testsubject013 Posted June 17, 2015 Posted June 17, 2015 @windu190 fable 3 really didn't have a dialogue system, as for the end part of the game you could be nice to your kingdom and still defeat the demon army. all you had to do is pay for everything out of your character personal treasury. That would have been possible if the game hadn't suddenly skipped like 5 months and no one payed their rent in that time. I still don't really know what happened there, but the game suddenly skipped a lot of time and went straight to the final battle. But in any case, you know what I mean. There will always be some dialogue options you need that are simply not there. But then again it is to be expected, there is no way to add every possible dialogue option. Everytime you character speaks you would have like 400 pages of dialogue options lol. It been awhile since I played fable 3 but I think that time moves forward only after doing the main quest if you just waste time running around doing side content you should be alright and yes I know what you mean mass effect 3 was horrible when it came to dialogue option.
Redflyingmonkey Posted June 17, 2015 Posted June 17, 2015 That might be a bit optimistic. From Todd's Interview a day or so ago, his team will design the game the way they want first, then let the modders figure out how to get around their designs, which means it's possible that it may be locked to just 4 response options. I'm interested to see how the dialogue prompts will work on the pc. Maybe a radial that appears when holding "E" over the NPC and you can drag the mouse over the response? Seems clunky. Then the UI may have to be tinkered with, still it's not that much of a deal, maybe an altogether new UI, but it still doesn't mean it's hard locked, if the vanilla setup is there you should normally just be able to add on to it, like in any other Bethesda game since Oblivion and FO3. You get the dialogue interface, and you script your new UI on top of that by unlocking the lines limit if there is one, and then adding visual prompts and linking them to keys. Talking about keys, I'm almost certain it'll be the arrow keys on the PC, that you can rebind if you want to in the settings menu. That or movement keys, which mean you'd need an initial prompt to "activate" the NPC you're talking to and enter a discussion with it, kind of like, erm, the lockpicking in Skyrim. You "activate" the lock, then direct the thing with your mouse, and can leave the lockpicking screen whenever you want by pushing the action key again. But it's just details, let's just skip that subject already there's a lot to discuss about the trailers like the new power armor, jetpacks, machine guns on flying helicopters, settlements, that dog, the weapon customization, the crafting system... By the way, I think there could be thousands of different weapons from the look of the crafting menu. Up to 5 parts seem to be swap-able and changed on a gun, and something tells me the weapons and armors you find in loots or on bodies are randomly generated that way. Fallout games already had a really nice panel of choice for weapons, but with those random bits they'll be fucking rad. Finally, no more 12 identical 10mm pistols in your inventory ... Very Borderlands like.
GrimReaper Posted June 17, 2015 Posted June 17, 2015 I want to dual wield a pistol and a nanosword, Todd pls
Gameplayer Posted June 17, 2015 Author Posted June 17, 2015 Last thing about Dialogue, not my favorite topic in this discussion. According to Todd Howard it sounds like your not frozen in place like we are used to. I thought I heard you could walk away or pull out your gun and shoot who you were talking to while in dialogue. On Weapons themselves there are so many base stocks that you can use and then 700 parts to pick from to assemble your weapon. I'll say this again these gameplay features are definitely in the game now. Gameplay enhancements -Grenade Key -->Characters use the Off-Hand to throw grenades rather than put away weapon equip grenade like we are used too in past Fo games. -Melee Key -->You use the currently equipped weapon...Notice the pistol whipping ->Enhanced First Person Melee, you often see your hands react to blows from NPC's ->Although not enough examples it definitely appears they borrowed from the DOOM playbook here. -VATS slow time, as opposed to complete pause. -Jetpack....Possibly just holding the jump key longer. -Vehicle Usage Vertibird confirmed passenger with minigun. -Turrets as in usable turrets...<-------Easy to miss..! So whats this mean, well it means that Fallout is definitely an FPS that can hold its own better than before against dedicated titles just by appearances so far at least. I'm thinking I might find more stuff that is telling of whats ahead if I just watched the video again. EDIT Additional Gameplay Features Enhanced Character Role Play Options -Cross Dressing
Vioxsis Posted June 17, 2015 Posted June 17, 2015 ^ not listing that you can now cross dress, possibly the most important thing bethesda has added to fallout 4.
Duoleb The Chosen Posted June 18, 2015 Posted June 18, 2015 AND TODD HOWARD ADMITED THAT SKYRIM LORE WAS FULL OF CRAP THAT THEY ERROR!
