@@Scarabola Flashbacks to hitting loot all on my bases storage chest and having to spend time putting everything back for 10 minutes. Edit: games that have loot all should also have deposit all.
To prevent what happens in this comment section, there could be multiple take alls -Take All Scrap (crafting things, and also ammo) -Take All Caps (just takes money off the corpse) -Take All (take everything else) Usually people never pick up armour from an enemy
Don't forget the best part about the 76 photo mode: Your loading screen slides actually use the photos you took! So not only do you get to capture those memories or cool shots, but the game will automatically show them to you as you play without needing to go to the gallery.
I still have this sick red/blue inverted filter of my mutton-stached dweller in a beer-drinker helmet, doing a salute while standing off the edge of a rocket 30 feet in the air at a carnival. Good times....
Remember that quest in Fallout NV, where you were given a camera with film rolls and had to take a picture of the sarsaparilla factory? I loved just walking around and taking pictures of random stuff I liked with the extra film, I would even have my companions stand in the pictures like how tourists and old timey pictures are in real life, even though I couldn’t see the pictures I took I just liked to think my character keeper them and would look back on them from time to time, I would love that as a real mechanic in games.
thats a really cute idea and now i really want that lol. have you played any of the yakuza games? in yakuza kiwami 2 you have a digital camera and can take photos including selfies and sometimes characters youre with will pose for you when you point the camera at them. its just a silly throwaway feature but i'd love to see it in other games.
i have - no joke - 300 hours put into that game, yet i’ve never done the Sarsaparilla quest. there’s just so much to do. but now i wanna do that quest just to get the camera.
I do dislike how the random legendaries in FO4 often drop from radroaches and other creatures, it feels really dumb and gamey when that bloatfly had a massive minigun stronger than any weapon the wasteland has seen before.
and the random legendary system is also not integrated at all, they felt really disconnected from the game. If legendaries came from the end of dungeon chests they might have felt more earned, or you could find a dead body with a note from someone seeking a legendary weapon in a dungeon, something to make the game acknowledge these often OP items. they could still be random and bethesda could use the radient systems they are so fond of and everything.
Yeah, anything you get should be something from the enemy's body or that they could carry/use. I'd love to see enemies drop unique mods based off their bodies - i.e. radroach glue mod for sticky grenades/ones that stick the enemy in place so you can flank, bloatfly/scorpion poison tip bullet mod, molerat/dog teeth mod to make special spiked melee weapons, ghouls dropping rad gun mods that make people temporarily berzerk, etc. Then you could choose which weapons to make legendary yourself.
@@Usernamewhatever1443 That's just unique weapons with extra steps lol. But yes, I believe unique weapons are better than rng-dependent legendary weapons.
For me, both the weapon modding and legendaries were good ideas slapped on without the proper polish and nuance. Almost nothing in them actually makes for choice while shrinking the real pool of weapons available and almost completely removing named weapons of any interest. Settlements similar, with only a couple of preset communities with significant writing in the entire map
Fallout 76 did have diverse geographies, however the enemies didn't seem to respect those differences. For instance, in Skyrim you only see frost trolls in snowy areas. Fallout 76 has a Grafton Monster, which you see... everywhere. I think the first one I saw was on the complete opposite side of the map, near the Nuka Cola plant. Note that Jon is fighting a Flatwoods Monster in the Cranberry Bog. Even the unique enemies from Far Harbor, which are supposedly a product of the fog are just randomly scattered around WV.
I agree. My time playing 76 felt very much like the game just had a list of monsters to pull from that players would recognise from previous games or the marketing, roll a die, and tell you "this monster has shown up here"
Yep, and and it was worse with the assest ppulled from other games in the series. Like WTF were fog crawlers, mutant mantis shrimp from the sae near Maine, doing up a fecking hill in West Virginia?
The same diverse geographies with almost no crossover exists in Subnautica. I think a better system would be some overlapping of the area edges. Like a sort of slow dwindling of creature A appearances as you move deeper into creature B territory, with a threshold where creature A no longer appears. Much more natural concept, IMO.
"Far Harbor, which are supposedly a product of the fog are just randomly scattered around WV."! no they are not they only apear in the cramberrybog and the mire "Fallout 76 has a Grafton Monster, which you see... everywhere." lol no
I totally agree with what you said about Fallout 4 settlements. You could build the greatest city to exist, something so advanced and awesome that everyone who lived there was happy, but the world would completely ignore it and Diamond City would still be the crown jewel of the Commonwealth.
I think the only time your settlements get noticed is as soon as you become general, Travis mentions how great sanctuary is even if you have 5 settlers a turret and a water purifier
They could add a system for when settlement happiness and amount of settlers go up, the more publicity it gets from random dialogue and Travis. Or if you’re settlement is unhappy people will talk about how bad it is to live there and Travis can go “well… it doesn’t seem to be doing… really well… maybe. But that’s just what I heard. Not saying you should *not* go there, but I heard it’s not really good, **awkward laugh**. Anyways, um, back to the music I guess”
Another idea, after Confidence Man you can ask Travis to advertise a settlement so your don’t have to build a beacon wherever you go and could be nice alternative to charisma in getting the most amount of settlers possible
A way I see settlements could work is that they and the towns and cities that exist throughout the wasteland are all in a sort of town system, the latter starting with a predetermined reputation depending on how they're perceived publicly, and what happens in these settlements influences this public perception, with people acknowledging and bringing it up, like "Your settlements rival even Diamond City, you should be proud of your achievements" or "Hot tip, stop trying to make a city, just stick to shooting bad guys because you're actually not bad at that" and your settlements would eventually able to interact with other settlements, like establishing a trade route or lending your manpower for a request. This way, it makes it feel as if your settlements are actually on par with the others.
I use a mod that lets me use Raider resources outside of Nuka world so I can keep my settlements at 100% happiness by putting 25-50 chem machine's. Just keep em doped up and they're good,lol
I think there should be music tapes out there to find so you can give it to the Radio host so that way you not listening to the same 10 songs throughout the damn game.
@KYB If nothing else, atleast they made the worlds somewhat explorable. In New Vegas you're forced to loop south because thats where the main story goes, and they put a bunch of cazadors and deathclaws north to prevent you from going early game.
@ThatCrazy Drunk my largest issue is that New Vegas feels like it has huge walls around it, the only game ive seen have walls like New Vegas was Morrowind, i get the need for certain level enemies in certain places, but i felt like i had no ability to explore the entire time I was in New Vegas, this may be personal but its why I enjoy Fallout 3 and 4 more than New Vegas, they are more explorable.
@@TheRealSkyTheCookie Same. But say that to some people and you may as well be talking to a wall. NV is one of my favorites, however, it still _feels_ more like a linear story with side content. Not a bad thing, just saying. Imo, 4 could've benefited from side content rather than 'filler' radiant quests. Pretty soon I felt like an errand boy/girl and just stuck to what side quests there are. I wonder how many would complain if companions were able to die...
The very existence of the "unique uniques" mod illustrates another thing we should bring back: visually distinct legendary weapon variants. I liked their implementation of it, too: where the aesthetic of a unique weapon is localized to a single part, so you can customize the weapon without destroying the uniqueness.
I wouldn't mind them keeping, and expanding, the legendary system. BUT they should also have very interesting, iconic, Unique weapons that have cool mods you can't get on legendaries.
@@Jenosaido841 Fair point, I agree! Though it's a difficult balancing point. If there were a great number of unique legendaries, they wouldn't be very special anymore
As soon as you mentioned Fallout 3 being an anarchic battleground, I remembered running into an Enclave unit, almost dying to it, the Outcasts showing up to relieve some pressure, and then Enclave reinforcements showed up. It's definitely an anarchic battleground
I remember one time I was getting chased by a Yao Guai, low on stimpaks and ammo and a random group of radscorpions decided to show up and take him on. Fallout 3’s wasteland is just great like that.
Reminds me of the time in Skyrim when I was bravely running away from a random vampires VS Vigilants encounter and ended up with the Old Orc charging in to save my sorry under-levelled arse
That's awesome,lol. You know how In FNV when assassin's come after you they always come in packs of 3? Well I was leaving a safehouse and somehow 9 legionaries ambushed me, first 6 and then another 3. Somehow 3 different sets of assassin's got spawned for me. I chopped them all up into bits and put the pile in the middle of the road
Love this comment section btw. Really reflects the channel itself. As someone who loves Fallout 4 despite its (admittedly fucking massive and widespread) shortcomings, it's really hard to go anywhere on UA-cam where it's mentioned because speaking it's praises in any way at all would lead to me being absolutely demolished by people who hate it. But this comment section is full of people just sharing their opinions without obnoxiously putting down others for what they enjoy, and i love that. Thanks, commenters. And thanks Jon for fostering people like this by being a great content creator.
Bruh fallout 4 was my first fallout game and I still love it. I love the build mode even though it’s super shit and buggy and that’s why I keep on playing the game
That's unfortunate that people feel the need to attack you for your opinion. While not my favorite FO game, FO4 has some of my favorite innovations in the series; The top two that come to mind are the gunplay and power armor (it really _feels_ like a weapon in-of-itself). While the atmosphere, and companions were really enjoyable, and the quests that they took the time to make unique really shined, like they did in FO3. The Silver Shroud (especially the unique dialog that was available if you wore the custom even if you weren't doing that specific quest) is one of my favorites quests in any of the games. Sooo good. There was a lot to be enjoyed in that game.
I mean fallout 4 isn't bad, it's just got a lot of issues like the main quest being very meh, the lack of moral ambiguity from all the factions (the minutemen are objectively good compared to new Vegas where all the main factions have flaws for example), and the settlement building can be very hit or miss for people if you're not playing on survival mode.
i like the dynamic of the rivals-to-lovers hbomb and jon are growing over the "Fallout 3 is garbage and here's why" and "fallout 3 is better than you think". makes you excited for where the plot of this anime will go
Constant? On the mountains you mean? A lot of fnv is not invisible walled off. They used physical walls to wall off the world, Bethesda have the invisible ‘you can’t go that way’
@@burn5014 If it wasn't for the invisible walls you could skip the entire deathclaw quarry section by just climbing around it. I also recall a lot of invisible walls on other mountains and even some hill that are just there to make you go the long way around, but I can't really recall very many invisible walls in Bathesda games aside from the one behind the magic barrier preventing you from reaching Parthanax early.
@@boscojokey3829 I think he was talking about the literal map edge borders which is kinda a stupid thing to be picky about. I mean there’s not really any fucking mountains in Washington D.C. or Boston that you can throw in to block the edges of the map unlike Las Vegas which has the Rocky’s mountains everywhere.
@@boscojokey3829 it's not roleplay to climb those mountains, it's a roleplaying game, sometimes the game master just has to say "no, that's boring and out of character, you're not a mountain goat, you can't climb there.
about build where you want, for some reason, i have a big hard on for turning old buildings into settlements, i would love to turn an old church, house or red rocket into temporary settlements for example, it makes it feel more immersive to use an old building as a base instead of building new ones, and then further immerse myself in the dark irony of turning a church, the peaceful, god worshiping holy house, into a base with boarded up windows, barricades in front of the door, maybe turrets. and then to my next immersive point, choosing a base for its tactical bonuses, like the church tower can be used as a sniper tower/lookout, or the parking lots with roofs in the red rockets can be used for extra space if you wall off the sides. you get the point
Although Fallout 4's speech system is horrendous, I think I'd rather scrap its exclusion of skills. Or, rather, I'd want to make sure to bring skills *back*.
I feel like the companion system of them being immortal is flawed, but is currently the best way to go. A better system would have a cooldown for companions after they're wounded like if they get knocked out, after the fight they would walk up and say they need a few days to heal and rest, adding no permanent risk, but also making sure the player keeps an eye on them and make sure no unneccessary risks are taken.
Just as many things, it should be optional. I for one would reload instantly on companion death, so I would turn on immortal companions is a heartbeat. In general Fallout needs to accept more axes of difficulty settings, besides just Easy, Normal, Hard. Survival needs to be separate. Fast travel on/off too. Quest markers as well. If someone wants to play easy survival with immortal companions and quest markers, but no fast travel, they should be able to do so...
Jj the strawb Also would really like the ability to have more than one companion. Besides from teetering the gameplay difficultly a bit on the easy side, I don’t see any reason why having more than one follower is off the table. I think it’s just so much fun having like an actual party, like something from Final Fantasy or any traditional RPG for that matter lol Having more followers would decrease the amount of encounters, as groups would be wary of attacking an entire posse of armed peeps, while the remaining encounters would be more difficult, as the groups or people who would be crazy enough to attack a group of gun bois would probably have a reason and justification for doing so (like weak bandits would mind their way, but bandits with energy guns or an entire caravan of baddies would totally wreck shop with you and your crew)
@@BoroMirraCz Yes! just have more accessability in general, give my Pipboy and terminals a screen reader, I'm blind and want to play properly. have a good font size for captions, colour blind modes etc.
@@nohi3619 Yes, and have who will travel with you impacted by who else is with you, like an enclave guy and brotherhood guy, or brotherhood and a ghoul or rich person and follower of the apocalypse won't get along. On the otherhand 2 soldiers who know each other well will support each other better or someone might only travel with you because of your cute dog.
If companions had better ai I would be more open to having then be killable. They die at the drop of a hat, walk into obvious traps, and don't use cover very well. Also if we could assign them a "default" weapon (within reason) that want the one they come with. Like, in fo4 Cait is a better companion then Piper in combat because a shot gun is infinitely better than an unmodded 9mm
1) Meaningful choices. That's it. The reason why Fallout 4 was so polarising with its conversation wheel and removal of the karma system is that conversation paths were limited and consequences were non-existent. Be good, be evil, be charismatic, be rude; it doesn't matter. Try that in Fallout 2 and see how long you last.
You can have meaningful choices without a karma system. I'd argue that having a karma system can even take away choices: It turns questions of "what do I think is the right thing to do in this situation" into "what sort of karma points do I want". This was especially bad in the mass effect games where you were essentially forced to mindlessly click only the good or only the bad choices, because doing anything else would very much screw you over.
A lot of people claim that they don't have the time to replay a game and therefore choices that alter the game world take content away from players that only play once.
One of the things I liked about the newer games was how they used real historical locations and local legends and gave them a purpose. Adding the many West Virginian cryptids and the historical Boston places were awesome. I would love to see a civil war area, Texas, or atleast somewhere were the devs use the history and culture of this area in the game.
@@lkim100 This one, Fallout 3 is Better Than You Think, Fallout: the History of V.A.T.S., Fallout 76 - What Went Wrong and How to Fix It, Batman: Arkham Asylum is a Perfect Game, and Fallout 76: the Full Story of the Atom Shop. Give 'em a look. :)
In my current playful have a wounding double barrel. As luck with have it I'm specing into rifles. Way back in my 1st play though I spaced in to pistols. Right when I got the deliver it caused me to become more vats focused build and was a main-style right up in till that save sadly became corrupt.
I didn't really like the legendary stuff because a lot of it felt too much like Skyrim magic and out of place. Most of the legendary weapon effects could have been made into proper craftable mods though. The infinite ammo magazine for example would have worked well as a high tier Science mod for energy weapons. Explosive (or Incendiary) rounds could have been a special receiver (as if you put in a different ammo type) that required Demolitions Expert. Plasma infused could have been a Science muzzle for conventional ammo based guns. All of the +50% damage to things could have individually been a fancy technobabble muzzle modulator for Energy guns. On a side note: perhaps the biggest sin of all was not giving the double barrel shotgun more barrel/ammo capacity, like turning it into a quad-barrel shotgun.
One thing that I would like to see with companions is them helping you with skill checks or encounters. For example if you don't have enough points in science for a skill check but you had a sciencey companion they could butt into the conversation and help you pass the check. Probably at a reduced xp reward. I know some games give you a boost to skills when you have a companion, but I think it would be more interesting to have the companion do it if you choose to "ask for help." Another thing would be companions being able to influence quests with their faction appropriate knowledge. Let's say that in one quest you are approached by an NCR officer that asks you to take out a Legion spy. You go and take out the target only to find out they weren't a spy and the "officer" that gave you the quest was the real. Now if you had Boone as a companion he could pull you aside and say that he feels something is off or tells you that the officer used certain words a real NCR officer wouldn't. Then the player could make a decision to pursue or ignore the information given.
