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Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Filthy Casual posted:

Why the hell couldn't you romance a Ghoul? All the parts still work, judging by what the NPCs say. I can understand no Super Mutants because they lost their genitals, but that poo poo's racist.

iirc ghouls are sterile and t-hod is a firm believer in the biblical decree that sexual congress only be used for the purposes of reproduction. since ghouls can't have offspring they also can't have sex in t-hod's perfect world

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Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


frajaq posted:

Ghouls are gross thats why

i'm fairly sure there was an entire quest line in the Van Buren game that dealt with some lady ghoul somehow not being sterile, and some creepy scientist guys wanting to get her to reproduce and see what came out. would it be a normal human, or some kind of hosed up monster?

so i guess the only thing grosser than ghouls is an in-depth exploration of their reproductive processes

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Psychotic Weasel posted:

I can't wait to play this on my 18" Sony Trinitron, either. I hope this detailed gameworld has been optimized glorious 480i NTCS standards.


I wonder of "Shitler", Hitler, Stalin, Pol Pot, Slobodan or other such creative names have been recorded for this game.

what they aren't revealing until launch is that all of the most common player names that were recorded had to be four characters or less. cuts out most of history's greatest monsters but still leaves room for FAGB and gently caress and GOKU and WEED etc.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


oblomov posted:

ME1 is the only RPG of the bunch. Even Mako is ok excepting for some badly procedural designed levels. At least it had RPG elements to it. ME2 and 3 are action game with thinly veiled RPG lite elements and mostly corridor based level design. Not that they are necessarily bad games, but I prefer ME1 RPG systems to the other ones.

ME1 had more fiddly bits (especially when it came to equipment and skill allocation) but i don't think the game was better for it. having played through it again recently, there's still generally only one "best" equipment loadout or skill allocation depending on what you want your character to do, so the 8000000 different suits of armor or gun attachments are just obscuring which loadout is actually going to be the most effective for your character. storywise the game still boiled conversation options down to SAINT DOUBLE JESUS / MORE . . . / MEGA DICKHOLE / Goodbye and other than three or four scripted sections where you specifically have to make an irreverseable choice, there isn't really that much variation in how the story unfolds.

unless you meant that ME1 included way more randomly generated open terrain that was nearly devoid on content, along with the ability to shoot aliens inside one of three pregenerated interior cells. i guess if that's your measure of being more RPG than the other two then more power to you

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


sector_corrector posted:

Southern gothic would be my preferred FO:4 Obsidian setting.

if they're going to get to build on their own canon, i would think it'd be cool to set a game in the AZ / NM / Mexico area where the Legion is purported to hold sway, and set the game right after the Courier slays Cesar and the second battle of hoover dam. basically the legion's entire power structure is hosed up and they start to break back into their individual tribes as different factions fight for power and all of the other wastelanders finally have a fighting chance at throwing off the shackles of the legion. the main character can be a slave who escapes during one of the raids / riots and you can eventually wipe the legion out completely or possibly work your way up the ranks and remake the legion in your own image

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk



how the christ do they think what they left us with is superior to the game literally reinforcing that no matter how well your intention, the wasteland doesn't give a gently caress about you or your stupid plans.

oh my goodness dad is a super smart science guy who is too cool for those bums in the vault! watch him change the wasteland for the better with nothing but pluck and determination!

oh nope looks like one of the MILLIONS of super mutants that infest the DC area caught him and took him back to the vault they spawned from. that's the wasteland for you! :tipshat:

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


popewiles posted:

For anyone who doesn't already know, try to guess where Cheyenne Mountain is.



what the christ is 150 miles west of fort collins in the middle of nothing? why is that a high priority nuclear target?

