Fallout Series Thread V14: When i entered this thread i was hoping there would be more gambling
18,863 replies, posted
[QUOTE=TraderRager;41019774]Not engines that work work with persistent open worlds. While you may think GameBryo/Creation is broken and outdated, no game can handle cell based terrain a tenth as well as it. No engine is as easy to work with on a development level, and every single one of their tools has been designed for GameBryo.[/QUOTE]
The closest one I can think of is either GTA IV's or Saint's Row The Third's, and both of those engines run into the "Headache to develop for" issue. Also I don't think they properly support first-person gameplay.
Creation is definitely an upgrade but regular Gamebryo looks like shit and runs like shit.
[QUOTE=cdr248;41025493]Creation is definitely an upgrade but regular Gamebryo looks like shit and runs like shit.[/QUOTE]
And [I]feels[/I] like shit.
fallout needs to get away from gamebryo and creation once and for all, and use a new engine
and it needs an inventory system similar to resident evil 4 and survival games, with the whole backpack grid where you fit stuff in (i love that shit)
it should use something similar to the last of us, but in first person
it also needs more physics (physics are the best attributes in games, like dismemberment)
[QUOTE=Insane516;41025870]fallout needs to get away from gamebryo and creation once and for all, and use a new engine
and it needs an inventory system similar to resident evil 4 and survival games, with the whole backpack grid where you fit stuff in (i love that shit)
it should use something similar to the last of us, but in first person
it also needs more physics (physics are the best attributes in games, like dismemberment)[/QUOTE]
It really doesn't need the backpack grid. I prefer the silliness of carrying 16 suits of powered armor and several thousand party hats.
[QUOTE=Insane516;41025870]fallout needs to get away from gamebryo and creation once and for all, and use a new engine
and it needs an inventory system similar to resident evil 4 and survival games, with the whole backpack grid where you fit stuff in (i love that shit)
it should use something similar to the last of us, but in first person
it also needs more physics (physics are the best attributes in games, like dismemberment)[/QUOTE]
yah i'm sure making a heap of new mechanics and an engine from the ground up is a fiscally feasible idea
to be honest, I don't really hate gamebryo. It's in dire need of some serious upgrading but the engine allows for the biggest freeplay sandbox-like gameplay I've ever seen, especially for an FPS.
[QUOTE=Samiam22;41026315]yah i'm sure making a heap of new mechanics and an engine from the ground up is a fiscally feasible idea
to be honest, I don't really hate gamebryo. It's in dire need of some serious upgrading but the engine allows for the biggest freeplay sandbox-like gameplay I've ever seen, especially for an FPS.[/QUOTE]
Bethesda's games sell like hot cakes so it seems reasonable that the would be able to build and fund a proprietary engine that suites all their needs and (get ready for the silly part) they could probably get John Carmack to help them create the engine.
[editline]13th June 2013[/editline]
This is probably won't ever happen though
[QUOTE=cdr248;41026418]Bethesda's games sell like hot cakes so it seems reasonable that the would be able to build and fund a proprietary engine that suites all their needs and (get ready for the silly part) they could probably get John Carmack to help them create the engine.
[editline]13th June 2013[/editline]
This is probably won't ever happen though[/QUOTE]
Bethesda doesn't keep the profits though. Bethesda is owned by Zenimax and they're the lords of the almighty wallet. Bethesda gets a budget like any other game studio. As far as the money, it would appear that a great deal of the profits in the past few games has gone into the development and funding of their 250+ member team for Elder Scrolls Online by my guess. You want to talk expensive? Now that's expensive.
Also, when id was acquired apparently one of the stipulations is that id would not share their technology with the rest of Zenimax's studios. I would imagine that if they tried to force Carmack to make an engine for them for whatever reasons, he'd just quit and either reform a new studio or just focus entirely on his rockets. He needs not the moneys, so he'll just continue doing whatever the hell he feels like doing as per usual.
Meanwhile, the core development of Bethesda will struggle to keep making Gamebryo (sssssshhh Creation) function even though they only just finally implemented normal mapping properly (it was semi-broken in previous games) with Skyrim. Oh my, are they ever behind the tech times.
