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Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


i think i've clocked something like 800 hours in NV between the original PS3 release + all DLC and then rebuying the complete edition again on Steam a few year later. I've also played 4 to completion two different times, but it never held my interest long enough to bother getting into the DLC (even though I bought it :downs:)

based on all of my experience, i gotta say, 4 is the better game. by that i mean, the actual gameplay part of 4 is more fun. the gunplay is responsive, the melee combat feels visceral, building little fortress towns is cool as poo poo the first time you get introduced to it, crafting is 1000x better because it doesn't require that you have an exact item (eg. an empty whiskey bottle) and refuse to cooperate if you have a similar-but-not-identical item (eg. an empty tequila bottle). NV occupies a completely different stratosphere when it comes to quest design and branching choices and the game being reactive to your decisions, but holy hell it is loving HARD to play through NV on its 8 year old engine now.

i guess what i'm saying is, i would pay an embarrassing amount of money to have NV professionally recreated in the engine used by 4 (i know there's fan hacks of varying degrees of completion, but i am willing to be none of those will ever actually be finished). i know obsidian and bethesda left on bad terms after the NV review-bonus debacle, but holy gently caress NV in 4's engine would be my dream game.

Fabulousity posted:

The only NPCs where this is not the correct course of action are the thieving little shits standing outside all the stores in The Den: For those guys just make sure the only things in your pockets as you walk by are actively armed explosives.

holy poo poo that's loving awesome and now i'm mad at myself that it never occurred to me to do that

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Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Fabulousity posted:

Just be sure you're running with a fan patch. If I remember correctly the retail version tended to crash when the little scamps explode.

oh man, the first time i realized that you could murder flick in the den and take his entire inventory with no plot repercussions was a big day! except, doing that sends all 1049394 junkies on the map into panic combat. i did that exactly once on a 1998 computer and the amount of time it took for the game to sort out every NPC's actions meant that i have never attempted to do that again, even though i'm sure it'd be less painful on a modern computer.

Acebuckeye13 posted:

Also if it does come out it's gonna be a long-rear end time from now, but man I hope Fallout 4: New Vegas does reach some kind of actual release.

https://www.youtube.com/watch?v=KARSz0AE39Q

yeah, this is the one i was thinking about. i wish i hadn't actually seen it because i don't expect it'll ever get finished and knowing that it could exist but likely won't is worse than if i had never known about it

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


ToxicSlurpee posted:

I think those little thieving bastards are the reason it's an obsession. They were the most irritating part of FO2 by far.

Actually I don't think it was an actual obsession there was just somebody that became infamous and started a massive flamewar that spanned the entire internet for bitching that you couldn't just kill MacCready in FO3. In 1 and 2 you could kill children but you got the Childkiller perk which made basically everybody hate you. After that they just went "all children are essential and you can't even meaningfully hurt them." Then that guy came along and was all blustery like "yeah well if somebody won't let me go where I want I'll just kill them" like it was totally normal and rational to want to kill everything in a cave of nothing but children because the guy at the door wouldn't let you in right away.

Other people have whined that it isn't realistic that you can't just kill every single thing that's alive like you could in the first two games and...uh, well realism has never been the strong point of video games. They're games. They aren't supposed to perfectly mimic life.

i could see it being the case that the kids should be trivially easy to intimidate in 3. like, i have a kid, so i know they can be obstinate assholes if they feel like it, but kids are also really easily frightened because it's literally a survival mechanism that has been selected for via the magic of human evolution. i don't recall little lamplight being so bad that i felt like you should be able to murder all the kids in there, but there definitely should have been an option to fire a couple warning shots into the air at the first roadblock and basically have all the kids flee the cave.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Gynovore posted:

Odd, I bought FNV about a year after release and never had stability issues. Has it gotten worse?

you're one lucky ducky! I've never been able to find any kind of set-up or any combination of patches and/or mods that has ever made the game stable. when I play FNV, my rule is I play for as long as it takes the game to completely crash, and then when that happens I'm done for the day. typically 30 min - 1 hour.

actually the original PS3 release was pretty stable until your save file got to be longer than like 40 hours played, but that's a problem for any game that uses the Bethesda engine.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


honestly, I was really hoping that the whole "where is SHAAAAAAWN" plot of FO4 would turn out that both the protagonist's son and the people that kidnapped him have been dead and gone for years by the time the protagonist actually thaws out, and all of the protagonist's strife and internal conflict was for nothing. the end - no moral!