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


King Vidiot posted:

So densely packed with bent tin cans and giant radscorpions, but mostly the former. And interestingly designed, like the 4 family town that lives on a broken bridge and is afraid of a tribe of Nicolas Cages from Vampire's Kiss. I loved wandering through the copy-pasted metro tunnels and fighting feral ghoul reavers.

yeah, rivet city and megaton and ten penny were the only three towns that actually had enough going on that they seemed like a town. every other "town" felt like a one-off gimmick / joke that wouldn't have actually worked as a town in any real sense. i kind of wish they'd have been willing to just take a hint from the nuka-cola shack you can find in the wasteland that has an unmarked quest about the glowing nuka-cola and there's also a romance subplot - just make the other towns unmarked locations with unlisted quests that you can dick around with or not. trying to imagine them as settlements was just silly

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk



that second picture looks so much better it isn't even funny. side-by-side makes the top one look like the sun is literally going supernova in the background and this snapshot was taken moments before the blast wave incinerated the earth

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


2house2fly posted:

I'd like for that "I cannot best you!" disengaging from combat thing to be permanent, they turn non hostile and run away and if you catch up with them they say "hey wassup" like an average NPC. Weapons and armour could have an intimidation rating or something and enemies could have a confidence/desperation level, and if your intimidation is higher than their confidence/desperation then they don't even start combat, you'd have a bunch of raiders rushing you and one hanging back going "I'm not going near that guy he's got a laser musket"

that's exactly the kind of poo poo that bothers me about any of the open-world bethesda games

code:
a lone bandit crouches in the bushes along a well worn trail. 

my character, the hero of kvatch, high magus of the arcane brotherhood, defiler of the 7 forbidden crypts, lord of bloodfang keep, adjudicator to gods and demons, and 
weilding fyrgandmyr, the frozen blade of the north that howls with the countless souls of the dead it has consumed, approaches

"YOU N"WA! SWIT! TOIME FER A BIT O' THA ROUGH AN' TUBMLE!" the bandit cries as he leaps towards his guaranteed death. he is followed by his four companions, identical 
except for their randomly determined hair color and alternating palette of clothing, none of them hesitating even for a second to consider that they are as ants 
attempting to injure a literal god
yes, this makes complete sense. it definitely helps build my immersion in this fantastic world of mystery and danger!

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


frajaq posted:

Did they even say ANYTHING about a karma system

to be honest, i'd be totally cool if there was no literal good guy/bad guy meter and they just let the consequences of your story related choices play the roll of morality meter. in almost every game with a morality meter it's either poorly implemented, trivially easy to manipulate, or completely irrelevant to the overall story outside of random NPCs who make pithy observations about your deeds (GEE I BET YOU LOVE KICKING BABIES BECAUSE YOU BAD)

i know it's a legacy system from FO1/2 and arguably from the alignment system of older D&D but it's just stupid now-a-days

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Rutibex posted:

A D&D style alignment system would actually be pretty cool in Fallout. Instead of just Evil/Good points you can also get Chaos/Lawful points, so doing say a morally gray mission for the Brotherhood where you steal a communitys prewar generator might gain you Evil/Lawful points, but saving them gets you Good/Chaos points.

Raiders like you if you are both Chaotic and Evil, wandering merchants like you if you are Chaotic and Good, towns folk like you if you are Lawful and Good, the Enclave likes you if you are Lawful and Evil, etc.

nononononononono. d&d style alignment is dumb and bad and should not be emulated in modern game design. there are a variety of reasons why, but i think in this case one of the most pertinent is that bethesda does not have the creativity or the writing chops to create a scenario where "you do a morally gray mission for the Brotherhood". it will immediately boil down to BoS/Merchants/Junktown GOOD and Raiders/Enclave/Mutants EVIL and it'll just be so hackneyed that it'll be painful

what you are describing is almost exactly how the faction system in NV functioned and it was much better implemented that the old karma system. the fact that the karma system was barely functional in NV should be celebrated as them phasing it out.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


i've got a serious question about powered armor vs normal armor - is there ever any reason NOT to wear powered armor? when i started playing i thought the power cells would be extremely rare and you'd have to really pick what moments you wanted to use the powered armor, but those things are littered all over the wasteland, and once i had 40 or so i just said gently caress it and started pimping out my suit. it seems like even the mods you can apply to powered armor are much more useful than the regular armor mods (lighter weight, more carry weight, woo-loving-hoo!) and it has way better damage resistance. is there ever a point where using power armor is a downside (other than sinking like a brick in water)?