SquallPT Posted June 18, 2015 Posted June 18, 2015 HMMMMMM. What could it mean!? Buffs for the skills or collectibles. http://www.eurogamer.net/articles/2015-06-17-fan-attempts-to-pre-order-fallout-4-with-bottle-caps
xTrogdorx Posted June 18, 2015 Posted June 18, 2015 HMMMMMM. What could it mean!? First of all I never said they were removing the repair skill; only that they seemed to have removed durability from weapons and armor, based on the fact that there seems to be no item condition display in the pip-boy interface. There's also no indication of item condition later, when they show off the weapon customization UI (and you can clearly see that you're looking at existing items in the player's inventory). If you think about it, it would be kind of weird, swapping components out. They would have to track condition for each individual component and use the sum of those conditions to make up the total condition of the weapon. Then, they would need to apply wear and tear to individual components. And if you take a component apart, have some method of loss so that you can't just take the exact same parts and use them to make a new component in top condition. You can see where this would get complicated/frustrating/undesirable. Second, as was mentioned above, just because bobbleheads might be in the game, doesn't mean the skill(s) still is(are). Am a little put off by the Old World thing - it looks like you barely have time to do anything in it before you have to run off and start the plot, which seems wasteful... not only of the art assets, but the characters you're supposed to get attached to. Plot is, make character, make your spouse's character, look at adorable generated baby, run off to vault and have a nap. Then at some point spouse and baby die and you get vomited back up into the actual game again. I get the impression that the loss of spouse and baby are supposed to feel like significant events for the protagonist, but we the player are going to end up not caring much because we haven't had sufficient time to become attached. They die pretty much right away. Imagine if, in Fallout 3, your dad died trying to escape the Vault, instead of what actually happened. His death wouldn't have the same emotional impact, would it? I get what you're saying here, but a couple of things: (1) We don't know yet what happens in the vault. "Events transpire" is all we've been told about that. Who's to say we won't get to spend a lot of time with spouse and baby in there? (2) Even a short time spent with a character can get you attached and make you feel their loss, if done well. Last of Us spoilers: Joel's daughter. Only half an hour in, tops, and that hit like a truck and provided an enormous character-defining motivation for him throughout the entire game. All in all, I'm optimistic about what we know so far, but we really don't know very much yet and a lot of the details will come out in time. I didn't want a voiced protagonist and I'm uneasy about having what seems to be a clearly defined background/origin - because those things to some degree will take away the freedom to make a character my own, rather than playing Bethesda's, and the freedom to make a character my own is an enormous part of the appeal of Bethesda RPGs. But having those things certainly opens up the potential for a harder-hitting, more focused and meaningful story, and there will likely still be plenty of freedom for role-playing. I'm interested to see how it works out. It may disappoint in some ways, or it may be amazing. 1) I guess, but I have a hard time believing that the time spent in the vault is going to be significant. Put simply, the time between when you press [start], and when you emerge from the vault and get to roam the wasteland freely, is almost certainly going to be kept short and linear, to keep the short-attention-span lolwuts [read: the majority of the console market] from getting bored. 2) I suppose we probably shouldn't take Todd's words (sole survivor) too literally at this point. It could be that he was obscuring the truth; perhaps in the beginning you're led to believe that they died, but you end up learning later that they escaped somehow. As I mentioned earlier, it seems like a huge waste of time and resources (not to mention the player's time at the beginning of the game) to let you customize your spouse's character, and generate a baby based on the characters you make, only to kill them off almost immediately. 3) It would be kind of a shit start to the main quest. "Everything you've ever known is gone, and everyone you've ever known is dead. Here's a sandbox wasteland for you to tool around in until you find a reason to live again. Enjoy."
GrimReaper Posted June 18, 2015 Posted June 18, 2015 You will find the canned brains of your family members in the institute and will be provided with the option to plant their minds and memories inside androids. Then you will be re-united as a happy robot family. The End.
Sacremas Posted June 18, 2015 Posted June 18, 2015 Like said before, things like "Barter" could be a series of 4 perks that give you bonus buying power where you would have had skill level 25-100, and the bobblehad could just as well just give you another bonus to barter. Big Guns could give you a damage bonus to big guns, etc. Doesn't mean anything.