I've never really had a problem with the FO3/FONV engine, I think everything suits the style of play very well. Creation will just make it better, assuming that's going to be used in the next game.
If they overhauled everything they'd probably make everything feel too fast and floaty and just ruin the experience. The way things currently are maintains a great balance between RPG and action.
Call of Duty's tightness with shooting works great for Call of Duty, but I don't think i'd want it in Fallout. TLOU/Stalker's inventory system works for those games, but it would compromise the depth we already have.
If they made Fallout more streamlined and less 'clunky'... we'd have a game that plays like Rage.
They just need to iron out engine bugs, AI problems, enhance graphical capabilities, animations, port enhanced melee models, and things like that. I think they nailed the core gameplay right on the head.
[QUOTE=Janus Vesta;41009957]Alright guys I need your help. I'm reinstalling New Vegas, wiping the slate clean and getting rid of all the mods I've cobbled together. I plan on using mods to completely overhaul the game without changing the style or soul of the game. I need your recommendations for mods. I don't care if how much they change as long as they fit in the Fallout style. I'm largely asking ecause most "Best New Vegas mods" lists are years out of date and I'm better off asking for advice than looking at 2 year old threads.[/QUOTE]
I can't recommend CCO enough:
[url]http://ooccommunity.com/media/gamemods/cirosans-classic-overhaul/[/url]
I installed TTW and the "Train station" isn't there. Any tips?
I ended up buying fallout 3 for pc.
what mods should I get?
[QUOTE=mastermaul;41027322]I've never really had a problem with the FO3/FONV engine, I think everything suits the style of play very well. Creation will just make it better, assuming that's going to be used in the next game.
If they overhauled everything they'd probably make everything feel too fast and floaty and just ruin the experience. The way things currently are maintains a great balance between RPG and action.
Call of Duty's tightness with shooting works great for Call of Duty, but I don't think i'd want it in Fallout. TLOU/Stalker's inventory system works for those games, but it would compromise the depth we already have.
If they made Fallout more streamlined and less 'clunky'... we'd have a game that plays like Rage.
They just need to iron out engine bugs, AI problems, enhance graphical capabilities, animations, port enhanced melee models, and things like that. I think they nailed the core gameplay right on the head.[/QUOTE]
I dislike the clunky. You can still keep it without having shooting feel like complete arse and movement dragging your feet. It doesn't have to go ultra-smooth shooter but being crap shouldn't be a thing.
I wouldn't say it's crap, either. Sure it isn't ideal, and it has a great many flaws(Can't duck under things is a big one), but fuck at least it works. I've played a couple truly terrible shooters, and seen countless others, where the shooting simply does not work.
The engine is horribly broken, no doubt about it. Sure there are good things, such as the large view distance with good performance and the way you can easily mod almost everything about it.
But at its core it is broken. It is still not possible to climb a ladder using the Creation engine. The atmosphere in games like Skyrim is awesome but the textures, shaders and lightning all show this engine is outdated and provides subpar graphics. Another big problem is the way objects are handled. When you create a mod with many light sources or objects the performance rapidly declines as the engine seems to render all kinds of objects which are not even visible. That's why you can't have big cities with more than a dozen NPC's.
There are some good open world engines, like the avalanche engine used in Just Cause 2, providing an immense world without loading times or the GTA 4 engine, although the GTA 4 engine feels like a technical mess. Maybe the Witcher 3 will provide a good open world engine, who knows.
I think it would be nice if maybe Fallout has similar gun mechanics as stalker. I love the ballistics in stalker.
It would certainly add a lot of tension and atmosphere. (When it comes to combat.)
But I really don't think the creation/gamebryo engine is capable of such feats.
I don't think they should change the combat at all, nor the backpack/interface. The movement could be less floaty and clunky though.
They don't need to rewrite the whole engine though only the parts of it that are bugged.
But that could be even hard as almost starting fresh because you'd need to know what parts are really bugged/connected with bugged parts.
Great engine but has limits.
I think it would be worth it. They could base the 6th Elder Scrolls game off of the new engine and other new games.
