• Obsidian will be announcing a new RPG in "the next few months"
    68 replies, posted
[QUOTE=Akuma_lektro;49122115]but he wants a good one[/QUOTE] I think Fallout 4 is pretty fantastic to be honest.
Dude, I'm down for whatever. If they make a new Fallout, Vampire the Masquerade, or KotOR, that's just three different ways of getting me pumped.
Didn't they already say that if they get the chance the next FO they do will be LA AKA The Boneyard? Also yeah, it's far more likely to be Vampire right now, give it 2-3 years before the FO announcement i there is one.
South Park RPG 3
Really hoping it's more New Vegas/KotOR and less Pillars of Eternity.
[QUOTE=TheRealRudy;49122958]Fallout 4 is an incredible game, no doubt. But after having spent 50 hours with it, I don't feel like it's mechanically a Fallout game, like I discussed earlier [URL="http s://facepunch.com/showthread.php?t=1493546&p=49117865&viewfull=1#post49117865"]in this thread[/URL]. It sure is a Fallout game, set in the fiction we all known and love with more fun and interesting characters, amazing sights of the Commonwealth to explore, and addictive quests to do, but it's mechanically very different to the previous games and not really an RPG anymore, more of a FPS with RPG elements sprinkled over it. If you would take[b] New Vegas,[/b] keep all its mechanics like the [b]skills system[/b], dialog system, etc. like they are and add the improved Gunplay, upgraded Power Armor, and incredible crafting systems to it, you would have an absolute perfect game in my eyes. Perhaps throw in Fallout 4's graphics and artstyle there in too while you're at it, since I absolutely love those.[/QUOTE] Why would you ever defend that piece of shit skill system. Even ignoring that it was designed for tabletop pen and paper role playing, not a first person video game released in the 21st century, it works purely off of hitting specific milestones (25, 50, 75, 100, sometimes others) and as such its entirely useless to have it be the way it was when it functioned like that. From what ive been told, the one used in Fallout 4 takes into account your perks, the level of the perks, and your SPECIAL stats, and uses that to figure out if you're successful or not based on dice rolling percentages, which is far better than the New Vegas model.
[QUOTE=AaronM202;49122995]Why would you ever defend that piece of shit skill system. Even ignoring that it was designed for tabletop pen and paper role playing, not a first person video game released in the 21st century, it works purely off of hitting specific milestones (25, 50, 75, 100, sometimes others) and as such its entirely useless to have it be the way it was when it functioned like that. From what ive been told, the one used in Fallout 4 takes into account your perks, the level of the perks, and your SPECIAL stats, and uses that to figure out if you're successful or not based on dice rolling percentages, which is far better than the New Vegas model.[/QUOTE] The skill system could be changed whoever, to better impact the gameplay. I personally would suggest having a system where lockpicking, hacking and speech would be integrated into the perk system, since the problem with those is the fact that they are basically milestones. Guns, E.Weapons, Explosives, etc. should mostly affect accuracy and maybe a little bit of damage. Barter, Survival would work as they did, since they change mostly how you interact with the world. These are some ways of still maintaining the big RPG element that a lot of people like, while still letting your FPS skill decide the combat, merely helping with spread and VATS accuracy, and avoid the meaningless spending of skill points that plagued the system.
[QUOTE=TheRealRudy;49123098]To be fair, the new Perk Chart system is just the skills and perks system, but then mashed together. You have your skills like hacking, lockingpicking and stealing alongside bloody mess, lady killer and mysterious stranger. The perks work just as the same as the old system, as there still are ranks, but this time just more of them. Instead of having points for something like lockingpicking, you know have ranks, which is basically just the same as having points requirements for locks, but it's now put together the perks. Where before you would specialise your character trough the skills, and pick perks on top of them to personalise your character even more, you now have to pick the next advancement points (ranks) as a perk, and can't pick another perk you woul usually choose because you already upgraded. a "skill" in its place. They basically just simplified and removed the depth of the old system, which is a huge shame in my opinion because I think you could be much more specific with your character creation in the previous system. I personally can't wait for a mod that brings back the old system from New Vegas.[/QUOTE] What depth. It was the illusion of depth. It didnt fucking matter at all, it was annoying and pointless.
