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Thread 3833133

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Anonymous No.3833133 >>3833134 >>3833316 >>3833346 >>3833353 >>3833441 >>3833466 >>3833536 >>3833538 >>3834145 >>3834226 >>3836023 >>3836182 >>3836607 >>3836767 >>3837617
Fallout: Definitive Edition
What do you want to see in the inevitable Fallout remaster (or "remaster")?

I'll start with the obvious:
>Fallout 2's brute-forced tutorial zone gets multiple play options, letting you test your build of choice.
So if you start with a weapon skill, you get an early weapon using said weapon skill. Even for Energy Guns, some sort of weak starting gun, like a Stun Gun or something. And more alternative ways around the guy at the end, i.e. Lockpicking your way around him, blowing up a wall to get past him, so on and so forth. Basically, the tutorial zone should be possible to complete with any three tagged skills, so at most you can have two skills which aren't usable in the tutorial zone.

>Merge skills, inspired by Fallout New Vegas.
Split Big Guns into Guns (miniguns), Energy Weapons (Gatling Laser, flamethrowers), and Explosives (rocket launcher), Explosives now replaces handling of explosives from Traps and also includes skill with throwing grenades. Disabling mechanical traps goes under Repair. Non-grenade thrown weapons now use Melee Weapons. So Big Guns, Throwing, Traps, all removed.
First Aid and Doctor is merged under Medicine, Sneak and Steal under Stealth, but the actions are still separate in the menu, so you have separate uses per day for First Aid and Doctor and obviously you sitll need separate buttons for Steal and Sneak.

>Luxury wishlist:
Add ammo crafting with Science and possibly Repair. Add repairing weapons.
Rebalance useless perks, give something special for the boring "+skill" perks.
Let Outdoorsman scale past 100%.
Add low tech "guns" like crossbows for early game, and low-tech Energy Weapons (maybe a progression like stun-guns/tasers -> flamers -> high tech laser / plasma / pulse weapons).
+
Most important of all:
Combine Fallout and Fallout 2 in one, if you load your Fallout save there are some choices and consequences in Fallout 2 (i.e. Tandi is #NotMyPresident). Maybe hire MCA for some extra writing
Anonymous No.3833134 >>3833164 >>3833284
>>3833133 (OP)
>What do you want to see in the inevitable Fallout remaster (or "remaster")?
Nothing because they always make the game worse. and I recently replayed fo1 and fo2 and they did not age well.
Anonymous No.3833153 >>3833162
Lol, bethesda will never do a remastered fallout 1 and 2, because it will show a clear difference between the writing styles of both developers, and it will reflect poorly on bethesda. This is one of the reasons they were so petty about new vegas, not that they would actually admit it. Anyone with half a brain can see there is a distinct difference in writing quality, mostly to do with character development and world building.
Anonymous No.3833162
>>3833153
>Lol, bethesda will never do a remastered fallout 1 and 2
Obviously it would be outsourced to Obsidian after Obsidian downsizes, after Outer Worlds 2 flops bigly. The ultimate deathblow after Un-un-Avowed flopped already.

It's not like they would actually give them enough money for new writing/new quest content so that wouldn't threaten Bethesda on this regard. Just the usual thing you usually get from definitive editions, and Obsidian would have the mandate to apply their skill rebalancing from FNV.

Although I guess the biggest hurdle is the fact that almost nobody has the source code for Fallout. Tim Cain mentioned that Interplay forced him to delete his and then later came back to him begging him to send them "his secret copy of the source code".
Anonymous No.3833164
>>3833134
>nd I recently replayed fo1 and fo2 and they did not age well.
nocap this fr
Fallout 3 and New Vegas are the real goated classics !
Anonymous No.3833284 >>3834314
>>3833134
Wrong, they aged very well.
anonymous No.3833316 >>3833320
>>3833133 (OP)
good ideas I didn't see anything wrong with it except maybe flamers getting awkwardly lost
Anonymous No.3833320 >>3833340 >>3833344
>>3833316
New Vegas actually did that already. It sort of makes sense, since you can say that flamers are just early plasma weapons.
anonymous No.3833340 >>3833344
>>3833320
I've played a pyro in most of these games (imo its super comfy combat in fallout 2), I think it gets weird when your feat requirement is down the sciency laser weapon path when you're just going for the RP of someone who enjoys setting people on fire
Anonymous No.3833344
>>3833340
>>3833320
I always felt like moving the flamers to Eweps was a weird choice because mechanically they operate more like traditional firearms than some high-tech laser or plasma gun.
especially when 3 and nv walked the more sci-fi flamer design to something that's basically an m1 flamethrower from wwii
Anonymous No.3833346 >>3833519
>>3833133 (OP)
>Energy Weapons (flamethrowers)
Stopped reading here
Anonymous No.3833353 >>3833364 >>3837039
>>3833133 (OP)
Most of this I can agree with. Other stuff is just bringing QoL to Fallout 1 from Fallout 2 like real companion management and improved companion management in general (All party menu, better inventory exchanging) I would hold off on too much skill merging. Stealth and Steal are distinct enough but there's no reason for both First Aid and Doctor. Add a wild wasteland trait or option to Fallout 2 so that I can stop hearing about anons complaining about jokes. and to Fallout 1 so that they could add cutting room floor content and stupid shit to make me laugh
Special would also need some rebalancing, at least in not making Agility so busted. Agility should just control bonus movement with the action points. Actual total action points should maybe derive from a combination of Str, Agl, and End. Combat should have a "All enemies go" option to avoid waiting for 20 mutants to move. Adding some cut content could be cool as well, stuff like actually getting Suliks sister like in the Restoration Project. Some ideas were better left out though.
Anonymous No.3833364
>>3833353
>Combat should have a "All enemies go" option to avoid waiting for 20 mutants to move
continuous turn-based where things wait for the players next input at each action is the way to go for these games. FOnline shows continuous turn-based (I don't play but I remember it from 15 years ago and a quick youtube search shows us the rest)
https://youtu.be/PVnOzJg_8wk
actions are limited by AP and AP regenerates incrementally with time (instead of a turn). Just take the concept back to single player and have the world pause while the player is inactive.
This captures the best of both worlds mechanically; there's no bogdown of waiting for 10 supermutants taking their turn while allowing the player to play as slow and as thoughtfully as they want.

