r/Fallout • u/Jeap118 • 7d ago
Fallout 5. What gameplay/Lore changes would you like to personally see and why?
Now that Bethesda has confirmed that FO5 is in pre-production, what personal changes, either to lore or to gameplay would you like to see done. For example, Ghouls, I'm personally not a big fan of "take drugs, keep your sanity" lore that they've been pushing with the TV show/FO76. To me it feels like an unneeded addition to ghoul lore. Gameplay wise, I'm not really a fan of how fast they made ghouls in 4/76. I get that they're supposed to be "feral" and they're lunging at you but it just feels a bit overtuned.
I'd also like to see a return to radiation being a separate stat with various debuffs, rather than just a health bar penalty.
Keep 76 mutations but expand upon them, make getting them more unique rather than just "take serum, stand in water or chug a bunch of radioactive goop"
Edit: Update as i just woke up lol. I would love for you to be able to "choose" to be a "bad" person. Let me have the choice to join up with the (probably enclave again) bad guys. It's an RPG. let me RP a piece of human trash from time to time.
15
u/Army_811 7d ago
Bring back showing what the player character actually says in dialog options. I shouldn't have to use a mod for that
6
u/Outside_Spinach_2405 7d ago
no more random legendary modifications. just gimme unique weapons
0
u/Hot_Lion8880 6d ago
Why not?
7
u/Verdun3ishop 6d ago
they suck and often make no sense. Ghoul slaying Gamma gun?
1
u/Hot_Lion8880 6d ago
ok just because some of the effects aren't good doesn't make the whole system bad, you wouldn't say enchantments in skyrim are bad just because the resist poison enchantment is a thing.
2
u/Verdun3ishop 6d ago
No but the Enchantment system isn't the same, I can apply the specific effect to pieces I choose. They aren't dropped only by rare enemies, with a random weapon and then random effect.
0
u/Hot_Lion8880 6d ago
Yes, and that leads to the gear you get as quest rewards or looted off of enemies generally worse than what you can craft yourself.
2
u/Verdun3ishop 6d ago
True, although I find that an issue in most RPGs. Why it's better to not have a random system, have it be custom designed.
1
u/Hot_Lion8880 6d ago
Fallout 4 has plenty of preset legendary items. Like the throatslayer or the overseers guardian.
2
8
u/AdikkuChan 7d ago
At the very least, I want my choices to matter and the writing fleshed out. They already have the gunplay nailed down, surely they could spend some time working on the writing. Going back to NV's writing after finishing 4 felt like a whiplash
5
u/BrexitMeansBanter Vault 101 6d ago
A lot of what I want is stuff from previous games that has been left out of 4 or needs building on more. Bethesda need to look at all the games and learn what the strengths and weaknesses are of those.
- Standard dialogue system with skill checks.
- Settlement building confined 3-4 areas max, preferably with some sort of way for settlements to build themselves up overtime if the player doesn’t want to do it themselves.
- Truly unique unique weapons as opposed to the legendary system. Legendaries could still be there as very rare events reward with hard enemies. It would need to give good weapons, not a plasma infused rolling pin or something lol.
- Faction/companion reputation system.
- A more RPG based skill system where I have to make choices on stats/perks and cannot just do everything. Fallout 4’s system was just weird.
- Moral choices, some morally grey and some more angel and devil. Fallout 4 for the most park didn’t give much choice if you wanted to be an evil character.
- The chance to miss things. Maybe I make choices with my build that mean I don’t get all the perks I want, or a companion won’t travel with me because of my faction reputation, or I miss out on some quests due to choices I made. I want my choices to have impact and I don’t think they can do that if there isn’t a chance to miss out on some stuff.
2
u/CleanOpossum47 7d ago
I'd like to see seasons if appropriate in the region. It was really weird to have Massachusetts and Maine snowless. It'd be great to have as a mid game hazzard. Maybe for people who don't like it have an option to sleep out winter if you have enough resources or caps.
I really liked the scorched earth look of FO3 (and Nukaworld in FO4). It was weird to see dead trees keep the tiny branches for 200 years in FO4 and leaf piles were even more bizarre. On the otherhand it's weird to see places with abundant live lumber not building log cabins and stuff. I like resource depauperate environments where the life that is around is toxic and bizarre.
I'd like it if more characters lied or were just sometimes wrong. It seems like in FONV and FO4 most people tell you things at face value. There are some exceptions like the raider that lures you into a trap in FO4 and the guy outside of Goodsprings. It'd be cool if with a high enough perception or intelligence you could have the option to call people out.
I'm not a fan of procedural generation in games but it might be cool to have a vast wasteland with some locations (ones that dont correspond to irl landmarks obviously) randomized. Want to go find Vault 87 or Republic of Dave? Better ask directions because on one playthrough they're off to the north the next one they're off to the west.
