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Fallout 4: Changing the Shooting Mechanics

Sounds good to me. If your stats just make it easier for you to hit your target then fair enough, but you shouldn't be punished for having good aim.
 
ME1 for me was the best of the three for that reason.

This news sucks for me. I'd be happy if this was an options toggle instead so I could keep my lovely numbers crunching in the background.

Yep, I completely agree. I thought Mass Effect 2 was such a step down from the first game due to the removal of all the things that made it an RPG. The streamlined (read: watered down) inventory system, less dependence upon character and weapon stats and overall feel of the game was heavily weighed toward being a straight up shooter.

As for Fallout 4, it's hard to say for certain, but Bethesda being a business, they are clearly going to shoot for lowest common denominator here. Making the decision to change, nip and tuck a few things here or there like this in the quest for a few more sales is hardly surprising. That being said, I've actually liked what we have seen so far. Worst case scenario: I will only attack using VATS.
 
I hope they're not trying to shoehorn players into using primarily guns. I always play through these sort of games several times and try to make a purely diplomatic character, a melee one, and a hand-to-hand brawler. But this change concerns me less than what was shown with the power-armor and Gatling gun action at E3.

Sounds good to me. If your stats just make it easier for you to hit your target then fair enough, but you shouldn't be punished for having good aim.

As a long time role-player (as in tabletop and old-school computer), I disagree. Stats are what dictate everything, not player twitch-skill. But I understand that's not practical for most people.
 
A cut-off point for actual successful hits for lower level seems like a good idea to me.

For instance, if you're basically face-to-face and using melee or a handgun, I think you should have a pretty much guaranteed hit rate, with damage for melee being somewhat based on your skill-level (in RPG terms, not player terms). For longer distances, your point allocation in that particular skill (be it a thrown weapon or firearm) determines your successful hit rate. I kind of think unsuccessful attempts should award some experience, though, since you learn how to use an item when you mess up as well as when you succeed.
 
Thank fucking god....this wa my biggest complaint with Fallout 3, shooting felt horrible. Hoping to see as drastic a change as Bioshock to Bioshock Infinite in terms of gun play. (I did not like that BioInf dropped most of the trap mechanics from B1, but the overall shooting felt much much better)
 
People acting like this game is going to be a twitch shooter. Anyone with any FPS experience is going to have no problem lining up shots. I hope the game isn't too easy now.
 
I dunno, one of my favourite experiences was the mods that actually make the combat act like a real FPS. I'm kind of okay with this.
 
Well if you read what you posted you will know you can't :/

And why are people mad about this? You can still use VATS. You don't have to try and compensate.



How is it casualized? If anything it adds another layer of depth. The fuck are with these replies.
i am not mad. I just hope there is a feeling of progression in the gunplay. Allowing for mechanics that force a poor shots is a great option for creating characters. It also really makes the SPECIAL more special. It makes the gun stats matter.
 
I like this approach better than clearly hitting a target and "missing" or doing no damage because reasons.

One of the reasons I mostly used VATS was that neither the number crunching nor the shooting felt right when playing it as a shooter.

Unless it's much improved, I'll probably still make use of VATS as much as possible.
 
Watch them only add a better crosshair. New vegas was fine in terms of balancing both. I mean. I can one shot a deathclaw with a sniper rifle across the map with 100% crit and I was aiming exactly on his head. Vats wasn't always the superior option. The biggest problem with 3 and NV is that the AI have unpredictable/ fast movement so you can't realistically have good cross hair placement unless they are running straight at you. I'm all for better gunplay.
 
Because that's how stats work in old RPGs (which early Fallouts were part of). You can't compensate a character's low-stats with the player's skill.

Im talking about aim. You aim what seems to be the perfect head shot or torso shot and you miss. Like I said...try using guns with low stats wether it is hip firing or scoping...you arent gonna have a good time.
 
This is probably just the tip of the iceberg with the casualization in this game. The game world will probably no sense just like FO3. Let's put a city inside an old stadium just because it's cool and "forget" to answer the question "what do they eat?"
 
