Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Xander77 posted:

Is there a reason why the handful of mods for the originals are all about Fallout 2? Really seems like Tactics would have been a (relatively) more flexible engine that would allow you to design a proper fallout adventure AND play as a dog.

Probably due to the size of the community and its popularity (or lack thereof), I suspect. FO1 and FO2 had been out for ages by the time Tactics was released and had a steady following. Tactics on the other hand was often lambasted by the more hardcore members of the community, they likely would've been the ones who would sink the most time into creating things. Most of them just wanted it to go away and for Van Bruen to come out.

I also have no idea how flexible and open the engine Micro Forte used to make the game was. I remember spending a lot of time building my own maps with their editor but didn't delve much deeper into things than that.

Seems like forever ago now but I still remember the hostility the community had. If only they knew what was to come - Bethesda had such sights to show them!

RBA Starblade posted:

I haven't played it in a year but there never seemed to be a point to spending money on Fallout Shelter, even after adding in the parts where you can actually explore stuff.
Yeah, I played it quite a bit after it came to Android, mostly on the train ride to and from work. And maybe other points during the day I was out but had down time. Game took for loving ever to load once your Vault got big enough and that's what ultimately turned me off from it.

Never felt the need to buy anything to help out but seeing as they were raking in cash with it I guess some people felt differently.

Psychotic Weasel fucked around with this message at 17:28 on Jan 29, 2018

Adbot
ADBOT LOVES YOU

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
As much as I loved FO1 and 2 I don't want to see them remade - I enjoyed them when they came put and played both for years and I'd rather remember them that way for what they were.

There are a lot of very antiquated gameplay and game design techniques used in them that would probably just frustrate people today. Hell, even just having the ability to push people out of doorways makes me prefer playing 2 over 1 since I don't need to save every time I enter a building.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Samuel Clemens posted:

Haha, that sounds like Fallout 2 alright. Definitely not a game you want to play without the unofficial patch.

Though you only have yourself to blame for actually fighting anyone in that place. :v:

You could get in easily through the secret hatch in the gas station after you killed/snuck past the disguised guard standing out front. From there you do not meet a single other NPC between the tunnel and store room where they kept the armour. The hard part is save scumming your way there and back.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Internet Kraken posted:

I slept with a woman in New Reno (I think that was the name of the city) and then all my companions vanished. I fought my way out of the casino now filled with angry mobsters alone, thinking they would be outside.

I don't recall ever having that happen to me, but I usually never used companions in 1 or 2 (or 3, or NV or 4 for that matter) since I always found them to be a hassle. I do remember corpses with mission critical loot disappearing or simply being impossible to select being an issue from time to time.

I do remember sleeping with Bishop's wife and/or daughter then having to fight your way out of the Shark Club being a very nasty trap for new players. I remember at least one run ending there.

I also remember combat anywhere in Reno being a hilarious shitshow as every bouncer, guard, gambler, whore, pimp and bystander needed to go through their turn before you could move.

Psychotic Weasel fucked around with this message at 00:25 on Jan 30, 2018

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
The key was to make sure someone got caught in crossfire then watch as all the junkies and prostitutes bitchslapped the bouncers to death. Or at least wasted all their ammo gunning down an entire street of innocent victims.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Thank you for that.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Freaking Crumbum posted:

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

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.

Alternatively - a method that doesn't involve murdering children (seriously, why was this such a loving obsession for so long?) just engage combat, punch each kid one or twice until they've got to low HP, then allow them to flee and end combat. They will eventually return to their 'post' but every time you approach they will run away again. But without engaging combat. They also have no allied NPCs nearby so you don't have to fight off the entire town.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Yeah, Fallout 2 had some serious pacing issues going on. Especially in the early part of the game that starts off with that godawful Temple of Trials and lasts until about Vault City by which point you should have gained enough levels to round out your character. This is made a bit easier if you tag Pickpocket and steal everything you can in Klamath, Redding and Modoc.

My main beef with Fallout 1 was the drat time limit. If you take too long to beat the game you get locked into the worst endings no matter what. Who the hell creates this giant, open world for you to explore and grow in then slaps a time limit on it?

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
I've never really had a problem gathering crafting components in 4 - you just grab everything not nailed down on your travels and dump it at nearby settlements so you can pick out the parts you need. Eventually you learn what junk contains rarer, more valuable components and focus on them to save weight.

