You know, I could just shrug off the whole legendary weapons thing because at least it adds variety to enemies. But they've also coupled it with shiity higher health and damage resistance so gently caress it all.
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# ? Nov 1, 2015 06:06 |
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# ? Jun 13, 2024 07:43 |
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SunAndSpring posted:You know, I could just shrug off the whole legendary weapons thing because at least it adds variety to enemies. But they've also coupled it with shiity higher health and damage resistance so gently caress it all. Weird complaint.
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# ? Nov 1, 2015 06:10 |
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Rinkles posted:Weird complaint. Albino scorpion
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# ? Nov 1, 2015 06:13 |
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Weapon Sadistics is a new term and I'm officially adopting the word. Kind of worried how borderlandsy those supposed legendary weapons will be, but I wonder how SURVIVAL difficulty works. Is it just straight EVERYONE CAN DIE, YOU NEED TO EAT ETC from New Vegas or is it just limited ammo and a lot of loving legendary beast spawns? Also worried if the settlements will be really demanding to maintain without high level perk stuff or the possible CHA perk where you can name someone a sub mayor of the town/city.
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# ? Nov 1, 2015 06:29 |
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Legendary weapons, you know, weapons with names and unique abilities. You know, the ones from Fallout 3 and New Vegas. They were probably forgotten since the ones in New Vegas are boring and add nothing but higher damage and you cannot even put mods on them.
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# ? Nov 1, 2015 06:29 |
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With the right mods you can mod them
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# ? Nov 1, 2015 06:31 |
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I'm going to attribute "Legendary" weapons to a translation thing. The game will have unique named weapons taht are generally pretty good, like previous fallouts.
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# ? Nov 1, 2015 06:31 |
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Yeah, more than likely it's a translation issue and they're just the uniques from the previous games. I suspect higher difficulties will work like Skyrim, so just added damage/health to NPCs to make them hit harder and take more punishment. I hope the Survival thing is actually cool and works like the survival mode from NV, at least.
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# ? Nov 1, 2015 06:33 |
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According to the info dump, I doubt that is the case unless they actually removed old-style unique weapons (which would make sense, what with the nonsense crafting system) as the weapons are described as "like a regular weapon, but with a little star next to the name".
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# ? Nov 1, 2015 06:35 |
20 bucks says Legendary Weapons and Enemies have no real distinction from their baseline asides from higher stats; a Legendary Raider looks and acts as a normal raider with the only distinction being that he has a better gun that looks no different from a regular gun and you'll need to shoot him for a week to kill him.
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# ? Nov 1, 2015 06:45 |
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Infinity Gaia posted:According to the info dump, I doubt that is the case unless they actually removed old-style unique weapons (which would make sense, what with the nonsense crafting system) as the weapons are described as "like a regular weapon, but with a little star next to the name". Skyrim had a difference between named (special effect or specific location), unique (only one with that appearance), and artifact(unique look and unique effect). I feel like this is an extension of the foremost. Uniques are essentially whatever the player creates, and artifacts are probably still around since both FO3 and FONV are kind of defined by them. The only reason to explore every building is because one of them might have that rad item or interesting journal entry.
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# ? Nov 1, 2015 06:48 |
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SunAndSpring posted:20 bucks says Legendary Weapons and Enemies have no real distinction from their baseline asides from higher stats; a Legendary Raider looks and acts as a normal raider with the only distinction being that he has a better gun that looks no different from a regular gun and you'll need to shoot him for a week to kill him. What about poo poo like those Legendary Deathclaw or giant bloatfly from New Vegas? They could also be special/supersized models.
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# ? Nov 1, 2015 06:49 |
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Bholder posted:Legendary weapons, you know, weapons with names and unique abilities. You know, the ones from Fallout 3 and New Vegas. You single out the ones from NV as boring? The ones that actually had unique models and skins?
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# ? Nov 1, 2015 06:54 |
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SunAndSpring posted:20 bucks says Legendary Weapons and Enemies have no real distinction from their baseline asides from higher stats; a Legendary Raider looks and acts as a normal raider with the only distinction being that he has a better gun that looks no different from a regular gun and you'll need to shoot him for a week to kill him. How much do you want to bet the legendary enemies are actually called "Legendary ______" No backstory, nothing special, just legendary as a prefix and bonus stats don't take this bet
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# ? Nov 1, 2015 06:58 |
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SunAndSpring posted:20 bucks says Legendary Weapons and Enemies have no real distinction from their baseline asides from higher stats; a Legendary Raider looks and acts as a normal raider with the only distinction being that he has a better gun that looks no different from a regular gun and you'll need to shoot him for a week to kill him. At base I actually kind of like the idea. As long as the spawn rate is low enough that it's a fairly rare event, say one out of every ten groups, it'd be a nice way to spice things up especially if they're relatively difficult to distinguish from regular Raiders. And as far as the "Legendary" weapons go, I would actually prefer that they just be a better version of a basic weapon with no special perks added. If that's the case I won't feel like I have to go out and hunt down enemies until I get that lucky drop of the Ham Fistor, which is the best Unarmed weapon in the game because it has a special trait that make it crit for 10x damage. It'll just be a nice bonus if it happens to drop a better version of a gun I like.