What do you guys think of the conversation systems in fallout and skyrim?
I actually didn't like how in skyrim it didn't zoom your camera into the characters face.
As I played with a high fov, I didn't feel like I was interacting with the character.
Dunno just felt weird.
[QUOTE=ShabbaCosby;41031092]What do you guys think of the conversation systems in fallout and skyrim?
I actually didn't like how in skyrim it didn't zoom your camera into the characters face.
As I played with a high fov, I didn't feel like I was interacting with the character.
Dunno just felt weird.[/QUOTE]
I found it fine because it let the world continue around you, and it didn't seem like you were, as some may say,
"Getting up in der grillz".
[QUOTE=ShabbaCosby;41031092]What do you guys think of the conversation systems in fallout and skyrim?
I actually didn't like how in skyrim it didn't zoom your camera into the characters face.
As I played with a high fov, I didn't feel like I was interacting with the character.
Dunno just felt weird.[/QUOTE]
I had a random encounter NPC come up to me while in the middle of a fight. While she was talking to me, a corpse was floating in the air behind her.
It was slightly bizarre.
I haven't played Skyrim so I'm not sure how it works on Creation, but there are a couple things I'd change about Fallout's dialogue system.
1: Time should not stop in dialogue.
2: The NPC should be able to continue about their business to an extent..a barkeep, for example, wouldn't put [i]every other task down[/i] to talk to a new customer. So they'd still move around a bit, maybe pick up and clean glasses, that sort of thing, and if you're not giving them answers every...20-30 seconds?...they'd tend to other customers without exiting dialogue. Dialogue would also be able to time out entirely.
I'd also like to see a couple tweaks to how trade works.
1: We should be able to take out loans with established traders. The various aspects of said loan would be stat based, too. Like, say, your reputation with the faction that trader belongs to would affect interest rates. Your barter and charisma would affect how large a loan could be. That sort of thing. And of course there'd be penalties for not paying it back as well.
2: Why do stores have so much stuff on display that we can't possibly buy? That should change. If you're in a store and you see an item on display, instead of it saying "E) Steal", it should say "E) Buy". You pick it up it becomes yours and the game automatically removes the cost from your cap repository and adds it to the trader's. To facilitate shoplifting, crouching and activating a display item will allow you to steal it, much like standing and activating an NPC starts dialogue while crouching and activating them opens their inventory for pickpocketing. This could probably be done as-is with NVSE, possibly even in Creation right out of the box.
3: With certain dealers, like for example the Gun Runners, you should be able to place orders for items. As it sits you're pretty much stuck waiting until they randomly get what you want to buy in stock, but through the 'order' interface you would be able to buy anything they sell whenever you want. You'd pay a bit more and it'd take 'em a couple days to procure/make it, but you wouldn't have to stand there mashing the wait function until the item you want shows up. Obviously it'd only work with certain traders and certain goods, you wouldn't for example be able to order an AMR from Chet because he simply does not deal in that sort of hardware and you wouldn't even be able to order anything from barkeeps and caravan traders because they only deal in what they can scavenge and trade.
4: Currency exchange. It's not a concern if there's only one currency, as in FO1/2/3, but if you've got multiples it can get annoying. Especially if the only way to mass-exchange money is to do it at the casinos. So I think the larger traders should have the option to exchange other currencies you may be carrying in one click. Or perhaps you could set an option in the pause menu to "Automatically use other currencies first" and set your primary. So, say you walked into Van Graff's with a few Legion Aurei, $560 NCR and 1,000 caps with bottlecaps set as your primary currency, and you bought something worth 2,000 caps. You'd first use up your Aurei and NCR dollars and only dip into your cap reserve if there was still an outstanding balance. This would also open up various traders only accepting certain forms of currency. A legion trader, for example, probably isn't going to take NCR paper money at all and bottlecaps would only be a secondary. They'd deal in denarii and aurei primarily, which AFAIK they cannot do under the current scheme.
[QUOTE=TestECull;41031213]I haven't played Skyrim so I'm not sure how it works on Creation, but there are a couple things I'd change about Fallout's dialogue system.
