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>from the genius mind of the gaming visionary, Todd Howard
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inexcusable but also their lead concept artist fucking died
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>>746061478
The crafting system was really good, what wasnt is that everything is just fucking tiered.
Every weapon, armour and every mod is just a tier increase removing the entire need for the crafting system in the first place.
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>>746061478
Evolution of Vegeta (1988 - 2026)
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>>746061478
>this scare the indian
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>>746061478
Armor that was literally made for disposable robots and not real people looks depry... who KNEW!
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>>746062282
*scares
woops
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>>746062126
This is one of the rarer mentioned major problems with all of Bethesda's games. ALL gear is tiered extremely strictly, with no variety in those tiers. I guess because their background is TES games where swords and armor of different material are interchangeable stat sticks, but it's ridiculous in games like FO3.
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>>746062956
I dont understand why devs dont do away with this shit. Crimson desert and eldern ring (I assume all souls games but never played any but ER) did away with this. Essentially all gear is cosmetic and then upgrade materials are either level gated or behind beating harder enemies.
AC valhalla has one of the best systems I have ever seen in an open world game.
Each weapon/armour has a static place in the world then all other loot is upgrade materials, then not only can you upgrade, you can downgrade your gear and get those materials back so that means outside of looting the gear itself and enough materials to level it to the max all other loot is then rather trash and can be sold if you like, or saved so you can upgrade multiple sets.
If TES did this, it would mean each of the unique type of dungeons can yield a unique piece of gear and you can then wear what you actually want rather than end up "having" to use deadric armour at the end of the game (drgaonbone with the DLC)
A good shitty example of this is chillrend sword a unique glass sword but if you dont pick it up after a certain level it is not at its best power level and then when you do pick it up shit like deadric weapons drop and out perform it anyway.

So, just put static unique gear in places from dungeons and enemies tnen have other less unique dungeons drop crafting materials to upgrade those pieces and then let the crafting skill allow you to make more powerful upgrades to the gear itself making it a viable skill line as you can then craft/upgrade better gear than what drops in the world of that a blacksmith could craft for you.
Without this essentially evrything you loot is just a shitty tier cycle and you are constantly on a shitty loot cycle. None of your gear ever feels actually worth using, its just a stop gap until you find a new piece with better stats.
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>>746063683
In skyrim specifically I like the skyforge steel weapons and armour with a few other things like I like the iconic iron helmet.
Yet I cant use that shit because its all low level trash only a few hours into the game.
in fact if you use the fedal trick to get your money back after each training level and do bleakfalls barrow before you go to whiterun, before you even get access to skyforge steel you will have better gear than it.
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>>746061991
Such a shame because art directors was one of fallout 3 strong points and 4s looks atrocious
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>>746063731
With investment into smithing, enchanting, and alchemy you can make all armor sets reach the armor cap so you can wear whatever you want.
Unfortunately with weapons you'll always be at a disadvantage if you aren't using one of the top-tier ones though.
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>>746062126
>>746063683
>>746063731
To add too, using skyrim as the example. This syetm could actually benefit the player more because all the trash shit you find from enemies could be insta deconstructed for the raw materials, maybe not the metals as those should come from mining ores but things like straps and a newe loot like pins and buckles, similar to how fallouts loot cycle breaks the components into parts so you can craft and upgrade. Then players can either ignore that system if they dont care to craft and sell the loot but those who do want to craft can get more powerful versions of anything they find or buy or more powerful than a blacksmith can upgrade by having X amount of these extra materials Essentially sacrificing loot and the money you get from selling, for smaller crafting materials to make your gear more powerful.

This also completely removes the issue with oblivion where enemies are wering deadric armour, negating the special"ness" of the armour and allows them to place limited amounts of those type of gear in the world, and the upgrade materials (for deadric gear) being locked behind harder enemies and dungeons. Meaning the player can either only do them when they are ready for it or cheese through it by idk using shit loads of potions and become OP after, actually being rewarded for their effort.

To me this not only adds a sense of realism to the threats in the world and importance to gear but adds real immersion to the game.

With the tiered sytem every piece of gear is essentially just a stepping stone until you get the last gear on the tier list which in skyrim is the draginborn DLC and max enchantments (not using exploits like restoration loop)
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>>746063987
Only using the loop exploits.
Even at max blacksmith the best tier armour which is dragon will always be better than iron and leather.

