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Author Topic: Fallout 4: It Just Works  (Read 842474 times)

KingofstarrySkies

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Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1740 on: September 13, 2015, 01:14:32 am »

WAIT
SO THEY DID REMOVE SKILLS?
awh, shit
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Sigtextastic
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Neonivek

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Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1741 on: September 13, 2015, 01:48:20 am »

WAIT
SO THEY DID REMOVE SKILLS?
awh, shit

In all fairness I have seen RPGs that do that, where it is about stacking widely different talents and trying to collect complementary ones.

Unfortunately my premonitions don't exactly predict that this is being done out of a genuine desire to innovate the gameplay so much as... make it easier to play with less RPG elements to get in the way :P
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scriver

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Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1742 on: September 13, 2015, 03:14:56 am »

Also is it just me or have traits been axed? I can't remember them being in the character creation presentation at E3.

Traits wasn't in F3 either, iirc, although New Vegas brought them back. Still were just exclusive perks chosen at the start of the game, though, and showed up in the perk menu. But going by F3 there will be no perks.
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KingofstarrySkies

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Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1743 on: September 13, 2015, 03:31:27 am »

I will miss being able to speech my way out of ALL THE THINGS.
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Sigtextastic
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ShoesandHats

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Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1744 on: September 13, 2015, 03:45:05 am »

I guarantee there will still be skill checks, they'll probably just check to see if you have a high enough rank in the relevant perk. That's basically how it worked in NV anyway, most skill checks were just multiples of 20 or 25.
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KingofstarrySkies

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Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1745 on: September 13, 2015, 04:03:40 am »

Speech better have 'MASTER OF WORDS' as it's final perk.
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Krevsin

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Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1746 on: September 13, 2015, 04:04:32 am »

I guarantee there will still be skill checks, they'll probably just check to see if you have a high enough rank in the relevant perk. That's basically how it worked in NV anyway, most skill checks were just multiples of 20 or 25.
They were also like that in FO3, but hidden behind the percentages.

I liked the NV system. lent itself well to drug and magazine abuse.

Also speech could be tied to charisma now that they said SPECIAL will be more central to character development.
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Flying Dice

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Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1747 on: September 13, 2015, 04:45:59 am »

I wouldn't be entirely surprised if, instead of the intensive training perk line, FO4 has you get an extra SPECIAL point at milestone levels.
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Neonivek

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Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1748 on: September 13, 2015, 04:47:39 am »

I just hope they make Luck special again...

I kind of miss Fallout 1 and 2s fun way of handling luck where it just entirely altered the layout of the world.

Ok I am exaggerating but I do miss it... Though I doubt they will bring back that mechanic... mostly because the change in focus.
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Wimopy

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Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1749 on: September 13, 2015, 04:53:50 am »

It'd be nice to see a combined check along the lines of Int+Science+Speech+Cha > 80 to succeed, but if it's lower, then you get a percentage chance of success, where Luck comes into play. This is for a science check of course. You can succeed with just knowledge, you can back it up with logic or fill the holes with lies.

You know what would be hilarious though? High skill checks that lead to a worse outcome. Like, you know your RobCo OS inside-out, so you try and use a debug override code, but it backfires because these robots are using a different/custom/whatever version of the OS.
I think the "highest level check is always best/easiest option" thinking should be replaced with a sort of dialogue in which you give thought to your choices.

Doubt this will come up with a dialogue wheel though...
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RoguelikeRazuka

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Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1750 on: September 13, 2015, 05:35:35 am »

The wheel's allright itself (kind of matches the standarts of 2015), but how many responses will it possibly allow for?
« Last Edit: September 13, 2015, 05:38:50 am by RoguelikeRazuka »
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Krevsin

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Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1751 on: September 13, 2015, 07:02:43 am »

The wheel's allright itself (kind of matches the standarts of 2015), but how many responses will it possibly allow for?
That's another concern of mine, since in the E3 demo, it looked like it had only 4 responses, corresponding with the 4 buttons on the xbox gamepad.

If that's the case, we can expect some serious branching of dialogue.
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Wimopy

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Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1752 on: September 13, 2015, 07:14:12 am »

It might have something like ME's [Investigate] option though.

Besides, I'm expecting this is more for console compatibility and making voiced dialogue somewhat easier.
What causes concern for me with this is mods that add dialogue. They won't have voice (not the same anyway, unless they use cut content or whatever), which will be in heavy contrast with the main game.

Ah well. We'll have to wait and see how it goes. For now, I'm interested in any changes to what the SPECIALs effect.
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Krevsin

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Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1753 on: September 13, 2015, 07:50:52 am »

It might have something like ME's [Investigate] option though.

Besides, I'm expecting this is more for console compatibility and making voiced dialogue somewhat easier.
What causes concern for me with this is mods that add dialogue. They won't have voice (not the same anyway, unless they use cut content or whatever), which will be in heavy contrast with the main game.

Ah well. We'll have to wait and see how it goes. For now, I'm interested in any changes to what the SPECIALs effect.
Eh, mods that added NPC dialogue in both NV and FO3 didn't have spoken lines most of the times so it's something that won't bother many people. Just turn on the subtitles I guess.

Either that or horrendous amateur voiceacting. Which, to be honest, I kind of want.
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Sergius

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Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1754 on: September 13, 2015, 04:23:27 pm »

I guarantee there will still be skill checks, they'll probably just check to see if you have a high enough rank in the relevant perk. That's basically how it worked in NV anyway, most skill checks were just multiples of 20 or 25.
They were also like that in FO3, but hidden behind the percentages.

Actually FO3 used a dice roll for speech checks, which was annoying because it forced you to reload even if you had high skill, and reloading enough times enabled success even with a crappy score. NV changed it to a simple unlock, which was more fair, I suppose.

Some dialogue options were also fake speech checks, they only had one outcome (like, "(Speech 100/100) Can I have more money?" "Nope, I don't have any money.")
« Last Edit: September 13, 2015, 04:27:27 pm by Sergius »
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