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


I'm struggling to remember, but was there any obvious sub-plot threading through FO4 that hinted at where they wanted the next game to take place? like, in FO3 there's a whole bunch of quests surrounding synths and the railroad and the fact that the guard in Rivet City is a synth but had his memory hosed with so hard, he's literally forgotten about it. I can't think of any kind of equivalent stuff in FO4, but maybe I'm forgetting.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


MikeJF posted:

The only hook I can think of is the terminal going on about the Prydwin passing over New York, skyscrapers full of mutants. Nothing big, though.

Unless the Yangtze is a hook, which would be awesome.

having the next game take place entirely outside of the US would actually be a really bold move that they could use to reinvigorate the series and inject whatever lore they wanted, since the rest of the world is basically a blank slate.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


chitoryu12 posted:

You're correct, you don't need perks. However, you do often need specific small parts like springs that you can't get from breaking down items unless you get the requisite perks. Without them, you're stuck getting 1 or 2 Steel for breaking down an entire gun and still effectively unable to craft the standard parts.

The mod I got makes those standard parts free (if you want a greater challenge, it makes the shortest barrels free and standard-length barrels still require crafting) so you can effectively pull pieces off the guns you find and get to building guns immediately.

are you opposed to scrounging thru junk for parts? because all of the "rare" gun parts are actually pretty common if you know what to look for. the perk that lets you get "rare" parts from common garbage is basically for people that are being lazy about scavenging, but I've never had a problem finding whatever part was needed for a particular upgrade. the bigger issue is that certain mods are gated behind level-locked perks, so even if you've got the right pieces, you can't make the actual mod until you're arbitrarily level 31 or whatever.


The Skeleton King posted:

The institute could easily just be written as an Enclave funded pre war program that has decided to use its Snatchers (tm) to try and control the commonwealth from the shadows.

Instead it's some science idiots who built intelligent, free thinking robots for slave labor for reasons unknown, has no stated goal in mind, and is run by your idiot son that nobody on earth ever cared about. Why are some synths trying to replace real people? Why are they building robots with free will if they only want mindless slaves? Why did they send "kill em all" Kellogg to the vault to retrieve a child when there was 20+ adults that would work equally well that he just killed?

gently caress the institute, and gently caress Shaun.

Then here's the Railroad who have a painted red line that everyone in diamond city knows about going straight to their secret base, which is locked with the brilliant password which is loving "Railroad". They're super concerned about synth's rights when right across the loving street there's super mutants eating people. It's dumb.

The brotherhood are also idiots.

I don't mind that they didn't go back to the Enclave well, especially since I felt like their presence in FO3 was nothing more than nostalgia-bait (see? we're fallout! we've got vaults and the BoS and the Enclave is the bad guy again!). at the same time, the institute's motivations don't make a ton of sense in the context of the game, at least unless you decide to join them and then their plan basically amounts to MWA HA HA WORLD BOSTON DOMINATION!

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


chitoryu12 posted:

It's been a bit since I played because I started getting bored by the Glowing Sea, but I don't recall finding a whole lot of small parts while scavenging.

take something like "nuclear material" or "springs" or "fiber optics" or whatever, and there's likely 5 - 10 junk items you can find that contain that specific material and that you can break down without any special perks. it's not the most convenient way to get the rarer materials, but if you're willing to either play with a wiki open, or just memorize what junk contains what parts, it really isn't that hard to acquire any particular piece. the only thing that really chews through your reserve pieces very quickly is if you get invested in building up every settlement into a functional town, because things like wood and stone are dime-a-dozen, but ceramic and gold and other stuff requires a little more effort to find.

keep in mind, the junk merchant in diamond city, bunker hill, and most other major settlements will also periodically have mass shipments of a few specific parts, so if you just check them every time you're in town you'll find they randomly have 200 pounds of fiber optics or whatever.

edit: it's actually really similar to alchemy in the elder scrolls, where if you're willing to memorize what each plant or bug part does, you can actually make some potions that require rare ingredients without having to hunt down ash vampires or daedra lords or whatever.

