout series. It
sets free it's legacy for all to see =)

Fonline is Open Source here in after FOS is the result of the 2 years work
of the Fodev team. We are releasing everything, starting from design documents to the source
code of the project. No, you haven't misheard the source codes are inside and they are
really hot!

From this very moment any interested person can become acquainted with the last version from
the 1 May and offer his help in any way or share his thoughts.

Now, the FO project is opened with GPL licences, GFDL and we merely
hope that our work won't vanish, the aim of which is the creation of MMORPG, planned,
for fans and gamers.

Code`s repository.
location: https://OpenSVN.csie.org/fonline/
Documentation's repository.
location: https://OpenSVN.csie.org/Fodocs/
Access to the code through ViewCVS, coding unicode UTF-8.
https://OpenSVN.csie.org/viewcvs.cgi/?root=fonline
Access to the docs through ViewCVS, coding unicode UTF-8
https://OpenSVN.csie.org/viewcvs.cgi/?root=Fodocs

I hope that you've liked our show.
As always I wish you every success and good luck. ;-)
Realize Fallout Online, but not your vanity!
FoDev
 
I don't care what is Fo Online and what not, this is not interesting for me... I would play it too, if it would work fine. Sure, not really fallouty and so on, blah sülz... but... it looks nice and it looks old-school.

AND the main reason: It's not a pay-for-me-sucker version from any I-am-so-great-developers from hereandthere land. When it is free, I have no problem with it.
 
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