[QUOTE=TheRealRudy;49122958]Fallout 4 is an incredible game, no doubt. But after having spent 50 hours with it, I don't feel like it's mechanically a Fallout game, like I discussed earlier [URL="https://facepunch.com/showthread.php?t=1493546&p=49117865#post49117865"]in this thread[/URL].[/QUOTE] [QUOTE=joshjet;47962026]This may not be the fallout game I wanted, but it's sure as shit the videogame I wanted.[/QUOTE]
The depth is there if you're looking at it basically any way other than "Well now its 1-4 instead of 0-100 and therefore must be simpler." You still can do a lot specifically with your character to make them tailored to you. Hell, Junkie is a very effective playstyle now. Develop your ability to make chems, take resistances to chem and other stats that influence them, then play every fight by getting high and rampaging through enemies. Or play as an engineer and rely heavily on creating several different weapon combinations that you swap through constantly, possibly taking your powered armor in to account by relying heavily on that as well and having to keep it constantly repaired and with fusion cores in supply. There was false depth to the other system, its people seeing lots of numbers and thinking More=Depth. A system can be as massive as an ocean, but only as deep as a puddle. Whatever depth the skill system had is still present.
[QUOTE=Doctor Zedacon;49123138]The depth is there if you're looking at it basically any way other than "Well now its 1-4 instead of 0-100 and therefore must be simpler." You still can do a lot specifically with your character to make them tailored to you. Hell, Junkie is a very effective playstyle now. Develop your ability to make chems, take resistances to chem and other stats that influence them, then play every fight by getting high and rampaging through enemies. Or play as an engineer and rely heavily on creating several different weapon combinations that you swap through constantly, possibly taking your powered armor in to account by relying heavily on that as well and having to keep it constantly repaired and with fusion cores in supply. There was false depth to the other system, its people seeing lots of numbers and thinking More=Depth. A system can be as massive as an ocean, but only as deep as a puddle. Whatever depth the skill system had is still present.[/QUOTE] Especially when the 0-100 system was just 1-4 in disguise.
[QUOTE=AaronM202;49123119]What depth. It was the illusion of depth. It didnt fucking matter at all, it was annoying and pointless.[/QUOTE] Not really, it was using skills that you customized your character to focus on what kind of player you are. You would have to choose early on if you were going to wield guns, energy weapons or melee weapons for example, and maybe even decide to not focus on combat at all and just level your non-combat skills. This choice matters, because it also decides what perks you're going to use, and since a level cap existed, you couldn't choose them all. It also greatly enhanced the replayability of the game, I personally created about 4 characters in NV, each focusing on something else.
[QUOTE=kisaraji;49123151]Not really, it was using skills that you customized your character to focus on what kind of player you are. You would have to choose early on if you were going to wield guns, energy weapons or melee weapons for example, and maybe even decide to not focus on combat at all and just level your non-combat skills. This choice matters, because it also decides what perks you're going to use, and since a level cap existed, you couldn't choose them all. It also greatly enhanced the replayability of the game, I personally created about 4 characters in NV, each focusing on something else.[/QUOTE] But FO4 is the same, just the system is way simpler and easier to understand.
Skills were perhaps marginally relevant to combat in F3/NV, but anything besides that was a cut-and-dry skillcheck. Are you level 25/50/75/100 in [skill]? No? In that case, you cannot even attempt to unlock/hack/negotiate. It's basically the same system, minus the frustration of being a couple of skill points away from reaching your goal, and abstraction in combat.
[QUOTE=simkas;49123211]But FO4 is the same, just the system is way simpler and easier to understand.[/QUOTE] TBH, I can't buy FO4 right now, so I can't really talk about it that much. However, didn't they simplify it too much? I'm reading the perks and I'm seeing mostly generic stats upgrades and pre-existing perks on the combat area, lacking that especialization that older Fallout titles had. The more interesting things are mostly on non-combat perks, and they are mostly based on the new crafting mechanincs and settlements, so I would need to play the game to better judge them. Still, the combat perks that I'm seeing are all based on melee, automatic, and non-automatic weapons, with no mention to energy weapons except on energy resistance, so I feel like it's safe to assume that they aren't separated "skills" anymore. Plus, it seens that FO4 has no level cap, meaning you can literally be a jack of all trades and master of all. I'm not so sure if that's good, considering that one the last things that I want in a Fallout game is the Skyrim syndrome of overpowering the player character, meaning the choice only matters for the first 20 levels or so, then you just sort of lose the challenge since you're literally ready for anything.