Freaking Crumbum fucked around with this message at 17:16 on Jan 31, 2018

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


dont be mean to me posted:

They're technically correct.

the best kind of correct!

imagine if FO5 has the responsiveness of DOOM 2015. that'd kick so much rear end

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Dongicus posted:

praising the shooting and loot mechanics in a series defined by its quests and characters is some smooth brain poo poo

you can be frustrated about Bethesda not making the game you wish they would make, but I'm going to focus on hoping that they improve on the types of things that they've indicated they actually want to do.

writing deep, interesting quests with multiple solutions and an overarching plot that's reactive to your decisions as a player, including multifaceted factions to provide background color, is not something they do well (or likely care to do at all). making huge sandboxes that are fun to screw around in and explore with passable shooter mechanics and a plot that just barely gives you reason to wander over the next hill is where they're taking Fallout, no matter how much you might hate that.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


LORD OF BOOTY posted:

i would say, more than that, they're a jack of all trades for batshit unchecked ambition.

like, the whole problem with Bethesda games is that they're punching several weight classes above their weight in what they go for, meaning they don't have the ability to properly polish anything if they want to get something out the door. if Bethesda made something smaller-scale, maybe something more along the lines of a Borderlands than an Elder Scrolls, we'd probably see something genuinely good out of them; the problem is they only want to make giant loving behemoth open-world games with a million things to do and dynamic radiant AI and settlement-building and player homes and dynamic quests and et cetera.

Bethesda has shown they're a way better publisher than they are a first-party developer. they really need to leverage some of the talent behind other properties they've produced, and have them make some kind of all-stat team for the next fallout. FO5 being written by the Prey team and having the game mechanics of the DOOM team and etc. seems like it'd be a pretty kickass game.

or it'd be an mediocre Frankenstein of mishmashed ambitions, but that's not any different from what they're currently producing. might as well give it a shot!

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


amigolupus posted:

Ambitious, overextends itself, has some serious game development problems at its core... So what you're saying is that Bethesda is the NCR? :v:


Or better yet, an option to tell Ulysses he's got the wrong person.

[Speech 100]: Listen you whackjob, I'm happy to engage in your mutually assured destruction boss fight over an active nuclear silo, but I have no loving clue what you're on about and I've never even heard of Hopeville. Now, are we done here, or do you want to find out which of us can murder the other anyway?

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


RBA Starblade posted:

I feel like another big issue with FO3, NV, and 4 are that they aren't as gross as FO1 or two an extent 2. There's nothing really like the floaters or Master. Centaurs I guess but that's really it. They play down everything else for the wasteland, which is a problem, since there isn't actually a wasteland anymore if we keep going forward in time with the games.

true, none of the recent games have matched the raw excremental power of dynamiting the poo poo well in Modok.


Samuel Clemens posted:

Are you talking about the Nightkin? Those aren't Enclave creations, they were in the original Fallout.

yeah IIRC the Enclave wasn't into the Super Mutants at all. even Frank Horrigan was a one-off badass that even the rest of his troops were literally afraid of.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Reality Loser posted:

I should probably finish Lonesome Road but it just wasn't grabbing me like Old World Blues did, and I was a bit burnt out after slogging through honest hearts.

fwiw I hated OWB and loved HH and still didn't enjoy Lonesome Road. I finished it out of spite because I paid for it, but turning NV into chest-high-wall cover-based shooting-gallery-on-rails with a running commentary track narrated by an NPC that you've literally never met and have next-to-no emotional investment in was a weird decision

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


shovelbum posted:

I never played the DLCs other than HH, should I reinstall and gofer it?

if you don't already know how they end, sure, why not. if you've got a general idea of what they're about, I wouldn't bother. HH was my personal favorite, with DM being a close second and OWB and LR having a two way tie for dead last.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


shovelbum posted:

Is there a way to get a grenade machinegun or Mercy early on via cheese but not cheating? This is crucial to my enjoyment

IIRC Mercy is hidden in some cave packed with hella deathclaws so I don't know how easily you can get that "early" without actual cheat codes, but I believe Mick & Ralph have a chance to sell the regular grenade machinegun if you can pass the Speech 30 check to convince Ralph to show you his special inventory.