Obviously it comes with some adjustments in effective tactics and difficulty as the player can no longer 1 AP into LoS, shoot, 1 AP out of LoS, and end turn without retaliation, among other things, but I think that's ok.
Anonymous No.3833441 >>3833688
>>3833133 (OP)
>Even for Energy Guns, some sort of weak starting gun, like a Stun Gun or something
Honestly the whole idea of:
>This pistole fires plasma instead of a bullet, so naturally you cannot apply your bullet shooting pistol experience to it.
It would've made sense if small guns/big guns/energy weapons were somehow crafted by using a mix of repair skill and a relevant weapon skill - then I could defend an argument that it is in fact knowledge about how such arms work, not only how to fire them.
Also the fact, even in the originals (which they should change in remaster) is that energy weapons somehow cover melee weapons, but not unarmed? Whole idea of making a skill that broad is just stupid.
>Merge skills, inspired by Fallout New Vegas.
Small guns/big guns and small melee/big melee
Slap on unarmed
Medicine merge seems to be common practice
>Sneak and Steal under Stealth
Based,
Anonymous No.3833466
>>3833133 (OP)
For skills, it's weird to me that having 150% in guns still leaves me utterly perplexed by a laser pistol, so something like every 5 points in guns raises laser weapons and vice versa. do this for various skills like doctor/first-aid, speech/barter, outdoorsman/traps, that kind of thing. just a little bit is all I'd want. even like 10:1. I don't mind the autistic divisions between skills, but they should impact each other at least.

A more developed travel system would be nice. nothing too fancy, just a little list of options titled "Travel mode:" It would have options like Normal, Hurried (more speed, more bad encounters), Cautious (less speed, less encounters), Investigating (less speed, more good encounters or discovering hidden areas). that kind of thing. a basic rationing system would be nice too. like every tile is about a day of water or something and there's a little water canteen graphic showing how much water you have. using rad-away to clean dirty water would be neat. I think in lore power armour converts the wearers waste into clean drinking water so that'd be a neat feature.

better UI so i don't have to scroll constantly. better graphics obviously. the ability to give companions orders in combat "focus this guy" "fall back to here" that kind of thing, and the likelihood of them following is how much they like you. combo of Charisma, Karma, questlines with them, and how nice you've been to them (do you heal them up after every combat or leave them to bleed and follow you across the wasteland).
Anonymous No.3833519 >>3833561
>>3833346
It's literally an energy weapon in real life.

I have a flamethrower at home and it requires completely different skills than my AR-15
Anonymous No.3833536 >>3834398
>>3833133 (OP)
Nothing, Fallout 1 is fine.

I'd much rather see a 'remaster' of Fallout 2 that removes all the wacky shit and enforces a more consistent tone. Remove the temple of trials, remove the ghosts and talking animals, remove or reskin the meme prototype guns.
Anonymous No.3833538 >>3833681
>>3833133 (OP)
>I'll start with the obvious
Me too: go kill yourself you dumb sack of shit.
Anonymous No.3833561 >>3833679
>>3833519
>It's literally an energy weapon in real life.
All weapons are literally energy weapons in real life. (1/2)*M*V^2
>I have a flamethrower at home and it requires completely different skills than my AR-15
Should be in big guns, not small arms.
Anonymous No.3833679 >>3833969
>>3833561
>Midwit retard thinks he's clever
Energy weapons in Fallout universe exist, for the lack of a better word, to categorize weapons that kill with pure energy.
>Melee Weapons
Utilize kinetic energy but the resulting damage disproportionately related to the melee weapon's properties. The same kinetic energy input with a balloon hammer produces a different output to the same kinetic energy delivered via the pointy end of a spear.
>Guns
Unlike melee weapons, the kinetic energy is produced inside the gun, but the result is still significantly affected by the projectile used. Even by something as basic as AP vs JHP bullets, the first bullets introduced in Fallout.
>Energy Weapons
There are no projectiles. Damage comes purely from contact with the energy produced by the weapon. Whether it's contact with laser, fire, plasma fire, electricity, doesn't matter. This is why Energy Weapons should also have the least amount of ammo types, if even more than one. Ammunition for them is just something that fuels the chemical reaction that generates the energy. Like microfusion cells, or... actual flamer fuel.

And before you try to do another retarded wannabe gotcha
>Unarmed
as you level up your unarmed skill, you don't become more lethal because you can throw your punch with the velocity of mantis shrimp, but because you get better at applying your kinetic energy at the right place at the right time. The an exponentially stronger kinetic energy delivered to someone's buttocks deals no damage compared to hitting someone in the jaw just right with much less kinetic energy, and the Unarmed skill makes you better at hitting just right.

So the case for flamer being an energy weapon:
>Logically consistent, both in universe and in our universe, using Fallout's definition.
>The case for flamer being a "big gun"
"It was like that in Fallout"
Well, it was literally like I said in Fallout New Vegas. So you got anything? Guess not.
Anonymous No.3833681
>>3833538
I'm quoting a triggered virtue signalling NPC whose first Fallout was Fallout 3 and whose favorite Fallout was also Fallout 3, until he found out its bad optics to admit it on 4chan.

The thing that triggered him the most though is that I asked him to think hypothetically, which he literally cannot do (biologically impossible), hence the angry eyebrows face he made.
Anonymous No.3833688
>>3833441
While I liked the idea in Age of Decadence/Colony Ship, where certain skills made you also partially good at other skills, maybe the best way to solve the conundrum would be to give every weapon a skill used for handling it and a skill used for shooting. So in example, if you have Energy Weapons at let's say 20, and Guns at 70, you can still apply the 70 Guns for determining your chance to hit with a Laser Pistol, with only a small penalty. But if you try to do the same with a complicated plasma weapon, you get a much bigger penalty to accuracy. Same with explosives, you can use your gun/energy weapon skill for accuracy, but you need explosives to not explode yourself with mishandling the weapon.