[QUOTE=kisaraji;49123309]TBH, I can't buy FO4 right now, so I can't really talk about it that much. However, didn't they simplify it too much? I'm reading the perks and I'm seeing mostly generic stats upgrades and pre-existing perks on the combat area, lacking that especialization that older Fallout titles had. The more interesting things are mostly on non-combat perks, and they are mostly based on the new crafting mechanincs and settlements, so I would need to play the game to better judge them. Still, the combat perks that I'm seeing are all based on melee, automatic, and non-automatic weapons, with no mention to energy weapons except on energy resistance, so I feel like it's safe to assume that they aren't separated "skills" anymore. Plus, it seens that FO4 has no level cap, meaning you can literally be a jack of all trades and master of all. I'm not so sure if that's good, considering that one the last things that I want in a Fallout game is the Skyrim syndrome of overpowering the player character, meaning the choice only matters for the first 20 levels or so, then you just sort of lose the challenge since you're literally ready for anything.[/QUOTE] It really doesn't play out like that. You can get a character to level 100 and still be missing many perks, or only have a point or in most. It takes 42 points to max out SPECIAL stats, so you'd be level 43 at best if you wanted to max them out. Then there are 70 perks within the those. So at level 100, you could at best have a single point in 53 skills. By 113 you'd have a single point in every skill. So sure, you could in theory get everything. You'll just be grinding for a while to do it, and actually maxing them out will take a hell of a lot longer. Energy weapons are no longer their own category for the purposes of perks, no. Although Radiation damage is its own interestingly enough. Arguably where that comes in is the Science perks, which are required to be able to upgrade energy weapons with better receivers and barrels and such. You can of course start finding them in the higher levels (much, much higher levels), but that'll be relying on drops to get you what you want, or paying merchants for them. And they also require gunsmithing for those as well, not just Science. So if you want to be more effective with energy weapons, you have build them to be better yourself or hope you get lucky with them.
Alpha Protocol 2 pls. I wanna be mean and make everyone hate me like in the first game. Except for Mina. Always be nice to her.
[QUOTE=AaronM202;49123119]What depth. It was the illusion of depth. It didnt fucking matter at all, it was annoying and pointless.[/QUOTE] The one thing Fallout 4's new skill system simply can't pull off are actual skill checks. For example, every little conversation skill check is based on CHR in Fallout 4, but in the originals and New Vegas (I think there were some in FO3 even), you could talk your way out of things with enough points put into Science, INT, Survival, etc. You simply couldn't do those detailed interactions with Fallout 4's system, at least without making it some arbitrary perk level you have to unlock instead of just being "naturally" skilled in. Not to mention the new dialog system only ever has 4 options to choose from, so you really couldn't put in options for them anyway. While the old system was honestly kind of broken or weak, it at least allowed for more specific interactions than a skill-less perk based system ever could. And I don't know about you, but those relatively "little" moments of interactivity with NPCs or the world via skill checks is one of the points that made Fallout for me. In a lot of instances, you could play through the game however you wanted, instead of being roped into pursuing a jack of all trades build that has to do everything at least once. That the sort of thing I think of concerning the potential depth of the old system.
gimme either fallout: boneyard or a new vampire the masquerade and I'll be happy
Obsidian have been talking with Bethesda for ages about NV 2, even if it isn't this you bet your arse they are making it as we speak.
Fallout New Vegas made alot of money from what I have seen so it is likely that at some point they will make a fallout again. I mean, it is business afterall.
[QUOTE=AaronM202;49121101]Please be Vampire: The Masquerade - Bloodlines 2 PLEASE be Vampire: The Masquerade - Bloodlines 2[/QUOTE] Hey, it could be Werewolf: The Forsaken. Or, if they want to channel Planescape:Torment, they could try Geist, or Promethean. Or even Demon. [editline]16th November 2015[/editline] [QUOTE=kisaraji;49123151]Not really, it was using skills that you customized your character to focus on what kind of player you are. You would have to choose early on if you were going to wield guns, energy weapons or melee weapons for example, and maybe even decide to not focus on combat at all and just level your non-combat skills. This choice matters, because it also decides what perks you're going to use, and since a level cap existed, you couldn't choose them all. It also greatly enhanced the replayability of the game, I personally created about 4 characters in NV, each focusing on something else.[/QUOTE] I could see a modified version of the new system co-existing with an older style skills system on top to create interesting complexities.