It's pretty trivially easy to head up to freeside at level 1 or 2, because you can find a stealth boy in good springs (in the school I believe) and you can use that to stealth between the quarry and the base of black mountain. you'll probably be stuck in [CAUTION] mode the whole time, even with the stealth boy, but you can thread the needle between those two locations without triggering combat with deathclaws or super mutants, and then from there just head right up to freeside.

a low level character could easily pass a Speech 30 check and have the minimum stealth to get to freeside to buy the grenade machinegun, but then you might also get screwed by a lack of ammo, since the grenade machinegun is considered a mid/end game weapon and the ammo isn't super common on low level enemies. the base price of the thing is also 5000+ caps, so you're going to have to come up with a way to scrape together a bunch of caps (maybe a high Luck build abusing the casino in freeside) and on top of everything else, the grenade machinegun requires 100 skill in Explosives to use, so even if you manage to find one / buy one, you're going to be extremely inaccurate with it unless you dump every single free skill point into explosives.

honestly it seems like it'd be easier to console command yourself the weapon and the necessary skill if that's your bag. or maybe just use a regular grenade rifle, since you can find those at a much lower level and they'll still let you rain explosive death down on your targets.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Jarf posted:

I actually enjoyed Mothership Zeta though.

Never finished Fallout: Tactics, it gets really hard when the robots show up and you aren't prepared for it.

there's definitely an implied tier system behind the weapon skills where small guns > big guns > energy weapons, but there's not an obvious way (that I can recall) that the game to reveals this to you, other than you start doing a new mission with new threats and suddenly your weapons are doing next-to-no damage and all the enemies are just shredding you apart.

I actually felt like the mission where you transition from raider/human antagonists to primarily super mutant opponents was worse, because you're primarily using small guns up to that point and so are your opponents, but suddenly you get thrown into a fight with these walking HP sponges that laugh off your puny bullets and return fire with chain guns and missiles.

by the time you get to the robot levels you've already had to go thru that process once and at least you likely have access to big guns and maybe a few high-end small gun weapons w/ EMP ammo.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


I really want the next fallout to swerve away from all of the high-tech sci-fi bullshit that's gotten glommed on over the years. I want to play a fallout where the lovely pipe guns are the pinnacle of firearms technology, a working pre-war handgun or assault rifle is a priceless treasure, there might be ONE single laser pistol in the entire game, robots exist only as scrapped heaps of junk and not as a type of creature so common that they're literally working as shopkeepers in survivor cities, etc.

like, by FO4 the BoS has a motherfucking air force that has either found, or can mass produce, so many aircraft that they just waste them on pointless scouting patrols that get shot down with such alarming frequency that it's only a minor annoyance to have to hear yet another one explode.

I don't care if that means they have to put the game's setting in the pacific northwest or the florida bijou or whatever, I just don't care about post-post-apocalypse as a setting and that's basically where the main series has wound up.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


dont be mean to me posted:

This wasn't even true in Fallout 1.

I didn't say that it was? :confused:

I was just stating what I would like the next FO to feel like.

Neurolimal posted:

That said, I do hope that the next FO stays a little more grounded than FO4. IMO you can have tons of wacky scifi in a sparse wasteland (FO3), or a populated map with slightly more grounded tech outside of weapons (FONV), but when you have multiple giant towns with brain scanners and sentries and power armor stations and a super-lab and etc. It feels less like a post-apocalyptic game and more a "what if atom bombs were actually just filled with country-sized payloads of random trash and flipped over tables" scenario.

we have powered armor and robot servants and nuclear airplanes but we refuse to learn how to build any type of permanent housing structure beyond slapping four tin sheets together and throwing a wooden board across the top. we're also down with squatting in the ruins of pre-war houses and hotels, but god forbid I stoop to even pick up a single empty bottle, let alone arrange my living space to look like an actual human being lives here.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


dont be mean to me posted:

You may be better served by looking for a game series with the aesthetic you're looking for, rather than trying to cram this one into it.

nah, though. if the general trend of increasingly civilized settings continues apace, FO5 is going to involve your character living a normal post-post-apocalypse life where you have to prepare for your job interview as a computer programmer for the NCR and fret about whether or not you can afford your apartment rent after the landlord just raised the rate to 1200 caps. you'll enjoy exciting things like eating lunch at a functional restaurant and paying for a ride on working public transportation.

low-tech/no-tech might not be what the original FO was, but it'd be more interesting than everything more-or-less returning to 20th century normalcy (with the exception that there's inexplicably a metric fuckton of pre-war trash still piled up on every street corner).


Wolfsheim posted:

Metro might be more what you're looking for, friend

eh, I gave Stalker and it's expansions/sequels a run years back, and they were fun but they weren't quite what I was looking for. although I've never played it, Metro seems very similar to Stalker except ++claustrophobic.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Arcsquad12 posted:

Make a game based around the Circle of Steel, where you are a deep cover brotherhood internal affairs agent sent to discover what the Midwest chapter has been up to after going dark for several years.

it'd also be cool if ropekid / obsidian were able to take another crack at all of the cool poo poo they cooked up for Van Buren that didn't make it into NV. like, the cesar's legion stuff is more-or-less exhausted, but that wasn't even the main thrust of Van Buren, based on the design docs that got released. they could still make Van Buren in its entirety (except using the besthesda assets) and you'd only retread like 5% of the legion lore.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


the only thing I hate about voiced protagonists is the way that the dialogue prompts get truncated to fit them on the screen, because it's irritating to have incomplete information to choose from. like, an NPC might say:

"Will you help to stop the Red Hat raiders? They're the most feared gang in the wasteland!"

and you get a dialogue prompt like:

Agree / Disagree / More Questions / Monkeycheese Bullshit Option

and you pick "Agree" and then your avatar says something like:

"I'll help you stop the Red Hat raiders, but only because you're such a pathetic bitch that can't solve the problem on your own!"

and I'm left sitting there thinking holy poo poo that is not at all how I would have wanted my character to respond.

at least when they write out all of the dialogue lines for you to pick from, you get the entire script of how you're about to respond. often the voice acting just becomes a nonsense game of mad-libs as filled-in by a bored 12 year-old, which can be unintentionally hilarious, but it doesn't serve to help me identify with the character I'm trying to role play.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Internet Kraken posted:

That's just standard Bethesda writing though. They love to write little backstories for a lot of the areas that get told through the environment and notes. I'd actually say its the one part of their writing that is consistently good.

the Survivalist in Honest Hearts is, bar-none, my favorite character in the entire FNV saga, and you never even actually meet him unless you count finding his skeleton as meeting him so i'm tentatively okay with having little side-plots that weave through several areas but are hidden away on notes or in computers or whatever and aren't ever actually brought up by the main characters.

that's probably the answer to my earlier question too, about what below-the-surface sub-plot keeps popping up in FO4 to hint at where they want FO5 to go - the raider factions all having specific leaders that all had interactions with, or opinions about, the other raider leaders, is probably what they're going to explore the next time around. it's actually kind of a neat idea, since groups like the BoS and Enclave and NCR are extremely played out at this point, and raiders as a concept are barely defined as more than amoral murder robots, which doesn't really explain how the hell they manage to exist long enough to reproduce or maintain any kind of lifestyle that allows for the perpetuation of values and heritage and etc.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


2house2fly posted:

They could just run the same voice through filters depending on your race

ah yes, the classic always sunny argument "is blackface or blackvoice more racist" via the non-canon Lethal Weapon sequels

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Internet Kraken posted:

Bethesda created a system where you are limited to 4 responses because voice acting is expensive as hell and having someone read multiple lines for every response adds up really fast. Its weird that you would mention Mass Effect as being a good example in that regard because its even more limiting than Fallout 4 with responses; most of the time you have 3 to choose from.

my guess is (and my memory's fuzzy because I haven't touched mass effect since 2013-ish) it's because mass effect never had a dialogue box where your choices were something completely asinine like "Yes/Sure/Okay/No"

it had plenty of prompts that were misleading about what Shep was actually going to say, but I don't recall any of the choices being embarrassingly identical.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


chitoryu12 posted:

The slideshows actually consist of your model being locked staring at a screen, with an NPC standing off to the side providing narration.

this was great the first time I ever beat NV and for some reason the script telling the NPCs to stop walking around broke or didn't fire, so I got the narrator and Cass wandering all over the screen while the slideshow played. it was weird as all hell.

on my second playthrough, a mega rad scorpion from the gulch north of good springs wandered into town during the gunfight with the powder gangers and loving wrecked everyone and I couldn't even kill it so I just had to run away from good springs and not go back for several hours of play time. when I finally did go back with better weapons, it had despawned

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Arcsquad12 posted:

You really want to see more Bethesda "cities"?