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


mackintosh posted:

Some upgrades (living objects highlight and the recon-scope effect one) can cause quest-breaking bugs with NPCs going hostile

god drat do they ever. it's a shame because the red bad-guy pips on your radar don't show up until after you're getting shot at (unlike FO3/NV where it was perception based) so having the living object tracker was making exploration so much simpler.

the entire robot town went loving apeshit on me just for walking up, and so i figured it must just be a town of hostiles. it wasn't until i was reading something on a wiki and saved way past that point that i realized i could have maybe spoke to the robots but WHOOPS they were offended that my helmet had a living object tracking implant :mad:

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Jay Rust posted:

How cringeworthy are the romance dialogue options? I've been too scared to touch them.

hey, can we talk? i've watched you pick the locks on 47 random objects and also do the same drug 38 times. i need to tell you about my violent past, and i was hoping you can heal my emotional wounds with your penis.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


assuming that i never progress the minutemen quest past the first few requests that preston gives you (he gave me the quest to retake a fort and it's just been rotting in my log for 30 some levels) is there any real point to building up the random communities you find? i've taken like 6 or 7 and built them up to 15 or so people, and i've got the second level community leader perk so i can make stores and whatever, but it's starting to feel like this is more or less a virtual doll house with no real bearing on anything. i think ONE time the abernathy farm was UNDER ATTACK! but by the time i got there the settlers had killed the single super mutant that i assume was harrassing them.

does settlement building ever matter outside of the minutemen? i don't give a poo poo about their stupid organization, so it feels like the town building is completely pointless.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Zephyrine posted:

(Most of who have very interesting stories)

agree to disagree here. my favorite companion is dog because he doesn't try to interject his painfully predictable and cliche backstory in the middle of a deathclaw trying to buttfuck you. i had cait literally pull me out of combat multiple times while the entirety of the mr. handy city was swarming us to talk about her feelings.

also, i feel like i'm dodging a bullet by not finishing the minutemen stuff. i don't get hassled with constant radiant AI requests to go rescue some idiot from a fate he deserves. and, after 30 some levels, my map is pretty well filled in, and the only locations worth exploring now are the ones with some kind of unique loot (bobblehead or magazines or whatever) so just traipsing across the map is pretty meaningless for me.

i guess the community building is more or less pointless for me. i was starting to feel like i'd gotten as much playtime as i was likely to get out of my first character. time to go burn down the institute or whatever.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Entropic posted:

I seem to recall you can get him for less if you pass a skill check or something.

Mostly what I remember about Sulik Fallout 2 is you should never ever give that trigger happy son of a bitch any followers an SMG automatic weapon, or any weapon that uses the big guns skill.

ftfy

also the other reason dog is the best companion is because he is physically the smallest, so although he still gets in your way far too often, he's less likely to block your line of fire in the middle of combat. also, if you put perks into it, his ability to hold humanoid enemies still for you is very helpful for lining up shots.

every other drat companion wants to run directly in front of me every time we engage in combat. they've all got guns, it's not like they have to melee the enemy, but they refuse to take a shot from any angle but directly between me and the target. the number of times i've lined up a shot only to plug a companion in the back of the dome is too many to count.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Zephyrine posted:

I was told it was a better sniper rifles than the 50 cal hunting rifle.

it certainly has the potential to deal more damage, but depending on how you play that might not be necessary (as far as overkill goes). if you're maxed out on sneaking and you're shooting from stealth and always hitting the head and you have the little lamplight dude's perk, the .50 cal hunting rifle is probably enough damage to one-shot almost anything. also you can silence the hunting rifle, which can be a benefit in certain situations.

still way more fun to gib deathclaws with one bolt from the gauss rifle imo

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Odobenidae posted:

also your settlers are marked as essential when there's an attack on your settlement, lol.

is this only when the game announces "X settlement is under attack"? because i was literally present in some settlement when raiders came rolling up out of nowhere and one of the Settler characters definitely died for good. corpse on the ground and settler number for the area -1 and everything

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


holy poo poo i barely put any effort into the minutemen quests and i was vaguely aware that they came from some other town that got overrun, but when i actually ended up visiting Quincy i was not expecting to run into a hornet's nest of gunners. motherfuckers with quad missle launchers and fat men? gently caress that poo poo.

of course nick valentine needs me to recover a stupid mcguffin from within that town. hey nick, your quest is the epitomy of a pointless, meandering fetch quest, and i loving hate you for it. you were marginally entertaining with your noir detective schtick, but your inablity to be a dress-up doll and this b.s. fetch quest have pushed you out of favor with John Fallout.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Buckets posted:

I'm still not convinced the Kid in the Fridge side quest isn't some kind of joke by the writers to mock the player.