It's much easier to pull off with original Fallout and Fallout 2 since you cannot compensate with the player's shooting skill.
Anonymous No.3833693 >>3833696 >>3834010
If you're rebalancing skills I'd go the sonora route of making small guns pistols/smgs and big guns rifles and shotguns. I think having a broad guns skill for almost everything is shit
I don't really want a remaster trying to fix everything, just give me an actual RPG sequel instead
Anonymous No.3833696
>>3833693
>actual RPG sequel instead
We are never getting a Fallout RPG again, in the post Amazon Fallout world.
Anonymous No.3833969 >>3834054
>>3833679
>Dunning-Kruger bottom quartile: the post
Buddy, the reason why flamethrower is classified as a big gun is because it's a large and bulky weapon that handles completely differently from small arms. Its manual of arms is far more similar to something like the minigun than to anything else. What possible overlap is there between the handling and practical use of a flamethrower with something like a dinky laser pistol that would justify both being regulated by the same weapon skill? Complete nonsense.
Anonymous No.3834010
>>3833693
I really liked that change. Big guns still take a while to get going since shotguns and stuff are pretty rare in early sonora but it doesn't feel like a useless skill for 70% of the game anymore.
It does make small guns a little one note tho. You just use pistols and smgs for the entire game. And there weren't any endgame level smgs from what I found so really its just pistols most of the time.
Anonymous No.3834054 >>3834071 >>3834114 >>3834136
>>3833969
>Buddy, the reason why flamethrower is classified as a big gun is because it's a large and bulky weapon
He says, after projecting his Dunning-Kruger onto me, just because it's a word the NPC heard somewhere. There are plenty of "big" guns who are just as bulky under the Energy Weapons banner in Fallout and Fallout 2.

You are literally just grasping onto "muh big guns" because it's something that was in "the old games" (aka games made 20 years before you were born - but you're nostalgic for it because it was in your first/favorite game, Fallout 3, completely ignorant of the fact that "the creator of Fallout" (how NPCs like you would refer to him), Tim Cain, said in his videos that even back in the 90s he thought that Big Guns was a nonsensical category and he would've removed it himself. But as a midwit all you can do is screech and virtue signal about things you don't understand - neither in universe, in our universe, or from a design meta perspective. Your next move is/was going to claim that me saying that nobody on the original dev team would keep Big Guns/me stating an objective fact/is "umm akshully that's an appeal to authority".

The only thing that "bigger" guns under Kinetic Ranged Weapons and Energy Ranged Weapons (that's a reference to another game which was made decades before you were born) should require is a higher character skill threshold to handle them.
Anonymous No.3834068
Man fags here always jump at the chance to act all arrogant about some minor disagreement no one gives a fuck about.
Anonymous No.3834071
>>3834054
Actually, I worked on the original Fallout myself and I can confirm that Tim Cain loved Big Guns.
He told me on the toilet once that he wished I could shove my Big Gun in his boyhole.
anonymous No.3834086 >>3837017
They should do the sonora split and put rifles in Big Guns and eliminate Energy Weapons skill. Energy weapons themselves should have Science requirements for handling just like how different firearms have Strength requirements.
Anonymous No.3834114
>>3834054
>Tim Cain, said in his videos
Lmao, this fag your guy?
https://m.youtube.com/watch?v=ny3jMBT_2mU
He's literally defending gay bear sex
Anonymous No.3834136
>>3834054
You’re doing the thing where you project onto me, including projecting your projection onto me. I ain’t reading all that shit and this is your last (you)
Anonymous No.3834141
>no counter argument, just "no u" and angry eyebrows face
Concession accepted, good riddance.
Anonymous No.3834145 >>3834150
>>3833133 (OP)
>Let Outdoorsman scale past 100%.
Outdoorsman should also present the player with options on how to approach encounters.
A strange fact to swallow is that if you're a melee character you're actually better off bombing your perception and outdoorsman skills so you start random encounters as close as possible to the enemy. ie. it's actually better to be worse. You can't even roleplay a spear hunting tribal with that.
Anonymous No.3834150 >>3837029
>>3834145
>Outdoorsman should also present the player with options on how to approach encounters.
I would not lock that just behind Outdoorsman. Perception should also let you start further away if you want to. Or maybe
>Outdoorsman lets you choose your position on the map up to a certain distance from the enemy, if you won the encounter roll and chose to engage the enemy
>you can use Sneak to start even closer
>Perception is used against Sneak to determine how much closer you can start the encounter

And if you don't win the Outdoorsman roll, your enemy's Sneak is used to determine how close they start to you, against your Perception. The base placement range if no one wants to be close is anywhere within sight on the encounter map.
Anonymous No.3834214
I just want romances and better lays than the literal whores and sluts from Modoc and New Reno.
Anonymous No.3834226 >>3834227
>>3833133 (OP)
I want the devs to play Jagged Alliance 2 so they can see an acceptable speed for enemy turns in a turn-based combat game. As much as I enjoy Fallout, the actual speed of the game is slower than an uphill brick for no reason.
Anonymous No.3834227 >>3834231
>>3834226
I just use Cheat Engine's speedhack to put it at 3.0x speed, helps with the real time walking portion too. Although I have never figured out why you are sometimes not allowed to walk on some empty tiles if you're far away
Anonymous No.3834231
>>3834227
Probably pathfinding limits.
Anonymous No.3834314 >>3834331 >>3834376 >>3834392
>>3833284
There's loads of combat and the combat isn't good. Basically the same problem that almost every CRPG has on replays. You forgave it when you first played it because Fallout actually had some of the best combat in the genre, and the gory death animations were really cool. But in the enlightened year of 2025 we have been spoiled by CRPGs which actually have sort of tolerable combat (and even two which have *good* combat!), so it's no longer kosher when Fallout makes me sit through 1000 repetitions of aiming for the eyes and hoping I get a good roll. Everything else about Fallout can hold up and still be great (and most of Fallout does hold up) but it is dragged down by the amount of bad combat you have to do.
Anonymous No.3834331
>>3834314
Good combat, bad encounter and enemy design
Most of the combat in the games is against very basic enemies in open areas where you just use the same tactics. Combat is good in the rare event you get interested encounters, like the magic super mutant that summons ads or that gang hideout you for vault city
Anonymous No.3834376
>>3834314
>smy skills and character build as a direct effect on how competent said character is in all aspects of gameplay including combat
That’s objectively good rpg design. The objective regression into soulslike and character action games with rpg lite elements is not and will never be a good thing.
Anonymous No.3834392
>>3834314
None of the newer crpgs have gore and animations, so they all feel much less fun.
Anonymous No.3834397 >>3834400 >>3834404
I want not only gore but also KILLING KIDS! KILLING KIDS is very important! When was the last RPG where we could KILL KIDS?
Anonymous No.3834398 >>3834450 >>3834777
>>3833536
You're a retard.