Outer Worlds had some good ideas on using companions for checks, though it was limited in its implementation. I agree that it would be cool for special speech options to open up based on companions that are in the party.
That would definitely make me use companions more. I really just never use them because everything they can do I can do better. But if I could specialise more and be less generic good, allowing myself to rely on them, that'd be amazing.
That was in Fallout 2. You could use companions to pass science checks you couldn't do. I also liked (sort of) that in the first two Fallout games you could gather a whole party of companions, and really it was sort of necessary because the enemies were so hard that you couldn't do it yourself, really.
I'd like to contest the point of "Nothing would happen to Novac if the Courier didn't come along" - there's an ending slide for if you don't complete "Come Fly With Me" where Novac is overrun by ghouls, specifically *due* to them fighting off Legion on the other side. Nothing may happen while playing the game, but it does show in the ending. If the point you were making was that nothing happens to Novac *before* the ending, then I would assume that would directly contradict your complaint about Fallout 1 and its invisible timers - and furthermore, as long as the Legion is held back at Hoover Dam (so, until the ending), Novac isn't weakened enough for ghouls to overrun it (as it's pointed out in the ending that the ghouls were able to overrun it due to multiple people being killed while fending off Legion), so there would have to be a timer on the ending itself, too, and... long story short, that just wouldn't work.
My idea is to make sidequest timers tied to the main questline. So when getting to a certain point in the main questline, certain sidequests would progress whether you've taken them or not. This way, it gaves players a lot more breathing room compared to a flat out timer. Since sidequest are the ones only affected by this timer and most players would complete sidequests before taking on the main questline.
I think his point is that the npcs have NO plan on what to do expect to wait for the hero to solve the problem. They just acknowledge that there is a problem, but them dont come up with any solutions for themselves. You come along and they just express their needs but never talk about what they were planning on doing before you came around.
@@gordonross3270 exactly, a good fallout protagonist would be completely replacable, you just happened to stumble on the situation and get paid to take care of it.
Give me the option to drop all my T-Rexes in my motel room individually with one click instead of dropping them as one T-Rex so I can flood the apartment with T-Rexes Very important
I’m not gonna lie, if fallout 76 was single player, with the settlement building mechanics from fo4 and the npc mechanics from from NV, it would be damn great game
Quarantini Olini true but the 76 multiplayer is boring as players essentially play the game in single player, but on a server with another 10-20 players who are doing the exact same thing. And the events are no help for multiplayer either as they just get players together but after the event is over, they just all run off in their own directions.... but that’s just my point of view as I am more of a single player kind of guy
"Lost to the Ages" is one of my favorite quests in Skyrim because to do it you need to compare your pause menu map to a map you find in a journal to find the resting place of several ancient artifacts. I want more quests like that; quests where I have to write down details and directions.
I really would have include how fallout 2 manage radiation; instead of just being a malus that alter your hp (like fallout 4) or lower your stats (like fallout 3/NV), radiation was truly a threat that has to be cured the quickest way possible, or you would have real problems, problems that the game does not alert you about and that can lead you to a slow death. I mean, you are in an irradiated wasteland ! This should be a major gameplay element and not just a disease. Anyway, love your vids as always and let's hope that Bethesda will, one day, understand what makes a Fallout really a Fallout.
@@JohnSmith-gz4fs Well of course but it's logical; in fallout 2 you needed to use a geiger counter to check if a place was irradiated, it wasn't included in your Pip-boy ; I don't want radiation to be a pain in the ass, I just want it to be more important in future Fallouts.
@Mao Drakère Shouldn't this system more accurately be addressed to Fallout 1 since in terms of gameplay Fallout 2 is nearly identical to that of the first game, radiation included? Besides i argue that in Fallout 2 radiation is quite underutilized. Sure, you can drink the waters from wells of Gecko or Vault City if you want to for whatever reason, and for caves near Clamat the rad protection is absolutely required but in the game's main story there is no point where you shall cross the heavily irradiated place that without rad-x or Power Armor you will fry in near seconds. And then we compare that to trip to the Glow...
I liked that, in Fallout 1 and 2, you had no idea how many rads you had until you found or purchased a geiger counter. It was not a function built into the pip-boy.
In Fallout 1 and 2 there is a message in the bottom left window every time your characters gets irradiated. Of course, you don't know how many rads are those, but in the character stats screen you can see if you're suffering from rad poisoning.
Hmm this would be a cool idea for a low Charisma build, like take the low Intelligence speech options in Fallout 1, 2 and New Vegas and you get a unique roleplay experience. Just imagine low Charisma for roleplay purposes, you don't know how to really talk that well and what better way to represent that than the wheel speech system. It wouldn't be speech cause speech is a skill.
The fun thing about speeching out the master is it feels like you’re proving him wrong and he’s shocked by it. The other antagonists are just like, “damn alright bye”.
Weapon condition: Ye or nay? For me, it just seemed fair that my favorite weapon would degrade so I'd eventually be forced to adapt to alternatives. Plus, when it was removed I always felt weird just leaving behind countless perfectly good weapons which, in theory, could be used for parts/repair if I couldn't spare the weight capacity. On the other hand simply "merging" weapons on the go seemed a tiny bit too convenient.
Exactly. I prefer item condition as it makes the "economy" of the game more important. Do I wanna sell this? Or do I keep it for repairs? You take one from the equation and now the entire looting aspect of the game is less important. In Fallout 4, once you find a Fatman, there is little point in ever picking one up again, whereas in Fallout 3 and NV it was almost always as important as the first time. While never having to be concerned about your best weapon breaking down, you can just spam it with no drawback. Having to conserve weapons in the previous games made it more special when you actually did use them. You no longer save your best weapon for the toughest enemies. You just use the one best gun 90% of the time unless ammo gets low. With that being said, I would not be opposed to repairs only happening at workbenches, with the exception of also having the option of portable workbenches (with some sort of limitation) and even repair kits.
Maybe a system where a random component of a weapon breaks, where it would cause different effecs on the weapon itself and you would have to look for a weapon with said component, making every weapon in good condition you found be important. Also, if only one part of the weapon is working, there's no point carrying the whole thing arround and not just take the part that you will eventually need.
Nay as it's normally impletmented in a boring forced gamey way rather than by someone who has ever had to maintain a weapon or tool. You could grade the weapons/parts by quaility and then have them degrade depending on said quaility requiring a trip to a armourer or if you have the skill and tools find a workbench to clean , repair , put edge back on etc. For ranged weapons quailty could set a base mifired chance modified by the wear/dirt , for melee edge weapons lose damage linear to how dull the edge is and blunts could have the advantage of not needing an edge but are either lower damage of more easy to resist. This would allow you to introduce more enivromental effects to your gear and spare weapons could be broken done into spare parts or looted for a component to upgrade your favourite weapon.
@@NorfolkTears I'd say the important bit of this mechanic would be to make the weapons you find to be important things to salvage rather than something you completely ignore like the ones in fallout 4. When I played RDR2 I always let my weapons degrade because there was nothing to make me remember it. But I always repaired them in fallout 3 because looting is an important gameplay mechanic. And when you find a weapon you can use to repair you end up remembering it.
In a nutshell, this: Fallout 4's gunplay, Fallout 3's feeling of a wasteland, it felt like a wasteland the most, Fallout New Vegas 1 and 2 amount of detail and story. Put those together, you get a very good Fallout game.
One thing I’d really like to see in the new fallout is the sense of exploration that there was in fallout 3. More specifically, the notes you’d find around the wasteland. Every time I found a note, I’d feel the need to find the person that wrote it or it was supposed to go to. I never felt that in new Vegas or 4. Notes like when you find Sydney’s dads note, my first play through I found that and was shocked to find it came back to mean something so much later in my play through without the game telling me “oh go find this Sydney person, Abraham Washington will tell you where she is.” Little things like that made this game so much more replay able because every note I find, no matter how long I’ve tried to find the source, always make me think “I can find this S or this E from the As Requested note” found in the hollowed rock behind megaton. Or with the Keller family, how you can piece out everything that happened to this family and find their corpses. Fallout 4 had a few instances like this, New Vegas had more but they never felt as meaningful or impactful, and 76 tried to make a game around this whole idea...and it just didn’t work. That’s what I want from the next fallout game. I don’t even want new loot or a special gun...I just want the feeling that there’s not only a world around me, but one that is reviving from everything falling apart. The corpses from the apocalypse and events afterwards have stories and those that are interested enough can spend time searching for them. And the game has enough of them that even after years of playing, you’ll still feel like there’s a story out there that you missed.
22:38 I really like Kingdom Come: Deliverance's area markers. When someone gives you an objective, they often tell you the general area they think it is located, (which are often quite big,) and you have to find your way to that area and then search it for what you want. I have probably the best example of it, but it is a bit of a spoiler from the early game that you might want to experience yourself, as the moment is so exciting and cool, so be warned: After hunting rabbits and befriending the young nobleman, Sir Hans Capon, you come together, but, you spot a boar. Capon tries to shoot it with his bow, ignoring Henry (the protagonist) who is telling him he needs a spear. When the boar runs off with an arrow in it's side, Capon chases after it, too fast for you to follow. Now, you have to find Capon in the wilderness, to make sure he's okay, or see if he got the boar. You are given a quest marker, which encompasses a decent portion of the forest you are hunting in, and you need to look around for where Capon went.
I liked how hyped Lanius was. A man feared across the Mojave as the toughest S.O.B in the Legion. But his fight isn't all that impressive. Just plant a bunch of C4 and watch him fly.
@@FilmsNerf2 I really wish Lanius was able to be fleshed out more. Like Jon mentioned in the video, you should have to talk him down with hard facts and experiences you encountered through your experiences. And if you fight him he's just a dumbo with a big stabby stab. And he's not even too interesting to talk to, especially the first play though where players may not quite remember or know all of what he says. If he had 1/10th the interesting writing of Mr. Bandage Graham, the Think Tank, Father Elijah, or Ulysses he would've at least come close to the hype the game have him
Jefin Majo Horrigan did stuff before the game ends, actually has a consistent backstory, and is the toughest enemy you have to face, and there is no way to talk him down because he is that devoted to the enclave. The Legate is a dude in a mask who is good and smashing people with his sword.
The issue with Fallout 1 having exploration at "your own pace" is that it wasn't actually at your own pace, it was dependant on getting the water chip within a certain amount of time.
In F1, this time limit had some sense. The whole story starts by you being sent out to find the water chip. It made sense and the limit was quite generous. It were the other time limits that were awefull. They were hidden and sometimes made little sense. It's exactly what shouldn't be in an RPG - the Witcher-style of seemingly random outcomes. The player needs to know what effect his actions have. It totally ruins any RPG if you choose a good solution and the game goes "SIKE! Bad outcome for you!". Or what FNV Dead Money did with Dead Domino - he turns on the players based on a random line several hours prior. That is total bullshit.
Mirra But you won’t always know what will happen in reality. It shouldn’t just be they give you “this is the good ending for good guy” and “this is the bad for the bad guys”. You just make your own decision to see what seems the best.
Nicholas Reiss I think he’s talking about how short the timers were. Of course you won’t know how long you have, but the amount of time we were given was too short.
Quest markers are best when used sparingly. If somebody knows exactly where something is, mark it. If somebody only knows that what they're looking for is west of their town, put a marker on the town until/unless you see the structure you're looking for if it's obvious it's what you're looking for
I remember one time in Fallout 3 i stumbled upon a random encounter of a bunch of wastelanders arguing about how to get to Oasis to rob it, then specifically said they didnt want me cashing in and attacked, yet Oasis got marked on my map anyway. Like, just knowing about its existence shouldnt mark it on my map.
Three things I sort of came up with: ~Make Fallout 76's "no pause while in Pip-Boy or other menus" thing a toggle setting for future games (of course not including the pause menu itself) ~Instead of just outright removing quest markers, have a more 'customizable' HUD that lets the player disable/enable various parts of it to fit their preferences. ~Change the quest tab so it doesn't look like a basic chore list for each quest. I'd personally love to see them use TES style writing (thinking some mix between Oblivion/Skyrim) for quest objectives/quest descriptions.
They should also write quests so that NPCs give out more detail in what they want you to do, thr things you can do, and where the location they want you to go is located at. As well as being able to review that information. Either through in-game quest menu, or have NPCs repeat the details so the player can write it down.
What if a player could make a specialized upgraded modded PipBoy through a DIY project in the game? Hmmmmm would that not be like what a survivalist would do? Would that not be realistic?
not just toggleable, but slidable, let the Pip Boy slow time whilst using, since I want to rush through the Pipboy for stuff without my blindness fucking me over as I zoom in on the words for the right thing.
BallsIn MyFace aight mate 76 is fair but I am so sick of people trashing on 4 it is not that friggen bad look at Nick Valentine one of the best companions in all of fallout is Good ol Nicky (Dont at me), the gunplay is pretty good, the settlement building is a cool unique mechanic that if your good enough can be used to make cities, Dogmeat, the enhanced crafting system allowing you to make greater customization to your weapons and armor, power armor is friggen sweet, you can put a hat on codsworth, and last that I can think of is the character customization is amazing I have never made a more ugly or beautiful character in fallout ever.
AquaRaven I disagree and I think people who really love 4, only love it because that’s the newest choice for a fallout. Otherwise it is a pretty shit FALLOUT game 🤷🏾♂️
Ey now that microsoft owns Bethesda and obsidian your dream could come true because fallout has always sold really good on Xbox so I don't think they will let fallout go
@41:00 My first strong memory of Fall Out 3 is when you first exit the vault and the cave it's in to see daylight for the first time. The sun blinds you for a moment and the music swells. You've just finished the tutorial so it's thematically appropriate, and this is your character's first foray into the real world outside the vault. So it's narratively appropriate too. And the vista your have from that vantage point is really cool too. You can look out in different directions and see how big the world is and how much there is to do in it. When I think of Fallout 3, I think of that moment, and it hits me the way I believe it was intended to hit me. And this happens after the great introduction you have to game that is the vault too. It's like the game itself is saying, "Yea, all that fun stuff you just did inside that vault? Now you get to do it all over again, but out here. Have fun!"
Here’s one minor idea that I have that I really like: In fallout new Vegas most quests are named after songs: “ain’t that a kick in the head”, “heartache by the number”, “bye bye love”, the list goes on What if they kept that, but after you complete the quest, the radio system would actually start to PLAY the song, providing not only good ambiance along with the radio person commenting on your actions, but also further incentivizing side quests
I'm just here to point out to Todd Howard, in case he's watching, how often Jon said "singleplayer" when talking about the ideal for a Fallout 5. SINGLEPLAYER, Todd! SINGLE. PLAYER. Make Fallout 5 SINGLEPLAYER and I'm sure we'll all rebuy Skyrim on the PS5 and Xbox Series X.
STFU people begged for multiplayer fallout so it’s not his fault for doing that but it’s still a trash game and people thinking multiplayer was a good idea were wrong
For Fallout 5's armor system Bethesda needs to take a long hard look at the Armorsmith Extended mod for Fallout 4. Vanilla F4 almost did it right but they just didn't go far enough with it. I don't know why but I like cobbling together my armor so that my character looks like someone who scavenged their gear out of a scrap heap and the Armorsmith Extended mod lets me do that with any armor/clothing combo. Even something as simple as equipping a helmet with a gas mask makes you look 10x more badass. The mod can make the game a bit unbalanced, especially for an experienced player who can find crafting items easily, but the freedom it allows makes up for that imo and I'd like to see that same freedom in Fallout 5. Also since it will probably be 2030 before Fallout 5 is even announced I hope we will no longer need loading screens to enter towns/buildings lol.
I got that Armosmith mod just so my character would stop unequpping an entire shirt just because I put a shoulder piece on. I'd rather have the ugly clipping of armor pieces than annoyingly unequip gear that really shouldn't get in the way of other gear I'm trying to wear. And hell yes, wearing a gas mask with a helmet is my preferred look. I haven't played the game in probably a year, and I hadn't updated it or any of the mods for like a year before that, so I wonder what kind of cool features that mod has now.
For Fallout 5, I pray they get rid of the stat boosts on clothes, except for strength. It’s too easy to raise your carisma by taking a mentat and wearing pajamas, it’s so stupid.
