Jason Moyer on 10/11/2015 at 21:44
Having just done the intro and explored the first settlement (basically the stuff that was shown in the E3 preview), I have a few general impressions:
- the control scheme is your basic "strong enough for a keyboard, made for a gamepad" nonsense
- the pipboy interface is, as far as I can tell, basically the same as FO3/FNV
- on a near-minimum spec PC (i5 3750, HD 7870 2GB, 8GB RAM) I'm pegging 60FPS vsync'd inside and outside on Medium, which I wasn't expecting
- the new crafting system is fucking nuts; weapons and armor have components which can be swapped out for crafted mods, junk items (for crafting) can be stored in the workbenches themselves and accessed from any workbench, and nearly every prop in the world, at least in this first settlement (I suspect this is limited to settlements with workbenches), is either a craftable item (which can be placed/stored anywhere) or something that can be converted into crafting resources
- for the most part it really doesn't feel any different than Oblivion/FO3/FNV/Skyrim as far as interacting with the world goes, although they've added a nice feature where you don't have to bring up a container menu to see/access things that are in a container, just looking at a container gives you a mouse-wheel selectable list of items
- I'm not a fan of the new conversation system, and I don't really see what it adds to the game
- some people probably won't mind the stripped down attribute/perk system, but I find myself immediately missing the old character building from earlier SPECIAL games - as far as I can tell there are only a handful of derived stats effected by SPECIAL and generally you're going to build your SPECIAL attributes based almost entirely on which perks you want to get
Slasher on 11/11/2015 at 05:34
it's obviously fallout 4.9
Ostriig on 11/11/2015 at 12:28
Ok, who's the artiste who put the conversation controls on the arrow keys? Just a thought, if your intention is to make for a more dynamic dialogue that gets carried in the regular game mode, so that you can walk away or "shoot them in the face" or whatever, maybe you don't bind the controls smack in the middle between WASD and the mouse. Maybe you put them in the vicinity of where your hands usually are in said regular game mode. Like, oh, I don't know... on the function keys? You know, right above the number keys, relatively within instinctive reach... used to act as PipBoy shortcuts in Fallout 3... ring a bell? No?
So I've read that in shelter-building mode you can hold down Shift and use WASD as a replacement for the cursor keys but I haven't had a chance to try it in dialogue, anyone? I'd still rather have the option to bind them to whatever I like, but a modifier mode would do.
Judith on 11/11/2015 at 16:32
Hey, it's 2015, and you still get this jerky camera movement a la TDS while using both directional sticks! Isn't that just great!
Phatose on 11/11/2015 at 16:46
Mixed on this so far. I'm liking the mechanical changes - FO3 and NV did have an issue where your hit max in a combat skill and become a death god, which this might avoid.
The interface is pretty bad if you're not using a gamepad. The conversation wheel controls are aggravating, like Ostriig said. And it's actually annoying that it doesn't pop into a conversation wheel right away if there's a conversation to be had with an NPC. Makes it slow to determine whether it's an NPC you can talk to or not, slows things down needlessly.
Mod system is interesting, though I'm not sure I understand how it works. Is there a way to break junk down into parts that you use, or does it just do it automatically?
Sycamoyr on 11/11/2015 at 16:53
There are some new controls to get used to, everything is in the pip boy... everything... but I'm getting used to it and so far so good!
faetal on 11/11/2015 at 23:55
Quote Posted by Phatose
The interface is pretty bad if you're not using a gamepad. The conversation wheel controls are aggravating, like Ostriig said. And it's actually annoying that it doesn't pop into a conversation wheel right away if there's a conversation to be had with an NPC. Makes it slow to determine whether it's an NPC you can talk to or not, slows things down needlessly.
This sounds like a job for the modding community. I think I'll get this the next time I see it on sale.
Ostriig on 12/11/2015 at 00:40
Quote Posted by Phatose
Mod system is interesting, though I'm not sure I understand how it works. Is there a way to break junk down into parts that you use, or does it just do it automatically?
Junk is automatically broken down, whereas weapons and armour I think you have to manually scrap at their respective workstations first. Not sure whether you have to transfer all materials into the workshop, though or if the crafting interface will source directly from your inventory too.
Jason Moyer on 12/11/2015 at 03:13
It uses what's in your inventory + what's in the workbench.
The settlement stuff would be a ton better if the workbench inventory applied to all of your settlements instead of being just local. It's a pain in the ass constantly running back to Sanctuary to figure out which junk to grab so I can build shit in another area that needs something.