You can't write something THAT stupid by accident.

if it had just been a regular kid, and his family was trapped in a town overrun by raiders, at least that would be plausible. it's still a lovely escort quest, but it'd make sense in the context of the story.

also, i like how bethesda went so far as to realize "wow everyone hates escort quests" but their solution wasn't to exclude them from the game, they just decided "hey let's just give all escorted NPCs plot armor! that way the whole things feels DOUBLE useless for the player"!

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


MaliciousOnion posted:

It could also be because killing the manager before you got Cait would lock you out of the conversation with him in which you actually get Cait. Sure, they could have just given Cait some dialogue in this event but it's Bethesda we're talking about here.

the justification you get for having to take cait with you is so bizarre. it felt like the manager was trying to give you a family dog that isn't particularly obedient or house broken and he's just done with it and he's really imposing on you to take it.

i get that her whole plot is she is a drug addled human slave, but it was just such a stilted interaction. i feel like the dialogue could have been better written to convey what was actually happening. like all the manager knows is that my dude just kicked the doors in and murdered 20 raiders, but the conversation makes it sound like my guy is someone the manager has known for a while and i'm doing him a favor or something

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Gonkish posted:

I'm getting surprisingly lovely performance spikes where I previously would not, and I haven't added any mods in the same time frame... so I'm not sure what the hell is up. I updated to the latest Nvidia drivers (361.43) and there have been some reports of odd performance drops and CPU usage spikes, so I'm trying to see if that's the culprit. I have no idea, though, and it's infuriating because the game was working perfectly well.

i don't know if this is still an issue, but i know older bethesda games on their engine (TES IV and V, FO3/NV) all had this problem where if you re-used the same save files over and over again, as your play time increased and the amount of things the game had to track in-world got bigger, the stability of the game overall got worse. you could mitigate it somewhat by using a fresh save file for every save (meaning you avoid quick saving or auto-saving) and you could also mitigate it by typing "pcb" into the console (minus quotes), but these were basically bandaids and with a long enough playtime you'd still get the same level of instability.

bethesda keeps cobbling new poo poo onto their same old engine, so it's possible this problem still persists.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


one of my biggest complaints isn't even necessarily quest pacing, it's the weird and inconsistent way they structed quest chains.

working with the institute, there's an entire quest where all you do is "pick 1 of 4 options from pre-recorded dialogue to make up a radio speech" and it all happens in one cell and it's all self-contained.

then you have another quest that's "fast travel to diamond city [loading screen] then go into another building [loading screen] then do some trivial thing and come back [loading screen]".

another quest is "go here and talk to dad [loading screen] then leave and go talk to a team of people [loading screen] okay now talk to dad again in another room [loading screen]".

why were the quest chains so poorly designed? there's no reason to have the player to go thru multiple loading screens to complete an arbitrary goal that doesn't even include any actual gameplay. it's like they really wanted to make a movie but felt like you would lose interest if they didn't spice it up with loading screens every two minutes

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


McSpankWich posted:

I didn't have any problems with The Big Dig either, except for the part where you break Mel out of prison by walking into the police station and then out again.

breaking the guy out of jail was also the only part of the mission that glitched out on me. i tried to do it sneaky, activated the defective robot, let it distract the cops, ran around to his cell to pick the lock. OH NO! one of the cops strafed back into the room while dodging the robot lasers and saw me pick the lock. now everything is aggro but the guy is out of jail and just running around. i get irritated that my stealth attempt got botched and reload the save i made just before going into the police station.

game loads up, wait, what? the guy i was supposed to break out of jail is just standing around in town and my quest log has updated to "recruit mel and go back to the dig"? so somehow the fact that i broke the guy out of jail carried over to my reload of the save, and i got to skip that breakout part.

i've noticed the game does this with every pre-placed environment hazard too. landmines, tripwires, mirelurk poison pods; if i trigger the trap and then reload the save, the trap stays finished.

