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The one aspect of Fallout 3 that separated it from all the other TES games (and Fallout Vegas) was how rewarding it was to do just exploring.
I'm not sure how to say it, but in Oblivions/Skyrim, each Town was a series of side quests with some mini stories, but there was a similarity of each location. Don't get me wrong, I've enjoyed all the TES games.
I really got lost in the story at times in Fallout 3, unlike any other game. Wandering around a random Vault, piecing together it's tragic story and finding some weapons/armor/etc whatever near the end that tied it all together.
If they can somehow capture that again in Fallout 4. Maybe it impossible to recreate that atmosphere again without it being too familiar.
So you got lost in the game world, right? You do know that you can beat the game without even speed running in like 10 hours if you just follow the story? Hard to imagine anyone getting lost to that crap.
Otherwise I agree. Fallout 3 was more of a sandbox game than New Vegas which was more story & rpg oriented.
- More dungeon variety.
- Deeper NPC story lines
- More payoff for dungeon crawling/loot system.
The 3rd is my biggest gripe with both TES and FO. You go from dungeon to dungeon to dungeon and hardy ever find anything worth a damn. I'd really like to see some decent loot or a unique boss every now and then. Just make it interesting.
Okay, so here's my pitch. Now, I've always been a progressive in the gamer community. I tend to hold that newer games study and improve upon flaws or shortcomings learned from previous masterpieces, and that other technical advancements and historical lessons provide the foundation for a superior future. Obviously some games are utterly timeless and transcend not just their peers, but their period itself. So the real caveat to beware is not learning and building upon these past lessons effectively.
The primary complaint about games like the TES/Witcher and others is the combat. IMO, the problem with games carrying the ambition to achieve complex real-time RPG-style combat is that they've focused too much on YOU, and not enough on your OPPONENT. I think of past classics like Tyson's Punch-Out. The control of Mac was relatively straightforward and simple. up or down dictate head/body with A/B as the left and right hands, respectively. Left/Right would dodge, down with punching would block, and start was the special punch. That was it. Otherwise, the fascinating complexity of the game relied on your opposition, and the learning the keys to reading their attacks, figuring out what to do, then timing it correctly.
- Why not apply this to the next TES combat? Just like certain creatures are faster than others, and I wish they would emphasize that more than they already have, I think some should be much faster and more difficult to block/parry/anticipate in combat than others. Make simple reaction to the attack part of the challenge. However, don't give us the same b-line aggro attack from every creature. Give them little idiosyncrasies that tip off what they're going to do (the same as in Tyson's Punch Out). Make the best counter a certain preemptive attack, or a certain block/parry (high & left, low & left, high & right, low & right), or a dodge, etc. Sometimes he swings with his claw (exposing himself), and you should attack first, but not 100% of the time. Sometimes he spits acid, so you should raise your shield if you're a warrior, or use a special evasive maneuver if you're a thief, or erect a wax shield if you're a mage. Make it so a slash works, but not a stab. That sort of thing.
- Create variance in these to make it interesting. For example,in Tyson's Punch-Out sometimes an uppercut would come, but not always, so you couldn't be perfect in killing them if you were more aggressive and trying to finish them quickly in Rd 1). Use this to make dealing with swarms of creatures more difficult and interesting. Sure, you could kill that mob faster, but you might take a bit more dmg. Uh oh, here comes a second mob you accidentally aggro'd. Do you expedite killing the first guy, and risk taking more dmg, or do you play it safe and risk dealing with two at once? Three? Four?
- Make combat more cerebral. For example, if fighting a Vampire, have pulling out a wooden stake or sword give a massive bonus to dmg instead of that burly Daedric sword, or for a Werewolf, make this apply to Silver weapons. Make holy water potentially deadly to these creatures. Make staying at distance the only suitable strategy against certain creatures, and staying at range the only viable strategy for others.
- Make certain creatures weak to fire/ice/whatever, meaningfully. Make certain creatures more intelligent, like humans, for example, and use this to perpetuate the fun of this challenge. Use a Rock-Paper-Scissors effect. Imagine a wizard battle. He throws up an Ice Shield. So you attack him with Fireballs to melt it. The AI reads this. The next shield it spawns is a Rock Shield. This blocks fire without melting. Meanwhile, the defenses you erect the AI tries to read and attack similarly. Lower level creatures take longer to respond to certain disadvantages in combat, or they don't at all. Certain mobs don't have any means to address certain defenses, meaningfully, at all. The challenge is learning their weakness, and then bolstering your abilities/skills that exploit this weakness.
- Make more intelligent creatures work together more meaningfully to attack you.
- Take this puzzle aspect to the extreme. For example, say you introduce a Medusa to encounter. Make holding up a mirror the only possible way to kill her, or otherwise make it ridiculously difficult. Some people will just look the answer up online, but the rest of us appreciate this classic tradition from platformers like Zelda. Introduce more side quests with puzzles that require reading of all the great lore in the game to figure out.
- Introduce creatures that can't move. For example, I always think of that great fight from LOTR where they encounter the Lake Monster. Introduce creatures like that. This way, you have to work towards them while dealing with their tentacles at range. You could place them inside a canyon, for example, that the hero has traverse in order to reach a quest destination, so even though they were immobile, they would be unavoidable (unless a stealthy thief...adding yet more variance to the game). Or have them be creatures on the walls inside of cave ceilings that shoot things at you, and you have to take them out at range. Similarly, think of creatures that only attack from the air.
- Extend this to travel. For example, certain creatures are better at scaling mountains than others (ex. Cougars vs. Wild Boars). Certain creatures can swim, and others can't. Certain creatures can't tolerate the cold/heat, or the sun/dark, etc.
- Allow PC gamers more native control over keybinding. Just like in competitive MMO games one should be able to fight in real-time combat with 40+ spells or other actions at his fingertips without pausing combat. This shouldn't be something the modding community adds. It should be built into the game with the expectation that gamers can handle a lot of keybinds to manage combat effectively on the most difficult settings.
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I want Fallout 4 to be like Fallout and Fallout 2.
i think they should let ID do the shooting mechanics on Fall out 4. Get rid of the VATS and in vehicles instead of walking everywhere.
Also maybe a new story line completely? Try something new. The whole 1960 "future tech" is kinda boring now
Also have it run on ID Tech 5