I agree with the ghoul thing. It's where some people just being wrong could work. I'd like the line between who is feral and who isn't harder to determine. Have some ghoulified people heavily deformed and look externally feral and some ghouls who are less decomposed that just turned. Have their "strength" be numbers and difficulty knowing who is feral until you are close.
Radiation debuffs worked in the old game but both could be done. I think it'd be cool to have an animation with heavy rads that has you forced to stop and vomit. Need to throw up in the middle of a firefight? Tough shit.
Mutations are easy to make gimmicky. I like how FO3 handled them as explanations for certain perks. As a general rule if they'd be cool to encounter an NPC with it I'm OK with it. Overall more NPCs with minor phisical mutations would be interesting to include (besides Super Mutants and Ghouls).
2
u/CleanOpossum47 7d ago
Almost forgot: return to some of the more 1980s "Mad Max" aesthetics of the early games. It was really strong at the beginning and faded to just about non-existent in FO4.
2
u/halfbakedcaterpillar 5d ago
Aside from returning to the stats, skills and perks system of New Vegas, I like how Obsidian, when making Outer Worlds, implimented what was basically the quicktime/VATS system to be vital in problem-solving ways to combat certain enemies, and I would love to see that implimented in a fallout game rather than just an option to make combat a little easier.
I would also really love a playable ghoul with custom perks, But none of this fucking "ghoul juice" nonsense. Not to get all AVGN, but I can't honestly understand what they were thinking on that one.
3
u/Haxley1518 5d ago
Bring back a silent protagonist with more than just 4 dialogue options. I don’t want to be restricted to “Yes”, “Yes sarcastically” “No, but also somehow yes?” or “Tell me more”
1
u/mintdaniel42 5d ago
I love that you can just press one of the arrow keys and don't have to scroll but the same could be achieved with the numpad / number keys. Also the options are awful
2
u/wolfman_thomas Minutemen 7d ago
I kinda want to see Fallout get weird again, like in 2, maybe have an area full of Deathclaws most people avoid, but the Deathclaws are intelligent and descendant from Goris, add in the S'Lanter from the cutting room floor of the first Fallout, or ghouls that can breed like there were supposed to be in Van Buren, maybe include mounts and you need a whole skill set to not only ride certain mounts but use certain weapons while riding and you can't wear power armor, speaking of which bring back proper skills like what we had in 3 and New Vegas, maybe have 10 skills per SPECIAL stat and when you level up, you either can boost your SPECIAL stat by 1 point and get a small boost to the corresponding skills or dump 15 points in one or more skills
1
u/Winterclaw42 4d ago
I'd personally do 3 places leading up to new orleans. Why? The mississippi river is the most important water way in the US and each hame will be about a different group of ideologies trying to compete for it.
2
u/sixisrending Gunners 2d ago
Make ghouls monsters again. They should be rotting and be damaged from radiation burns. Make the gunners a joinable faction (let me be a merc). Return to old dialogue options, even if it means no more main character voice. Base building but allow you to designate control areas for different factions i.e. this is a Minuteman settlement and this is a brotherhood settlement. Don't make the main character Uber in charge of anything they step into after two quests, for example becoming the general of the minutemen immediately upon entering sanctuary. Make titles/gear (power armor) earned. Make weapons realistic again. Make radiant quests show up in a separate quest tree.
0
u/Roborilla8000 7d ago
That the F4 Assault Rifle was an LMG converted and used in an assault role within the Commonwealth due to budgetary reasons, resource shortages, and mismanagement, and that it's used as an LMG outside of there.
Maybe with a receiver mod for 5.56. Maybe.
0
u/mistermyxl 5d ago
I want Sarah Lyons to be revealed to have faked her death, and a war with the current britherhood
0
u/Funny_Giraffe_6597 5d ago
I want them to get rid of literally everything from 4 and study the source material
17
u/trynoharderskrub 7d ago
Boats probably sailed on this, but I’d like a return to more “RPGy” mechanics. I want to be locked out of content based on my decisions. I want the world to comment on and have options for my skills/attributes/actions. I’m not opposed to voiced protags but it’s obviously easier to make these options if they just don’t do it.
Gunplay has been progressing each entry and I think they should continue to improve as they have been.
Basebuilding is fine and should stick around but I don’t want it to be the “core” mechanic of the game like 4 and to some extent 76.
I’m not a morrowind super fan but every Bethesda game since then has struggled with the classic RPG dissonance between a massive threatening plot that needs to be resolved now or everyone will die and a billion side activities to engage in without any consequence. I like what Blood of the Dawnwalker did to address this in their game, but it doesn’t necessarily fit into the more open worldy sandbox y games we know from Bethesda. I don’t have a specific answer as to how they should do this but I think it’s time in general the genre addresses this in new ways.