I think the biggest problem for Bethesda is that their games are renowned for "if you can see it, you can go there" style gameplay, which limits the ways in which they can build a game world. they could easily build bigger "towns" that have houses you can't enter or buildings that make the city look expansive but are basically just set dressing, but because people expect that they can go anywhere in the game, everything has to be able to be interacted with (even if it's a mostly empty house with only a table and forks and wooden plates).

if Bethesda could get away from the idea that literally every square inch of the game world is able to be explored then they could do the kind of world building that gives the illusion of size, but that's not their bag.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


2house2fly posted:

I don't think it would have had much influence really, except as a stark reminder to budget resources carefully and cut ruthlessly when necessary. There's definitely some resemblances to the DLCs written by Chris Avellone of course, like a bunch of people who don't like each other being forced together, a focus on sites of great destruction long after the destruction itself has taken place, and villains who don't find it in their own best interests to speak clearly to you. I think K2's crafting system was based on breaking items down to roll materials, which is basically what the vending machines in dead money do as well- also Prey from last year

kotor 2 was written by a dude that loving hated all of the standard star wars tropes and attempted to deconstruct them (with varying degrees of success). imo the things that people don't like about kotor 2 probably wouldn't have been "fixed" if they had more time/money. if you play with the extensive cut-content mods, the stuff they add back in doesn't take the story in a miraculously different direction or fundamentally change the main thrust of the plot - if anything, it adds more detail about things that you might already dislike.

i think people imagine they could get another grand ole space opera with bigger set piece battles like with kotor but flashier, but that really wasn't the direction that kotor 2 was headed, no matter how much more time and money they could have had.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Arcsquad12 posted:

Depends on your reason to be lukewarm. KOTOR 1 is a fairly straightforward Star Wars experience transplanted to a different time period. KOTOR 2 is Chris Avellone's thirty hour long lecture series on why The Force, Jedi and Sith are all terrible ideas that only cause human suffering.

Kotor 1 is a decent, early 2000's Bioware RPG. if you enjoy their early stuff, you will probably like it. it's like a decent summer action flick - nothing revolutionary, but it's a fun little ride while it lasts. the graphics look dated AF now tho, so for some people that's a hard pass.

Kotor 2 is only something you'll like if you really enjoyed PS:T or otherwise enjoy games that are plot-heavy to the point that they become more like an interactive novel. Kotor 2 is so concerned about making sure that you loving appreciate the masterful tale that it's weaving that there's not just one, but TWO unskippable intro sequences, and a third that is technically skippable (but bridges the gab between the end of Kotor 1 and the start of Kotor 2, so you might not want to skip it). for a first time player, it's likely 10-15 hours into the game before you're at a point where you can explore around and do quests in whatever order you want. the ending is likewise a really narrow railroad that basically lectures you about every choice you made and explains why you're an idiot for having even bothered at all.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


reinstalled NV again and got increasingly frustrated that the Strip Open mod wasn't also making Freeside open. probably spent 30 minutes messing with load order, trying different things, reinstalling mods, but nothing could make Strip Open turn Freeside open too.

:v: because Freeside Open is an entirely separate mod and it worked first try once I remembered that. in my mind the Strip & Freeside are supposed to be one huge, homogenous area so my brain just assumed that Strip Open should work for both locations.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Randaconda posted:

Hell, why not just hire one of the main guys from Obsidian and put him in charge.

i think another issue is that the amount of effort it takes to create a consistent and engaging narrative/plot requires a fair investment of your resources, and it's not something that generally correlates with moving 100000 more units of your game. like, if they hire a few more animators and graphic artists and create a really spectacular 20 minute intro sequence that looks and plays like silk, that's money better spent from their perspective because that's the perfect sequence for reviewers and youtubers to slobber over and get other gamers hyped about. you can look at most games on say steam, and see what percentage of the player base actually unlocks the "end of game" achievement for any given game - my conservative guess is on average it's sub 40% (with some serious variations) but RPGs probably tend even lower, like sub 20%. so you can spend more money on the first hour of the game to make it look loving killer, which is great because that's what 100% of your players will see, or you can spend more money to write a story with a satisfying conclusion, that maybe 1 in 5 of your players will ever actually complete.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Katt posted:

I know and the first timer can be patched out as well. I mean back in the day as a new player.

i played FO1 when it was new and neither timer felt oppressive. it motivates you to "solve" the first major problem and even provides some "solutions" w/ unintended consequences like the water merchants revealing the location of the vault.

