Quakecon 2015: Fallout 4 details

Discussion in 'NMA News and Information' started by TorontoReign, Jul 24, 2015.

  1. PossibleCabbage

    PossibleCabbage Vault 22 Survivor

    Jul 2, 2015
    I think "encouraging players to to plan the entirety of their character development at Char Gen" is not something GMs should want to do. It's somewhat extreme metagaming that puts players who are not well-acquainted with the system at a potentially serious disadvantage. It's probably better from a roleplaying perspective if players are allowed to choose whatever appeals to them at the time they leveled up without having to worry about making the wrong choice. It's arguable what's a better solution to this though, between uncapped advancement and retraining.
  2. raynor009

    raynor009 Yeehaw!?!

    Apr 29, 2012
    Maybe after you reach a certain level you will stop getting perks or points. Btw, did that closed doors video footage got leaked/released yet?
  3. Walpknut

    Walpknut This ghoul has seen it all

    Dec 30, 2010
    "Allowing players to choose whatever without consequences" yeah no. That's just hand holdy bullcrap. That's kind of the problem, casualization of the Fallout series. If we are going that route then you might as well just have an auto aim button.... oh wait they have that already.

    Kind of pathetic when Pokemon has more hardcore RPG mechanics than Fallout....
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  4. PossibleCabbage

    PossibleCabbage Vault 22 Survivor

    Jul 2, 2015
    Consequences of what the player does in the plot is the single most important thing in a Role Playing Game.
    Consequences of purely mechanical decisions that a player makes in building his or her character ought not be given the same level of importance.

    And the auto-aim button is the only reason I was able to play Fo3 (bleh) and NV. I simply cannot do shooters.
  5. Walpknut

    Walpknut This ghoul has seen it all

    Dec 30, 2010
    Of course it's gotta have the same importance. RPG is not a choose your own adventure book, it's a Role Playing GAME. The mechanics should be just as important as the writting and they should interact with one another. When you dumb down mechanics to the point where you can just pick whatever without consequences at all the game just becomes a Larping simulator.
    • [Like] [Like] x 1
  6. generalissimofurioso

    generalissimofurioso The Hole Time Orderite

    Jun 17, 2007
    This is true.

    The problem I'm having is that the closest example we have of a similar system is Skyrim.

    Every character feels the same in Skyrim because Bethesda tends to do a bad job assigning differentiation through their systems.

    If we look at how the leveling worked in Skyrim and Fallout 3, it doesn't fill me with confidence that they'll have learned.

    Yeah, New Vegas had some perks that I never pick (That one where it automatically gives you night vision was a real pain in the ass), but each perk helped to define the character the player was trying to make.

    If you wanted to make a bisexual cowboy who survived off the land, you could do that and the game gave you options to support that.

    Bethesda just tends to drop in generic "Do (blank) 20% better" perks and the ones that aren't tend to be things that don't make sense (I AM AN ATOM BOMB NOW) or fix problems they put in the game themselves (Hey, we know Dogmeat is a doof who gets himself killed every five seconds, HAVE INFINITE DOGMEATS).
    • [Like] [Like] x 2