Guest endgameaddiction Posted June 18, 2015 Posted June 18, 2015 I disagree. I think your going to spend some time in the vault before and after, but before leaving the vault. And that's where I think Todd stated they wouldn't be revealing the story. If it was short it wouldn't be held off like some secret surprise. There's some mystery going on in there that seems to me is a length full of story before leaving and emerging into the wasteland. Notice as you emerge from the vault Todd says "This is an enormous dynamic world where you can create any kind of character you want" It seems clear to me that from this point you will be exactly how ever you want the protagonist to be. What ever happened in the vault is no longer you. You are now someone who is in this new world with basically a new life.
Gameplayer Posted June 18, 2015 Author Posted June 18, 2015 So if skills are gone... Well seems to me that puts a lot of emphasis on picking SPECAIL Stats and Perks. We really might not be able to end up doing everything in the game like in the past, I often ended up having maxed skills.........Thing is Stats and Perks have been what defined a character the most. Wonder what this will mean with opening locks and hacking computers....The player may end up only able to open these if they actually make their build for this. Doesn't really bother me a whole lot cause there will still be Stats Based RPG elements that govern the players success. Perhaps now its just easier to manage and may even prevent players from creating character types that just wind up doing everything....Which can detract from trying other character types and starting new play throughs.
GrimReaper Posted June 18, 2015 Posted June 18, 2015 Saving and loading savegames was also not shown during the presentation. Fallout 4 confirmed for roguelike with permadeath
BoozeJunky Posted June 18, 2015 Posted June 18, 2015 Like said before, things like "Barter" could be a series of 4 perks that give you bonus buying power where you would have had skill level 25-100, and the bobblehad could just as well just give you another bonus to barter. Big Guns could give you a damage bonus to big guns, etc. Doesn't mean anything. It's probably a modified version of the Skyrim leveling system, where what were once "skills" are now ranked "Skill Trees" - and each rank node branches out for more general perks like Grim Reaper's Sprint or Action Boy/Girl or Gun Nut. Getting a Bobble Head for each skill tree probably grants you an additional perk point to allocate where you want on that specific tree, or act as a locking mechanism that won't let you access the most OP/useful perks of that tree until you find it. Overall, I'm not really that upset over how they're handling skills this time around. It's a more visually intuitive and structured way of what they were already doing before. Many skills were tiered to 25/50/75/100 (like lockpicking - making any skill points allocated to them that doesn't fall on one of those "magic numbers" essentially wasted) - or had checks that could either be rounded up or down to the nearest division of 5. I just hope they refine the Skyrim system so that they aren't forcing you to waste a bunch of perk points on perks you don't want just so that you can unlock a single perk that you do.
BoozeJunky Posted June 18, 2015 Posted June 18, 2015 (1) We don't know yet what happens in the vault. "Events transpire" is all we've been told about that. Who's to say we won't get to spend a lot of time with spouse and baby in there? I think it's fairly predicable what happens already. The nuclear blast we see in the trailer kills everyone, with the exception of the protagonist, who is flash-fried and all-but-dead themselves when the elevator is lowered down into the vault. Whatever Vault-Tec personnel (or automated systems) are on-hand put the protagonist in a cryo-tube to be revived at some later date. They never wake up. The vault was either totally automated, or raided, or used as a test-bed for various cyrogenic technologies that failed everyone else in the vault. Everyone is dead. Some time before the start of the game, the Railroad discovers and starts using Vault 111 as a hide-out for synths running for their freedom. They discover your cryo-tube and realize that you cannot be revived. They use the gene-projector and other medical facilities in the vault to shape a high-value synth (YOU) into the image of who this man once was - including wiping out your memories and implanting his. You are now the Lone Survivor of Vault 111, waking up in an empty vault, with no knowledge of how you survived the atomic blast. You step outside, and visit your old neighborhood. Even the family robot doesn't recognize you're a synthetic replica. You don't find out the truth until much later in the game. There's going to be a scene where you revisit the "corpse" you were based off of, wiping the frost from the glass on the cryo-tube and stare yourself in the face for a "dramatic moment". This is why Todd couldn't mention what happened in the Vault... because it's not just a temporary "hold over" spot to transport you 200 years into the future - only to be left behind and forgotten. It's going to be a central part of the character's storyline, and a major "plot twist". Watch... it will happen.
Barbarian Posted June 18, 2015 Posted June 18, 2015 Actually Sinuev2 that is one of the best, most plausible predictions I've come across. I think you may be right. Kinda disappointing if you are though.....