@@matthewostry9339 have it so different people like different looks e.g. a business suit for traiding, spiked armour for intimidation, nudity for horny people.
Loading screens are becoming more of a problem with the series, not less. It was odd for me going back and playing Fallout 3 and New Vegas again after playing so much Fallout 4, because you click on a load door and... you just appear on the other side of that load door, and that's it. It happens in an instant, there is no ungodly load time. I have 3 and NV installed on a standard HDD, and they load areas/saves almost instantaneously, whereas Fallout 4 on my NVMe SSD still usually takes at least a good 10 to 15 seconds for each load (which doesn't sound like much, but it's just enough to be annoying, and it adds up during a play session). Before I had an SSD, load times upward of two minutes were not at all out of the ordinary, and that's just atrocious. I imagine Fallout 5 is going to be even worse, due to the inescapable market trend of having more stuff in a cell, bigger cells, higher poly counts, higher resolution textures, etc.
Hopeful Pts To Consider: Many stories and improvements within Fallout Universe are yet to be discovered. How players can help create unique stories and lay foundations for plausible lore are possible. New future options of either Fallout 76, or a new Fallout X may allow for advanced role playing, or story telling, or unique base - camp builds, or unique faction role playing that hold up even after logging off. Think about the ideas of Fallout in that the past games / sims and the present Fallout 76 are only scratching the surface of what can occur in the premise and possibilities of Fallout's universe. For example, where are all the military bases? Where are the private rich luxury bunkers? What can be done by teams to prevent nukes to be made by other teams? What can a player do to make a cure for either mutations, or short life, or radiation? How can a player find romance in the wasteland? How can a player rebuild civilization? And many more goals that can be options. Maybe time to organize a customer / players organization dedicated to quality of Fallout, something like, "Brave Supporters of Fallout Games & Ideals of Freedom ".
I want to also point out that by defeating the master via telling him about the flaws in the super mutants isn't through a speech check but through actually learning this information youself by exploring the map and interacting with a specific npc. It gives the player a further insentive to explore and talk to npcs to obtain valuable knowledge or item though seemingly unimportant at first will matter in the future.
I think there is a running theme throughout most of this, and it's something that takes a good RPG to a great RPG. Consequence. Consequences to your actions (or lack of), good or bad makes things you do matter. It can make you feel part of the world instead of the centre of it. Choices devs make in terms of settings, npcs, etc... Should bare out in consequences, you don't routinely allow lone caravaners run into and survive deathclaw encounter for example. Consequences make an RPG and convey most the topics you spoke about imo.
@Madam Meouff Yeah that was ridiculous. I think FO4 is a better game than skyrim, but there are better RPGs out there. Dragon Age Origins springs in as an example, where the ending I was aiming for was snatched away from because of previous actions and decisions I had made. Everything she planned fell down around her because of clear consequences, it was great!
I was thinking about tactics and I was about to say that games ok then I realized which one you were talking about and I was like “why does this game have to be in my memory”
I think he meets 76, the game play changes when he says “even that one”. from nv about how a great game has a flaw, or how a bad game has great aspects (changed to 76)
@@pandorianpanda2686 folks, the footage changes to the game he is talking about for each instance. He talks about how every game has something bad, even that one [shows New Vegas], and every game has something great in it, even that one [shows 76]. It's some nice editing work!
I'm a little confused about the fact he didn't talk about fallout 4 power armor how you could customize every part of it. What type it, the strength, what it does, and much more. Edit: how has this comment become a debate between power armor in fallout. Second edit: im am honestly surprised on how mature these points are. Also I originally commented this as more of a joke and never thought it would have so many people liking it.
I definitely think that the FO4 power armor is the best way to go. It certainly feels better that it’s more like a person-shaped light tank than just another set of armor with better stats.
Fallout new Vegas and 3 power armor is better even though it doesn’t make you feel like a tank you feel armored I just wish you could get into it like fo4 power armor and it’s on a frame as well cause that will make power armor viable and better
@@zer0_886 well this is your personal opinion and yes I think it is ok however I like the ability to customize armor. However if you like the other one that's ok.
Orochimaru _ I don’t mean to be rude but so your saying you want fallout 3/NV power armor but you want it to function exactly like fallout 4 power armor you just don’t want customization....your point confuses me.
For New Vegas, I would have said the quest structure that has you going back and forth with hardly anything inbetween. For example, several Freeside and The Strip quests.
As far along in the video I am, I must say: whether quest markers are removed or not, I would like sequence breaking to remain at large. If there is a quest to find a ring and I have to talk to thirty people to find out where it is but I know where it is because it's my second playthrough... well, I want to walk straight there and jump over the tedious parts. I would still have the choice to do it, but also the choice to skip it. BTW, I noticed how you had to praise NV as the best thing ever just so people don't jump down your throat.
Jon praised NV as the best thing ever, probably because he believes it's the best thing ever. This isn't the first time he's mentioned how much he likes the game, and given how many times he's had full playthroughs of it and the dlc, if he didn't like it he'd probably have played something else for those hundreds of recorded and edited hours.
Yeah, Deus Ex is a way better game than any Fallout game could ever hope to be, you can tell Fallout 3/NV actually borrow a lot from it as well as many modern games borrowing from despite it coming out in 2000. Like New Vegas is great but it’s nowhere near the best game ever territory. Just overhyped by fans and if you don’t agree with them they attack you.
I once tried to skip straight to Kellogg in Fallout 4, but the game would not let me. Sure, it populated the map with synths to fight, but the lift down to him had a piece of wood over it. The game *told* me that I need to go to Diamond City, meet Piper and Valentine, and namedrop Dogmeat, before I was allowed to just wander into the building where Kellogg is.
antiheathen says the person who is wrong... He’s also done many full playthroughs of Fallout 3 and also made a video on why it’s good. He does like it but it ain’t the best thing ever
Gorbz that’s because canonically Kellogg wasn’t called there to fight you by the institute. Don’t know why you can’t rush to Virgil though doesn’t make much sense
A subtle thing I noticed in fallout 1 and 2 that I felt was a cool addition to the world was that each area had it's own unique, fitting soundtrack which added to the atmosphere very well
This is my new fave video essay. But in Fallout 4 I have always had one major problem with the game that I don't think comes up enough and that's your characters interaction with the institute. You first get there and they kind of try to explain away the bad things that you have heard which I was really into. Then as you poke about the institute you find out they do replace people and have been making supermutants and several other morally dubious activities which your character has no way of confronting anyone there about. It always felt incomplete to me, I really wanted to ask Father about why after one of the top bioscience people consistently recommended the shutting down of the FEV project he insisted on keeping it running. Even the few times you could comment on disagreements Father would usually brush you off and the conversation would just move on to the next mission. As such he institutes actions never really made much sense to me. Even the relatively undeveloped Caesars legion in NV gave a better account of their actions than the institute.
Honestly, they seem to *barely* replace people. Piper gives the impression that replacements are an everyday occurrence, but nothing at the Institute itself seems to suggest that.
@@jackmaney4276 Yeah I thought that too but the mayor and the guy in Warwick Homestead were proof enough that they do this. But your protagonist has nothing to say about this at all.
Fair point, but "fix writing" is a more broad option than what is requested for Fallout 5. 4 suffered greatly in this regard. None of the factions was particularly great. Preston Garvey alone ensured the minutemen (the morally best option. Fight me in the streets) was painful to go through. The institute never addressed why they were replacing people, the Brotherhood went all ethnic cleansing, the railroad didn't attempt a peaceful resolution. All the factions were charactures of what they should have been. There should have been an alliance between factions.
On the aggressive quest marker in Fallout 3. It could have been vastly less weird if they just gave Moriarty a voice line like: "It's hard to navigate in the city with all the fallen buildings and super mutants. Smart people use the subway network. Last time I visited GNR I went through this subway entrance, followed that tunnel and excited at..." Then the quest marker makes sense.
Man really should monetize vids like these seeing as these usually get massive view counts. These brilliant well thought out vids just genuinely deserve the money it earns
One thing I don't think fallout 3 gets enough credit for is literally being able to play your characters backstory. Sure being in the vault limits a lot of things but being able to grow up roleplaying how your character acts, weather they are nice or mean, crafty of brute force was amazing. You could leave the vault already as a psychopathic murder and then blow up megaton and it be entirely in line with your character.
I'm glad he brought up how wildly varied the "sarcastic" responses in Fallout 4 were. I don't remember the exact details since its been so long since I played, but there was a moment in my first playthrough that stuck out more than any other interaction in the entire game. I was having a regular conversation with Nick Valentine, my favorite companion, and seeing as I was playing a sarcastic jokester on my first character, I chose the sarcastic option. Instead of some witty retort like I was expecting, my character essentially spit in his face and called him a glorified toaster. I was absolutely baffled by how out of left field it was, and Nick was _furious_ about it and I lost a ton of affinity with him. If anyone knows which dialogue I'm thinking of here, please let me know.
I was not expecting that, they should have at least given that option the right label of "speciesism" or "racism" if they refuse to have actual dialogue lists. at least the game didn't pause in dialogue like you're the G man.
The single greatest innovation of FO4: store all junk In 3 and NV it always feels like I spend more time sorting my loot into containers than finding it. I really dislike legendary drops. They invite save scumming and often make named gear feel lackluster. What's the point of helping Danse through Arcjet if a Bloatfly can drop the same gun?
agreed, huge QOL change. But I think it can go further. If you invest in gun nut or similar perks, you should be able to craft a "Junk-o-matic" item that scraps junk into materials. Similar idea to the perks that reduce the carry weight for junk but would turn the junk directly into materials. In any of my playthroughs that focus on weapon and armor modding, I use more bag space for junk than actual weapons or armor lol
yeah i agree to be fair their are few weapons that are truly unique whether it was an actually unique affect, look, or weapon mod but then even those weapons had problems, 2076 world series baseball bat has a unique affect in that it can launch people like hitting a baseball with a bat which is funny and clever except for the fact that you can get Lorenzo’s Artifact which has the same affect, the Silver Submachine Gun has a unique look but its just like any other Sub Machine Gun, Kremvh’s Tooth is a unique Machete with a unique Blade mod that does extra bleed damage, however that can be removed and put on a regular machete making Kremvh’s Tooth a basic Poisonous Machete I was honestly disappointed when they removed unique guns from fallout 4 if they put in unique weapons and armor in the next game they should be unique not just looks or a mod that can given to any other weapon but it should be given an actual unique affect
15:00 While sitting here watching this, I was just playing through the Temple of Trials and getting supremely frustrated as 99% of my melee attacks kept missing these damn bugs. Imagine my delight when you called this out.
I've only recently started playing Fallout 76 after avoiding it for years, and one of the cool things about the photo system is that the photos you've taken actually get used as your loading screen pictures. That's a nice touch! I keep finding myself trying to take the coolest looking photos I can, just because I know I'll see them pop up on load screens later on.
It's a step up even from FNV. The amount of dialogue checks is really insane. And the addition of "low checks" (e.g. you must have Int 3 or less to pass) is brilliant!
I personally absolutely love the idea of the fallout 4 settlements but honestly if they ever want to put it in another game they should hire kinggath and have him put in his sim settlements system it made the whole system so much more immersive and in my opinion more fallout. The system we got in vanilla fallout 4 ,while ok, is definitely not what it should be.
I disagree. Mostly because I use settlements as fortified player outposts rather than as settlements. I only use the settlements that don't have any nonhostile npcs in them because I want to be alone. I never have any settlers. I play as a paranoid lone survivalist that is creating outposts scattered around the map for my own solitary use.
AS someone who spent most of the time building/crafting/exploring instead of following quests, my biggest issue with settlements is that no matter what you do, how well you build one, or how well you treat your settlers _you_ are treated the same. There is no rumor of "what a great town Sanctuary has become" or no-one cares that Spectacle Island can be inhabited again because mirelurks are gone or no extra caravans coming by Warwick Homestead after it has been developed into the most productive farm in the commonwealth. So in the end all that building just feels... pointless. Even if you build a massive scavenging hub it does not leave a mark on the world. There aren't less cars where metal could have been salvaged from, same amount of debris that concrete could have come from... Speaking of salvaging, without mods you could not even clean up most of the debris where settlements were allowed so there was still overgrowth and random garbage everywhere even in a fully developed settlement.
Surprised you didn't mention the intro to Fallout 3. The FO3 intro meant that you could shape your character since they were a child, rather than starting from a character with no life before you began the game, you watch your whole life unfold, and that makes you feel so much more connected to your character. They were and are more real because you get to see and shape their life before leaving the vault.
I don’t have a problem with quest markers, I understand why some don’t like them, but I’ve never had a problem with them. NV is a great game, but it isn’t the only great game. I never had a problem with NV’s immortal companions, though they do help with gameplay.
For either of those features to be removed the would need to be some fundamental change to the design. For example making the companions mortal would require that the AI doesn't just mash all the characters into each other like a child playing with a bunch of action figures.
I both love and hate immortal followers. I mean, it made me watch out for them more in FO3 which made things more intense and it helped bond with them, but it was also frustrating when the AI randomly shit to bed and they seemingly disappeared for 20 minutes and then died. There were also times in FO3 where they just walk off a ledge and fall to their deaths instead of following me like a normal person. And do not under any circumstances bring your FO3 followers onto those giant road overpasses or else they will repeatedly yeet themselves. As the main character, you should be the Chosen One, not the Babysitter.
@@casanovafunkenstein5090 NPCs being able to jump would be pretty great. I don't play FO76 so Idk if they do in that game, but FO3 followers sure love stepping off ledges to their deaths when the pathing gets confused and there's a small step they otherwise can't use to get back up to where we came from.
I think question marks is exactly when too much realism becomes bad. Dude, I hardly ever play a videogame for more than 4 hours straight, and when I'm playing, I want to get things done, to enjoy my experience. I don't want to spend an hour wandering around the map looking for a fucking sidequest location. Question marks are convenient, and if that's what it takes to make a game enjoyable, then I'm ok with it. But I also get people who think playing without question marks is more fun, there should be also an option to turn them off for those people
my only issue with weapon mods and the legendary system was that it made unique weapons matter less. a good mod that fixes this is unique uniques making the unique weapons have one of a kind skins and effects but it shouldn't take a mod to make something worth its effort in a game
I can't wait until a few years from now when Fallout 76 isn't getting anymore updates and we see the release of a singleplayer mod for it with actual balance in it.
I'm very confident I'd be AWFUL at leading a team making a Fallout game - the franchise just means so much to me that I'd end up frustrated by any perceived imperfections, not matter how slight - I suspect my Fallout would be one of the infamous games that get trapped in development hell for 10 years.
@Jonathan Daly Or Vampire: the Masquerade - Bloodlines. Such a shame Activision rushed Troika so much. At least Paradox aren't making the same mistake with Bloodlines 2.
I wish somebody made a Sims 3 Vault mod with genetics, family trees, problem of genetic diversity etc. Fallout Shelter isn't that good imo. Feel free to steal my idea :-)
22:28 I played a game (Kingdom Come: Deliverance) a while ago that actually had a really good solution to the problem of quest markers. The thing that they pretty much always did was to create a quest marker and then put an area around it. Essentially they said "hey, to complete this quest, you need to go to this town or to this forest, but to find the specific characters and items you need, you'll have to rely on NPC dialogue and journal entries to comb the area for them." It meant that, while the areas between spots of interest were beautifully crafted and ridden with potential threats, they could really double down on the areas where the quests happened since they knew that most players would explore the vast majority of that area in an effort to complete the quest. It manages the frustration that cryptic clues can often lead to while also providing the player with the freedom and incentive to take their time and really appreciate the world that exists around them.
in regards to the time limit i think a soft approach is best, instead of having a hard "do x by time y" you could have a settlement that is undersiege or is running out of resources. If you dont help those people fix the issue then the lack of supplies could make prices skyrocket, or their lack of bullets means they cant patrol the surrounding area making it more dangerous.
I still run into level 5 characters in Fallout 76 who tell me they have “no idea what to do” and are punching enemies with their bare hands because their starting weapon broke and they don’t know how to equip a new one (or repair the broken one). And FO76 Wastelanders is the most handholding game ever.
@@Intr0vertical Only the ones who want to play with their friends in 76, instead of one of the thousands of much better mutplayer games that have been produced
I mean, mudcrabs and scuttles were pretty much harmless in Morrowind as long as you left them alone. Granted, they became hostile if you got too close, so I don’t know if that counts.
For Fallout 3's quest marker problem, I have to disagree on the "this is definitely not a well known route" thing. I think at one point designers worked off the assumption that players would be playing without a quest marker, because literally before you say it, on the metro entrance, there is a Brotherhood of Steel marker with an arrow, along with what I'm pretty sure is "GNR" scribbled on. All along the tunnel as you go, there are GNR and Brotherhood of Steel markings on this particular quest, it's just that the actual dialogue didn't set up much for you on how to navigate to the first marking (the metro entrance), so the player might not even be looking for pointers by the time they get there. It's definitely too little for the entire game, but given that they picked a metro system with metro maps all over the damn place as one of their main movement hubs, I wouldn't at all be surprised if it was at least initially in the designers' mind to either not have quest markers, or have them be opt-outable.
Another thing I would like from the next fallout is a higher difficulty through things like lack of supplies in order to compliment the new Vegas style multiple ways to solve a problem. My biggest issue with new Vegas is that it is way too easy, like mentioned in this video when you need to rescue the primm deputy there are many ways to access the shortcut straight to him but it's all kind of pointless when even on very hard difficulty with like 20 points in Melee weapons all the gang members go down in 4 hits with my lead pipe and even early on your given more weapons, ammo, stimpacks and caps than you could ever need. The running trend through new Vegas is you can make your life easier with various options but it's all for its own sake instead of it being necessary because the world is harsh.
I play on survival exclusively, for roleplay reasons, I saved the deputy only for him to die once outside from a random encounter, I blame myself, I took all his gear so I could watch him walk around naked.
I really enjoyed the video, particularly laughed when you mentioned Hbomb bc I like both your videos. Sidenote but seeing an npc call Avellone a sex god in light of recent allegations made suck air through my teeth.
I fell like a "hey I know something you don't or something you don't want me to know" would be so much better than the "hey I say words good" speech system, like you gather information on previous quests that you use to persuade someone. Like if you have completed a previous quest you can bring that up in future conversations. Would love opinions on this!
The Weeb Man Fallout new Vegas did this to some extent with some of its side missions and main quest, when Benny or Swank asks how you tracked Benny, you can show the, the lighter he left behind in Boulder City
at some point it may be tedious to keep up with too many quests, but, like what Kevin mentioned, previous leading quests (or that random "I've killed things out of this world, you think you have a chance?") might work every once and a while.
I want a mix, in a panic knowing how to de-escalate will do a lot of good to prevent someone shooting you, or using dialectical materialism to explain to Ceaser why he's wrong and should end his sexist, racist slaving system, combining speach and INT. when some bandit threatens you, you should be allowed to just show them the remains of a death claw you carry around, or as the games already do a lot, use the skill of your current weapon to treaten someone or reassure someone you're protecting they'll be safe.
@@NoraNekos7 I'm happy if they want to change what the main stats are since Int isn't a real thing and charisma is subjective, e.g. smooth talking is great to some people but grading or snobish to others, in fact different social forms would be interesting.
Couple more things to bring to F5. Companion Wheel from NV. Multiple Companions from the originals. Obviously you need a limit on companions to stop dungeons getting crowded and everything getting too easy, but its always a floor when you have a ship or camp full of allies and only take 2 out at a time, or in Fallout's case, 1. I'd tie it to the Leadership skill, with a max of 4 companions including the dog, because experience has shown that 3 is really the max you can effectively use before it gets too crowded and too easy. You can always scale fights to take multiple companion options into account.
@@someone-jx2ei I think that really understates the amount of (good) work bethesda has actually done/does. There's more to a game than just the writing and game design, and even then its not like bethesda is awful at it (Obsidian have just done writing better for the most part). Bethesda's amazing art staff and their work come to mind. Both studios have their strengths.
@@AshleyBlackwater obsidian still did world building better. Fallout 3 had no crops or plant life. New Vegas showed plenty of farms and edible plant life in the Mojave. A *desert* has more life than the swampland of D.C. in the Fallout games. Because bethesda. Fallout 4 there are only two actual settlements. Diamond City and Goodneighbor. Yet they are surrounded on all sides by super mutants and the city itself is a warzone. How are they able to trade with caravans if the caravans are going to get killed after 2 minutes of setting foot in the city? New vegas shows most of its roads being safe. With the ones that aren't explained as being recent incursions by raider gangs, mutants, etc due to the conflict of the NCR and Legion.
@@DJWeapon8 Yeah, Fallout 3 had alot of issues, but I think you can blame most of them on it being bethesda's first step in the IP. They at least seemed to keep stuff like that in mind with the few fallout 4 settlements there where. But 4 was also a rushed out unfinished game, so its eh.
12:34 If anyone is interested in a game series that is arguably the best at world building that doesn’t revolve around the protagonist all the time, check out the Trails series. Hundreds of named characters that are living their own lives. Some are just day to day matters but others often involve multiple characters and are quite deep.
legion999 for the main quest voice acting is alright and so is plot for 3. For 4 voice acting is on point but the writing is wooden and the story is eh
legion999 can I get an example of a couple characters from the Trails series that you find especially archetypal? Because I will grant you that some of the supporting cast is like that but for the main cast and most of the supporting cast you will find that they are actually extremely nuanced and well developed. You just have to put in the effort to find out. The Trails series rewards you for talking to every NPC, completing quests, and reading the in game books and newspapers with more information on its characters and its world.
Even though I love the legendary weapom system in 4, one of my biggest problems with it is that it makes named and unique weapons less speacial. Like take the pipe wrench Big Jim for example, it a pipe wrench with the crippling effect, but finding a pipe wrench off a legendary enemy is pretty easy, so the only real unique thing about Big Jim is the name, but even then you can rename weapons so special names become redundant. Thats why I wish named unique weapons would also come with a unique look, like Big Jim could be a darker color or be stained red with blood. To use The Gainer as an example it would be cool if on the gun barrel it have a flame decals on it, not only would it look cool but it would visually show of whats unique about, having the incendiary effect. Or the Overseers Guardian which you can buy in Vault 81, it would make the gun more unique and special if it where to have a Vault Tec paint job with the Vault 81 logo on the side of the gun, not only would it make it more special and unique but also would show off where you got it
Yeah honestly theres nothing special between Righteous Authority and a Lucky laser rifle, they couldve at least changed the damage or clip size a bit without mods to make them more unique like in 3 and new vegas.
I mean, I love Tactics but unless they changed VATS in F5 to allow you to turn firefights full XCOM or had a special game mode that did that (which I'd be all up for), it's not really relevant. And let's just keep pretending BoS never happened...
@@lennartnielsenclausen8165 He did a couple of videos on Tactics, but its really brutal and I think the trouble he had was trying to be a generalist build too much, rather than specialized. So, he stopped playing pretty quick.
So glad I found your chanel all those years ago. You are one of the few channels that actually understand the complexity and depth of Fallout. And you are very pleasant and entertaining to watch. Love the channel home boy.
Drivable vehicles would be cool. I don't know how viable cars would be, seeing as the roads are usually all ruined in Fallout games, but motorbikes definitely would be useable. I always found it a bit odd in FO4 that there were loads of motorbikes strewn around that seemed to be in fairly decent shape, yet no-one had bothered to repair one? We even had the Atom Cats who had their own garage with cars and bikes in the compound......yet they only fixed up power armour! Seriously? They didn't *once* try and fix up a motorbike??
@@BadgerOff32 that is the dumb limitations of bethesda game engine. They should have made enough money from Fallout by now to ditch that buggy piece of crap they've been using since morrowind. Fallout is based in the same book as MadMax, however one franchise went all in with v8 cars the other got stuck in a shitty two stroke game engine.
Fallout 5: You have to get the Water Chip back from Benny so you can help your old man reactivate a mass water purifier to save your tribe, whilst hunting down your son who, it turns out, hired Benny to kill you.
I think a important addition to the map marker thing is games need quick loading maps so you can check where you are and going to navigate. My best example for this is the metro games, the comes up quick, doesn't pause the game and you can move with it out, easy navigation that the player does themselves.
I never understood the complaint about quest markers. I guess as an adult that's worked all my life I already dealt with real life challenges and just want some fun and escape.
About the Legendary Weapons, I wouldn't mind if this system returns in Fallout 5 under one condition... Unique weapons, I absolutely despise how most "Unique" weapons in Fallout 4 are just regular guns with a legendary prefix, New Vegas once again did this perfectly where each and every unique weapon not only had a unique effect but more importantly looked unique. Sure Fallout 4 had a handful of actual unique weapons like the fat-man that shoots bowling balls, but where's the laser/plasma rifles that shoot different colored shots, or power fist/shotgun hybrids? A rifle with a flag on it similar to Paciencia or an old powerful nearly broken down rifle with awesome lore behind it like the Survivalists Rifle?
DigitalVirusX2 I loved fallout new Vegas’s unique weapon system, but I also liked the few “experimental/super weapons” in fallout 3 (the unique power armor in the military fort and operation anchorage, the experimental MIRV, the unique Chinese pistol that fired firey bullets etc.). Weapons that were more like secrets, puzzles, and opportunities that you had to REALLY work through to get. New Vegas even does it a little bit to with some of its weapons/armor (remnants power armor, the unique grenade launcher “mercy”, and even the ghost people uniform and stealth suit from old world blues to some extent) I also would like to see the return of “super weapons” (Fallout 3’s ICBM in the fort, the alien Deathray, and space nuke launcher from broken steel, etc.) I just felt like they were cool additions that made the world feel like a hyperweaponized and destructive future
One thing that needs to be brought over from 76 is real-time interaction with your pip-boy and computers. Perhaps as a survival mode option, going into your pip-boy does not pause the game and I love that. Up Is Not Jump brought up the same thing for Fallout 4 VR as well. Actually having to think on your feet, properly plan ahead with what items are at your disposal (hotkeyed essentially) changes the dynamic of combat in a way that gels well with the already existing current forms of Vats which don't pause time anymore either as of 4 and 76.
Uhh... "Take All" button, greatest and most underappreciated gaming invention of all time.
But it's so easy to accidentally hit when you don't mean to, which brings its own share of problems.
@@Scarabola Flashbacks to hitting loot all on my bases storage chest and having to spend time putting everything back for 10 minutes. Edit: games that have loot all should also have deposit all.
@@Usernamewhatever1443 true dat, the amount of time I've spent putting back all those useless legendaries I collected...
Even better - useful,weightless and stacked items are taken with one click and not one by one.
To prevent what happens in this comment section, there could be multiple take alls
-Take All Scrap (crafting things, and also ammo)
-Take All Caps (just takes money off the corpse)
-Take All (take everything else)
Usually people never pick up armour from an enemy
Don't forget the best part about the 76 photo mode: Your loading screen slides actually use the photos you took! So not only do you get to capture those memories or cool shots, but the game will automatically show them to you as you play without needing to go to the gallery.
Really? That is one of the coolest uses of photo mode I've ever seen
I still have this sick red/blue inverted filter of my mutton-stached dweller in a beer-drinker helmet, doing a salute while standing off the edge of a rocket 30 feet in the air at a carnival. Good times....
Remember that quest in Fallout NV, where you were given a camera with film rolls and had to take a picture of the sarsaparilla factory? I loved just walking around and taking pictures of random stuff I liked with the extra film, I would even have my companions stand in the pictures like how tourists and old timey pictures are in real life, even though I couldn’t see the pictures I took I just liked to think my character keeper them and would look back on them from time to time, I would love that as a real mechanic in games.
I didnt play Fallout NW (but after Fallout 4 I play it) but it sounds cool
thats a really cute idea and now i really want that lol. have you played any of the yakuza games? in yakuza kiwami 2 you have a digital camera and can take photos including selfies and sometimes characters youre with will pose for you when you point the camera at them. its just a silly throwaway feature but i'd love to see it in other games.
It’s a mechanic on F76
i have - no joke - 300 hours put into that game, yet i’ve never done the Sarsaparilla quest. there’s just so much to do. but now i wanna do that quest just to get the camera.
Xevins Jaegernaut yeah. and no story, no worthy NPCs
I do dislike how the random legendaries in FO4 often drop from radroaches and other creatures, it feels really dumb and gamey when that bloatfly had a massive minigun stronger than any weapon the wasteland has seen before.
and the random legendary system is also not integrated at all, they felt really disconnected from the game. If legendaries came from the end of dungeon chests they might have felt more earned, or you could find a dead body with a note from someone seeking a legendary weapon in a dungeon, something to make the game acknowledge these often OP items. they could still be random and bethesda could use the radient systems they are so fond of and everything.
Yeah, anything you get should be something from the enemy's body or that they could carry/use. I'd love to see enemies drop unique mods based off their bodies - i.e. radroach glue mod for sticky grenades/ones that stick the enemy in place so you can flank, bloatfly/scorpion poison tip bullet mod, molerat/dog teeth mod to make special spiked melee weapons, ghouls dropping rad gun mods that make people temporarily berzerk, etc. Then you could choose which weapons to make legendary yourself.
Here's a fun example from my time with the game: a gaus rifle from some worm in a mine became my main weapon
@@Usernamewhatever1443 That's just unique weapons with extra steps lol. But yes, I believe unique weapons are better than rng-dependent legendary weapons.
For me, both the weapon modding and legendaries were good ideas slapped on without the proper polish and nuance. Almost nothing in them actually makes for choice while shrinking the real pool of weapons available and almost completely removing named weapons of any interest.
Settlements similar, with only a couple of preset communities with significant writing in the entire map
Fallout 76 did have diverse geographies, however the enemies didn't seem to respect those differences. For instance, in Skyrim you only see frost trolls in snowy areas. Fallout 76 has a Grafton Monster, which you see... everywhere. I think the first one I saw was on the complete opposite side of the map, near the Nuka Cola plant. Note that Jon is fighting a Flatwoods Monster in the Cranberry Bog. Even the unique enemies from Far Harbor, which are supposedly a product of the fog are just randomly scattered around WV.
I agree. My time playing 76 felt very much like the game just had a list of monsters to pull from that players would recognise from previous games or the marketing, roll a die, and tell you "this monster has shown up here"
Yep, and and it was worse with the assest ppulled from other games in the series. Like WTF were fog crawlers, mutant mantis shrimp from the sae near Maine, doing up a fecking hill in West Virginia?
The same diverse geographies with almost no crossover exists in Subnautica. I think a better system would be some overlapping of the area edges. Like a sort of slow dwindling of creature A appearances as you move deeper into creature B territory, with a threshold where creature A no longer appears. Much more natural concept, IMO.
Gorbz The mire did respect it for the most part
"Far Harbor, which are supposedly a product of the fog are just randomly scattered around WV."!
no they are not they only apear in the cramberrybog and the mire
"Fallout 76 has a Grafton Monster, which you see... everywhere."
lol no
I totally agree with what you said about Fallout 4 settlements. You could build the greatest city to exist, something so advanced and awesome that everyone who lived there was happy, but the world would completely ignore it and Diamond City would still be the crown jewel of the Commonwealth.
I think the only time your settlements get noticed is as soon as you become general, Travis mentions how great sanctuary is even if you have 5 settlers a turret and a water purifier
They could add a system for when settlement happiness and amount of settlers go up, the more publicity it gets from random dialogue and Travis. Or if you’re settlement is unhappy people will talk about how bad it is to live there and Travis can go “well… it doesn’t seem to be doing… really well… maybe. But that’s just what I heard. Not saying you should *not* go there, but I heard it’s not really good, **awkward laugh**. Anyways, um, back to the music I guess”
Another idea, after Confidence Man you can ask Travis to advertise a settlement so your don’t have to build a beacon wherever you go and could be nice alternative to charisma in getting the most amount of settlers possible
A way I see settlements could work is that they and the towns and cities that exist throughout the wasteland are all in a sort of town system, the latter starting with a predetermined reputation depending on how they're perceived publicly, and what happens in these settlements influences this public perception, with people acknowledging and bringing it up, like "Your settlements rival even Diamond City, you should be proud of your achievements" or "Hot tip, stop trying to make a city, just stick to shooting bad guys because you're actually not bad at that" and your settlements would eventually able to interact with other settlements, like establishing a trade route or lending your manpower for a request. This way, it makes it feel as if your settlements are actually on par with the others.
I use a mod that lets me use Raider resources outside of Nuka world so I can keep my settlements at 100% happiness by putting 25-50 chem machine's. Just keep em doped up and they're good,lol
I think there should be music tapes out there to find so you can give it to the Radio host so that way you not listening to the same 10 songs throughout the damn game.
That’s actually be interesting!
Brilliant idea
They even had at least one mod like that for New Vegas.... Wave Radio maybe?
What do you mean you don't like listening to atom bomb baby, and civilization for 10 hours straight ?
@@davo_9673 atom bomb baby little atom bomb
And of course, the best feature of Brotherhood of Steel is the fact that you can, in fact, turn the game off at any time.
Thank god for small mercies.
You misspelled Fallout 76.
@KYB If nothing else, atleast they made the worlds somewhat explorable. In New Vegas you're forced to loop south because thats where the main story goes, and they put a bunch of cazadors and deathclaws north to prevent you from going early game.
@ThatCrazy Drunk my largest issue is that New Vegas feels like it has huge walls around it, the only game ive seen have walls like New Vegas was Morrowind, i get the need for certain level enemies in certain places, but i felt like i had no ability to explore the entire time I was in New Vegas, this may be personal but its why I enjoy Fallout 3 and 4 more than New Vegas, they are more explorable.
@@TheRealSkyTheCookie Same. But say that to some people and you may as well be talking to a wall. NV is one of my favorites, however, it still _feels_ more like a linear story with side content. Not a bad thing, just saying. Imo, 4 could've benefited from side content rather than 'filler' radiant quests. Pretty soon I felt like an errand boy/girl and just stuck to what side quests there are. I wonder how many would complain if companions were able to die...
Fallout 5: The hunt for Grandpa. I'm calling it right now.
I am just commenting now to be notified when people gonna start noticing how right you were
@@tttobi- what he said
Schom Schom what he said about him saying something
Twist: He's going to be much younger then you expected
The media usually push the same fear agendas at the same time. So finding a vaccine for a disease or alien threat / invasion
The very existence of the "unique uniques" mod illustrates another thing we should bring back: visually distinct legendary weapon variants. I liked their implementation of it, too: where the aesthetic of a unique weapon is localized to a single part, so you can customize the weapon without destroying the uniqueness.
And then stick half a dozen unique weapons together into your own personal device of doom.
I wouldn't mind them keeping, and expanding, the legendary system. BUT they should also have very interesting, iconic, Unique weapons that have cool mods you can't get on legendaries.
@@Jenosaido841 These exist in FO4! Do you remember Far Harbor's Striker, the Fat Man that shoots bowling balls instead of Mini Nukes?
@@standinginaweofamonument i know. But I'd like to see more. They were pretty neat.
@@Jenosaido841 Fair point, I agree! Though it's a difficult balancing point. If there were a great number of unique legendaries, they wouldn't be very special anymore
As soon as you mentioned Fallout 3 being an anarchic battleground, I remembered running into an Enclave unit, almost dying to it, the Outcasts showing up to relieve some pressure, and then Enclave reinforcements showed up. It's definitely an anarchic battleground
I remember one time I was getting chased by a Yao Guai, low on stimpaks and ammo and a random group of radscorpions decided to show up and take him on. Fallout 3’s wasteland is just great like that.
Reminds me of the time in Skyrim when I was bravely running away from a random vampires VS Vigilants encounter and ended up with the Old Orc charging in to save my sorry under-levelled arse
That's awesome,lol. You know how In FNV when assassin's come after you they always come in packs of 3? Well I was leaving a safehouse and somehow 9 legionaries ambushed me, first 6 and then another 3. Somehow 3 different sets of assassin's got spawned for me. I chopped them all up into bits and put the pile in the middle of the road
Anarchy means no rulers, not no rules
@@kx7500 you understood what I meant enough to feel the need to correct me, so, shut up.
"They just sort of weirdly accepted that you made dumb remarks all the time". My social life in a nutshell
That’s how I find friends.
Love this comment section btw. Really reflects the channel itself.
As someone who loves Fallout 4 despite its (admittedly fucking massive and widespread) shortcomings, it's really hard to go anywhere on UA-cam where it's mentioned because speaking it's praises in any way at all would lead to me being absolutely demolished by people who hate it.
But this comment section is full of people just sharing their opinions without obnoxiously putting down others for what they enjoy, and i love that. Thanks, commenters. And thanks Jon for fostering people like this by being a great content creator.
This comment is relatable
Welcome to the MATN community,where people respect other’s opinions
Bruh fallout 4 was my first fallout game and I still love it. I love the build mode even though it’s super shit and buggy and that’s why I keep on playing the game
That's unfortunate that people feel the need to attack you for your opinion. While not my favorite FO game, FO4 has some of my favorite innovations in the series; The top two that come to mind are the gunplay and power armor (it really _feels_ like a weapon in-of-itself). While the atmosphere, and companions were really enjoyable, and the quests that they took the time to make unique really shined, like they did in FO3. The Silver Shroud (especially the unique dialog that was available if you wore the custom even if you weren't doing that specific quest) is one of my favorites quests in any of the games. Sooo good.
There was a lot to be enjoyed in that game.
I mean fallout 4 isn't bad, it's just got a lot of issues like the main quest being very meh, the lack of moral ambiguity from all the factions (the minutemen are objectively good compared to new Vegas where all the main factions have flaws for example), and the settlement building can be very hit or miss for people if you're not playing on survival mode.
i like the dynamic of the rivals-to-lovers hbomb and jon are growing over the "Fallout 3 is garbage and here's why" and "fallout 3 is better than you think". makes you excited for where the plot of this anime will go
Things are heating up in the Fallout fandom.
i'm hoping hbomber gets to that as teased in pathologic
i don't even play FO i just want this huge nerdy back and forth between two fans
Apparently MATN only made that fallout 3 video to get bethesda invitation and he prefers nv to f3
@@abelardadebayor5642 Proof?
@@abelardadebayor5642 Proof?
Another bad thing about New Vegas is its constant use of invisible walls
Constant? On the mountains you mean? A lot of fnv is not invisible walled off. They used physical walls to wall off the world, Bethesda have the invisible ‘you can’t go that way’
@@burn5014 If it wasn't for the invisible walls you could skip the entire deathclaw quarry section by just climbing around it. I also recall a lot of invisible walls on other mountains and even some hill that are just there to make you go the long way around, but I can't really recall very many invisible walls in Bathesda games aside from the one behind the magic barrier preventing you from reaching Parthanax early.
@@boscojokey3829 I think he was talking about the literal map edge borders which is kinda a stupid thing to be picky about. I mean there’s not really any fucking mountains in Washington D.C. or Boston that you can throw in to block the edges of the map unlike Las Vegas which has the Rocky’s mountains everywhere.
@@unclesam326 yeah but thats not what the op was talking about
@@boscojokey3829 it's not roleplay to climb those mountains, it's a roleplaying game, sometimes the game master just has to say "no, that's boring and out of character, you're not a mountain goat, you can't climb there.
about build where you want, for some reason, i have a big hard on for turning old buildings into settlements, i would love to turn an old church, house or red rocket into temporary settlements for example, it makes it feel more immersive to use an old building as a base instead of building new ones, and then further immerse myself in the dark irony of turning a church, the peaceful, god worshiping holy house, into a base with boarded up windows, barricades in front of the door, maybe turrets. and then to my next immersive point, choosing a base for its tactical bonuses, like the church tower can be used as a sniper tower/lookout, or the parking lots with roofs in the red rockets can be used for extra space if you wall off the sides. you get the point
Although Fallout 4's speech system is horrendous, I think I'd rather scrap its exclusion of skills. Or, rather, I'd want to make sure to bring skills *back*.
There's a mod that brings skills back to FO4 and it really makes a world of difference.
@@gaiusjuliuspleaser Mods are great, but Bethesda needs to put things like skill checks in, not wait for the modding community to do it for them
yeah, I dont like how in 4 and 76, skills had a base level of "1"
@@DisKorruptd Neither Fallout 4 nor Fallout 76 had skills. Full stop. Just perks and SPECIAL stats.
@@gaiusjuliuspleaser name?
I honestly likes how fallout 3 and even new Vegas handled special weapons where there was only one-off for every weapon but it was super powerful
There’s 4 one off powerful weapons in fo3,
There’s 79 unique uniques in fnv.. lol
(8 in fo4)
@@burn5014there are NOT only 8 uniques in F4
I think your definition of a Unique is messed up
I feel like the companion system of them being immortal is flawed, but is currently the best way to go. A better system would have a cooldown for companions after they're wounded like if they get knocked out, after the fight they would walk up and say they need a few days to heal and rest, adding no permanent risk, but also making sure the player keeps an eye on them and make sure no unneccessary risks are taken.
Just as many things, it should be optional. I for one would reload instantly on companion death, so I would turn on immortal companions is a heartbeat. In general Fallout needs to accept more axes of difficulty settings, besides just Easy, Normal, Hard. Survival needs to be separate. Fast travel on/off too. Quest markers as well. If someone wants to play easy survival with immortal companions and quest markers, but no fast travel, they should be able to do so...
Jj the strawb
Also would really like the ability to have more than one companion. Besides from teetering the gameplay difficultly a bit on the easy side, I don’t see any reason why having more than one follower is off the table. I think it’s just so much fun having like an actual party, like something from Final Fantasy or any traditional RPG for that matter lol
Having more followers would decrease the amount of encounters, as groups would be wary of attacking an entire posse of armed peeps, while the remaining encounters would be more difficult, as the groups or people who would be crazy enough to attack a group of gun bois would probably have a reason and justification for doing so (like weak bandits would mind their way, but bandits with energy guns or an entire caravan of baddies would totally wreck shop with you and your crew)
@@BoroMirraCz Yes! just have more accessability in general, give my Pipboy and terminals a screen reader, I'm blind and want to play properly. have a good font size for captions, colour blind modes etc.
@@nohi3619 Yes, and have who will travel with you impacted by who else is with you, like an enclave guy and brotherhood guy, or brotherhood and a ghoul or rich person and follower of the apocalypse won't get along. On the otherhand 2 soldiers who know each other well will support each other better or someone might only travel with you because of your cute dog.
If companions had better ai I would be more open to having then be killable. They die at the drop of a hat, walk into obvious traps, and don't use cover very well. Also if we could assign them a "default" weapon (within reason) that want the one they come with. Like, in fo4 Cait is a better companion then Piper in combat because a shot gun is infinitely better than an unmodded 9mm
1) Meaningful choices. That's it.
The reason why Fallout 4 was so polarising with its conversation wheel and removal of the karma system is that conversation paths were limited and consequences were non-existent. Be good, be evil, be charismatic, be rude; it doesn't matter. Try that in Fallout 2 and see how long you last.
clearspira wait so if you just tuned out during the new vegas end slides it would be a bad game?
Skywalking Studioz 500 subs pls? Yeah basically.
You can have meaningful choices without a karma system. I'd argue that having a karma system can even take away choices: It turns questions of "what do I think is the right thing to do in this situation" into "what sort of karma points do I want". This was especially bad in the mass effect games where you were essentially forced to mindlessly click only the good or only the bad choices, because doing anything else would very much screw you over.
A lot of people claim that they don't have the time to replay a game and therefore choices that alter the game world take content away from players that only play once.
@@theprofessionalfence-sitter The solution is faction karma.
One of the things I liked about the newer games was how they used real historical locations and local legends and gave them a purpose. Adding the many West Virginian cryptids and the historical Boston places were awesome. I would love to see a civil war area, Texas, or atleast somewhere were the devs use the history and culture of this area in the game.
I always love Jon’s video essays.
ah yes, all one of them.
lkim100 wrong
lkim100 He’s done one on Fallout 3 and Fallout 76 (twice)
@@lkim100 This one, Fallout 3 is Better Than You Think, Fallout: the History of V.A.T.S., Fallout 76 - What Went Wrong and How to Fix It, Batman: Arkham Asylum is a Perfect Game, and Fallout 76: the Full Story of the Atom Shop. Give 'em a look. :)
+
I remember finding an explosive double barrel in Fallout 4. It literally made me want to change my entire character build to keep using it.
Got a plasma infused combat rifle. Shit stayed with me forever.
In my current playful have a wounding double barrel. As luck with have it I'm specing into rifles. Way back in my 1st play though I spaced in to pistols. Right when I got the deliver it caused me to become more vats focused build and was a main-style right up in till that save sadly became corrupt.
I didn't really like the legendary stuff because a lot of it felt too much like Skyrim magic and out of place. Most of the legendary weapon effects could have been made into proper craftable mods though. The infinite ammo magazine for example would have worked well as a high tier Science mod for energy weapons. Explosive (or Incendiary) rounds could have been a special receiver (as if you put in a different ammo type) that required Demolitions Expert. Plasma infused could have been a Science muzzle for conventional ammo based guns. All of the +50% damage to things could have individually been a fancy technobabble muzzle modulator for Energy guns. On a side note: perhaps the biggest sin of all was not giving the double barrel shotgun more barrel/ammo capacity, like turning it into a quad-barrel shotgun.
BradTheAmerican the legendary stuff was really trash and the “unique” weapons felt like another legendary weapon
David Larson I got a two shot hunting rifle
One thing that I would like to see with companions is them helping you with skill checks or encounters. For example if you don't have enough points in science for a skill check but you had a sciencey companion they could butt into the conversation and help you pass the check. Probably at a reduced xp reward. I know some games give you a boost to skills when you have a companion, but I think it would be more interesting to have the companion do it if you choose to "ask for help."
Another thing would be companions being able to influence quests with their faction appropriate knowledge. Let's say that in one quest you are approached by an NCR officer that asks you to take out a Legion spy. You go and take out the target only to find out they weren't a spy and the "officer" that gave you the quest was the real. Now if you had Boone as a companion he could pull you aside and say that he feels something is off or tells you that the officer used certain words a real NCR officer wouldn't. Then the player could make a decision to pursue or ignore the information given.
Outer Worlds had some good ideas on using companions for checks, though it was limited in its implementation. I agree that it would be cool for special speech options to open up based on companions that are in the party.
I immediately thought of the Outer Worlds when I read this
This was actually a thing in Fallout 4!
But, like most of the game, it was an idea that's clearly there and doesn't have very tight integration.
That would definitely make me use companions more.
I really just never use them because everything they can do I can do better.
But if I could specialise more and be less generic good, allowing myself to rely on them, that'd be amazing.
That was in Fallout 2. You could use companions to pass science checks you couldn't do. I also liked (sort of) that in the first two Fallout games you could gather a whole party of companions, and really it was sort of necessary because the enemies were so hard that you couldn't do it yourself, really.
I'd like to contest the point of "Nothing would happen to Novac if the Courier didn't come along" - there's an ending slide for if you don't complete "Come Fly With Me" where Novac is overrun by ghouls, specifically *due* to them fighting off Legion on the other side. Nothing may happen while playing the game, but it does show in the ending.
If the point you were making was that nothing happens to Novac *before* the ending, then I would assume that would directly contradict your complaint about Fallout 1 and its invisible timers - and furthermore, as long as the Legion is held back at Hoover Dam (so, until the ending), Novac isn't weakened enough for ghouls to overrun it (as it's pointed out in the ending that the ghouls were able to overrun it due to multiple people being killed while fending off Legion), so there would have to be a timer on the ending itself, too, and... long story short, that just wouldn't work.
My idea is to make sidequest timers tied to the main questline. So when getting to a certain point in the main questline, certain sidequests would progress whether you've taken them or not.
This way, it gaves players a lot more breathing room compared to a flat out timer. Since sidequest are the ones only affected by this timer and most players would complete sidequests before taking on the main questline.
I think his point is that the npcs have NO plan on what to do expect to wait for the hero to solve the problem. They just acknowledge that there is a problem, but them dont come up with any solutions for themselves. You come along and they just express their needs but never talk about what they were planning on doing before you came around.
@@gordonross3270 exactly, a good fallout protagonist would be completely replacable, you just happened to stumble on the situation and get paid to take care of it.
