• fallout series v whatever 76
    999 replies, posted
it really depends on what they do with the game in the future, some multiplayer games in the past have really changed because of what the playerbase wanted
I thought Vault 76 was supposed to be under the greenbrier hotel? or am I remembering things wrong
Makes sense to me. As a contract killer, Joining the Brotherhood seems to be the best way to avoid getting shot by them. Especially if you happen to use any kind of advanced weaponry while on the job. So long as you can pay lip-service to the brotherhood's ideals and follow orders, killing synths isn't much different from killing humans. and considering the institute literally did allow a hired gun into their employ, Kellog, the railroad is the only faction likely to disagree with letting a hitman into their ranks, due to their humanitarian nature. Even then they are in such a desperate position when you encounter then they would probably overlook your lack of moral fibre in favour of your skill set.
The devs, that's who. It's been said multiple times that there are no human NPCs at all. Not even raiders. The closest thing is a new type of ghoul called 'The Scorched' which are 76's substitute for raiders and are something similar to the Marked Men of Lonesome Road, in that they're hostile ghouls but still retain enough of their faculties to use weapons.
Hey, uh, I'm nearing the end of my story-playthrough on FO4 and... did the game always have specific animations for key moments in the game? I remember NPC's standing pretty still or doing some generic hand-wavey motion when talked to, but now the characters actually move in tune with what they're saying. Is this a new thing?
Y'know, it might be possible that they're being truthful about there being no other humans, but I'm not going to be surprised if there do turn out to be some somewhere (possibly under Greenbriar, for example), which they don't want to tell us about because they want it to be a surprise.
FO4's BOS is authoritarian as fuck and extremely set on ideals first. With the sort of hard-cut, no bullshit attitude they have I cannot possibly see them decide to willingly hire a contract killer to do their dirty work when they have more than enough goons to do that on their own. There's a reason why the FO4 brotherhood MQ path requires you to actually join up with them as a full member rather than act as an outside hand; they don't take shit from strangers. It's possible that a character could lie and connive their way into the BOS but actually going through the MQ as BOS would require your character to eventually completely give up on being a killer in favor of being a BOS member because there isn't really much room to do both. If you want to play a contract killer, your best bet is to either stick with the railroad (who only care about your opinions on synths) or with the institute, who's more than glad to harbor a killer in their midst and will make the most use of your character's set of skills with minimal consideration for ethics. Or you could disregard the MQ and become a raider boss in Nuka World.
I wouldn't be shocked if there were some non-feral ghouls somewhere, like under the Greenbriar (given that the apparently the dialogue system is still present, if only sparingly). Bethesda have never counted Ghouls as humans because of racism reasons, so 'every human is a player' would still be technically correct. I mean, hell, they could even be brains-in-jars, given how often that seems to happen in Fallout. Would solve the NPCs having to be essential and unkillable, too, if they're behind glass/in tubs.
I think that's where the real world presidential nuclear shelter used to be.
https://www.youtube.com/watch?v=f8DnwkjUKhU&feature=youtu.be
The Institute was indeed my second choice, but let's just say you got me good. Truth be told, razionalizing why my character should pick that faction over the other is damn hard because, if I may, the whole factions-at-war-kind of plot Fallout 4 relays on in the second part of its narrative always felt downright forced in my throat and not sufficently built-up beforehead. Hell, I chose the Railroad the first time around not because they persuaded me that what they were doing would improve the life in the Commonwelth and made a lot of sense, but 'cause else I couldn't properly finish the game and saw it as the lesser evil
The way I'm playing my current character is that he wandered as a mercenary before joining up with the brotherhood because they are the closest thing to the military life he had before the war. He knows of the railroad and supports their efforts to fight the institute but knows very little about synths besides the brotherhood's propaganda about them, believing that they are weapons of the institute. Only after blind betrayal will he have a change of heart and realise the Brotherhood is wrong, forsaking them entirely to defect and ultimately side with, the railroad.
So I was poking around on Nexus and I noticed that Niero has completely hidden his TheKite porn mods. Something about trying to polish up his image. I guess he's trying to get a real job in 3d design, and doesn't want potential employers stumbling upon naked amputee vault dwellers.
how will they make a DLC of anywhere near the quality of far harbor when 76 lacks half the gameplay mechanics that made far harbor so great? tbh cosmetic microtransactions was something i was just waiting to be announced for this game. how they were planning on handling monetizing the long-term of this game stuck out to be immediately, and while I don't really have a super negative reaction towards cosmetic microtransactions in general, i just hate that im now talking about it when referring to an upcoming fallout game.
If it makes it any better, the Interplay Fallout Online would have had a subscription or expansions too. Online games neeing regular money flow isn't anything new, it's just taken a darker form after the eastern style.