The only things I find difficult to collect is rubber and adhesives. I'll usually get Scantuary setup to produce vegetable starch as quickly as possible though.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
The surprise waiting for you at Great Bend can be a real show stopper if you didn't happen to have something in your squad that could already help you. If you had a stockpile of money laying around you could go back to a previous save and rekit your squad then try again but it was a strange design decision to just suddenly have all the enemies switch to something with super high resistances with no leadup.

That said, I still enjoyed FO:T flaws and all. Wasn't a perfect game or even perfect squad shooter by any means but it was still fun. Wouldn't mind seeing another game like it some day.

edit:

Freaking Crumbum posted:

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.
I didn't have that much of a problem with the Super Mutants when they showed up. The game throws 5.56 ammo at you left, right and center so I had plenty to spare for my snipers to pick people off with, and when a mutant runs up to you the rest can tear into it with AK-47s on burst to put them down.

Robots on the other hand were nearly immune to just about everything except energy and high caliber guns.

Psychotic Weasel fucked around with this message at 17:38 on Feb 1, 2018

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
To be honest I really wish Bethesda did more with the Memory Den in their DLC plans so we got to spend more time in the pre-War world. It's like the most fascinating part of Fallout's lore to me; the American Dream turning to a nightmare and how the world was slowly coming apart at the seams. The first ~15 minutes of the game a heaven to me.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Spun Dog posted:

Just turn on the news and you're all set.

We do get a lot of American news up here - but without the slick retrofuturism asthetic or news anchor voiced by Ron Pearlman it's just depressing.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Berke Negri posted:

im a huge fallout 4 fan and even ill admit the game really could have used more optional lore dump conversation options or lengthy computer terminal entries for those that wanted to to comb over
This was my main issue with Fallout 3 - you're in the capital of the drat country and there is next to nothing to go poking through, no lore, no random stories, no information to tell you what was going on, just bits and pieces strewn about. They added more in Fallout 4 but a lot of backstory for most of the characters is shallow at best; the backstory to The Institute, a literal pre-War organization, even goes something along the lines of "Once upon a time some scientists hid in a basement then got the idea to start digging down to China or something. The End." they have so much to work with but they don't use it. Hell, they could even go and start making up their own poo poo if they wanted to. Most of what Black Isle created concerned the world at large and what was going on over on the west coast.

Psychotic Weasel fucked around with this message at 23:17 on Feb 2, 2018

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
How do you forget Bethesda's greatest gift to gaming: Subway Hat


An ingenious hack, I'll admit.

The thing I remember most from 3 was just picking through the ruins, there were some interesting places hidden around and the downtown cells were well detailed. It's too bad they had to torture their engine to the point of breaking so it would run on an Xbox, the probably wanted to be a lot more ambitious.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
I don't think I ever sided with the slaves when doing The Pitt but then again I probably only played through it 3 or 4 times over the years.

The story seemed very much geared towards 'do the ends justify the means?' in how it was laid out. And Ashur seemed to have a sold plan and reasoning behind the things he was doing. Would it actually work out like that in the end? Who knows. But the alternative was murdering a baby and hoping Wernher kept his end of the bargain as he played amateur alchemist. As far as Bethesda stories go it's the closest they've gotten to creating a grey area after sufficiently muddying the waters between what is otherwise an obviously good vs. evil plot.

Edit: yes, they did do a good job with Point Lookout, too. It was the most solid DLC they put for 3. The bullet sponge enemies got old fast though. Thank god for the /kill console command.

You could see they tried to replicate some of that in Far Harbor as well.

Psychotic Weasel fucked around with this message at 22:23 on Feb 6, 2018

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
At least then they'd finally have a reason to bring back cars. You'd probably still be stuck in traffic though.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

potaties posted:

My first run of the game, I kitted out Preston with a baseball outfit, batters cap, sunnies, and that legendary baseball bat that sends enemies flying. Homerun Garvey was my favorite companion

This... is the most amazing thing I've ever heard. Now I feel bad for sticking Preston in the time-out corner for all these years.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
It's funny when people complain about the tiny cities because in early Bethesda games they were gigantic and jammed full of pointless buildings and NPCs. They were just a mess to navigate.

I think Daggerfall was the last game they made with a separate overworld map and smaller city/encounter cells (like what we saw in 1, 2 and Tactics) and since then they've been moving away from that design on all their games. It's something the genre itself seemed to be moving away from - Dragon Age and Wasteland 2 are the only recent examples I can think of that used a map to travel between destintions. And maybe Mass Effect through the situation there is a little different.

With the way Bethesda has been turning this franchise into more of an action RPG than it's predicesors I really don't see them going back to the old ways.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Fintilgin posted:

Daggerfall was a single unified map just like their recent games. The overworld map was a fast travel screen.