Give me the option to drop all my T-Rexes in my motel room individually with one click instead of dropping them as one T-Rex so I can flood the apartment with T-Rexes
Very important
@I only so many cryopods fit on a hot bar sadly :(
I absolutely agree, something so small that doesn't matter in the large scheme of things, but god is it annoying
Is the plural form of T Rex: T Rexs, T Ri, or T Rex?
@@the_v1king11 T-rexes
your graphics card: do I hear boss music?
I love how fallout 76 uses ur photos as loading screens
Especially when u take a picture of wasteland hit ler smiling next to a teddy bear with a pike thru his chest
That’s genius
I think it just reminds me that I take way to many pictures......
I’m not gonna lie, if fallout 76 was single player, with the settlement building mechanics from fo4 and the npc mechanics from from NV, it would be damn great game
Quarantini Olini true but the 76 multiplayer is boring as players essentially play the game in single player, but on a server with another 10-20 players who are doing the exact same thing. And the events are no help for multiplayer either as they just get players together but after the event is over, they just all run off in their own directions.... but that’s just my point of view as I am more of a single player kind of guy
I saw in a video recently that Fallout 5 will be out in like 10 years or so, 2032 or something,lol. Hopefully the Great War won't have started by then
@@SubjectDelta20insert china will destroy the world by then comment here:
"Lost to the Ages" is one of my favorite quests in Skyrim because to do it you need to compare your pause menu map to a map you find in a journal to find the resting place of several ancient artifacts.
I want more quests like that; quests where I have to write down details and directions.
I really would have include how fallout 2 manage radiation; instead of just being a malus that alter your hp (like fallout 4) or lower your stats (like fallout 3/NV), radiation was truly a threat that has to be cured the quickest way possible, or you would have real problems, problems that the game does not alert you about and that can lead you to a slow death. I mean, you are in an irradiated wasteland ! This should be a major gameplay element and not just a disease.
Anyway, love your vids as always and let's hope that Bethesda will, one day, understand what makes a Fallout really a Fallout.
If the game does not alert you about it it could grow frustrating
@@JohnSmith-gz4fs Well of course but it's logical; in fallout 2 you needed to use a geiger counter to check if a place was irradiated, it wasn't included in your Pip-boy ; I don't want radiation to be a pain in the ass, I just want it to be more important in future Fallouts.
@Mao Drakère
Shouldn't this system more accurately be addressed to Fallout 1 since in terms of gameplay Fallout 2 is nearly identical to that of the first game, radiation included?
Besides i argue that in Fallout 2 radiation is quite underutilized. Sure, you can drink the waters from wells of Gecko or Vault City if you want to for whatever reason, and for caves near Clamat the rad protection is absolutely required but in the game's main story there is no point where you shall cross the heavily irradiated place that without rad-x or Power Armor you will fry in near seconds.
And then we compare that to trip to the Glow...
I liked that, in Fallout 1 and 2, you had no idea how many rads you had until you found or purchased a geiger counter. It was not a function built into the pip-boy.
In Fallout 1 and 2 there is a message in the bottom left window every time your characters gets irradiated. Of course, you don't know how many rads are those, but in the character stats screen you can see if you're suffering from rad poisoning.
Idea: keep the fallout 4 speech system...
But only for characters with low speech (socialy inept).
That's genius
Lol min charisma meatheads get baby's first dialogue system.
That’s a great idea lol
Ok I like this. I like this a lot.
Hmm this would be a cool idea for a low Charisma build, like take the low Intelligence speech options in Fallout 1, 2 and New Vegas and you get a unique roleplay experience. Just imagine low Charisma for roleplay purposes, you don't know how to really talk that well and what better way to represent that than the wheel speech system. It wouldn't be speech cause speech is a skill.
The fun thing about speeching out the master is it feels like you’re proving him wrong and he’s shocked by it. The other antagonists are just like, “damn alright bye”.
Well this is a welcome surprise
And there's more video essays to come...
Good news, everyone!
Many A True Nerd huzzah
Finally something good In 2020
Big Oil futurama reference?
A surprise to be sure, but a welcome one.
Weapon condition: Ye or nay?
For me, it just seemed fair that my favorite weapon would degrade so I'd eventually be forced to adapt to alternatives.
Plus, when it was removed I always felt weird just leaving behind countless perfectly good weapons which, in theory, could be used for parts/repair if I couldn't spare the weight capacity. On the other hand simply "merging" weapons on the go seemed a tiny bit too convenient.
Exactly. I prefer item condition as it makes the "economy" of the game more important. Do I wanna sell this? Or do I keep it for repairs? You take one from the equation and now the entire looting aspect of the game is less important. In Fallout 4, once you find a Fatman, there is little point in ever picking one up again, whereas in Fallout 3 and NV it was almost always as important as the first time. While never having to be concerned about your best weapon breaking down, you can just spam it with no drawback. Having to conserve weapons in the previous games made it more special when you actually did use them. You no longer save your best weapon for the toughest enemies. You just use the one best gun 90% of the time unless ammo gets low. With that being said, I would not be opposed to repairs only happening at workbenches, with the exception of also having the option of portable workbenches (with some sort of limitation) and even repair kits.
I don’t like it in 4/76 because you need the exact kind of weapon, you can’t even use laser rifles to repair Gatling lasers
Maybe a system where a random component of a weapon breaks, where it would cause different effecs on the weapon itself and you would have to look for a weapon with said component, making every weapon in good condition you found be important. Also, if only one part of the weapon is working, there's no point carrying the whole thing arround and not just take the part that you will eventually need.
Nay as it's normally impletmented in a boring forced gamey way rather than by someone who has ever had to maintain a weapon or tool.
You could grade the weapons/parts by quaility and then have them degrade depending on said quaility requiring a trip to a armourer or if you have the skill and tools find a workbench to clean , repair , put edge back on etc. For ranged weapons quailty could set a base mifired chance modified by the wear/dirt , for melee edge weapons lose damage linear to how dull the edge is and blunts could have the advantage of not needing an edge but are either lower damage of more easy to resist. This would allow you to introduce more enivromental effects to your gear and spare weapons could be broken done into spare parts or looted for a component to upgrade your favourite weapon.
@@NorfolkTears I'd say the important bit of this mechanic would be to make the weapons you find to be important things to salvage rather than something you completely ignore like the ones in fallout 4. When I played RDR2 I always let my weapons degrade because there was nothing to make me remember it. But I always repaired them in fallout 3 because looting is an important gameplay mechanic. And when you find a weapon you can use to repair you end up remembering it.
In a nutshell, this: Fallout 4's gunplay, Fallout 3's feeling of a wasteland, it felt like a wasteland the most, Fallout New Vegas 1 and 2 amount of detail and story.
Put those together, you get a very good Fallout game.
So.... New Vegas?
@@lambsauce5312 Gunplay issue still present
@@lambsauce5312 fallout 1 has like 4 times the detail
Rework VATS
Fallout 3 wasteland is one of the most under appreciated thing in the entire franchise.
One thing I’d really like to see in the new fallout is the sense of exploration that there was in fallout 3. More specifically, the notes you’d find around the wasteland. Every time I found a note, I’d feel the need to find the person that wrote it or it was supposed to go to. I never felt that in new Vegas or 4. Notes like when you find Sydney’s dads note, my first play through I found that and was shocked to find it came back to mean something so much later in my play through without the game telling me “oh go find this Sydney person, Abraham Washington will tell you where she is.” Little things like that made this game so much more replay able because every note I find, no matter how long I’ve tried to find the source, always make me think “I can find this S or this E from the As Requested note” found in the hollowed rock behind megaton. Or with the Keller family, how you can piece out everything that happened to this family and find their corpses.
Fallout 4 had a few instances like this, New Vegas had more but they never felt as meaningful or impactful, and 76 tried to make a game around this whole idea...and it just didn’t work. That’s what I want from the next fallout game. I don’t even want new loot or a special gun...I just want the feeling that there’s not only a world around me, but one that is reviving from everything falling apart. The corpses from the apocalypse and events afterwards have stories and those that are interested enough can spend time searching for them. And the game has enough of them that even after years of playing, you’ll still feel like there’s a story out there that you missed.
22:38 I really like Kingdom Come: Deliverance's area markers. When someone gives you an objective, they often tell you the general area they think it is located, (which are often quite big,) and you have to find your way to that area and then search it for what you want. I have probably the best example of it, but it is a bit of a spoiler from the early game that you might want to experience yourself, as the moment is so exciting and cool, so be warned:
After hunting rabbits and befriending the young nobleman, Sir Hans Capon, you come together, but, you spot a boar. Capon tries to shoot it with his bow, ignoring Henry (the protagonist) who is telling him he needs a spear. When the boar runs off with an arrow in it's side, Capon chases after it, too fast for you to follow. Now, you have to find Capon in the wilderness, to make sure he's okay, or see if he got the boar. You are given a quest marker, which encompasses a decent portion of the forest you are hunting in, and you need to look around for where Capon went.
You forgot the best part of Fallout 2! Telling your companions to "Get the hell out of my way!" Truly a life changer.
me in fallout 2 when pushing a cow out of my way while trying to go through a door: 😎
We will likely never have an antagonist like The Master or Legate Stone Face.
Darth Nexus is that supposed to be good or bad because you picked two polar opposites.
The best and the worst.
@@LucyWest370 Nah, Horrigan, Kellog and Father are worse.
I liked how hyped Lanius was. A man feared across the Mojave as the toughest S.O.B in the Legion. But his fight isn't all that impressive. Just plant a bunch of C4 and watch him fly.
@@FilmsNerf2 I really wish Lanius was able to be fleshed out more. Like Jon mentioned in the video, you should have to talk him down with hard facts and experiences you encountered through your experiences. And if you fight him he's just a dumbo with a big stabby stab. And he's not even too interesting to talk to, especially the first play though where players may not quite remember or know all of what he says. If he had 1/10th the interesting writing of Mr. Bandage Graham, the Think Tank, Father Elijah, or Ulysses he would've at least come close to the hype the game have him
Jefin Majo Horrigan did stuff before the game ends, actually has a consistent backstory, and is the toughest enemy you have to face, and there is no way to talk him down because he is that devoted to the enclave.
The Legate is a dude in a mask who is good and smashing people with his sword.
The issue with Fallout 1 having exploration at "your own pace" is that it wasn't actually at your own pace, it was dependant on getting the water chip within a certain amount of time.
In F1, this time limit had some sense. The whole story starts by you being sent out to find the water chip. It made sense and the limit was quite generous. It were the other time limits that were awefull. They were hidden and sometimes made little sense. It's exactly what shouldn't be in an RPG - the Witcher-style of seemingly random outcomes. The player needs to know what effect his actions have. It totally ruins any RPG if you choose a good solution and the game goes "SIKE! Bad outcome for you!". Or what FNV Dead Money did with Dead Domino - he turns on the players based on a random line several hours prior. That is total bullshit.
Mirra But you won’t always know what will happen in reality. It shouldn’t just be they give you “this is the good ending for good guy” and “this is the bad for the bad guys”. You just make your own decision to see what seems the best.
Nicholas Reiss I think he’s talking about how short the timers were. Of course you won’t know how long you have, but the amount of time we were given was too short.
Quest markers are best when used sparingly. If somebody knows exactly where something is, mark it. If somebody only knows that what they're looking for is west of their town, put a marker on the town until/unless you see the structure you're looking for if it's obvious it's what you're looking for
I remember one time in Fallout 3 i stumbled upon a random encounter of a bunch of wastelanders arguing about how to get to Oasis to rob it, then specifically said they didnt want me cashing in and attacked, yet Oasis got marked on my map anyway. Like, just knowing about its existence shouldnt mark it on my map.
Three things I sort of came up with:
~Make Fallout 76's "no pause while in Pip-Boy or other menus" thing a toggle setting for future games (of course not including the pause menu itself)
~Instead of just outright removing quest markers, have a more 'customizable' HUD that lets the player disable/enable various parts of it to fit their preferences.
~Change the quest tab so it doesn't look like a basic chore list for each quest. I'd personally love to see them use TES style writing (thinking some mix between Oblivion/Skyrim) for quest objectives/quest descriptions.
Those would be some nice quality of life changes!
No pause in pip boy should be for hardcore, or a custom difficulty mode.
They should also write quests so that NPCs give out more detail in what they want you to do, thr things you can do, and where the location they want you to go is located at. As well as being able to review that information. Either through in-game quest menu, or have NPCs repeat the details so the player can write it down.
What if a player could make a specialized upgraded modded PipBoy through a DIY project in the game? Hmmmmm would that not be like what a survivalist would do? Would that not be realistic?
not just toggleable, but slidable, let the Pip Boy slow time whilst using, since I want to rush through the Pipboy for stuff without my blindness fucking me over as I zoom in on the words for the right thing.
Give me the world building and atmosphere of a Bethesda game, the RPG elements of Obsidian, we can keep the music exactly the same.
I don’t want the atmosphere of 4 or 76
BallsIn MyFace aight mate 76 is fair but I am so sick of people trashing on 4 it is not that friggen bad look at Nick Valentine one of the best companions in all of fallout is Good ol Nicky (Dont at me), the gunplay is pretty good, the settlement building is a cool unique mechanic that if your good enough can be used to make cities, Dogmeat, the enhanced crafting system allowing you to make greater customization to your weapons and armor, power armor is friggen sweet, you can put a hat on codsworth, and last that I can think of is the character customization is amazing I have never made a more ugly or beautiful character in fallout ever.
@@lebronjames1472 fallout 4 is a fine game. Idk what you mean
AquaRaven I disagree and I think people who really love 4, only love it because that’s the newest choice for a fallout. Otherwise it is a pretty shit FALLOUT game 🤷🏾♂️
Ey now that microsoft owns Bethesda and obsidian your dream could come true because fallout has always sold really good on Xbox so I don't think they will let fallout go
@41:00 My first strong memory of Fall Out 3 is when you first exit the vault and the cave it's in to see daylight for the first time. The sun blinds you for a moment and the music swells. You've just finished the tutorial so it's thematically appropriate, and this is your character's first foray into the real world outside the vault. So it's narratively appropriate too. And the vista your have from that vantage point is really cool too. You can look out in different directions and see how big the world is and how much there is to do in it. When I think of Fallout 3, I think of that moment, and it hits me the way I believe it was intended to hit me. And this happens after the great introduction you have to game that is the vault too. It's like the game itself is saying, "Yea, all that fun stuff you just did inside that vault? Now you get to do it all over again, but out here. Have fun!"
Here’s one minor idea that I have that I really like:
In fallout new Vegas most quests are named after songs: “ain’t that a kick in the head”, “heartache by the number”, “bye bye love”, the list goes on
What if they kept that, but after you complete the quest, the radio system would actually start to PLAY the song, providing not only good ambiance along with the radio person commenting on your actions, but also further incentivizing side quests
I'm surprised that you managed to keep this video to 48 minutes long considering the title.
why? all you need to say is that Bethesda should give the IP back to Obsidian.
@@SevCaswell And mess it up like Outer Worlds? Compared to that shit even 76 has master writing....
@@BoroMirraCz I think I was because of fallout 76 drama that it was overhyped
I really want craftable and different ammo varients back. It's such a cool and unnapreciated feature in New Vegas.
They already broght that back in 76.
@@Matt-td8xw that doesn’t count
@@HeyYaaaaaaaa if you say so.
@@Matt-td8xw I do
@@Matt-td8xw hopefully they'll keep it for FO5, but I'm not gonna get my hopes up a ton
I'm just here to point out to Todd Howard, in case he's watching, how often Jon said "singleplayer" when talking about the ideal for a Fallout 5. SINGLEPLAYER, Todd! SINGLE. PLAYER. Make Fallout 5 SINGLEPLAYER and I'm sure we'll all rebuy Skyrim on the PS5 and Xbox Series X.
Co-op at the most also maybe a sort of DS style multiplayer
Babitat 7
Second. A co-op Fallout sounds like a lot of fun, and what Fallout 76 should’ve really been from the start
STFU people begged for multiplayer fallout so it’s not his fault for doing that but it’s still a trash game and people thinking multiplayer was a good idea were wrong
Single player with co-op. That's what's needed. Apparently that's what 76 was originally. A co-op thing for Fallout 4.