[/QUOTE]
I like time being stopped while in dialogue, there's not really much benefit to not having it stopped. Plus if it doesn't stop it causes a problem when you have something like an ambush where the leader will initiate dialogue first.
NPCs still doing things while you're talking to them is a good idea
Loans would be interesting but I don't really see much of a point.
Buying things straight from the store is a good, immersive idea.
YES, I would love orders, so many times I've had to just bugger off somewhere else because the gun runners don't have what I want. Might make those drop-boxes even more useful - you place an order for a little extra, and if you pay a little bit more it can be delivered to a mailbox too - or sometimes you can be given a note that the courier died while delivering it, and you need to go retrieve your item or something.
Something as simple as Legion offering more caps for legion money or NCR offering more caps for NCR notes (or them offering less for the opposite faction's money) would encourage traders accepting a certain form of money
[QUOTE=papaya;41031367]I like time being stopped while in dialogue, there's not really much benefit to not having it stopped. Plus if it doesn't stop it causes a problem when you have something like an ambush where the leader will initiate dialogue first. [/QUOTE]
I agree with everything except this. Sure, not much of a practical benefit but more of a benefit to immersion. And really, there's an easy fix to the problem you mention (if we're both thinking of stuff like the regulators/Talon coming after you in FO3); just delay the attack itself.
There is already an order system if you use the underground hideout mod. You can buy limited supplies of ammo that will be delivered after a short time. I rarely use it (because I positioned my house near the gun runners) but the concept is pretty cool and it works really well.
[QUOTE=DienDwemar;41028462]I installed TTW and the "Train station" isn't there. Any tips?[/QUOTE]
Disable any mod that modifies Freeside.
Also, for some reason, I had a dream about Fallout 2 being like Elder Scrolls Daggerfall.
It was weird as fuck. Once I woke up, I actually thought what Fallout 2 would have been like if it was on the same engine as Daggerfall.
On the topic of the engine discussion: the combat isn't [i]that[/i] bad, but it does feel a bit floaty, and automatic fire works really, really weirdly. (semi auto shots are smoothly animated - but on FA the gun just kinda jerks around and the spread gets a bit bigger. Looks like ass) If they fixed that - and made it so the game can actually render more than 15 NPCs at the same time without bringing your FPS to the single digits - Gamebryo would be a perfectly serviceable engine.
Also, record more random lines, Bethesda, 'cause I swear if I hear anything about nuclear winter, gambling, high rollers or being true to Caesar one more time I'm gonna pull out a Fat Man
[QUOTE=M.Ciaster;41034903]On the topic of the engine discussion: the combat isn't [i]that[/i] bad, but it does feel a bit floaty, and automatic fire works really, really weirdly. (semi auto shots are smoothly animated - but on FA gun just kinda jerk around and the spread gets a bit bigger. Looks like ass) If they fixed that - and made it so the game can actually render more than 15 NPCs at the same time without bringing your FPS to the single digits - Gamebryo would be a perfectly serviceable engine.
Also, record more random lines, Bethesda, 'cause I swear if I hear anything about nuclear winter, gambling, high rollers or being true to Caesar one more time I'm gonna pull out a Fat Man[/QUOTE]
I always wondered why they had different va's record THE SAME LINES.
[QUOTE=M.Ciaster;41034903]On the topic of the engine discussion: the combat isn't [i]that[/i] bad, but it does feel a bit floaty, and automatic fire works really, really weirdly. (semi auto shots are smoothly animated - but on FA gun just kinda jerk around and the spread gets a bit bigger. Looks like ass) If they fixed that - and made it so the game can actually render more than 15 NPCs at the same time without bringing your FPS to the single digits - Gamebryo would be a perfectly serviceable engine.
Also, record more random lines, Bethesda, 'cause I swear if I hear anything about nuclear winter, gambling, high rollers or being true to Caesar one more time I'm gonna pull out a Fat Man[/QUOTE]
"Patrolling the Mojave almost makes me wish for a nuclear winter"
Kinda fitting when you pull out a Fat Man.
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