The issue was that Daggerfall was like literally literally the size of Great Britain or something. So walking between tiny village dot and the nearby dungeon dot meant 90 minutes of walking across empty, bumpy, randomly generated terrain, and hoping you were on course to find the dungeon model through dead reckoning. :lol:

The only other game like this that pops to mind is Arcanum. You could apparently walk from city to city through a vast, basically featureless proceduraly generated wilderness instead of using the fast travel. If you were, y'know, an idiot.

drat, did it really have all that open space in the game? It's been such a long time since I played I only remember bits nd pieces but I thought the map just ended at some point since it was all empty grass texture for the most part. I don't remember ever running out to see where it went.

Still, I could see why that would lead them to creating more compressed but detailed maps. Having empty space be proceedurally generated would be a neat trick but I bet it would become repetitive before long and potentially confusing over time since you'd have no landmarks between destinations. Just endless cheap you've seen a million times before. And if you gave your players the option to spend 2 weeks walking between Boston and New York but everyone just fast travelled because it was better then why spend the effort putting anything between them at all?

For all it's other short comings I did enjoy the driving and vehicle combat in RAGE. If the next Fallout were to have more open space where you were meant to drive around but could stop in at various points of interest along the way I'd get behind that. But I don't know about proceedurally generating wilderness or forcing people to walk 400 miles in realtime...

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Edit: poo poo, swiped the wrong option by mistake.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
That was Denver.

Mad Max was another great open world game. Have to go back nd play through it again. It's so bleak.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
The terrain around Nuka World was also a bit desert like, which was kind of odd given where it takes place.


And on an unrelated note, out of curiosity I went and checked my Fallout 4 save folder and after some ~680 hours played it's grown to 5.86GB in size. I really need to go through and clean some of that poo poo out.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Samuel Clemens posted:

Isn't the Thorn in Westside? Or right next to it?

You mean the whole sewers section I didn't even realize existed for several playthroughs and can't remember ever really visiting even after I happened upon it by chance?

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
What game has that tip? I don't recall ever having seen it before.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
There are theories around that Bethesda did intend to do more with the ocean as there is poo poo laying around out there to see and people have found code for weapons like the speargun and other diving related stuff.

Most just assume they couldn't get whatever they had planned to work or it just wasn't enough fun to keep. Wasted opportunity but oh well.

Watching the sunrise at the Nahant Oceanological Society or Fort Strong is pretty serene though.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
You enter the Institute, looking around in awe at all the things not covered in two centuries of dirt and dust, when the door ahead of you suddenly opens. In walks Father as he coyly tries to hide who he really is. But you see right through his act and immediately yell "THIS STATEMENT IS FALSE!" before he can finish his first sentence. Locking all the Institute supercomputers in an infinite loop they can never recover from. They are forever stuck contemplating your statement and never bother anyone in the Commonwealth again as they dedicate more and more processing power to figuring this riddle out.

Eventually the nuclear reactors powering the base meltdown as there was no one left to monitor them.

When later asked by Arthur Maxson how he defeated such a dangerous for so quickly, the Vault Dweller would only remark on how much he hated newspapers.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Well he did watch you running down the street, killing everyone attacking the museum so he probably decided to hedge his bets. I mean he was screwed either way.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Arcsquad12 posted:

Or, and bear with me here, we could make a game like Fallout 1 and 2 where you travel between different hubs and only occasionally stop in the empty wastelands.

LORD OF BOOTY posted:

or... maybe just do an open-world RPG with a similar scale to those games and "random encounters" working similarly, maybe with a way to get around the empty wastelands fast (ie a car) to make the lack of static stuff more tolerable?

It's a shame neither RAGE nor Mad Max will ever get a sequel...

edit: oh, look at that. a new page!

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
I don't know - it ended the way most of the movies do and certainly felt more like the original series than Fury Road. Mad Max and The Road Warrior both end with everyone around him dead and Max increasingly bitter, Thunderdome ends on a slightly more happy note but Max still wanders off alone to go gently caress up someone else life. Fury Road ends a lot differently since he doesn't end up driving off into the sunset alone; possibly because his iconic V8 Interceptor got torn in half somewhere along the way.

They've apparently got two more scripts in the works so I hope they get around to continuing the story sometime soon.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
In the second movie everyone else on the tanker with him ends up dead and Max standing alone (except for the Feral Kid who I guess was narrating). Not really his fault but everyone he grew sort of attached to was gone, again. And while he knew he was a decoy he didn't realize to what extent he was being used until after he flipped the truck and found it was full of sand, not gas.