The first game had a ton of pop-culture references, as well. The fucking Leather Jacket makes you look like the Road Warrior, to give a very early example. Plus it's funny you're complaining about ghosts and talking animals when the first game had literal psychics, so the paranormal was already canon.
Anonymous No.3834400 >>3834401 >>3834781
>>3834397
Baldur's Gate III
Pillars of Eternity II
Pillars of Eternity
Anonymous No.3834401 >>3834406 >>3834406 >>3834406
>>3834400
>Baldur's Gate III
I don't remember that. I am pretty sure all the little kids ran away when combat started in the hell immigrant/refugee center.
>Pillars of Eternity II
I doubt that because
>Pillars of Eternity
there literally were no fucking kids, that was the point of the plot.
Anonymous No.3834404
>>3834397
Unironically only Undertale.
Anonymous No.3834406 >>3834415
>>3834401
>I don't remember that.
Goblin children, for once.

>>3834401
>I doubt that because
Because you're a moron. The curse only encompassed Dyrwood, not any regions outside, which was already a hint as to what was causing it. There are several instances in-game where you can kill children.

>>3834401
>there literally were no fucking kids, that was the point of the plot.
Once again you're an idiot who haven't played. It wasn't the case that children weren't born, it's that most of them were soulless vegetables. And yes, you can sacrifice an actual, healthy infant to Skaen.

Also...
https://pillarsofeternity.fandom.com/wiki/Wicht

All of those are children.
Anonymous No.3834415 >>3835428
>>3834406
>Goblin children, for once.
So you can only kill monsters no one sympathizes with and you're legally allowed to kill in the universe. No different from killing young wolf pups from dozens of other RPGs.
>Because you're a moron. The curse only encompassed Dyrwood
I know that, I assumed that the curse existed because Obsidian wanted a narrative excuse to avoid having killable kids. It's nice if you can kill kids in PoE2, too bad the game is shit so I won't play it. In retrospect I guess Obsidian were fishing for controversy with PoE2, knowing it had little chances to be popular. Killing kids is nowhere near as bad as having nudity (non-diverse edition).
>Once again you're an idiot who haven't played.
My dear Indian friend, I said that there were no fucking kids because there were no fucking kids in the game.
>https://pillarsofeternity.fandom.com/wiki/Wicht
You cannot even read your own lore.
>these differences began to manifest in physical changes of an entirely different kind from their maturing peers - the children began to turn into wichts.
Adolescents are not kids.
Anonymous No.3834450 >>3834452
>>3834398
It's not the references themselves retard, it's the TONE. Having a spoopy ghost quest undermines the tone of The Den being a drug-filled shithole town. Having a talking molerat under the power plant who wants to take over the world undermines the otherwise grounded tone of Gecko. It's the same thematic inconsistency that people skewer the Bethesda Fallouts for, but it's okay in FO2 because "muh childhood memories :^)"
Anonymous No.3834452
>>3834450
>it's okay in FO2 because "muh childhood memories :^)
It’s not okay
>t. recently replayed muh childhood memories
Anonymous No.3834454 >>3834460 >>3834605
Fallout 1 had psychics and telepathics and FO2 uses talking creatures as a major discovery (Death Claws) so the presence of talking critters before that are just a lead in.
Anonymous No.3834460
>>3834454
wasn't directly stated the talking deathclaws were enclave experiments>
Anonymous No.3834492
Sex with female companions
Anonymous No.3834605
>>3834454
The psychic stuff is fine. The talking creatures are cringeworthy and stupid.
Anonymous No.3834777
>>3834398
You're a retard. If Fallout 1 has a ton of pop culture references then FO2 has 5 Americans-worth of pop culture references that start in Klamath and don't end until even post game.
Anonymous No.3834781 >>3834855 >>3834855 >>3834855
>>3834400
>Baldur's Gate III
Nope, you can't kill kids. Stop lying, larian cunt.
Anonymous No.3834855
>>3834781
Yes you can, as I said you can kill goblin children. I win, you losted.
>>3834781
>Stop lyin
I am not lying, you are.
>>3834781
>larian cunt.
Don't call me the c-word, or else.
Anonymous No.3835306 >>3838749
They should add the characters from the TV show to the remake, that would be epic
Anonymous No.3835387 >>3836382
Not sure what anons are arguing about. Fallout 1 has pop culture references, but they're mostly in the background (like the leather jacket). There are the few special encounters, those are usually what I think about when people say they hate the pop culture references. Those are more in your face and like easter eggs.
Fallout 2 went the extra mile with its references, drawing no distinction between something that is just a harmless outfit reference to including wacky things like the ghost in the den. It's not longer just the special encounters that include that wackiness, it's the whole game. People need to be more specific when they're arguing about this, because pop culture references by themselves aren't bad, but it is when it derails the spirit of the game and turns it into a joke.
This is why I like Fallout 1 so much more than Fallout 2, even though I like playing Fallout 2 more often because there's so much more "fun" content. The story, the tone, the helplessness of the setting, everything in Fallout 1 is mostly perfect... it's just short.
Reminds me a lot of Diablo 1, as well, which is very dark and gritty, and has that cool gothic architecture, and that uneasy sense of forboding as you're exploring dungeons you can't really see shit in, so every corner could have a threat. In Diablo 2, the art style took a much different direction, it's brighter, more colorful, and the world is more open, and honestly, it loses the creepiness that made Diablo 1 so good.
Anonymous No.3835428 >>3835454
>>3834415
>Adolescents are not kids.
This is the dumbest shit I've seen since I saw a redditor claim that a 13 year old was a "pre-teen".
Anonymous No.3835454 >>3835455 >>3835912 >>3836250
>>3835428
>Adolescents are not considered kids; they are in a transitional stage between childhood and adulthood, typically aged 10 to 19. This period involves significant physical, psychological, and social changes as they develop their identities and independence.