I would advocate for either limited amount of skill points in the crafting or just make it so there are limited skill points but you can find NPCs in the world that can teach you higher levels of the crafting skills for a price, not gold, but items you have to find in the world.
So for example you spent skill points and became a master enchanter (after you went to a mages school to learn rather than skyrims shitty dump skill points and deconstruct and you know everything) but now you cant become a master blacksmith, but if you meet an amateur blacksmith you can pay in coin or loot to learn. Go all the way up to master but the master blacksmith requires X amount of deadric materials you only get from deadric gear to teach you. Now there are only limited deadric gear in the world so you have to go find it, decon it and essentially limit the amount of deadric gear you can use just so you can learn how to upgrade the deadric weapon you want to use.

Its pretty simple RPG, making things unique and have a purpose but as well all know bethesda games are barely RPGs and from this discussion their tier system just fucks it all up and makes every item feel interchangeable, not special at all.
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>>746062126
I gotta take this one further and turning Fallout 4 into fucking RAT SIMULATOR but also not doing fucking shit about the encumbrance system was whack
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>>746062282
because it looks like toilet armor?
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>>746065443
>RAT SIMULATOR but also not doing fucking shit about the encumbrance system was whack
You mean heavy looting but not giving us more ways to carry shit?
I get you but in most cases you are now looting shit rather than looting weapons and armour.
In NV your used weapons and armour for repairs and selling in FO you just break all that shit down into parts which most of are light to carry and then use those parts to craft shit to sell.
Its very formulaic.
Go back "home" take all the mods off the weapons, decon it all, dump it in your stashes, teleport back to where you were and carry on.
It was actually a lot more easier in item management than 3 or NV.
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>>746066505
It is easier, but having your pockets full of shit you don't really give a fuck about feels bad. So does scrounging around picking up every desk lamp and alarm clock because "what if I need it later"
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>>746066804
>what if I need it later
I am a bit of a hoarding autism in bethsda games and even I found this relatively easy to deal with.
Been a while since I played so cant remember the complete economical way to do it but initially there are a few things that take priority in looting, springs and screws but then a gatekeep of mainly adhesive.
When you get a farm up and running the adhesive problem gets sorted then you priorities the more regular components, bit these screws and springs etc also drop from weapons you decon. Then when you have a surplus of them you essentially only need to prioritize a few components which normally actually drop only from unique hard to find items that are often quite heavy to carry. Military boards, crystal shit etc.
You mark all of what you actually need then have the ability to just prioritize these harder to find items. Everything else starts just naturally coming and growing in surplus from looting and the camp shit.
more camps you set up and more people you have out scavenging etc more it grows.
its a fun system when you put all the pieces like supply lines together but in the minute to minute looting you only initially need to grab everything at the start to build a surplus, after that you just specialize.
Still before you leave a dungeon you want to fill your inventory anyway and dump it all back at base.
Also buying surplus shit from stores is kind of a smart move whenever you get the opportunity.

i liked the system anyway.
What i didnt like is that it requires you to both have 6 CHR, limiting your build and hoarding every weapon and armour until you reach the higher levels so that you get more materials from deconning them, to be economical with your time and loot gains.
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>>746065545
Because it looks like toilet armor.
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The armor system of 4 is so fucking bad
Having separete trash for every limb is retarded
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>>746062220
kek
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>>746062318
nobody wants to walk around looking like a fag
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This shit looks so retarded
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Why is it so bulky?
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>>746071578
>>746071643
"What part of 'heavy armor' did you not understand?" I feel is the sentiment
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>>746062126
>do I want more damage or do I want to pierce damage resistance?
>look up stats
>more damage always wins even against armour
>final tier is just more damage

>>746063683
>I dont understand why devs dont do away with this shit.
I don't understand what your point is.
You say the Bethesda system of level gated spawns is bad but then praise level gated materials.

>>746066804
>"what if I need it later"
And then if you don't pick up all those screws or hubcaps from that one bottling factory you regret it, especially when upgrading power armour.

>>746071578
>>746071643
The requirement to leave gaps between pieces and that light/medium is the same thing but missing half of it, really makes it ugly even before the terrible art direction. The pauldrons remind me of Darktide's original regiment do not steal having ugly clipping dorky ball pauldrons that reminded me of the meme image of the bad faction looking cool and the good guys looking stupid.
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>>746072212
>praise level gated materials.
Level gated materials is a reward for doing the content.
To make it simply, you are level 5 and to get level 6 gear/materials you need to do a level 6 dungeon, so its challenging at level 5, of course impossible or extremely hard at level 1 and gets easier as you increase with 5 being the easiest it will get for you until you do the dungeon, which because it has level 6 gear and materials, doing another level 6 dungeon will be even easier and of course increasing levels, say you are level 9, now a level 6 dungeon is easy.