Entropic posted:

I'm still confused why they didn't just port over the bounty system from Skyrim, that at least made a slight amount of sense. I guess they wanted to emphasize the lawlessness of the wasteland?

yeah, nothing was better than having your crime reported by a nearby horse

Freaking Crumbum fucked around with this message at 01:22 on Jan 1, 2016

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


lol this loving game. i pushed through what felt like WAY too many filler quests in the institute path to complete the main plot, and the ending is a 30 second clip where John Fallout rambles incoherently and then you're pooped back into the institute.

weren't nerds gamers so mad in 2013 at the ending of Mass Effect 3 that they trolled Bioware into writing a new ending in the DLC? where's the frothing, insatiable rage at this piece of poo poo ending?

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


frajaq posted:

Most people don't give a poo poo about the story while playing Bethesda games

fallout 3 - i am a son/daughter trying to find my dad
fallout 4 - i am a father/mother trying to find my son

man no kidding, they aren't even trying to pretend that there's anything approaching an interesting plot / story. fallout 4 is fallout 3 with a very minor role reversal.

actually i don't even know if that's fair to fallout 3. at least the plot to 3 actually revolved around something that would be very important to accomplish in a post-nuclear wasteland (potable water) even if it did devolve into BoS vs enclave stupidity. fallout 4 doesn't even try that hard; once you actually find your son, the game doesn't give great motivation for moving forward. either you're cool with what he did (and the main story is done) or you aren't and you gently caress his poo poo up (and the main story is done). everything after you find SHAWN just feels extremely forced

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


neonbregna posted:

Did they actually make a new ending because I went gently caress bio ware when I beat the game and the bio ware writers shut in my mouth.

i believe so, in some DLC that came out later? i never played ME3 story mode more than once, and i didn't think the ending was seriously that out of line compared to what they had already presented over the course of 3 games. i did sink a lot of hours into the multi-player because that was a lot more fun to me.

hyperbole aside, FO4 isn't actually a bad game. it's just a game with a lot of rough edges and a lot of ideas that only got put in half-way. i'm a little curious to see if the eventual pay-to-play DLC will just better flesh out existing features (town building, weapon / armor customization, etc.) or try to tell additional stories. if it's the former, i would have a hard time not thinking, cynically, that those improved DLC features weren't intentionally chopped off at the knee in the main game so people would "need" to buy the DLC

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


MaliciousOnion posted:

This is the biggest problem in my mind, too. There's no variety in the quest solutions, so your character choices boil down to guns or melee. There's no sneak or tech solutions to quests, and very few charisma. Sure, there's factions to choose from but the differences between them are largely cosmetic.

Despite that, I had fun with the game. It's just not as replayable as it could be.

since i didn't do the uss constitution quest until my guy was somewhere around level 30-ish, by that point my expectations for how quest resolution worked was pretty set in stone (kill a guy / kill a room of guys / pass a scripted speech check / find a macguffin and bring it back). then, lo and behold, every piece of the ship that you have to fix has this text box pop up where you can fix it with the parts you're told to use, or if your INT is sufficient (i think the different items require 3 / 5 / 7 / 9 INT) you can just fix it without having to run across the entire map to loot a single item and bring it back.

the uss constitution is seriously the only quest in the entire game i have found that gave you a chance to progress the quest based on your character's attributes. it felt like NV, and it made me wonder if that quest was made very early in development, and the direction for how quests were supposed to resolve got changed somewhere along the way, or if the person/team who made the quest were somehow the only people on the entire staff capable of looking at NV and finding something that worked and then implementing that into their game.