Cleveland Clinic (Nonprofit multispecialty academic medical center based in Cleveland, Ohio, United States).

Should I drive down there and show them your post so they can laugh at you?
Anonymous No.3835455 >>3836250
>>3835454
"Kid" isn't a clinical definition.
Anonymous No.3835912
>>3835454
There's no difference between raping adolescents and raping kids
t. quintessential Brit & chicken Tikka Masala cooking expert
Anonymous No.3836023 >>3836204
>>3833133 (OP)
The thing I'm looking forward the most is for people to finally realize that this era of Fallout is overrated and carried by losers online who make it their personality
Anonymous No.3836182
>>3833133 (OP)
It would be a remake in a modern engine and would be as dumbed down as Fallout 76.

Why do you expect BGS retards like Todd and Emil to somehow make the originals more complicated? When all they've done is retardify the Fallout series?
Anonymous No.3836204
>>3836023
I once saw a guy at work wearing a vault boy tshirt and I told him I liked the first two games and he said “me too, I loved 3 and new Vegas”
Anonymous No.3836221
We need an option to choose trans as our genders
Anonymous No.3836250 >>3836347
>>3835454
I am pretty sure this >>3835455 is the same schizo who doesn't know the difference between energy weapons (weapons that kill with laser fire, plasma fire or fire fire, such as laser pistols, plasma rifles or flamers) and guns (weapons that kill with projectiles propelled by kinetic energy generated in the chamber from a gunpowder reaction). He's only here to vent his mental illnesses, ignore him.
Anonymous No.3836347
>>3836250
>fire fire
Opinion discarded.
Anonymous No.3836382 >>3836385 >>3836451
>>3835387
The thing is that it's just annoying to constantly hear that Fallout 2 is a bad game for having a joke here and there. I understand having a preference but hearing "pop culture reddit" spewed over and over out of anons mouths is tiring, it feels like I'm talking to nothing but 13 year olds. It's a point that gets way overblown in my opinion. The game is also 4x the size of Fallout 1, so a location having 5 jokes in it instead of 1 is fine since the location itself also has like 8 quest to do instead of 3. Stuff like the Den ghost or the Brain you actively have to go out of your way to even find in F2, the sameway you would have to go out of your way to find Doc Morbid in Junktown.

The world building inconsistencies I can understand more but Fallout 1 isn't devoid of things you need to suspend your disbelief for either. With F2, you can chalk up a lot of it to the chosen one having a tribal background, they're by default going to be a more superstitious people. All the bizzare content in Fallout 2 is either played as a joke or something superstitious. The one thing that isn't is the intelligent deathclaws which I think is a seperate debate since its not played for laughs or meant to be shaman voodoo mysticism. I can understand why that would bother some people but for me its easy to just say its FEV shenanigans. All in all, if they ever did remaster Fallout 1 and 2 a wild wasteland trait or option would be very welcomed by everyone I think.
Anonymous No.3836385
>>3836382
>I understand having a preference but hearing "pop culture reddit" spewed over and over out of anons mouths is tiring, it feels like I'm talking to nothing but 13 year olds.
You are. It’s an immediate tell that someone doesn’t remember the old internet when they say that something they dislike from the 90s is “reddit”.
Anonymous No.3836451 >>3836614
>>3836382
It's been so long since I've tried to find The Brain in Gecko that I genuinely forgot how to find his hideout.
Silly goofy talking animal shit aside, The Brain and the Renewal Cult are examples of content that's in the game that serves no purpose and all the effort put into them would have been better off put anywhere else.
Anonymous No.3836460 >>3836461
now we can agree that Fallout 3 is mistreated by the old fans, it was just copying Fallout 2's writing!
Anonymous No.3836461 >>3836614
>>3836460
3's writing is still worse than 2's
Anonymous No.3836607 >>3837170 >>3837290
>>3833133 (OP)
For starters a Remake.
It would have a real time combat element that is the default, but you could choose classic turn-based style too. It would be fully 3D and is zoomed out isometric by default but can be zoomed all the way in to over the shoulder. I would also add co-op that is drop in drop out, allowing the game to be played like a an old school cooperative dungeon crawler/twin stick shooter akin to Smash TV.

I would heavily expand on the towns of the game adding new characters new quests branching dialogue that impacts the overarching story. There would also be randomized events that Tim Cain has brought up, a much more interactive and reactive wasteland, where if you take out a bandit camp that causes more factions to grow in influence, think the Nemesis System from Shadows of Mordor but for factions in lieu of individual characters.