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# ? Nov 1, 2015 07:06 |
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If they are just normal weapons with bonus stats then every time you use a normal weapon instead of a legendary then you are being suboptimal. As opposed to unique weapons where there may be a tradeoff to using them where standard weapons are still desirable. YOU MUST PLAY IN THE MOST EFFICIENT MANNER.
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# ? Nov 1, 2015 07:12 |
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Mortimer posted:How much do you want to bet the legendary enemies are actually called "Legendary ______" Literally every RPG does this so if you don't like it don't pretend Bethesda created the idea. One thing I noticed from the E3 video is that it seems there are no restrictions on mods other than your perk rank. If that's true, you could stick some ridiculous mods on weapons that make no sense, like a laser shotgun with a sniper scope. On the reputation thing, Skyrim had a hidden reputation for NPCs, they didn't really use it for anything other than determining if a dead NPC would send you inheritance. The mercs coming after you for stealing was a single time scripted event, although strangely it was not always the owner of the item you stole that sent the mercs after you. You could steal something in Riverrun and one of the kids could put a hit out on you even though they don't own any objects. I never bothered with the editor so I don't know how it worked. Edit: Update from the dude talking about the game. https://www.reddit.com/r/Fallout/comments/3r1nzg/spoiler_this_time_info_xpost_from_rf04/ quote:UPDATE! Yaos fucked around with this message at 07:28 on Nov 1, 2015 |
# ? Nov 1, 2015 07:26 |
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Decided to play some New Vegas, made a new character, killed one Cazador and snuck past the rest, with a stealthboy while avoiding a bandit camp a fully grown deathclaw spawned within 20 feet of me. After loading my game due to an inexplicable decapitation I continued north and shortly found that my guns only fired in vats but would expend ammo and alert enemies while firing no energy blasts whatsoever. Eventually got into vegas and used my last stealthboy to remove the van graff's entire inventory, good times.
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# ? Nov 1, 2015 07:35 |
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So you do need to upgrade the lockpicking/hacking/etc perks to get at the master locks. Had a feeling they would do that if every perk has ranks.
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# ? Nov 1, 2015 07:37 |
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reddit guy posted:Minigames for unlocking doors and terminals are exactly the same as in Fallout 3. Welp, I guess I'm skipping out on this game, because gently caress that poo poo.
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# ? Nov 1, 2015 07:45 |
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enraged_camel posted:
Normal people like it. I'm sure you would prefer lockpicking from Assassin's Creed where you just hold down the use button. In case anybody missed it, the dude leaking info said he only ran into some dialogue bugs but nothing else.
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# ? Nov 1, 2015 07:52 |
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9 more days of bullshit.
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# ? Nov 1, 2015 07:59 |
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Somebody pointed out that the player character is standing in water and not getting any rads, indicating Project Purity helped out Boston as well.
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# ? Nov 1, 2015 08:07 |
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I wonder if "Survival" is like Hardcore mode in New Vegas, as in, will add the need for eating, drinking and sleeping. There's been mods I think even reaching back to Morrowind which added this, but it was always kinda badly balanced if the world wasn't really designed for it. Well probably not. Apparently though you have to supply people in the settlements with food and water? I love how the power armors are basically handled like walking tanks and not like another piece of armor, that's pretty much what I always imagined them to be like since FO1, but well that's not exactly news - you could see bits of that in that E3 video. Reminds me of that mod for New Vegas which added a lot of technical depth and upgrades to the power armors, even though that mod kinda didn't blend in well with the game. This weird focus on settlements is kinda strange, if they'd asked me how FO4 will look like after FO3, that's like, the last thing I would've put on that particular list. Seems like they looked at the most popular mods for their other games - player managed settlements were always quite far up on top on that list.
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# ? Nov 1, 2015 08:08 |
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Yaos posted:Normal people like it. I'm sure you would prefer lockpicking from Assassin's Creed where you just hold down the use button. No, I would prefer a variety of minigames that are fun rather than tedious. Perhaps with skill rewarding elements such as opening a locked container on first try giving a chance to result in more loot. Note that "minigame" contains the word "game", and games are supposed to be fun. Did you find lock picking fun in FO3/Vegas/Skyrim?