Arglebargle III posted:

So did the Institute have any plan at all? They're just kidnapping people for shits and giggles? They put a lot of effort, like the majority of their effort, into recapturing synths (that obviously someone within their org had to release) for the nebulous reason "they're our property" ??? I guess I'm in charge now so... maybe stop being evil for no reason guys? No?

depending on what terminals you read in the institute and what questions you ask father, you can learn that there was once another scientist / faction within the institute that wanted to make kellog the next step in human evolution (i.e. cyborgs with vastly enhanced capabilities and lifespans) and Father basically stepped in and said "no, we're not doing that again, we've already seen how bad that fails". Father ends the cyborg project and the synthetic human project gets pushed into the full-time effort of the institute. their long-term plan is [spoiler]to basically stay inside the institute and use the synths as their agents top-side, and all of the abductions were to help them design synths that could perfectly emulate real humans so that they would be more effective agents up in the wasteland. the institute still views every synth as 100% an artificial being with no real autonomy, and so their argument is that any synth topside that's built a "life" for itself is still a piece of their property that's just performing exceptionally well, but is still an object at the end of the day.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Slime Bro Helpdesk posted:

Was there a vaguely satisfactory answer I missed to explaining how their various problems were solved by "pre-war DNA"?


I feel like there are still several thousand words to waste trying to explain what the institute was doing within the context of a meaningful goal that the player or character would care about and ties it to the greater story. As is, it's Old World Blues but we're for some reason supposed to think "Ah yes, the crazy retard scientists are maybe good??" and also we don't get to fight a giant robot scorpion even once.

the general explanation from Father is that any DNA samples from current day are too mutated for the institute tech to work with properly (to what specific extent is left to your imagination). they needed pre-war DNA because their augmentations were only compatible with "pure strain" humans. that's as much of an answer as you get.

also, once you find SHAWN, you're supposed to hate the institute for whatever reason, and your goal is to gently caress their poo poo up. if you actually join the institute, the plot really does basically end right there. of course you are given 15 or so filler missions so that the game can "end" but you could seriously stop doing any quests after you join the institute and the net effect on the story would be the same. it really feels like the game was not originally intended to provide joining them as an option, and then somewhere along the line that got changed, but not with enough time to rewrite the amount of poo poo that would have to be rewritten to make joining the institute a valid story choice. fwiw i think it would have made much more sense and been much less contrived for kellog to also be a 3rd gen synth (maybe the first 3rd gen synth) with artificial implanted memories that would throw people off the trail if he were ever captured somehow, but no instead there's this tortured explanation for how being a cyborg made him more than 200 years old. bonus :wtf: is that the institute basically has technology sufficient to be magic (teleportation and whatever) and yet SHAWN'S cancer is terminally uncurable.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Tenzarin posted:

Dont forget, the entire story happened because some guy wanted to see what their still living parent would do if they woke them up alone into a nuclear fallout wasteland.

that almost, kinda jibes with their "we're all about could'a, not should'a" policy in general. and, if you don't join the institute, then they basically did a thing just so that you could eventually push their poo poo in completely. the logic only barely works if you decide to join them, or maybe the minute men

FATHER: "so yeah, we're going to remotely trigger the cryogenic systems in one vault to deactivate, so we can see what this one dude will do once he wakes up"
[john fallout spends 96 days scavenging garbage and meticulously placing lighting nodes in his starting town]
FATHER: "holy poo poo this is boring let's send some robots topside to shoot at him and maybe convince him to come hunt us down"

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Slime Bro Helpdesk posted:

"Look are you going to help us blow up a blimp or not?"

the most anti-climatic part of the whole thing is you don't even get to stage an assault on the blimp. you infiltrate an air field and the loving patriot optimus prime from FO3 is there and you get this bullshit 5 minute "defend the hacker robot" mission and then even when that's done you don't watch optimus prime blow up the blimp, you teleport out and when you phase back in everything is already blowing up.

it's like they learned the complete wrong lesson from oblivion - your character is the most important guy in the entire commonwealth, but you don't actually get to do the cool stuff. the most climatic thing that happens is 15 minutes after the intro sequence when you heroically fight a death claw at level two using some scavenged power armor.

edit: oh my god i really want either NV or another obsidian FO using this new engine

Freaking Crumbum fucked around with this message at 01:19 on Jan 3, 2016

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


dissss posted:

That wasn't the reason why Oblivion was a weak game though.