FO1 came out when CRPGs were still very much built with the idea that "obtuse design/systems/rules aren't bugs, they're features" so having an arbitrary timer fit more or less with the kind of BS you'd expect in a CRPG. like, FO1 came out a little after Wizardry 6 & 7 and if you could make your way through those games, the timer in FO1 wasn't going to frustrate you to the point of quitting.

i was by far more upset when the Overseer banishes you from the vault. "completing" the main quest and not actually being treated like the champion of the day was a bigger kick in the nuts for me.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


A Sometimes Food posted:

Nah found that a couple of playthroughs ago, this was some little roadside shop called the Grub and Gulp.

there's a star bottlecap there. that's the only reason i know that location exists (that and it's extremely on-the-way from 188 to NV)

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Shrimp or Shrimps posted:

Get a load of this guy following the road in a 3D fallout game psh

cazadores to the left of me
death claws to the right
here i am, following the road in a 3D fallout game

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


StandardVC10 posted:

I remember the Grub and Gulp because it's near a Legion assassin spawn point.

i don't know if it was an official patch or some combination of mods i've got running (without realizing it) but every one of my play throughs involves legion hit squads decked out with weapons like 2+ tiers above whatever i can presently acquire, and they seem to spawn extremely frequently until you go to Cesar and he tells them to knock it off.

i feel like the game-at-launch didn't have such deadly legion squads, or at least not as frequent, but maybe that's also me playing on PS3 in 2010 vs playing on PC now

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


my main bitch with trying to replay FO 1/2 is how Agility is such a god stat and my inner min-max desires won't let me play a suboptimal character. i'll come up with a cool character concept but then i hit the "MAX AGILITY = MAX AP" hurdle and fall down every time.

is agility really as important as i remember it being? i know it directly correlates to your AP which basically dictates how effective you are in combat, but is having say 6 AP that much worse than having 10? i feel like i'd give it another run but always playing a high agility hero limits where you can spend your other points.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Riatsala posted:

Having inertia-less enemies ice skate sideways and head shot you while your guns sometimes fire correctly does not make for smooth and rewarding gameplay.

the multiple idiosyncrasies inherent in the F3/NV engine are comfortingly familiar for me, but i played both of those games at launch and have sunk hundreds of hours into each of them and at this point i don't even notice them any more. hearing someone else approach it with a fresh perspective is amusing, but your point is also an interesting one.

i don't remember movement in F4 having actual inertial either? like, you can always move at your max speed (it doesn't take time to build up from jog > run) and i don't recall traveling downhill including unintentional movement (you can stop on a dime even on a downward slope). did F4 actually have movement inertia, or did it just conceal it better than two games from '08 and '10?

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Generic Monk posted:

most of these are pretty much endemic to the engine as well and the combat is only really bearable by you having a dece amount of health to absorb all the janky misfires. which is why I've always been sceptical of the utility of those xXhARDCORE cOMBATXx mods

i've long toyed with the idea of a mod that removes HP gain from leveling up. it would also remove scaling HP levels for monsters with leveling. the main roadblock (outside being too lazy) is that by mid-game weapons would be one-shotting everything (including enemies shooting your) so the whole game would turn into rocket tag.

maybe gin it up so that medium & heavy armor also provide increasing +HP bonuses so that you've finally got a reason to wear them (outside RP-ing I guess). i've never ever bothered with medium or heavy armor, even on melee builds, because being maneuverable and sneaky and being able to first strike something is so much more valuable.

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Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Nichael posted:

I never actually finished New Vegas, and I've been slowly finishing it lately. Playing it again after 4 is so weird. Just like everyone else, I find it to be a huge downgrade in gameplay, and a huge upgrade in writing. Really not sure why you can't have both. 4 is incredibly shallow in comparison.

obsidian made NV on a fairly tight time table and had to get strategic with how they allocated their money. they basically took the morrowind engine and associated limitations as a lost cause and spent all of their effort in making the actual plot of the game as engaging as possible.

beth has all the time and money they need to both improve the engine and come up with a compelling story, but instead they turned in some C- effort to "upgrade" the game play and wrote the entire story three days before the beta code got deployed to production.

like, i don't even know how fair it is to give credit to beth for the game play in 4 being nominally better. i think it's equally likely that FPS games in general improved between 2010 and 2015 and any perceived improvements in F4 were less intentional decisions and more just a happy coincidence because technology moved forward.

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