I just wish Fallout 76 was more of a "Fallout Online" than "stripped out Fo4 with multiplayer", y'know? I think that's whats preventing me from fully engaging with it so far. From what I've seen, I would feel like I'm getting the least out of both worlds.
I wonder if Fallout 76 will have its game world sort of like how GTA Online treats freemode. If it does function the same, I hope I can do something like lag myself and cause me to drop into my own smaller session and play in relative peace. I think most of my disappointment has gone away, and right now I just really want to try it. It might not have everything I expect from a single player Fallout, but I've always been a fan of the way Bethesda crafts their environments and the stories told visually from those environments, so I think I could still get some real fun out of it. I'm not sure if I should pre-order and cancel though, assuming that trick still even works.
I'm tempted to try it with another Fallout loving friend of mine since we like a lot of what it has to offer, but both of us are sticklers for lore so we're both gonna hold off on it for a while.
They probably made it in 2102 (along with more monsters and actual foliage) at minimize all that pesky lore breaking.
Hey so I still can't get over how there's no human NPCs. Like I get this is a tired subject you guys are probably tired of hearing about, but it seems so counter productive to the type of experience they seem to be hyping up. On one hand, you have this idea that you'd be playing a fallout game where all the human NPCs are real people. But this falls flat on it's face immediately because by stripping out human NPCs that offer dialogue and questing, you've removed such a significant portion of a standard "fallout game" that you've failed to emulate the experience off the bat. Which leads to the other hand, where this game is obviously structured more like a repeatable multiplayer sandbox game with friends and enemies alike. There's even daily quests, microtransaction cosmetics and some sort of meta-currency system. It's decidedly not a Fallout-Online style mmo, as that would imply dialogue, questing and NPCs. It's more akin to something like GTA:O. Buuut I can't help but fear that will fall on it's face too due to how comparatively limiting the Fallout experience really is in regards to gameplay potential. The gunplay is only serviceable, and the combat mechanics honestly aren't that flexible when you get down to it. Aside from building settlements and dressing up, how do players really express themselves in this player-interaction driven online experience? In Fallout 4, most of the player expression - aside from those two elements - comes from two other elements. Questing, and shooting people in the face. We're only left with the latter in 76. When I hear about this unique experience Beth wants to create, I actually get DayZ vibes. An experimental game that relies purely on player interaction to truly be enjoyable. But as we all know from DayZ, these types of games only tend to be as enjoyable as the audience that plays them. And, well, Fallout has a very mainstream audience... Basically private dedicated servers can't come fast enough. More than that, because I really doubt Fallout 76's 'official' modding capacity even when it supports it, "unofficial" modded private servers can't come fast enough.
I would say they couldn't get friendly NPCs with dialogue to work, but there's going to be robots you can talk to. Another wacky idea from Todd and co.
I'm sure it's less about being unable to get friendly NPCs to work and more to do with reinforcing the gameplay style they're going for. I've seen people post interview quotes referring to avoiding confusion with human NPCs and human players, and that makes sense. But that, along with Todd's idea of talking robots, just keeps reinforcing the "artificial" online nature of this game that seems to actually depend on quite a bit of willful immersion on the players behalf to work. You have a vault safe zone, where everyone gets the same global narrative quest from the same person, and is presumably filled with talking robots, whom you can interface with, but only in the safe and sterile environment well-removed from the main game experience. I can't help but feel this game would have worked better with human NPCs, even if they were all generic 'wastelanders' and 'scavenger' NPCs that only exist to be vendors or something. At least then you can emulate the gameplay loops of Fallout 4 better, having the player interface with an actual inhabitant of the world rather than another player. But Beth are the ones play testing this, and they probably know best.
Surprisingly I don't think I've ever heard of this
Maybe Vault 76 will be your base like your ship in Warframe. Swap characters there, upgrade it, and talk to all your robot friends.
It's nice to hear that the standard for New Vegas mods hasn't stagnated, but it's a nightmare keeping track of what's worth installing and what isn't
Gonna reply to this post so I can go through my posts and find it easier. Wish you could pin posts.
https://taleoftwowastelands.com/content/ttw-performance-guide Is this guide still worth using?
Beyond Starlight Drive-In Mod that removes all the buildings, billboards, bus and extends Starlight. Is there a mod that just deletes the buildings, billboards and bus? Not a fan of extended.
You think some of the updates for 76 will be cosmetics from other Fallout games?
I'm more thinking they'll port everything they can for 76 into Fallout 4 as both Weapons, Armor and Game mechanics DLCs. I'd pay full price for it as the amount of content you'd be getting.
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