There simply has to be a non-lethal approach to the entire game, and an achievement for pulling it off. The original was way too reliant on Agility stat and shooting, so there needs to be more checks for Intelligence and Charisma.
Anonymous No.3836614 >>3836621 >>3836638
>>3836451
Yeah I can agree with that. Instead of spending dev time on that they could have made San Fran less rushed feeling instead. The biggest issues of F2 is that they had to shove in a game that was 4x as big as Fallout 1 in less than a year. In someways I think it was a fair trade though as my issue with F1 can be how barren that game can feel. My highlights are mostly doing the Mariposa base raid, the Church, and vibing with the BoS for a bit. Otherwise Fallout 1 kinda lacks much to do. As silly as stuff like being a porn star or boxing in F2 might be, it's also fun to have those side detours to add personality to the character your RPing as. My Chosen Ones feel alot more distinct from one another than my Vault Dwellers do.
>>3836461
In someways. Fallout 3 did have somewhat more of a consistent tone at least. But unlike Fallout 2 where I can tell that the devs are just ribbing me, Fallout 3 has this weird feeling where I can't tell if something is meant to be taken seriously as part of the world or not. Something like The Brain in F2 is so stupid that its easy to divorce it from any canonicity. Mothership Zeta not so much. There's good ideas in Fallout 3. I think the BoS ideological split is a good idea on paper. I guess I just wish the Lyons had something a tad more beyond being goody two shoes. Fallout 2 might have been too jokey I guess but it also had its dark moments too. It wasn't afraid to tell you that Myron was testing jet on enslaved tribals that would die from its effects. Fallout 3 never felt that raw to me like F1 and F2 do.
Anonymous No.3836621 >>3836634
>>3836614
>Fallout 3 did have somewhat more of a consistent tone at least.
not just that but the theme being relevant all game long and a cohesive story easily elevates it above the first two games.
Anonymous No.3836634 >>3836649
>>3836621
Eh, I'm not sure if cohesive is really applicable to Fallout 3. Fallout 1s main quest is the highlight of that game because of how it naturally flows. The themes of isolation vs entering a dangerous world are all at play. From V13 to Shady Sands to the BoS and the Mutants all ending with the standoff against the Master. It all flows nicely. Fallout 3 on the otherhand felt disjointed when you had to go throw a weird VR simulation with the loli roleplaying doctor or Little Lamplight as a whole. Fallout 2 is also disjointed but as least I felt like it wouldn't box you into the main quest objectives like F3 does. The moment you get out of Arroyo you could dick around in New Reno if one wanted to until you're ready to square off against The Enclave Little Lamplight being mandatory to progress really hurts my replaying of Fallout 3, at least if I'm going for the main quest. It's far more fun to just ignore it to the best of my ability, Liam Neeson can wait.
Anonymous No.3836638 >>3836651 >>3836654
>>3836614
The main problem with Fallout 3's writing is that it's both
>stupid
>boring
The main plot is comically retarded when you examine it, but it's carried out by blank cardboard cutout characters with nonsensical personalities and nonsensical motives doing nonsensical things. While also having each line of dialogue of the main quest and every other character in the game be utterly devoid of personality or substance.

It's boilerplate writing done by someone who cannot write and does not want to write.

Fallout 2 just has tonal issues, but the writing is competent, characters are memorable, there's actual intrigue and things of substance. It's good writing done by a bunch of decently passionate guys but lacks oversight and someone slapping their hands every so often to say "don't put that in the game".
Anonymous No.3836649 >>3836654
>>3836634
>Fallout 1s main quest is the highlight of that game because of how it naturally flows.
Fallout 1 has two quests that start after the other, cohesive would be the wrong word for that game entirely
Anonymous No.3836651 >>3836658
>>3836638
The main plot is interesting and engaging. Mom and dad fell in love while working to bring fresh water to the wasteland. She died in childbirth and dad retired to a vault to raise son. You have a good childhood growing up in the vault being raised with bible verses, mom's favorite. When son is old enough dad pursues his dream again to salvage the wasteland. Son follows in his footsteps and Enclave get involved. Father like son sacrifice themselves to achieve the dream, just as mom's biblical verse had ordained. It's powerful and moving. Detractors of the game are legitimately retarded. They say shit like why can't you send the super mutant in to fulfill your destiny. Why does the game end there originally much like how the original games have endings, just want to dick around in the game world still.
Anonymous No.3836654 >>3836661 >>3836710
>>3836638
Yeah I think Fallout 3s lack of character is a detriment. In someways it can be a strength, I love crawling through the metro tunnels in Fallout 3 or going through the ruins of D.C. because I can just obsorb the atmosphere. But Fallout 3 doesn't really have any strong charcters to latch onto. Fawkes ain't no Marcus or Lou. And he's one of the more memorable ones. Even NPCs without talking heads in F2 like Bishop or Metzger I tend to remember more than some of the voiced charcters in F3. Weirdly I think the most compelling character in Fallout 3 is Autumn. Adding some more depth to The Enclave was a decent choice imo. I might even go as far to say that The Enclave are better in F3 and in F2, at least if you ignore characters like Dornan and the like.
>>3836649
I mean, if you look at it from purely the checklist that needs to be filled, but something like Mariposa is such a central point to the plot that opting to skip it feels like some metagaming weirdness. Going from V13 to the water chip in Necropolis to the Muties feels far more cohesive than the chosen one remembering he has a village to save after banging jet whores or the lone wanderer looking for daddy. There is a theme at play that holds beyond macguffin hunt and that's the risk of letting the wasteland change you.
Anonymous No.3836658 >>3836711
>>3836651
>The main plot is interesting and engaging
nah. it rides on appeal to emotion to make knuckledraggers care and not think about more than surface level shit.

IF the writing was good, I wouldn't be need to be FORCED to care because I'm related to James. I'd naturally care about James and Project Purity.
What's worse is that the PC isn't really even a character in the story. Everything you do is just shoring up dad's suicidal nonsense bullshit scheme. He kills himself in his water purifier so you can eventually kill yourself in his water purifier. Bethesda didn't want the player to have agency.
Anonymous No.3836661
>>3836654
>Weirdly I think the most compelling character in Fallout 3 is Autumn. Adding some more depth to The Enclave was a decent choice imo.
the problem with this is that all the things people like about Autumn stems from how underwritten he actually is.
We're given a few breadcrumbs of him /maybe/ trying to build a more benevolent Enclave and we imagine all these cool scenarios and ideas that writing doesn't actually support. His actions in PP are the opposite of what his alleged beliefs are. Killing Janice, having the Enclave chase you around and having him kill you if you help him are totally contrary to this last second image of him Bethesda tried to build by painting him as more reasonable and benevolent than Eden.
He's just as much of a mess as the rest of the game's characters. Bethesda doesn't care, and the fact that he just vanishes if you let him live is a testament to that.
Anonymous No.3836710
>>3836654
This is one side character in the game.
>https://fallout.fandom.com/wiki/Manya.txt
you get her background, you get lore of the town, you get remarks about other villagers. It's so disingenuous to say Fallout 3 lacks characters.
>I mean, if you look at it from purely the checklist that needs to be filled
You projecting? because why would you be looking at the game like a checklist
Anonymous No.3836711 >>3836715
>>3836658
>the plot is emotional
>which is le bad
This is what a checklist tard looks like ^
Anonymous No.3836715
>>3836711
the plot is bad because it only utilizes cheap emotion and doesn't do anything else
Anonymous No.3836767
>>3833133 (OP)
Just good resolution scaling. I hate messing around in 3 different ini files trying to find something that looks good at 1440p without stretching
Anonymous No.3836874 >>3836993
Fallout 2's writing was so bad that Tim Cain, Boyarsky, and the third guy all left and made Troika
Anonymous No.3836993
>>3836874
If Tim Cain had his way, there would be a party with balloons and cake when you beat the bad guys in Fallout
Anonymous No.3837017
>>3834086
While I like the idea of hillbillys getting -% to hit I think science should be used to gate crafting of energy weapons an other high tech stuff, after all it's still a pistol, which still makes hurt on one end and is easily gripper by the other.