Sounds fine. Hit rolls in morrowind were fucking awful, probably the biggest thing I dread when I think about going back to it. And it doesn't sound like they're losing the stat based stuff entirely either, just limiting how awful your manual aiming is
 
Uh. Didn't read his quote right the first time around so thought they were just looking to improve the mechanics whilst keeping the stats. If they remove the focus on stats (and lets be honest about what it will become - a health stat increase with levels) then I don't think this is a good thing at all.
 
ME1 for me was the best of the three for that reason.

This news sucks for me. I'd be happy if this was an options toggle instead so I could keep my lovely numbers crunching in the background.

PC (and later Xbox One and maybe PS4) mods to the rescue!

It's gonna be one of the first mods out of the gate, maybe we could even be able to tweak it with console commands.
 
aaa developer on aaa series announces it's streamlining mechanics for the mass market

Shocking twist. Especially coming from bethesda of all people, I mean skyrim was just so muc more involved mechanically than morrowind that I cant /believe/ the same developers would do something like this in another series they work on :O!
 
Please don't say Toon.

That's all.

Gotta agree that stats should still matter more than aiming skills in FO4.
 
It concerns me that they are making the game more action than RPG. I don't want to be able to shoot across the map with precision if my Toon is not capable, regardless of how well I use a mouse.
If you’re good at aiming, says Howard, you can compensate somewhat for lower stats. But not entirely

Sounds like it's still very stat-driven. And it's Bethesda, so of course it will be. They aren't action game designers. They make RPG's.

Roll on the overreactions, though!

EDIT: Yup, just about everybody is overreacting massively, as always.
 
If you’re good at aiming, says Howard, you can compensate somewhat for lower stats. But not entirely

Sounds like it's still very stat-driven. And it's Bethesda, so of course it will be. They aren't action game designers. They make RPG's.

Roll on the overreactions, though!

EDIT: Yup, just about everybody is overreacting massively, as always.

I like how very very careful he was with that statement and people basically interpreting it as "we're removing stats from aiming entirely".
Classic
 
If you’re good at aiming, says Howard, you can compensate somewhat for lower stats. But not entirely

Sounds like it's still very stat-driven. And it's Bethesda, so of course it will be. They aren't action game designers. They make RPG's.

Roll on the overreactions, though!

EDIT: Yup, just about everybody is overreacting massively, as always.
It's not overreaction when we have a direct comparison to how the game's RPG mechanics should work compared to how they will work.


Fallout: New Vegas
 
Thing is, games like Battlefield have stat-based performance, too, but centered on the guns. They do it so it feeds in naturally with how a gun should work, like having high-recoil weapons, different firing speeds, or low bullet drop.

Stats will always have a place in shooters because you need ways to differentiate the guns, but it's the RNG aspect of stats that gets annoying.

It lessens the importance of your stats. I don't care how much Howard claims that their games are RPGs first. The evidence is to the contrary. They want to make action-adventure games now, not RPGs

Role-playing is what's important, not roll-playing. That can become an interesting question when role-playing something like an engineer, for example, I'll admit. But there are better ways to handle this than RNG, such as simply making guns harder to handle.

To be clear, I'm not anti-stat-based performance. I think FO3 and NV should have been 100% VATS combat. I'm anti-hybrid.
 
Role-playing is what's important, not roll-playing.

Aw snap.

I still think they could have two different combat modes to ensure that they're appealing to fans who want a more traditional RPG combat system. The "RPG mode" shouldn't just be an "easy mode", mind you, and should have difficulty options akin to the "FPS mode".
 
If the changes are too drastic to fit my more niche desires then hopefully the modding community can fix it like they've done for other Bethesda games.
 
What bothers me about this sort of thing is that RPGs are among the few games that acknowledge that simply pointing a gun at something doesn't mean 100% accuracy at any distance. I like the idea that only when you're roleplaying as a trained marksman can you do that.