@@liamryan2207 What if I told you Interplay did it? But had to abandon around the time Bethesda saved the franchise.
For Fallout 5's armor system Bethesda needs to take a long hard look at the Armorsmith Extended mod for Fallout 4. Vanilla F4 almost did it right but they just didn't go far enough with it. I don't know why but I like cobbling together my armor so that my character looks like someone who scavenged their gear out of a scrap heap and the Armorsmith Extended mod lets me do that with any armor/clothing combo. Even something as simple as equipping a helmet with a gas mask makes you look 10x more badass.
The mod can make the game a bit unbalanced, especially for an experienced player who can find crafting items easily, but the freedom it allows makes up for that imo and I'd like to see that same freedom in Fallout 5.
Also since it will probably be 2030 before Fallout 5 is even announced I hope we will no longer need loading screens to enter towns/buildings lol.
I got that Armosmith mod just so my character would stop unequpping an entire shirt just because I put a shoulder piece on. I'd rather have the ugly clipping of armor pieces than annoyingly unequip gear that really shouldn't get in the way of other gear I'm trying to wear. And hell yes, wearing a gas mask with a helmet is my preferred look. I haven't played the game in probably a year, and I hadn't updated it or any of the mods for like a year before that, so I wonder what kind of cool features that mod has now.
For Fallout 5, I pray they get rid of the stat boosts on clothes, except for strength. It’s too easy to raise your carisma by taking a mentat and wearing pajamas, it’s so stupid.
@@matthewostry9339 have it so different people like different looks e.g. a business suit for traiding, spiked armour for intimidation, nudity for horny people.
Loading screens are becoming more of a problem with the series, not less. It was odd for me going back and playing Fallout 3 and New Vegas again after playing so much Fallout 4, because you click on a load door and... you just appear on the other side of that load door, and that's it. It happens in an instant, there is no ungodly load time. I have 3 and NV installed on a standard HDD, and they load areas/saves almost instantaneously, whereas Fallout 4 on my NVMe SSD still usually takes at least a good 10 to 15 seconds for each load (which doesn't sound like much, but it's just enough to be annoying, and it adds up during a play session). Before I had an SSD, load times upward of two minutes were not at all out of the ordinary, and that's just atrocious. I imagine Fallout 5 is going to be even worse, due to the inescapable market trend of having more stuff in a cell, bigger cells, higher poly counts, higher resolution textures, etc.
Hopeful Pts To Consider: Many stories and improvements within Fallout Universe are yet to be discovered. How players can help create unique stories and lay foundations for plausible lore are possible. New future options of either Fallout 76, or a new Fallout X may allow for advanced role playing, or story telling, or unique base - camp builds, or unique faction role playing that hold up even after logging off. Think about the ideas of Fallout in that the past games / sims and the present Fallout 76 are only scratching the surface of what can occur in the premise and possibilities of Fallout's universe. For example, where are all the military bases? Where are the private rich luxury bunkers? What can be done by teams to prevent nukes to be made by other teams? What can a player do to make a cure for either mutations, or short life, or radiation? How can a player find romance in the wasteland? How can a player rebuild civilization? And many more goals that can be options. Maybe time to organize a customer / players organization dedicated to quality of Fallout, something like, "Brave Supporters of Fallout Games & Ideals of Freedom ".
I want to also point out that by defeating the master via telling him about the flaws in the super mutants isn't through a speech check but through actually learning this information youself by exploring the map and interacting with a specific npc. It gives the player a further insentive to explore and talk to npcs to obtain valuable knowledge or item though seemingly unimportant at first will matter in the future.
I think there is a running theme throughout most of this, and it's something that takes a good RPG to a great RPG. Consequence.
Consequences to your actions (or lack of), good or bad makes things you do matter. It can make you feel part of the world instead of the centre of it.
Choices devs make in terms of settings, npcs, etc... Should bare out in consequences, you don't routinely allow lone caravaners run into and survive deathclaw encounter for example.
Consequences make an RPG and convey most the topics you spoke about imo.
@Madam Meouff Yeah that was ridiculous. I think FO4 is a better game than skyrim, but there are better RPGs out there. Dragon Age Origins springs in as an example, where the ending I was aiming for was snatched away from because of previous actions and decisions I had made. Everything she planned fell down around her because of clear consequences, it was great!
He says “even that one” I’m not sure if he means 76 or brotherhood of steel...that weird action game they tried making.
We don't talk about the BoS game lol. Its like the Avatar: The Last Airbender movie. Just forget they exist
I was thinking about tactics and I was about to say that games ok then I realized which one you were talking about and I was like “why does this game have to be in my memory”
I think he means “that one” in whichever one you don’t think measures up (usually 76, sometimes 4)
I think he meets 76, the game play changes when he says “even that one”. from nv about how a great game has a flaw, or how a bad game has great aspects (changed to 76)
@@pandorianpanda2686 folks, the footage changes to the game he is talking about for each instance. He talks about how every game has something bad, even that one [shows New Vegas], and every game has something great in it, even that one [shows 76]. It's some nice editing work!
I'm a little confused about the fact he didn't talk about fallout 4 power armor how you could customize every part of it. What type it, the strength, what it does, and much more.
Edit: how has this comment become a debate between power armor in fallout.
Second edit: im am honestly surprised on how mature these points are. Also I originally commented this as more of a joke and never thought it would have so many people liking it.
I definitely think that the FO4 power armor is the best way to go. It certainly feels better that it’s more like a person-shaped light tank than just another set of armor with better stats.
Fallout new Vegas and 3 power armor is better even though it doesn’t make you feel like a tank you feel armored I just wish you could get into it like fo4 power armor and it’s on a frame as well cause that will make power armor viable and better
@@zer0_886 well this is your personal opinion and yes I think it is ok however I like the ability to customize armor. However if you like the other one that's ok.
Well what if you could customize fallout 3 and new vegas power armor
Orochimaru _ I don’t mean to be rude but so your saying you want fallout 3/NV power armor but you want it to function exactly like fallout 4 power armor you just don’t want customization....your point confuses me.
For New Vegas, I would have said the quest structure that has you going back and forth with hardly anything inbetween. For example, several Freeside and The Strip quests.
And the terrible map markers for that entire central area that made those quests even more annoying
As far along in the video I am, I must say: whether quest markers are removed or not, I would like sequence breaking to remain at large. If there is a quest to find a ring and I have to talk to thirty people to find out where it is but I know where it is because it's my second playthrough... well, I want to walk straight there and jump over the tedious parts. I would still have the choice to do it, but also the choice to skip it.
BTW, I noticed how you had to praise NV as the best thing ever just so people don't jump down your throat.
Jon praised NV as the best thing ever, probably because he believes it's the best thing ever. This isn't the first time he's mentioned how much he likes the game, and given how many times he's had full playthroughs of it and the dlc, if he didn't like it he'd probably have played something else for those hundreds of recorded and edited hours.
Yeah, Deus Ex is a way better game than any Fallout game could ever hope to be, you can tell Fallout 3/NV actually borrow a lot from it as well as many modern games borrowing from despite it coming out in 2000. Like New Vegas is great but it’s nowhere near the best game ever territory. Just overhyped by fans and if you don’t agree with them they attack you.
I once tried to skip straight to Kellogg in Fallout 4, but the game would not let me. Sure, it populated the map with synths to fight, but the lift down to him had a piece of wood over it. The game *told* me that I need to go to Diamond City, meet Piper and Valentine, and namedrop Dogmeat, before I was allowed to just wander into the building where Kellogg is.
antiheathen says the person who is wrong...
He’s also done many full playthroughs of Fallout 3 and also made a video on why it’s good. He does like it but it ain’t the best thing ever
Gorbz that’s because canonically Kellogg wasn’t called there to fight you by the institute. Don’t know why you can’t rush to Virgil though doesn’t make much sense
A subtle thing I noticed in fallout 1 and 2 that I felt was a cool addition to the world was that each area had it's own unique, fitting soundtrack which added to the atmosphere very well
This is my new fave video essay. But in Fallout 4 I have always had one major problem with the game that I don't think comes up enough and that's your characters interaction with the institute. You first get there and they kind of try to explain away the bad things that you have heard which I was really into. Then as you poke about the institute you find out they do replace people and have been making supermutants and several other morally dubious activities which your character has no way of confronting anyone there about. It always felt incomplete to me, I really wanted to ask Father about why after one of the top bioscience people consistently recommended the shutting down of the FEV project he insisted on keeping it running. Even the few times you could comment on disagreements Father would usually brush you off and the conversation would just move on to the next mission. As such he institutes actions never really made much sense to me. Even the relatively undeveloped Caesars legion in NV gave a better account of their actions than the institute.
Just thought of an example, imagine you could have a debate with father like your conversation with Eden in 3.
Honestly, they seem to *barely* replace people. Piper gives the impression that replacements are an everyday occurrence, but nothing at the Institute itself seems to suggest that.
Jack Maney that because Piper is being Piper. She has to make it a big thing so people pay attention to it before it becomes worse.
@@jackmaney4276 Yeah I thought that too but the mayor and the guy in Warwick Homestead were proof enough that they do this. But your protagonist has nothing to say about this at all.
Fair point, but "fix writing" is a more broad option than what is requested for Fallout 5.
4 suffered greatly in this regard. None of the factions was particularly great. Preston Garvey alone ensured the minutemen (the morally best option. Fight me in the streets) was painful to go through. The institute never addressed why they were replacing people, the Brotherhood went all ethnic cleansing, the railroad didn't attempt a peaceful resolution.
All the factions were charactures of what they should have been. There should have been an alliance between factions.
On the aggressive quest marker in Fallout 3. It could have been vastly less weird if they just gave Moriarty a voice line like: "It's hard to navigate in the city with all the fallen buildings and super mutants. Smart people use the subway network. Last time I visited GNR I went through this subway entrance, followed that tunnel and excited at..."
Then the quest marker makes sense.
● You see: Scrub
● You see a short, stocky man.
● You cannot get there.
Feel the _drama_ in that line...
Man really should monetize vids like these seeing as these usually get massive view counts. These brilliant well thought out vids just genuinely deserve the money it earns
One thing I don't think fallout 3 gets enough credit for is literally being able to play your characters backstory. Sure being in the vault limits a lot of things but being able to grow up roleplaying how your character acts, weather they are nice or mean, crafty of brute force was amazing. You could leave the vault already as a psychopathic murder and then blow up megaton and it be entirely in line with your character.
I'm glad he brought up how wildly varied the "sarcastic" responses in Fallout 4 were.
I don't remember the exact details since its been so long since I played, but there was a moment in my first playthrough that stuck out more than any other interaction in the entire game. I was having a regular conversation with Nick Valentine, my favorite companion, and seeing as I was playing a sarcastic jokester on my first character, I chose the sarcastic option. Instead of some witty retort like I was expecting, my character essentially spit in his face and called him a glorified toaster. I was absolutely baffled by how out of left field it was, and Nick was _furious_ about it and I lost a ton of affinity with him.
If anyone knows which dialogue I'm thinking of here, please let me know.
His example was actually an example of sarcasm, though.
I was not expecting that, they should have at least given that option the right label of "speciesism" or "racism" if they refuse to have actual dialogue lists. at least the game didn't pause in dialogue like you're the G man.
@@Jay_Sullivan haha I noticed that too. It wasn't funny but it was sarcasm.
The single greatest innovation of FO4: store all junk
In 3 and NV it always feels like I spend more time sorting my loot into containers than finding it.
I really dislike legendary drops. They invite save scumming and often make named gear feel lackluster.
What's the point of helping Danse through Arcjet if a Bloatfly can drop the same gun?
agreed, huge QOL change. But I think it can go further. If you invest in gun nut or similar perks, you should be able to craft a "Junk-o-matic" item that scraps junk into materials. Similar idea to the perks that reduce the carry weight for junk but would turn the junk directly into materials. In any of my playthroughs that focus on weapon and armor modding, I use more bag space for junk than actual weapons or armor lol
yeah i agree to be fair their are few weapons that are truly unique whether it was an actually unique affect, look, or weapon mod but then even those weapons had problems, 2076 world series baseball bat has a unique affect in that it can launch people like hitting a baseball with a bat which is funny and clever except for the fact that you can get Lorenzo’s Artifact which has the same affect, the Silver Submachine Gun has a unique look but its just like any other Sub Machine Gun, Kremvh’s Tooth is a unique Machete with a unique Blade mod that does extra bleed damage, however that can be removed and put on a regular machete making Kremvh’s Tooth a basic Poisonous Machete
I was honestly disappointed when they removed unique guns from fallout 4
if they put in unique weapons and armor in the next game they should be unique not just looks or a mod that can given to any other weapon but it should be given an actual unique affect
I think maybe Legendaries shouldnt be level locked, but instead be difficult bosses so you cant legendary grind.
I love that Fallout 4 had a very clearly defined food chain because of the animal traps.
15:00 While sitting here watching this, I was just playing through the Temple of Trials and getting supremely frustrated as 99% of my melee attacks kept missing these damn bugs. Imagine my delight when you called this out.
I've only recently started playing Fallout 76 after avoiding it for years, and one of the cool things about the photo system is that the photos you've taken actually get used as your loading screen pictures. That's a nice touch! I keep finding myself trying to take the coolest looking photos I can, just because I know I'll see them pop up on load screens later on.
The fo76 dialogue should have been one of the points moved into fo5. Its a step up from practically any Bethesda made fallout I have seen.
It's a step up even from FNV. The amount of dialogue checks is really insane. And the addition of "low checks" (e.g. you must have Int 3 or less to pass) is brilliant!
That shade at hbomerguy caught me off guard. I nearly chocked on my drink a bit from the sudden laugh.
Well, that video sadly cannot get deleted from youtube, so disproving is the next best step we can take...
@@BoroMirraCzdisproving? most of what he said was completely valid.
I personally absolutely love the idea of the fallout 4 settlements but honestly if they ever want to put it in another game they should hire kinggath and have him put in his sim settlements system it made the whole system so much more immersive and in my opinion more fallout. The system we got in vanilla fallout 4 ,while ok, is definitely not what it should be.
I disagree. Mostly because I use settlements as fortified player outposts rather than as settlements. I only use the settlements that don't have any nonhostile npcs in them because I want to be alone. I never have any settlers. I play as a paranoid lone survivalist that is creating outposts scattered around the map for my own solitary use.
@@myrecreationalchannel7181 then you still have that option. Being able to expand your settlements doesnt mean you have to.
Why would Bethesda higher modders when they can keep having them fix their game for free.
AS someone who spent most of the time building/crafting/exploring instead of following quests, my biggest issue with settlements is that no matter what you do, how well you build one, or how well you treat your settlers _you_ are treated the same. There is no rumor of "what a great town Sanctuary has become" or no-one cares that Spectacle Island can be inhabited again because mirelurks are gone or no extra caravans coming by Warwick Homestead after it has been developed into the most productive farm in the commonwealth. So in the end all that building just feels... pointless. Even if you build a massive scavenging hub it does not leave a mark on the world. There aren't less cars where metal could have been salvaged from, same amount of debris that concrete could have come from... Speaking of salvaging, without mods you could not even clean up most of the debris where settlements were allowed so there was still overgrowth and random garbage everywhere even in a fully developed settlement.
Agent West as someone who has spent hundreds of hours in Fallout 4 building up the settlements, I couldn’t agree more
For 76, what about Mutations?
Those were an interesting concept
Surprised you didn't mention the intro to Fallout 3. The FO3 intro meant that you could shape your character since they were a child, rather than starting from a character with no life before you began the game, you watch your whole life unfold, and that makes you feel so much more connected to your character. They were and are more real because you get to see and shape their life before leaving the vault.
I don’t have a problem with quest markers, I understand why some don’t like them, but I’ve never had a problem with them.
NV is a great game, but it isn’t the only great game.
I never had a problem with NV’s immortal companions, though they do help with gameplay.
For either of those features to be removed the would need to be some fundamental change to the design.
For example making the companions mortal would require that the AI doesn't just mash all the characters into each other like a child playing with a bunch of action figures.