I could be sold on a perk that requires tremendous science skill level and adds bonus damage to all energy weapons, with the description stating that you actually understand how they work and can tune them for better performance.
Anonymous No.3837029
>>3834150
The whole random encounter should be expanded upon
>Walk the map
>Game rolls for outdoorman
>Each tick or a map square rolls for good encounter which is free loot basically and a bad encounter which is combat, so better loot if you can manage
>Roll good encounter, game shows something quick like, you've stumbled upon stash - get X stimpacks, meat, bullets or whatever. This may be also done with introducing more special encounters and making them less wack, kind of how sonora did it
>Roll bad encounter, game presents you a range of how close or far you can spawn, which depends on your survival skill, more skill = wider range

Alternative approach
>Roll combat encounter
>game asks what you do
>Speech to skip (works only on sentient creatures)
>stealth to skip (VS creature perception)
>Outdoorsman to skip (basicallly go around them and hope they dont reposition)
Maybe that's enough.
Anonymous No.3837039 >>3837041 >>3837119
>>3833353
>Add a wild wasteland trait or option to Fallout 2 so that I can stop hearing about anons complaining about jokes.
You'll have to remove big parts of Gecko and San-Francisco.
Honestly, any attempt at "fixing" that part of Fallout 2 just makes it less complete experience. It is what it is, it is rooted heavily in the late 90s trashy geek subculture, leave it alone.
>cutting room floor content
In both classic Fallouts it was either cut too early to be really called content, or just not really good content (which is the reason why it was cut in the first place).
Anonymous No.3837041
>>3837039
>It is what it is, it is rooted heavily in the late 90s trashy geek subculture, leave it alone.
Zoomers don’t know that nerds were just like that. Yelling Monty Python references at each other and shit. Pretty sure there’s more than one Monty Python reference in the first two fallouts, even.
Anonymous No.3837093
Gay romances to pay homage to Tim
Anonymous No.3837119 >>3837123 >>3837622
>>3837039
Gecko would only really need the brain removed. And maybe Tragic? But if Mentats are a thing then you could probably keep the card game. San Fran would be the hardest area to correct and might simply be too late. Hubologists are now a thing in the modern canon so can't really axe them. The most they could do is remove low wang jokes. Wild wasteland would mainly be for trimming down the special encounters and some of the bizzare side stuff like the den ghost and the brain. Talking deathclaws are too integrated into the plot of Fallout 2 to be axed. Wild wasteland wouldn't be for rewritting the entire game. Just hiding the really weird side content that has little impact.
Anonymous No.3837123 >>3837129
>>3837119
>modern canon
Well here’s your problem anon
Anonymous No.3837129 >>3837623
>>3837123
If a remaster did come out it would still be under the belt of Bethesda. They wouldn't want material that they use to suddenly just disappear.
Anonymous No.3837143
>have the latest patches from GOG's installation installed, no retarded restoration mods or anything
>get attacked by ghouls randomly for no reason in Gecko, near the edge of the map on the outside, and from random ghoul guards in the power plant
Never happened in the original game when I played it on my CRT monitor
Anonymous No.3837153 >>3837259 >>3837291
I want microsoft to give Tim Cain a budget to make a small spin off in the vain of the classics. I dunno why big studios don't try to do projects like that. It's not like the people it's aimed at will mind it being low-budget. I guess "protecting the brand" is a thing, but those are the same people that greenlit 76.
Anonymous No.3837170
>>3836607
inXile entertainment the developers of Wasteland 2 & 3 would be perfect for making that remake while Virtuos, the devs who made Oblivion remaster work on Fallout 3 remaster. After doing Fallout 1 they could do 2 and then be given free reign to spin up their own original that bridges the gap between the early entries and the later entries.
Anonymous No.3837259
>>3837153
Big publishers look at Tim's work and see commercial failure after commercial failure, and a couple of mild successes that barely made enough money (this includes Fallout). His best selling game in Troika was ToEE and in Obsidian... Outer Worlds...
Anonymous No.3837286 >>3837288 >>3837292 >>3837624 >>3838849
It's actually quite surprising how shit the mods for Fallout and Fallout 2 are. The greatest mod I've ever seen was the stupid Russian Fallout MMO where you get killed by other players instantly for no reason so you had to hide your items behind walls and hope no one will find them so your next avatar can pick them up.
Anonymous No.3837288
>>3837286
Sonora and Resurrection are on par with, if not better than, the original games
Anonymous No.3837290 >>3837405
>>3836607
I can't make out anything that's happening in that picture.
Anonymous No.3837291
>>3837153
Tim's retired, basically. Crying shame he didn't joint Obsidian.
Anonymous No.3837292
>>3837286
>all those constant suicide bombs at NCR entrance
Anonymous No.3837344
>fo2 had no proper companions because cain is a homofaggo
Anonymous No.3837405
>>3837290
a lightly dressed player is targeting a radscorpion limbs
Anonymous No.3837617
>>3833133 (OP)
The S'lanter. Raccoon people would indeed have a niche in the game considering the shit that came after.
Anonymous No.3837622
>>3837119
>Gecko would only really need the brain removed.
And cut the best ending for it together with several possible endings for VC, including the canon ones? Because what, you don't like some references in a 30 years old game? Why even considering a remaster at that point then, and how it is different from writing trannies into BG (or whatever the Beamdog did) to please the modern audiences?
>And maybe Tragic?