No one expected him to survive and so long as the raiders were bothering him long enough for the rest of the colony to escape no one really cared.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Most of the people who accompany Max in Fury Road end up surviving though - all but one of the wives makes it back, as does Furiosa and while most of the survivors from the Green Place end up getting killed you still end up with more people alive than dead. Nux sacrifices himself but that was what he wanted after failing his first mission anyway so I don't know if it really counts.

Overall, Fury Road ends on a much more optimistic note than the first 2 (and possibly Thunderdome since the Citadel seems to be doing well for itself and is implied to have a 'better' future with Furiosa in charge). In the first movie it just ends on a bad note as all the good and bad people are killed while the world continues to crumble. In the second he saves most of the people living in the refinery but everyone he's around in the end are all killed and he's left to continue wandering alone - much like the first movie but more of a bitter sweet ending I guess? But he ends up with nothing again, not even his car. It's been ~15 years since I watched the third movie (really wasn't one of my favourites) but it ends in much the same way; the children from the plane end up succeeding in their new home and the fugitives from Bartertown escape Tina Turner's evil clutches. Bartertown also probably recovers to some extent, but Max is left wandering alone. Still no home and no friends/family but probably in a better place overall.

In the game you end up brutally murdering the only person who really ever seemed to care about you in a revenge fueled blood lust - but he did steal the car and got surrogate mom and kid murdered. After that you just tear off into the desert with your recovered car. But if you went through and did all the side missions all 3 strongholds, the fire cultists and Gastown are left sitting in a much better position than when you first found them.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Randaconda posted:

I like the Overseer's Guardian

I both like and hate the Overseer's Guardian. I like it because it's a good weapon with a good modifier with a common ammo type, but I hate it because I always fall back to it. No matter what point of the game you're in the OG can handle whatever you aim it at because of the double damage and the ability to ramp it up to an absurd amount by picking the right traits.


But hands down my favourite weapon in the game was the Explosive Combat Shotgun. very handy for smaller, more agile enemies since you didn't even need to aim and the effect was applied to every shotgun pellet you fired. Seems to be an extremely rare drop though, unlike other useless legendary weapons like the the walking cane that bolsters defense when standing still or loving Fat Man that does an extra 50 radiation damage.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Fallout 2 remastered into VR - how does it work? I guess it'd be like looking at some weird, 3D diorama in action. And lot and lots of brown...

Psychotic Weasel fucked around with this message at 05:03 on Mar 6, 2018

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Didn't the apocalypse that led to Wasteland take place in the '80s? Seems like it would be much more thematically correct.

But the synths in 4 didn't bother me. Pulp fiction at the time would've been centered more around aliens from Mars and evil robots that looked like they were actual robots but people who were robots and didn't know it was probably a thing, too.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Internet Kraken posted:

I admire Bethesda's ability to design engines that turn mundane tasks like having an object move into herculean efforts requiring convoluted workarounds.

Well at least it keeps the idiotic jumping puzzles to a minimum!

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Probably just that last bit, they don't want people touching their poo poo (especially when they have little or no control over it) because they have millions of dollars riding on it.

They realize to a certain extent modding can help the longevity of their product but after a certain degree it creates too much risk. It's much easier to distance themselves from whatever guns or swords or dicks or whatever people are inserting into the game than it is when people are ripping off game assets wholesale.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Haven't they already released an 'enhanced' version of Skyrim, even though they had nothing to really port it to? It was nice of them to release it for free to everyone who already owned the game plus DLC. From what I recall it was just the exact same game but with some sharper graphics to take advantage of the next generation of consoles. I don't think they changed anything else.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Not hard to believe that after a major, worldwide catastrophe that a lot of the population was scattered after a mass die-off. Would take time for populations to stabilize and society to slowly coalesce back together in functional communities. In the meantime plenty of people probably hunkered down in small groups where shelter and resources existed. Others lived a more transient life wandering around and picking through ruins for left over food and clothing.

Megaton itself was established right after the war by survivors who couldn't get into Vault 101. It was only in the past 40-50 years before you arrived that increasing raider and mutant attacks forced the inhabitants to fortify the town.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Vampires are nature's natural defense mechanism to control the werewolf population that now roam the nuclear wastelands that surround the DC area unchecked.

I don't see what's so strange about that?

Adbot
ADBOT LOVES YOU

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
TARDIS Police Call Box was in 1, Fallout 2 had a portal that sent you back to Vault 13 where you had to break the water chip.

It also had a crashed Federation shuttle and a pile of other Hitchhikers Guide to the Galaxy and Monty Python references.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply