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Author Topic: Fallout 4: It Just Works  (Read 811184 times)

Putnam

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Re: Fallout 4: Fallout 3 with mods
« Reply #840 on: June 22, 2015, 02:54:45 pm »

According to the map in the first post, if it's at least NV sized then I'll be able to find my house.
I heard three times the size of skyrim is what they are going for. Which is pretty huge.

That was from a leak that was fake as shit.

Flying Dice

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Re: Fallout 4: Fallout 3 with mods
« Reply #841 on: June 22, 2015, 05:43:08 pm »

We did have some distance shots of Boston which gave perspective, though, and people figured out where Vault 111 is. Given that they probably wouldn't put the Vault at the edge of the map and wouldn't make a bunch of the map be ocean, that gives us a decent minimum estimate of dimensions.
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AlleeCat

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Re: Fallout 4: Fallout 3 with mods
« Reply #842 on: June 22, 2015, 07:23:01 pm »

Draignean

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Re: Fallout 4: Fallout 3 with mods
« Reply #843 on: June 22, 2015, 08:31:55 pm »

We did have some distance shots of Boston which gave perspective, though, and people figured out where Vault 111 is. Given that they probably wouldn't put the Vault at the edge of the map and wouldn't make a bunch of the map be ocean, that gives us a decent minimum estimate of dimensions.

A completely unverified approximation (that may have been pulled from the ass dimension) based off of those methods is for 30 sq. miles. Twice Skyrim and change. Quasi-reliable source.
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Mech#4

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Re: Fallout 4: Fallout 3 with mods
« Reply #844 on: June 22, 2015, 09:45:15 pm »

I think the area for D.C in Fallout 3, while accurate, was reduced in size wasn't it? Things like the Jefferson memorial and the strip with the museums and capitol building are a greater distance away from each other than they were in game, yes?
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Putnam

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Re: Fallout 4: Fallout 3 with mods
« Reply #845 on: June 22, 2015, 10:13:31 pm »

hilariously

every single one of Bethesda's games except Daggerfall have gigantic amounts of spatial compression so that they don't be like... daggerfall.

Mech#4

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Re: Fallout 4: Fallout 3 with mods
« Reply #846 on: June 22, 2015, 11:45:51 pm »

I wonder; while it is very unlikely, what would people think if Bethesda did the map in Fallout 4 like it was in Fallout 1? A large map that you travel across to specific locations that are on their own area maps. Because of the greater distance between areas, could it allow for larger variation in themes and environments as they wouldn't be directly connected to each other?
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Kaypy:Adamantine in a poorly defended fortress is the royal equivalent of an unclaimed sock on a battlefield.

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Krevsin

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Re: Fallout 4: Fallout 3 with mods
« Reply #847 on: June 23, 2015, 12:15:02 am »

Given that Fallout 3 and NV had a large open world and Bethesda seems to like doing those, I find it extremely unlikely.

Wasteland 2 is where it's at if you want Fallout 1 style travel.
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KingofstarrySkies

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Re: Fallout 4: HYPE HAS CHANGED
« Reply #848 on: June 23, 2015, 12:51:00 am »

No, Putnam's pretty much right on the point.
Nope, he/she is not.
I'm saying having a voice actor attempting to portray my murderous psychopath will detract from the game's immersion. They are arguing that that is not the case. Unfortunately, it is.
For you. Others don't care. Opinions sure are fun, huh?
hilariously

every single one of Bethesda's games except Daggerfall have gigantic amounts of spatial compression so that they don't be like... daggerfall.
Daggerfall had removed text and mechanics that would've allowed you to be a hooker. FO4 mod when.
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Re: Fallout 4: Fallout 3 with mods
« Reply #849 on: June 23, 2015, 01:21:48 am »

hilariously

every single one of Bethesda's games except Daggerfall have gigantic amounts of spatial compression so that they don't be like... daggerfall.
Yup. It's not the size, kids, it's how much unique stuff you fit in.
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itisnotlogical

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Re: Fallout 4: Fallout 3 with mods
« Reply #850 on: June 23, 2015, 02:17:07 am »

hilariously

every single one of Bethesda's games except Daggerfall have gigantic amounts of spatial compression so that they don't be like... daggerfall.
Yup. It's not the size, kids, it's how much unique stuff you fit in.

Also, it takes several minutes to traverse one pixel of the Daggerfall map, making the huge expansive world largely theoretical since it'd be impossible (for any sane person) to beat the game without instantly fast-travelling to every destination anyway.
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Re: Fallout 4: Fallout 3 with mods
« Reply #851 on: June 23, 2015, 02:33:08 am »

The thread title should be "Fallout 4: Skyrim with guns".
Fallout 3 was "Oblivion with guns", so the next game's title is pretty obvious.
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UXLZ

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Re: Fallout 4: Fallout 3 with mods
« Reply #852 on: June 23, 2015, 02:42:00 am »

hilariously

every single one of Bethesda's games except Daggerfall have gigantic amounts of spatial compression so that they don't be like... daggerfall.
Yup. It's not the size, kids, it's how much unique stuff you fit in.

Also, it takes several minutes to traverse one pixel of the Daggerfall map, making the huge expansive world largely theoretical since it'd be impossible (for any sane person) to beat the game without instantly fast-travelling to every destination anyway.

If the Beth games didn't have a terribru engine you could use vehicles of some description. :v
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itisnotlogical

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Re: Fallout 4: Fallout 3 with mods
« Reply #853 on: June 23, 2015, 03:37:16 am »

I thought horses basically were medieval vehicles? There were boats in Daggerfall and in some parts of Morrowind, and carts in Skyrim as well (although the latter two were basically fast travel systems).
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Krevsin

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Re: Fallout 4: Fallout 3 with mods
« Reply #854 on: June 23, 2015, 03:50:22 am »

Given the way horses work in Skyrim... Yeah, I'm fine with walking thank you very much.
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