oblivion gates are the most un-fun thing i can think of that they've ever done, and this is including all of they ways daggerfall could gently caress you over with bugs (and this was before there was any real way to fix a save other than "start a new game"). i stopped playing oblivion's main story when it got to the point where like 10 gates pop up all over in every major city and you're supposed to close each of them. "gently caress this, i didn't enjoy doing the first one, or the random ones around the countryside, i'm sure as gently caress not doing 10 more" and i never went back to it.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Timeless Appeal posted:

They stole the well written companions from New Vegas.

i think we played a different game. the only well written companion is dog because he has no cliched, hackneyed sob story that he tries to interject into the middle of everything you're doing until you sit down and listen to him bitch for several minutes. he is also physically the smallest companion object, so only 50% of my shots get accidentally blocked by his head in combat, as opposed to 99% of my shots being blasted directly into the back of every other companion's head.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Jose posted:

Cool and yeah I knew the game had a lot of hoarding. Maybe I'll put the points that would have been in charisma in strength to carry more stuff

if you want to give yourself the most possible options throughout the game, go 4 STR / 4 PER / 6 INT. This gives you access to all the crafting perks (minus explosives and chems) and the lock picking and hacking perks (which otherwise gate off content). END / CHA / AGI / LUCK can all be leveled to taste, but there's nothing completely major in any of them. 6 CHA sounds good for the local leader perk, but both levels are extremely underwhelming because there's no actual purpose to the town building mini-game other than minecraft-lite navel gazing. seriously, your towns will play no role in the plot and can actively be a pain point if you don't like having to micro-manage 100 different things at each location (on top of random raids). if you absolutely have to have all the crafting perks then bump PER to 5 and INT to 7, but there's so many drugs and explosives scattered all loving over, i did not think they were necessary.

other than that, make sure you pump the weapon damage perk of your choice (melee or unarmed or whatever kind of gun) and you can pick anything else that sounds fun (it won't be). avoid any of the perks that boost damage threshold or armor or whatever, because thanks to power armor potentially providing armor ratings above 1000 and the game having to scale based on that, having +50 in any one category is loving meaningless.

edit: also unless you play exclusively the main quest and never explore an inch outside of the locations it sends you to, you will find infinity fusion cells for your power armor. after about the first hour of gameplay you never need to take it off unless you're trying to challenge yourself or something

Freaking Crumbum fucked around with this message at 18:53 on Jan 3, 2016

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


WhatEvil posted:

NV wasn't perfect, but it was good.

My main gripes with NV were that there was a linear progression through the map (except for the Cazadores and poo poo which people have already mentioned, which seems dumb to me)

i'm always surprised that people get so salty about the cazadores / rad scorpions / deathclaws / super mutants making a natural barrier between good springs and the strip. of course the southern path is linear; it's kind of a prolonged tutorial for a first time player, as it gets you familiar with all of the major factions (minus House) and game mechanics and etc. you don't have to go south, but the difficult monsters north of good springs make it likely that a first time player won't want to risk it. in actuality, it's extremely easy to sneak north on the 15 (going a little wide into the foot of black mountain to avoid the death claws at the quarry) to get to the strip, but if you're new to the game the difficult monsters are intimidating enough that you probably won't bother.

it's surprising to me because many people praise morrowind as the last good game that bethesda made, and they often talk about how the game had so much freedom and you could wander into areas you weren't supposed to be in and etc. new vegas does the exact same thing (gives you an obvious path but doesn't literally stop you from going another way) and it also uses mountains and (some) invisible walls to prevent you from wandering directly from point A to point B, but for some reason many people complain about trying to go north from good springs in new vegas

WhatEvil posted:

and also that near the end I decided to just say "gently caress it" and kill Caesar, along with wiping out the whole of the legion camp, and I'm reasonably sure I'm remembering correctly that there weren't any real kind of repercussions to that. Caesar's Legion still attacked the Dam at the end of the game all the same. I also don't think that the NCR / Vegas peeps even really acknowledged "Oh hey somebody wiped out Caesar and his camp!".

Seems to me that should have been a way to end/almost end the game.