Redflyingmonkey Posted June 18, 2015 Posted June 18, 2015 Do you think we could mod exoskeletons like that power armor from the trailer ??? How cool it'd be to create your own mesh with your own armor ? Already thinking about scripting some sex mods around that, like having some mecha tentacles inside the cockpit of your armors and an orgasm meter and whenever you move the meter would rise with some muffled moaning sounds coming from the armor ... Okay now I'm thinking about tbbp power armor, laughing like an idiot.
Riggswolfe Posted June 18, 2015 Posted June 18, 2015 (1) We don't know yet what happens in the vault. "Events transpire" is all we've been told about that. Who's to say we won't get to spend a lot of time with spouse and baby in there? I think it's fairly predicable what happens already. The nuclear blast we see in the trailer kills everyone, with the exception of the protagonist, who is flash-fried and all-but-dead themselves when the elevator is lowered down into the vault. Whatever Vault-Tec personnel (or automated systems) are on-hand put the protagonist in a cryo-tube to be revived at some later date. They never wake up. The vault was either totally automated, or raided, or used as a test-bed for various cyrogenic technologies that failed everyone else in the vault. Everyone is dead. Some time before the start of the game, the Railroad discovers and starts using Vault 111 as a hide-out for synths running for their freedom. They discover your cryo-tube and realize that you cannot be revived. They use the gene-projector and other medical facilities in the vault to shape a high-value synth (YOU) into the image of who this man once was - including wiping out your memories and implanting his. You are now the Lone Survivor of Vault 111, waking up in an empty vault, with no knowledge of how you survived the atomic blast. You step outside, and visit your old neighborhood. Even the family robot doesn't recognize you're a synthetic replica. You don't find out the truth until much later in the game. There's going to be a scene where you revisit the "corpse" you were based off of, wiping the frost from the glass on the cryo-tube and stare yourself in the face for a "dramatic moment". This is why Todd couldn't mention what happened in the Vault... because it's not just a temporary "hold over" spot to transport you 200 years into the future - only to be left behind and forgotten. It's going to be a central part of the character's storyline, and a major "plot twist". Watch... it will happen. If so we'll be playing essentially "The Replicated Man" from Fallout 3 as our game this time.
windu190 Posted June 18, 2015 Posted June 18, 2015 AND TODD HOWARD ADMITED THAT SKYRIM LORE WAS FULL OF CRAP THAT THEY ERROR! Wut, where? Link? Source?
Guest endgameaddiction Posted June 18, 2015 Posted June 18, 2015 There is no source. Dragonborn would of killed him already.
tacomarine Posted June 18, 2015 Posted June 18, 2015 but he doesn't find one till he's been outside in the wasteland and it's on or next to a skeleton in what looks like the bed of a truck. what they show as an emerge may not be his first time out, Uhh actually he got that inside the vault. Todd mentioned that specifically. He gets it off a dead scientist body. I think it's pretty obvious we're some kind of synth, but Moogie's right Sinuve, there aint nothing to pick up from a something that close to a nuclear blast. Besides, his body would be blinded from looking at the fucker so he's got to have another body at least. That would help explain the hostile brotherhood you see in that little music video they did at the expo (I hope. I want to kill those fuckers and not feel bad because they're protecting the DC.) What if there was a scene beforehand that we didn't see? Maybe the family bought some kind of exoskeleton? Or... I don't know. But there is no way the main char survived that, and there is no way he is the only survivor if he did. If you watched the expo, you'll remember Todd pointing out that the baby does reflect the genes of the parents...
BruceWayne Posted June 18, 2015 Posted June 18, 2015 but he doesn't find one till he's been outside in the wasteland and it's on or next to a skeleton in what looks like the bed of a truck. what they show as an emerge may not be his first time out, What if there was a scene beforehand that we didn't see? Maybe the family bought some kind of exoskeleton? Or... I don't know. But there is no way the main char survived that, and there is no way he is the only survivor if he did. If you watched the expo, you'll remember Todd pointing out that the baby does reflect the genes of the parents... Maybe there was a fridge nearby?!
spoonsinger Posted June 18, 2015 Posted June 18, 2015 I like the 'Replicated Man' idea. But obviously the potential other clones need to be hunted down in Captain Blood style. However as this is console based the icon language might be a little watered down.
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