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# ? Nov 1, 2015 08:09 |
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enraged_camel posted:No, I would prefer a variety of minigames that are fun rather than tedious. Perhaps with skill rewarding elements such as opening a locked container on first try giving a chance to result in more loot. Lockpicking 'games' are never fun
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# ? Nov 1, 2015 08:11 |
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enraged_camel posted:No, I would prefer a variety of minigames that are fun rather than tedious. Perhaps with skill rewarding elements such as opening a locked container on first try giving a chance to result in more loot. It wasn't, but it's functional and makes sense. The hacking minigame I got used to it and I kinda liked it actually
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# ? Nov 1, 2015 08:13 |
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enraged_camel posted:No, I would prefer a variety of minigames that are fun rather than tedious. Perhaps with skill rewarding elements such as opening a locked container on first try giving a chance to result in more loot. Yes.
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# ? Nov 1, 2015 08:34 |
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Bholder posted:Legendary weapons, you know, weapons with names and unique abilities. You know, the ones from Fallout 3 and New Vegas. Rinkles posted:You single out the ones from NV as boring? The ones that actually had unique models and skins? Yaos posted:Somebody pointed out that the player character is standing in water and not getting any rads, indicating Project Purity helped out Boston as well. Anime Schoolgirl fucked around with this message at 08:56 on Nov 1, 2015 |
# ? Nov 1, 2015 08:53 |
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SunAndSpring posted:
It's good to already see that the story will be a complete waste of time
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# ? Nov 1, 2015 09:11 |
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I'm not really sure what a better lockpicking game looks like? I mean, I only really have the worse one from Oblivion to compare it to, though. I actually kinda like the word-puzzle hacking minigame though vvAnime Schoolgirl posted:The entirety of fallout 3 must have happened in the space of a month then, which is pretty funny. Doesn't this game take place after FNV, which was a few years after F3 anyway? Something about Bethesda's ban on prequels. Wolfsheim fucked around with this message at 09:22 on Nov 1, 2015 |
# ? Nov 1, 2015 09:19 |
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I guess a more obtuse system from the early Splinter Cell games? I mean the Oblivion style lockpicking is old as poo poo, but it's probably better to keep it simple and stupid at that point than try something different and probably only make it worse.
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# ? Nov 1, 2015 09:21 |
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The Fallout 3/New Vegas lockpicking game is real good though. It feels really fluid and when you get the feel for how it works you can do them hella quick and feel like a pro. Hacking is kinda cool but it takes a while if you are unlucky.
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# ? Nov 1, 2015 09:23 |
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Lock picking doesn't need to be any more "fun" unless you mean trying to decide what magnitude of explosive to place on a container to breach it without destroying the contents.
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# ? Nov 1, 2015 09:28 |
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SunAndSpring posted:
this looks like mafia, or like deadly promonition drat ... just drat. I know it will be diff on the PC but this is unacceptable bethesda maybe dynamic shadows is a perk on the console version
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# ? Nov 1, 2015 09:29 |
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Inverness posted:Lock picking doesn't need to be any more "fun" unless you mean trying to decide what magnitude of explosive to place on a container to breach it without destroying the contents. Sorry but we've established that using explosives to open containers is bad game design.
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# ? Nov 1, 2015 09:30 |
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Pwnstar posted:Sorry but we've established that using explosives to open containers is bad game design.
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# ? Nov 1, 2015 09:51 |
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Wolfsheim posted:Doesn't this game take place after FNV, which was a few years after F3 anyway? Something about Bethesda's ban on prequels. Anime Schoolgirl fucked around with this message at 09:56 on Nov 1, 2015 |
# ? Nov 1, 2015 09:53 |
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So nobody spoiled the perk chart yet? How difficult it is, damnit? I need to start planning my character in advance, I am obsessive about character creation - considering that skills are no more and you don't NEED 8+ intelligence, and most stats look to have solid perks all the way through, I can't really spot any "dump" stats besides maybe endurance (rad resistance, more hit points... who cares just stuff more drugs down your throat you pussy) I think I want to get real involved with the new settlement thing (hoping it's not like in that Assassin's Creed where you had to run back every 5 minutes to defend your poo poo for zero reward) and weapon modding, so at least 4 strength + 6 Charisma + 6 Intelligence for the mod/settlement perks, and the rest 3 then improving agility/perception/luck with levelups to get combat ability up to speed will require at least 2-3 points each if not more so 6-9 levels unless bobbleheads are easy to find + getting the actual perks - my guess is that level 25-30 will be the sweet spot to get a truly complete character I'm pretty sure I won't have time for multiple playthroughs so I don't want to overspecialize and miss tons of content because I can't pick locks / pass a speech check / can't mod stuff or build my settlement up Luckily you can kind of skip damage buffs and combat perks, or just grab a couple and call it a day, because those just make the game easier but don't lock much content away. HATE GATED CONTENT
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# ? Nov 1, 2015 09:54 |
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# ? Jun 13, 2024 07:43 |
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Jury-rigged pip boy here I come!
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# ? Nov 1, 2015 10:07 |