Maybe you shouldn't miss the first shot with a passably decent gun from a yard away, but beyond that I don't mind RPG stats kicking in for accuracy. Either that or put in a recoil system/bullet drop system, and maybe change the HUD if you level up to show you where to actually aim to hit shots?

There's something boring about every game with Guns being a perfect point and click experience.

EXACTLY.
There's a medium ground between 'I can't hit anything from any distance' to 'I can shoot everything from any distance.' Familiarity with weapons, as well as experience in combat, should be reflected using in-game mechanics; leveling in skills is as good an abstraction as any, but I don't think it should be the sole determining factor.
A system that allows for a much easier hit attempt based on distance and sustained fire is, I think, a better system than one that eliminates both the roll attempt, as well as making you completely ineffectual at close distance.
 
you can really tell who's never touched a rebalance mod up in here

When I play Fallout 3 I usually first install rh_ironsights, and then Fallout Wanderer's Edition and jack up the effect stats have on my shooting. Considering that I usually opt for low 'gun' skill in Fallout 3, do you know what that means?

That means that for the first twenty hours, my gun sways over a good third of the screen space whenever I try and shoot.

That's gunsway that's meaningfully affected by my stats. Shit's HARD. Way harder, way more reliant on stats than the standards of vanilla Fallout that some of y'all are disappointed that FO4 might not reach...

but
you know what?
I can still hit people every now and then.

thanks to my aim. I can physically compensate for my gun sway and shoot central mass from certain ranges depending on the gun to compensate for the RPG roll aspect in bullet trajectory.

these things don't have to be mutually exclusive. think about it. just a little. that's all it takes.

This news doesn't say that the RPG rolls have been entirely removed from the equation when it comes to shooting.
It just suggests that the shooting sucks a bit less at its core and plays more like a proper shooter.

I don't understand how that's supposed to be a bad thing.

As an aside, this topic just further reinforces the fact that FO3 is horrible in comparison to New Vegas.

Actually, even by itself.

As an aside, your post just further reinforces the fact that you're out to derail this thread rather than contribute anything of genuine worth, meaning, or value to it.

Thanks a bunch you jackass
 
I don't see the problem here.

To me , this sounds the same as the new vegas system.

Also if i aim dead center at somebody‘s head and my weapon is well maintained why shouldn't the bullet hit the target ?

weapon skill should improve damage and weapon sway reduction , but i don't like it that my well aimed shot misses because RNG screws me over .

ive had enough of that after Morrowind.
 
Disclaimer : I'm not familiar with this kind of games.

Couldn't they make the stats alter the aiming in a way that is perfectly clear and fair for the player ?
Like in the old deus ex where a low aiming stat resulted in a very large crossair. The higher the stat, the smaller the crossair.
Or like in other games that make your virtual hand shake when using a sniper : the higher the stat, the steadier the hand.
That way, a clean shot is always possible but requires the player's skills to overcome his avatar's stats.
I'm sure this already exist :P
 
Role-playing is what's important, not roll-playing. That can become an interesting question when role-playing something like an engineer, for example, I'll admit. But there are better ways to handle this than RNG, such as simply making guns harder to handle.

To be clear, I'm not anti-stat-based performance. I think FO3 and NV should have been 100% VATS combat. I'm anti-hybrid.
I don't see how the Fallout 3/NV gun system is a RNG. From what I understand it's an equation. Your gunskill is the default percentage. 50 points equals 50% chance of hitting your target. The other parts of the equation are SPECIAL, distance, movement, stance, weapon condition, and ammunition with perk and weapon mod modifiers.

It's not random at all. Unless I'm completely mistaken here.
 
It seems like they are just separating the combat mechanic from the rest of the game, and given it its own focus, sounds like a good idea.
 
As an aside, this topic just further reinforces the fact that FO3 is horrible in comparison to New Vegas.

Actually, even by itself.

Hm, yeah just what another Fallout 4 thread needs. More Fallout 3 vs New Vegas tripe. I long for the day where a thread about Fallout 4 just sticks to Fallout 4.
 
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