What's wrong with it? Nuka-Cola is an in-universe reference and a parody of Coca-Cola. Should it be removed from the game too in a great crusade against "le reddit"?
>San Fran would be the hardest area to correct
>to correct
Anon, i know where you are coming from, Fallout 2 has some weird and ill-fitting lore details. But nearly all of them were either minor and inconsequential like ghost in Den, stayed in F2 like aliens, or were toned down to fit the setting more like talking deathclaws (i like what Tcatics and F3 did with that legacy, and canonically they are all dead anyway). Point is, they aren't bugs, and remaster of any kind doesn't need to "correct" - big quotes here - those things. Yes, that "correction" may bring the game closer to the rest of the series, but it will inevitably make it lose its own character.
Tl;dr: leve Lo Wang jokes hanging where they are.
Anonymous No.3837623
>>3837129
>They wouldn't want material that they use to suddenly just disappear.
Bethesda doesn't give a fuck about lore inconsistensies. Which is a good thing for the possible remasters because it means they won't bother rewriting them.
Anonymous No.3837624
>>3837286
>stupid Russian Fallout MMO
FOnline isn't really a mod at that point, it is just its own thing using Fallout assets.
Anonymous No.3837625 >>3837626 >>3837728
Any literature similar to Fallout? As in, it's the postapocalyptic far future, where said apocalypse happened in the future, and there are mutants? Metro and Mad Max don't count, the apocalypse is still fresh in some minds.
Anonymous No.3837626 >>3837629 >>3837753 >>3839648
>>3837625
Fallout 1 is basically A Canticle For Leibowitz: The Game.
Anonymous No.3837629 >>3837634
>>3837626
What about A Bogy and His Dog?
Anonymous No.3837634
>>3837629
ABAHD is there, but has vault and miserable life in the desert but that's it. Fallout references ACFL in name itself, cathedral being the major location, BoS, Children of the Cathedral, Followers of the Apocalypse AND the Abbey that ended up cut from F2 being different spins on Order of st. Leibowitz, nuclear tensions were with Asia, etc. It also had mutants and IIRC psychics (well, ABAHD did too). Not to mention overarching "war never changes" theme.
Anonymous No.3837728
>>3837625
A Boy And His Dog by Harlan Ellison was a major influence. There’s a classic movie too but it made the author mad. The last line, lol…
Anonymous No.3837753 >>3837880 >>3838745
>>3837626
Fallout 1 story generally follows the narrative of Wasteland 1. Mutants are robots, Master are Cochise AI, the church of Unity are somewhat similiar to Servants of the Mushroom Cloud, although the latter doesn't worship the AI, not directly anyways. Even the ending is pretty much the same.
Anonymous No.3837880 >>3837911 >>3837951
>>3837753
I said books. Plus Fallout was supposed to be Wasteland before Brygo-sorry, Fargo lost the rights.
Anonymous No.3837911 >>3837951
>>3837880
I don't get the joke, what's a Brygo
Anonymous No.3837928 >>3837929
Am I the only girl itt who doesn't like any of the games except New Vegas? The story in the first two games is so primitive.
Anonymous No.3837929 >>3837942
>>3837928
>baiting this hard
Anonymous No.3837942
>>3837929
Calling out bait for being bait still means you took the bait and gave the baiter the attention they want. Best thing to do is ignore them, mate.
Anonymous No.3837951 >>3838558
>>3837880
>>3837911
Bryan Fargo was referenced in both games
Anonymous No.3838558 >>3838564
>>3837951
Fargo was Satan according to Tim Cain's memoirs
Anonymous No.3838564
>>3838558
Fargo probably just said something rude about gays
Anonymous No.3838745 >>3838877
>>3837753
Not only those. The BoS is almost 1:1 with the Guardians of the Old Order. Xenophobes in power armor and a quasi-relkgious cult attitude towards technology hoarding. The Guardian Citadel is just Lost Hills bunker.
Anonymous No.3838749
>>3835306
They should move Shady Sands down so it's right next to the Boneyard and you don't visit it until the endgame, but change absolutely nothing else about it so Aradesh tells you to go save Tandi from the Khans and they're on the opposite end of the map north of Junktown.
Anonymous No.3838849 >>3839650
>>3837286
Ashes of Phoenix is basically crack
Anonymous No.3838877
>>3838745
Oh, I completely forgot of those chainsaw-wielding hooded fucks. I guess I rushed the game too much at that point as the end was near. I remember dudes with the Visa sign made me kek though.
Anonymous No.3839504 >>3839596 >>3839649
Speaking of Wasteland, I remember being super hype when Wasteland 2 came out thinking it's the new "Fallout sequel but good". I only replayed the first act (or something like that, the first choice between two missions and a bit after that) maybe 5 times to see that there are basically no real consequences for your actions and uninstalled.
Anonymous No.3839596 >>3839649
>>3839504
Wasteland 2 was mediocre
Wasteland 3 was awful
Anonymous No.3839648
>>3837626
Niga your take is shit
Anonymous No.3839649
>>3839504
>>3839596
Is this now Wasteland 1 thread? I'm all for it, y'know. Let's make /vrpg/ based for once.
Anonymous No.3839650
>>3838849
I haven't played FOnline since ~2009 or something with a gang from /v/ but yeah, it was basically crack. I don't think anything can capture that magic again.
WallchickenNotrelated No.3839773
Hmm.
Having played both, as they came out... and Tactics.

I'd want for the devs of a big remastered TO HAVE ACTUALLY PLAYED THE FUCKING GAME.

I WANT them to have tried being a drugged up lunatic who beats Marcus to death after stealing jet from a junkie. I WANT them to have watched Sulik beat 5 Raiders to death with spiked knuckles while you take potshots with a 9mm. I want them to have reverse pick pocketed an activated block of c4 into an NPCs pants.

Last thing we need is another soulless remaster vomited forth by bug people who don't play vidya.
Anonymous No.3840410
I just want the inevitable remake to have cheevos n simple resolution mods that just work.