Skyrim does this anyway! with dungeon levels, juts the loot you get for it is tiered.
Then if you also did a low level dungeon the loot is also tiered. As you may know, it becomes an issue in bethesda game where mook enemies are carrying OP gear.

the issue of this conversation is that everything is just tiered, incremental increased including the entire mod system in FO4. The gear itself is tiered and the mode themself are tiered with iirc the only exception being the holo sights which are personal preference.
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>>746061991
Whoever was the concept artist for gears of wars 1 should have been brought in to replace them
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>>746065443
The gameplay loop intentionally revolving around picking up a bunch of shit and then forcing you into the eye bleed cramped pip boy ui to manage it is honestly the thing that made me bounce of the game
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>>746072719
Oh okay. That's sort of a different problem when bandits are using daedric swords and a different, MMO style RPG asks you to grind levels. Unless I'm not understanding?
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>>746073627
The whole point is that every wepaon/gear and in FO case even mods are tiered, this makes doing any dungeon and finding unique gear rather pointless, inclding some items only dropping at the best stats when the player has reached a certain level and in FO4 case making the entire mod/craft concept useless as all you are doing is modding weapons in a tier rather than what mods you want to slot.
Then of course bethesda games also have the issue with enemies using end game weapons further destroying any sense of uniqueness about them, or progress of the player.

I have already explained better ways to do this and games that have done it better.
Then in the open world their should be a mix of trash dungeons that drop generic loot and unique dungeons with static loot and static levels.
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>>746062282
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>>746062126
You never feel powerful in modern Bethesda games because of this crap, you are just as strong at level one as you are at level 50.
In a game like Morrowind you can become a god by the later game paired with being able to enchant and create your own spells, not to mention alchemy, your creativity can give you great power.
But in Fallout 4 you have shit weapons to use on shit enemies and then the game unlocks better weapons but only after it gives you the next tier of weapons that match the enemies, and then the next tier of weapons but only after the next tier of enemies and so on.
Leveling in the game is just so underwhelming and only perks matter, gear itself is far behind importance.
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>>746061478
The armor designs were fundamentally wrong. You can yell they wanted to design around the part system for each limb but to do so with absolutely no additional bones or rigging to the standard model.
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>>746061991
>lead concept artist dies
>next guy that folloed in seniority is the one with nothing but toilet seats in his portfolio
>"fuck it, we're not hiring a replacement just put toilet guy in charge and if he ask for a raise tell him he gets to put his disgusting fetish in the game"
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>>746062318
It's barely designed. It's just tubes put on like bangles. For everything else, if it's a light weight plastic then you'd wear more to cover more areas. Even the heavy armor style doesn't even cover the joints or the crotch. The biggest flaw is that all the parts look oversized, like the modeler put them over the model and they are just floating around the arm and legs with nothing actually connecting them.

Also this isn't actually made from the androids, it's supposed to be made for the androids. As in its 3D printed forms to slap on the droids, it has no function besides protection. Beth screws up by having it drop on replicates that aren't wearing the armor visible. If it was made from robot parts it might look cool with recognizable parts like hands used as clasps or faces for coverage.
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>>746075165
In skyrim they semi sorted this out with some enemies scaling only up to a certain level so say you go to a raider camp at level 1, 10 raiders all at level 12, you go there are level 20 and 5 of those raiders are level 20 but the other 5 are still at level 12. Stuff like that, so there were enemies you can steam roll to give you the power feeling and some that leveled with you.
there were also static levels like that raider camp would only ever level up to 25 so when you come there as a level 50 you just wipe them all.
Its just all half baked.

I prefer bethesdas system of enemy scaling from skyrim after and would prefer it to say dragons dogma 2 where I ended up just destroying everything easily because I am too OP. Though i think there has to be a better way of doing it.
in fact zelda TotK/BotW have a better way of dealing with the enemy scaling by a mix of gating and the scaling bethesda has I mentioned above but the scaling is all based on how many enemies you killed as the player with a hidden scaling factor.

I just dont get why after morrowind (not just bethesda) they have an issue with having areas that are just too strong for the player What is wrong with as the player finding an area that is just so OP you have to fuck off and find a means of how to tackle the enemies withing (better loot)
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>>746061478
PVC Pipe from The Home Depot armor.
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>>746061478
Can't believe I'm going to have to wait another year for all my favorite mods to finally get updated for the newest update (Todd will release another update a week afterwards).
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>>746075230
>>746061478
When I first saw the arm and leg pieces I had the thought that maybe they were supposed to be hidden so you could dress up in normal clothes or something but it turns out that fucking piece of plastic was high level armor for real



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