I both love and hate immortal followers. I mean, it made me watch out for them more in FO3 which made things more intense and it helped bond with them, but it was also frustrating when the AI randomly shit to bed and they seemingly disappeared for 20 minutes and then died. There were also times in FO3 where they just walk off a ledge and fall to their deaths instead of following me like a normal person. And do not under any circumstances bring your FO3 followers onto those giant road overpasses or else they will repeatedly yeet themselves. As the main character, you should be the Chosen One, not the Babysitter.
@@casanovafunkenstein5090 NPCs being able to jump would be pretty great. I don't play FO76 so Idk if they do in that game, but FO3 followers sure love stepping off ledges to their deaths when the pathing gets confused and there's a small step they otherwise can't use to get back up to where we came from.
Companions in NV aren’t immortal if you play on hardcore
I think question marks is exactly when too much realism becomes bad. Dude, I hardly ever play a videogame for more than 4 hours straight, and when I'm playing, I want to get things done, to enjoy my experience. I don't want to spend an hour wandering around the map looking for a fucking sidequest location. Question marks are convenient, and if that's what it takes to make a game enjoyable, then I'm ok with it. But I also get people who think playing without question marks is more fun, there should be also an option to turn them off for those people
my only issue with weapon mods and the legendary system was that it made unique weapons matter less. a good mod that fixes this is unique uniques making the unique weapons have one of a kind skins and effects but it shouldn't take a mod to make something worth its effort in a game
I can't wait until a few years from now when Fallout 76 isn't getting anymore updates and we see the release of a singleplayer mod for it with actual balance in it.
Just put Jon in the lead of the project.... there you go.
I'm very confident I'd be AWFUL at leading a team making a Fallout game - the franchise just means so much to me that I'd end up frustrated by any perceived imperfections, not matter how slight - I suspect my Fallout would be one of the infamous games that get trapped in development hell for 10 years.
YESSSSSS! What this human has said.
@Jonathan Daly Duke Nukem Forever wants to have a word.
I hate to be rude, but considering what Jon said about F76 I don't think I'd trust his judgement as a fallout project lead.
@Jonathan Daly Or Vampire: the Masquerade - Bloodlines. Such a shame Activision rushed Troika so much. At least Paradox aren't making the same mistake with Bloodlines 2.
I wish somebody made a Sims 3 Vault mod with genetics, family trees, problem of genetic diversity etc. Fallout Shelter isn't that good imo. Feel free to steal my idea :-)
Yours Truly the only good thing about shelter was the ability to customize dwellers, and the quests, *especially* the four horsemen quest.
I always have my fallout shelter vaults commit massive incest so this would be interesting
Sounds like a eugenics nightmare
Have you heard of MyNameisKevin?? Jim Pickins perhaps?
A fallout sims clone would be pretty fun
22:28 I played a game (Kingdom Come: Deliverance) a while ago that actually had a really good solution to the problem of quest markers. The thing that they pretty much always did was to create a quest marker and then put an area around it. Essentially they said "hey, to complete this quest, you need to go to this town or to this forest, but to find the specific characters and items you need, you'll have to rely on NPC dialogue and journal entries to comb the area for them." It meant that, while the areas between spots of interest were beautifully crafted and ridden with potential threats, they could really double down on the areas where the quests happened since they knew that most players would explore the vast majority of that area in an effort to complete the quest. It manages the frustration that cryptic clues can often lead to while also providing the player with the freedom and incentive to take their time and really appreciate the world that exists around them.
Henry's come to see us!
I'd love to see them make a modern version of fallout 1/2.
in regards to the time limit i think a soft approach is best, instead of having a hard "do x by time y" you could have a settlement that is undersiege or is running out of resources.
If you dont help those people fix the issue then the lack of supplies could make prices skyrocket, or their lack of bullets means they cant patrol the surrounding area making it more dangerous.
Theres nothing like a UA-camr who can put some of your own ideas youve pondered about a game into clear words and elaborate on it.
I still run into level 5 characters in Fallout 76 who tell me they have “no idea what to do” and are punching enemies with their bare hands because their starting weapon broke and they don’t know how to equip a new one (or repair the broken one). And FO76 Wastelanders is the most handholding game ever.
You market to morons.....
@@gerrychaplin5773 people who want to play with their friends are morons now?
@@Intr0vertical Only the ones who want to play with their friends in 76, instead of one of the thousands of much better mutplayer games that have been produced
@Nagaraja oh don't be an asshole. Me and friends got plenty of fun out of 76 and it definitely has elements worth keeping
I preordered it at full price. I was disappointed so gave it to my brother who hates fallout.
We had non-hostile wildlife before Skyrim: in Oblivion.
Granted, it was limited to an occasional deer, but it was the first precedent.
I mean, it existed in games long before oblivion. That might be the first bethesda game though.
We did have radstags and Brahmin which were usually non aggressive
I mean, mudcrabs and scuttles were pretty much harmless in Morrowind as long as you left them alone. Granted, they became hostile if you got too close, so I don’t know if that counts.
And most kwama were harmless as well.
it was really bad in oblivion, it felt like creature just waited on the road for someone to come by but skyrim made them feel real
For Fallout 3's quest marker problem, I have to disagree on the "this is definitely not a well known route" thing. I think at one point designers worked off the assumption that players would be playing without a quest marker, because literally before you say it, on the metro entrance, there is a Brotherhood of Steel marker with an arrow, along with what I'm pretty sure is "GNR" scribbled on. All along the tunnel as you go, there are GNR and Brotherhood of Steel markings on this particular quest, it's just that the actual dialogue didn't set up much for you on how to navigate to the first marking (the metro entrance), so the player might not even be looking for pointers by the time they get there.
It's definitely too little for the entire game, but given that they picked a metro system with metro maps all over the damn place as one of their main movement hubs, I wouldn't at all be surprised if it was at least initially in the designers' mind to either not have quest markers, or have them be opt-outable.
Nope, the brotherhood insignia is deeper down the tunnel. Jury street metro is not a well known route to GNR.
Another thing I would like from the next fallout is a higher difficulty through things like lack of supplies in order to compliment the new Vegas style multiple ways to solve a problem. My biggest issue with new Vegas is that it is way too easy, like mentioned in this video when you need to rescue the primm deputy there are many ways to access the shortcut straight to him but it's all kind of pointless when even on very hard difficulty with like 20 points in Melee weapons all the gang members go down in 4 hits with my lead pipe and even early on your given more weapons, ammo, stimpacks and caps than you could ever need. The running trend through new Vegas is you can make your life easier with various options but it's all for its own sake instead of it being necessary because the world is harsh.
I play on survival exclusively, for roleplay reasons, I saved the deputy only for him to die once outside from a random encounter, I blame myself, I took all his gear so I could watch him walk around naked.
I really enjoyed the video, particularly laughed when you mentioned Hbomb bc I like both your videos.
Sidenote but seeing an npc call Avellone a sex god in light of recent allegations made suck air through my teeth.
I fell like a "hey I know something you don't or something you don't want me to know" would be so much better than the "hey I say words good" speech system, like you gather information on previous quests that you use to persuade someone. Like if you have completed a previous quest you can bring that up in future conversations. Would love opinions on this!
The Weeb Man
Fallout new Vegas did this to some extent with some of its side missions and main quest, when Benny or Swank asks how you tracked Benny, you can show the, the lighter he left behind in Boulder City
at some point it may be tedious to keep up with too many quests, but, like what Kevin mentioned, previous leading quests (or that random "I've killed things out of this world, you think you have a chance?") might work every once and a while.
I want a mix, in a panic knowing how to de-escalate will do a lot of good to prevent someone shooting you, or using dialectical materialism to explain to Ceaser why he's wrong and should end his sexist, racist slaving system, combining speach and INT. when some bandit threatens you, you should be allowed to just show them the remains of a death claw you carry around, or as the games already do a lot, use the skill of your current weapon to treaten someone or reassure someone you're protecting they'll be safe.
@@stm7810 I always thought speech should be INT stat. Or INT and CHA at the same time
@@NoraNekos7 I'm happy if they want to change what the main stats are since Int isn't a real thing and charisma is subjective, e.g. smooth talking is great to some people but grading or snobish to others, in fact different social forms would be interesting.
Couple more things to bring to F5. Companion Wheel from NV. Multiple Companions from the originals.
Obviously you need a limit on companions to stop dungeons getting crowded and everything getting too easy, but its always a floor when you have a ship or camp full of allies and only take 2 out at a time, or in Fallout's case, 1. I'd tie it to the Leadership skill, with a max of 4 companions including the dog, because experience has shown that 3 is really the max you can effectively use before it gets too crowded and too easy. You can always scale fights to take multiple companion options into account.
1. Obsidian writes the story
2. Bethesda designs the world
That's literally it
1. Bethesda gives obsidian the resources they need to design a game
That's literally it
@@someone-jx2ei I think that really understates the amount of (good) work bethesda has actually done/does. There's more to a game than just the writing and game design, and even then its not like bethesda is awful at it (Obsidian have just done writing better for the most part). Bethesda's amazing art staff and their work come to mind.
Both studios have their strengths.
@@AshleyBlackwater obsidian still did world building better.
Fallout 3 had no crops or plant life.
New Vegas showed plenty of farms and edible plant life in the Mojave.
A *desert* has more life than the swampland of D.C. in the Fallout games. Because bethesda.
Fallout 4 there are only two actual settlements. Diamond City and Goodneighbor. Yet they are surrounded on all sides by super mutants and the city itself is a warzone. How are they able to trade with caravans if the caravans are going to get killed after 2 minutes of setting foot in the city?
New vegas shows most of its roads being safe. With the ones that aren't explained as being recent incursions by raider gangs, mutants, etc due to the conflict of the NCR and Legion.
Rockstar writes the story
@@DJWeapon8 Yeah, Fallout 3 had alot of issues, but I think you can blame most of them on it being bethesda's first step in the IP.
They at least seemed to keep stuff like that in mind with the few fallout 4 settlements there where.
But 4 was also a rushed out unfinished game, so its eh.
12:34 If anyone is interested in a game series that is arguably the best at world building that doesn’t revolve around the protagonist all the time, check out the Trails series. Hundreds of named characters that are living their own lives. Some are just day to day matters but others often involve multiple characters and are quite deep.
thunderbolts9 this is why I don’t give Bethesda Slack for it.
It’s the world building
Too bad the dialogue and plot feels like from a third-rate anime. Like almost the whole cast is anime archetypes.
legion999 for the main quest voice acting is alright and so is plot for 3. For 4 voice acting is on point but the writing is wooden and the story is eh
legion999 can I get an example of a couple characters from the Trails series that you find especially archetypal? Because I will grant you that some of the supporting cast is like that but for the main cast and most of the supporting cast you will find that they are actually extremely nuanced and well developed. You just have to put in the effort to find out. The Trails series rewards you for talking to every NPC, completing quests, and reading the in game books and newspapers with more information on its characters and its world.
thunderbolts9 that’s this guys problem he doesn’t look beyond face value with things
I mean I do too but that’s not the point
Even though I love the legendary weapom system in 4, one of my biggest problems with it is that it makes named and unique weapons less speacial. Like take the pipe wrench Big Jim for example, it a pipe wrench with the crippling effect, but finding a pipe wrench off a legendary enemy is pretty easy, so the only real unique thing about Big Jim is the name, but even then you can rename weapons so special names become redundant. Thats why I wish named unique weapons would also come with a unique look, like Big Jim could be a darker color or be stained red with blood. To use The Gainer as an example it would be cool if on the gun barrel it have a flame decals on it, not only would it look cool but it would visually show of whats unique about, having the incendiary effect. Or the Overseers Guardian which you can buy in Vault 81, it would make the gun more unique and special if it where to have a Vault Tec paint job with the Vault 81 logo on the side of the gun, not only would it make it more special and unique but also would show off where you got it
Yeah honestly theres nothing special between Righteous Authority and a Lucky laser rifle, they couldve at least changed the damage or clip size a bit without mods to make them more unique like in 3 and new vegas.
Aw. And here I was expecting Fallout Tactics and Brotherhood of Steel to get a dissection too.
Yeah i was wondering where they where, but i think he has never played them.
I mean, I love Tactics but unless they changed VATS in F5 to allow you to turn firefights full XCOM or had a special game mode that did that (which I'd be all up for), it's not really relevant. And let's just keep pretending BoS never happened...
@@lennartnielsenclausen8165 He did a one-off on Tactics, I believe.
The Superior Scouts Gaming was there anything good about brotherhood of steel? Genuinely asking.
@@lennartnielsenclausen8165 He did a couple of videos on Tactics, but its really brutal and I think the trouble he had was trying to be a generalist build too much, rather than specialized. So, he stopped playing pretty quick.
Fallout 4s dialogue was Yes, Yes, Sarcastic Yes, and No, but yes later
So glad I found your chanel all those years ago. You are one of the few channels that actually understand the complexity and depth of Fallout. And you are very pleasant and entertaining to watch. Love the channel home boy.
The main thing I wanted to see back from Fallout 2 is drivable vehicles. The Highwayman is awesome and should come back.
They say NOTHING can stop a Highwayman.
Yes! I want a 3D Highwayman!
Drivable vehicles would be cool. I don't know how viable cars would be, seeing as the roads are usually all ruined in Fallout games, but motorbikes definitely would be useable. I always found it a bit odd in FO4 that there were loads of motorbikes strewn around that seemed to be in fairly decent shape, yet no-one had bothered to repair one? We even had the Atom Cats who had their own garage with cars and bikes in the compound......yet they only fixed up power armour! Seriously? They didn't *once* try and fix up a motorbike??
Peter Badger their morons, remember?
Also who gonna drive that crap they gonna die
@@BadgerOff32 that is the dumb limitations of bethesda game engine. They should have made enough money from Fallout by now to ditch that buggy piece of crap they've been using since morrowind.
Fallout is based in the same book as MadMax, however one franchise went all in with v8 cars the other got stuck in a shitty two stroke game engine.
Fallout 5: You have to get the Water Chip back from Benny so you can help your old man reactivate a mass water purifier to save your tribe, whilst hunting down your son who, it turns out, hired Benny to kill you.
I think a important addition to the map marker thing is games need quick loading maps so you can check where you are and going to navigate. My best example for this is the metro games, the comes up quick, doesn't pause the game and you can move with it out, easy navigation that the player does themselves.
I never understood the complaint about quest markers. I guess as an adult that's worked all my life I already dealt with real life challenges and just want some fun and escape.
About the Legendary Weapons, I wouldn't mind if this system returns in Fallout 5 under one condition... Unique weapons, I absolutely despise how most "Unique" weapons in Fallout 4 are just regular guns with a legendary prefix, New Vegas once again did this perfectly where each and every unique weapon not only had a unique effect but more importantly looked unique.
Sure Fallout 4 had a handful of actual unique weapons like the fat-man that shoots bowling balls, but where's the laser/plasma rifles that shoot different colored shots, or power fist/shotgun hybrids? A rifle with a flag on it similar to Paciencia or an old powerful nearly broken down rifle with awesome lore behind it like the Survivalists Rifle?
DigitalVirusX2
I loved fallout new Vegas’s unique weapon system, but I also liked the few “experimental/super weapons” in fallout 3 (the unique power armor in the military fort and operation anchorage, the experimental MIRV, the unique Chinese pistol that fired firey bullets etc.). Weapons that were more like secrets, puzzles, and opportunities that you had to REALLY work through to get.
New Vegas even does it a little bit to with some of its weapons/armor (remnants power armor, the unique grenade launcher “mercy”, and even the ghost people uniform and stealth suit from old world blues to some extent)
I also would like to see the return of “super weapons” (Fallout 3’s ICBM in the fort, the alien Deathray, and space nuke launcher from broken steel, etc.) I just felt like they were cool additions that made the world feel like a hyperweaponized and destructive future
You should check out the mod unique uniques.
One thing that needs to be brought over from 76 is real-time interaction with your pip-boy and computers. Perhaps as a survival mode option, going into your pip-boy does not pause the game and I love that. Up Is Not Jump brought up the same thing for Fallout 4 VR as well. Actually having to think on your feet, properly plan ahead with what items are at your disposal (hotkeyed essentially) changes the dynamic of combat in a way that gels well with the already existing current forms of Vats which don't pause time anymore either as of 4 and 76.
I want a compromised system of Pipboy acting as a time slow, or replacing VATS with actual bullet time like we see in many mods.
Been a while since I dropped EVERYTHING this quickly