I will add the slight caveat that I may be misremembering.

it's not super clear if you don't do any mission for the legion, but caesar's grip on the entire legion is hanging by a thread and his second in command (the boss guy with the cool helmet you fight at the dam if you doing any ending other than the legion) is waiting in the wings to take over the top spot. caesar is smart enough to keep the legion together thru a variety of means, but his second guy is really only good at combat, and it's openly speculated that the legion will more or less return to separate warring tribes when caesar finally bites it. if you kill him in-game before the battle of hoover dam it doesn't immediately change anything because the number 2 dude still has all his troops ready to attack and with caesar dead he's hoping to succeed in taking the dam where caesar failed and cement his role as the new head of the legion.

edit: that's also why the burned man is such a big deal to the legion that caesar outlaws even speaking of him. he was caesar's buddy from back when they were just missionaries trying to help out local tribes, and he had enough cunning, and the respect of the legion troops, that he could have successfully kept the legion together without caesar. when the burned man failed the first attack on hoover dam, caesar had to pull out all the stops to save face, and that included essentially executing his second in command dude. however, it turns out that was a "cut off your nose to spite your face" decision for caesar, because now he has no-one really competent enough to hold the legion together once he dies.

Freaking Crumbum fucked around with this message at 20:54 on Jan 3, 2016

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Anatharon posted:

I'd love to see a game like NV with voice acting and some of the neat stuff from FO4.

Though ideally they'd actually show Caser's as being a dark shade of grey instead of saying 'just trust us on this one.'

yeah, they barely even got to the "trust us on this one" mark. caesar tells you directly, if you work with him, that everything about the legion is an intentional thing he instructed them to do to keep everyone subservient. even stuff like limiting the average person's access to technology is done because it allows him to stay ahead of everyone else. even things that sounds good in theory like no chem / drug use is enforced brutally, and serve to limit people's access to medical options, which again keeps them subservient. trying to make the legion seem sympathetic would be easier if every one of their NPCs that you meet wasn't a snidely whiplash caricature who loved enslaving the weak and executing people for minor crimes. as it is, making the legion and caesar sympathetic is like trying to make north korea and kim jong un seem sympathetic

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


King Vidiot posted:

Yeah in hindsight I kinda wish I didn't invest points in weapon crafting, since by the time you can level crafting up to 3 or whatever you'll already be so far into the game that you'll probably be lousy with weapon mods from enemy drops, including all the good poo poo that the higher-level weapon crafting skills will get you.

vv Blacksmithing might be fine, because in my 100+ hours of play I've very rarely found any good weapon mods. I think nail bats and bladed tire irons were pretty much it.

fwiw, in my experience putting points into the crafting feats, you can get the next level of mods (tier 2 / 3 / 4) a few levels earlier than you would find them in the wild, if you always take the crafting perks at whatever level each rank becomes available. also, if you want to really get the most out of power armor, you at least need to take armor smithing and science to rank 4, because otherwise your options are basically limited to what you can find (and altough you can find powered armor up to and including the X-01 series, it's extremely unlikely you will find Rank VI quality parts for the X-01 armor unless you level john fallout to a ridiculous level).

also, it's not like there's a ton of must-have perks that you're having to give up when you take the crafting perks. oh no, i might not get aquaboy, or +10 damage resistance to energy, or the vats guideline to my next objective!

edit: hacking and lockpicking were huge letdowns though. there's only one unique item that is gated behind a master lock that i can immediately think of (cryolater in the very first zone) and the only other time either skill is actually useful is when you're supposed to be exploring one of the linear dungeons and you start next to a [MASTER] locked door that is basically just a shortcut to the end of the dungeon without having to shoot 100 identical raiders or ghouls or whatever.

Freaking Crumbum fucked around with this message at 21:10 on Jan 4, 2016

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Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


JawKnee posted:

power armor pros: jet pack (with science! 4), essentially god mode

power armor cons: slow, UI is poo poo

honestly had more fun out of it than in it (jetpacking around excepted)

they seriously should have reduced the total number of fusion cores that exist in the game, and changed random chest loot lists so that they can't just pop up randomly. there's never a point where you aren't swimming in fusion cores, outside maybe the first hour of the game.

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