Page 12 of 33
Posted: Thu May 05, 2005 4:59 am
by Cuthbert Allgood
I know where u sleep....
Yar , fuckin yar
Posted: Thu May 05, 2005 6:51 am
by Fez
Are you going to sail your pirate ship to the nearest port to him for some plunder?
Posted: Thu May 05, 2005 3:30 pm
by Cuthbert Allgood
You bet>
Posted: Thu May 05, 2005 7:42 pm
by Kahgan
I come with ya! ARR TEH FUCKING ARR ARR!
Posted: Mon May 16, 2005 4:20 pm
by Haris
I have another thing that i think would be cool to have as an extra feature. Its ability to make skirmish fights and play am as hotseat combat. As in playing with several friends on the same pc aggainst eachother. So everyone moves his chars and than next player gets to move his and so on.
Posted: Tue May 17, 2005 6:55 am
by QuArK_909
Unbalanced skills and the ability to make a retarded character with them. It’s one of the things that made the original Fallout great, if you didn’t know what the fuck you were doing and you decided to invest in hand to hand combat instead of some kind of firearms your gunna get your ass mowed down by every raider with a nine until you get some decent armor. I also love how you can completely fuck up a character by giving him uncomplimentary stats/skill/perks, too many RPGs these days are so fucking softcore that no matter what you invest in you’ll be able to squeak by. Thats bullshit.
Posted: Sat May 21, 2005 9:14 pm
by Thoth
I'm extrapolating from Morrowind's engine here, because while I'm sure the Oblivion engine is much different, they aren't going to change some underlying aspects:
Morrowind's engine allows Plug-Ins, so that a character can save their game in an open field, quit, load a plugin, and load their game to be face-to-face with a giant building.
What if Oblivion's engine can load-unload plugins on-the-fly?
It'd eliminate the "travel through an impersonal dot" of the earlier games, while still allowing 'random' events to happen. One time, you walk past a certain flat area, and the game does nothing. Next time you walk past it, and there's Random Object X.
Posted: Fri Jul 01, 2005 2:27 pm
by vx trauma
one thing for fallout3:
radioactive evil nazis
Posted: Fri Jul 01, 2005 2:48 pm
by VasikkA
HAIRY DEATHCLAWS!!
Posted: Fri Jul 01, 2005 3:52 pm
by atoga
Shaved deathclaws.
Posted: Fri Jul 01, 2005 4:17 pm
by Naked_Lunch
saggy labia
Posted: Fri Jul 01, 2005 4:22 pm
by ApTyp
Flying Deathclaws who can talk Chinese and drive armored personnel carriers.
Posted: Fri Jul 01, 2005 8:19 pm
by Kahgan
FAT AND FLECHY SUPER MUTANTS THAT LOOKS LIKE THEY HAVE A NORMAL SIZED HUMAN SKULL FOR A HEAD!
Posted: Sat Jul 23, 2005 4:31 pm
by Kalea
My pet peeve with this game is that outrageous unadorned blue jumpsuit! I hated it! Still do! And always will! There were times when I just wanted to wear something different, you know? Like when you wanted to get romatic with someone to seduce them! How in the world could you ever get romatic in that thing! Put the stupid pip boy thingee on your wrist, kinda like a wristwatch! And then let the characters play dress up if they want to. Good grief! Who knows perhaps a gal in a sexy golden gecko dress was Horrigans weakness! Wouldn't that have been a kick!?
Posted: Sun Jul 24, 2005 9:09 am
by Old_Ralph
Since FO 3 will be using Oblivion's game engine, I think it's reasonable to assume that Radiant AI will somehow be included too, which would certainly be an awesome addition.
Although I'd be fine with some changes to some aspects of the character developement and such, keeping the SPECIAL system in place seems like a must.
One thing Id' like to see (and I'm sure a gang-raping for saying this is imminent), is a seemless, or at least, almost seemless, world ie: no world map. I think Beth could acheive that same sense of exploration and such as in the rest of the Fallout series without a world map. (Obviously, fast-travel would be a necessity. Maybe the player gets some sort of car or other transportation later in the game?) The only problem with this, of course, would be finding more ways to make the luck stat and Outdoorsman skill useful.
Posted: Sun Jul 24, 2005 4:36 pm
by Killzig
Seemless usually means no loading. If Morrowind is any indication you'll probably spend more time looking at "LOADING!" than you will at actual gameplay. Morrowind was absolutely awful in that regard. As far as a world map goes, its necessary because otherwise you get the kind of tedious as shit method of transportation that morrowind used. "HOP ON THE FLEA AND HEAD TO THERE TO GET ON A BOAT AND GO YONDER SO YOU CAN PICK UP SOME MUSHROOMS AND BRING THEM BACK HERE."
That also touches on what will probably be the most important part of the game.. The quest structure.
Here's a tip for you BethSoft.. if you have a global organization like the "IMPERIAL CULT" don't make me hop around the entire fucking world map to complete quests for them. MORE AREA SPECIFIC PLZ. I shouldn't have to hop all around Vwaertagraogaoriagland to get a god damned elven plate.
Make quests particular to the branch you sign up at.
If someone has a ghost infestation they'd go to their local branch to sort it out don't you think? Righty, HEY NOOB, this gent's got a ghost problem. Follow him to his house and sort it out for him.
And please, for the love of beer... stop wasting so much space. The wow factor of the expansive landscape really loses its luster when everytime I go up a hill its got to load the next region.
Posted: Sun Jul 24, 2005 6:47 pm
by VasikkA
The LOADING PLEASE WAIT!-frequency depends a lot of if the view is isometric or 1st/3rd person, which probably will be the case in Fallout 3. Morrowind(and Ultima 7) had a large gameworld which definitely felt spectacular at first sight. Unfortunately, you spent most of the game time running between towns or searching for various stuff. A world map a la Fallout or Arcanum works well, in my opinion. Its sole purpose is to decrease the amount of time spent on transfers. Also, filling the gameworld so that it looks believable is a hell of a lot work.
Arcanum did well with hidden locations. Some were found simply by walking near them in the world map and of some you heard from nearby towns or from dialogue/gossip.
Posted: Sun Jul 24, 2005 6:52 pm
by King of Creation
Old_Ralph wrote:no world map.
The world map was one of the most important things in Fallout. It was one of the most crucial elements in making the game so openended. You could go anywhere at anytime. Other RPGs like Baldurs Gate didn't have a world map, and they suffered because of it. Keep the World Map.
Posted: Sun Jul 24, 2005 9:37 pm
by Old_Ralph
I'll admit that without a world map there is the possibility that Bethesda COULD fuck it up like in Morrowind. (With constant load times between areas, and hell, everytime you walked into a goddamn house.) In the long run, I suppose it depends a lot on the new game engine. Hopefully Beth has learned a bit from its past mistakes.
I'm not 100% opposed to a world map, but if Bethesda was to use elements of Radiant AI in the game, it would work better on a world-wide scale (as it runs in Oblivion) that on an isolated system for each individual town/area.
Posted: Mon Jul 25, 2005 12:08 pm
by VasikkA
Old_Ralph wrote:but if Bethesda was to use elements of Radiant AI in the game, it would work better on a world-wide scale (as it runs in Oblivion) that on an isolated system for each individual town/area.
Oh, and because of what reason has
STALKER been delayed for the last couple of years? Or are you saying that the AI will suck if there's a world map? I rather want functional combat than NPCs doing fancy tricks like hiding behind a bush. In fact, the world scale has nothing to do with AI.