[QUOTE=Rahu X;49123812]The one thing Fallout 4's new skill system simply can't pull off are actual skill checks. For example, every little conversation skill check is based on CHR in Fallout 4, but in the originals and New Vegas (I think there were some in FO3 even), you could talk your way out of things with enough points put into Science, INT, Survival, etc. You simply couldn't do those detailed interactions with Fallout 4's system, at least without making it some arbitrary perk level you have to unlock instead of just being "naturally" skilled in. Not to mention the new dialog system only ever has 4 options to choose from, so you really couldn't put in options for them anyway. While the old system was honestly kind of broken or weak, it at least allowed for more specific interactions than a skill-less perk based system ever could. And I don't know about you, but those relatively "little" moments of interactivity with NPCs or the world via skill checks is one of the points that made Fallout for me. In a lot of instances, you could play through the game however you wanted, instead of being roped into pursuing a jack of all trades build that has to do everything at least once. That the sort of thing I think of concerning the potential depth of the old system.[/QUOTE] I don't really feel like this is a loss of depth. I didn't hate the old system like some people and when I first saw that fallout 4 would be perk only I was skeptical, but I think it actually works quite well. Every perk point feels like it's going to something useful, so it doesn't feel like I'm building my character any more arbitrarily than I was before. When you say "at least without making it some arbitrary perk level you have to unlock instead of just being 'naturally' skilled in," I think that's actually exactly the solution (and what they should have done) - because the perks you pick actually determine what you are naturally skilled in. For example, raising the sneaking perk isn't really any different than putting points in the stealth skill, so any stealth related conversation choices could easily be placed on that. Picking skills like gun nut and armourer is pretty much just like taking the repair skill, except it's a bit more specialised, so those can substitute too, and there's no reason they couldn't have skill choices based on intelligence, strength or luck like in previous games. So I don't think this is really a problem with the skill system inherently, maybe more so how they actually used it. My personal biggest problem with the game so far is the vagueness of the conversation choices - I wish they'd just done what DXHR did and let you preview what each choice actually says before you pick it.
[QUOTE=AaronM202;49123119]What depth. It was the illusion of depth. It didnt fucking matter at all, it was annoying and pointless.[/QUOTE] You know what. Then don't play Fallout? Why did Fallout fans have to cave and put in a piece of shit perk system that only abstracts you further from your character creation with a game that has unlimited leveling. Its fucking Far Cry 3 level RPG mechanics. [editline]17th November 2015[/editline] [QUOTE=Jeep-Eep;49128789] I could see a modified version of the new system co-existing with an older style skills system on top to create interesting complexities.[/QUOTE] You mean like how the original Perk system worked in Fallout New Vegas and 3? Fallout New Vegas had perks with ranks attached that increased the stat and special bonuses for each rank, but still retained the Stat functions. The system, you just asked for, [B]was in New Vegas.[/B]
[QUOTE=Jeep-Eep;49128789]Hey, it could be Werewolf: The Forsaken. Or, if they want to channel Planescape:Torment, they could try Geist, or Promethean. Or even Demon.[/QUOTE] I would kill for a Geist game but I don't know if it's popular enough to justify one.
[QUOTE=Jeep-Eep;49128789]Hey, it could be Werewolf: The Forsaken. Or, if they want to channel Planescape:Torment, they could try Geist, or Promethean. Or even Demon. [editline]16th November 2015[/editline] I could see a modified version of the new system co-existing with an older style skills system on top to create interesting complexities.[/QUOTE] if they were really ambitious they could do Changeling: The Lost
apparently they've teamed up with ubisoft to make Assassins Creed: Table top edition
[URL="https://archive.is/0nJ4l"]Rumor has it that it's going to be an Xbone exclusive[/URL] I really hope that's not true
[QUOTE=Ager O'Eggers;49123276]Skills were perhaps marginally relevant to combat in F3/NV, but anything besides that was a cut-and-dry skillcheck. Are you level 25/50/75/100 in [skill]? No? In that case, you cannot even attempt to unlock/hack/negotiate. It's basically the same system, minus the frustration of being a couple of skill points away from reaching your goal, and abstraction in combat.[/QUOTE] The requirements, apart from lockpicking and hacking, actually varied. I distinctly remember at least a couple of 40, 60 and 90 skill checks.
Knights of the Old Republic 3?
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