• Fallout 4 V25: Le Sujet Terribles
    5,002 replies, posted
[QUOTE=The_J_Hat;49830765]Because it's not his problem. He's a the president of Marketing for god's sake, if they really wanted to hound someone about the writing, why not one of the actual writers? Or Todd who oversees everything for the most part? That's what frustrates me every time I see those tweets.[/QUOTE] He's also the VP of public relations. He should know better than to say stuff like that, especially when he's the easiest point of contact between fans and the company. He should have just ignored the tweet entirely.
[QUOTE=Notanything;49830737]Replacing people is pointless if it's not the right person. There is really only so much a simple observer can do, but if say a leader gets replaced without any issue, then that has a lot more options for intelligence than just simply being some guy that wanders in one day and settles into the corner of the room. By the time synths were already replacing people and mingling with the general population, I'm pretty sure the Institute's reputation amongst the surface population had sunk from just being mysterious to being considered outright hostile, and should be met equally. The accident at Diamond City, and the interpretation of the fall of the Provisional Government solidified them being just boogeymen. With mutual mistrust, the Institute didn't really have any objections performing their surface operations, seeing as how the whole of the Commonwealth saw them as boogeymen, and knew they existed.[/QUOTE] Replacing people is pointless when everyone suspects mayor Joe for acting a little weird and having a sudden change of heart after being mysteriously gone for a week. They could spy and slowly steer things in whichever direction by just having synth agents on the surface, that wouldn't breed hatred and paranoia. Or better yet, don't bother trying to mess with anything because that's of no concern to you, the untouchable underground dwellers. As for being hated before, they could always try to repair their reputation since that was only 2 or 3 incidents. What if they gave people these GMOs instead of killing them ? How is replacing even more people and going full-asshole on the surface the logical course of action ? You don't need to be a fucking UN diplomat to figure that out.
[video]https://youtu.be/1dtwLH0mKXg[/video] Guys the Storyteller is coming back! That means no more clickbait videos on how fallout affects real life politics, or videos about how Todd Howard should burn in hell just because the Laser rifles have recoi- [IMG]http://i.imgur.com/mBXMvCs.png?1[/IMG] :why:
[QUOTE=Ganerumo;49830754]They're also probably replacing people because the locals became too wary of outsiders. After all the first gen 3 incident was some random bloke walking in and going berserk, not someone undercover. Where is the "morally ambiguous" thing coming from about the Institute anyway ? They're entitled self righteous cunts who are willing to exploit the surface and who went as far as to engineer their own slaves to work faster. Their final goal is to essentially wipe out everything topside to replace it with their own creations. They're evil fuckers. The closest there is to them in New Vegas is House and at least House doesn't want to nuke the wasteland again, he just wants to get the fuck out and allow an elite to get to some other planet and restart humanity there, away from the pile of garbage that Earth has become.[/QUOTE] Depends on your perspective really on some of their actions, though some are irredeemable. Synths are the ones I can see being up for debate but stuff like the [sp]FEV, and being responsible for the Commonwealth Super Mutants[/sp], that's the most reprehensible thing they've done, the notion of slavery doesn't compare to that for me. Besides that, I don't think I ever got the impression they wanted to personally wipe everything out on the surface. Their end goal is more or less to let the surface know who, and what they are, and to simply never interfere in their operations. They want to remain technological recluses, because they don't see a viable future on the surface, and would rather continue to develop humanity sealed underground until the inevitable (from their perspective) collapse of surface dwellers occurs once more. In that way, they almost seem like a vault, sans the experimentation on their own populace. And if you're somewhat optimistic, the sole survivor [sp] being able to lead the Institute can at least leave a small hope that things won't be same in the future. Especially since leading the Institute doesn't mean you cut ties with being the general of the Minutemen either. It's a rather optimistic view on things, but even Piper will concede to something similar. [/sp]
I wonder when the beta codes for the Fallout 4 DLC are going to be sent out. Has Beth ever done beta testing for DLC before?
[QUOTE=WillerinV1.02;49830835]I wonder when the beta codes for the Fallout 4 DLC are going to be sent out. Has Beth ever done beta testing for DLC before?[/QUOTE] Dawnguard was beta tested. Yet somehow the slipshod story and Serana the waifu bith made it through that.
Now that I think about it, the real kicker is that the institute couldn't follow a red line and spell out "RAILROAD" :v: That being said, it's fun and engaging while playing but damn if it isn't a little dumb when you think about it after you finish everything.
I'm p sure "testing" to bethesda means "some dude played it for 5 minutes"
[QUOTE=Minelayer;49831038]Now that I think about it, the real kicker is that the institute couldn't follow a red line and spell out "RAILROAD" :v: That being said, it's fun and engaging while playing but damn if it isn't a little dumb when you think about it after you finish everything.[/QUOTE] Nobody seems to be able to put the pieces together. I think there might even be a dialogue line you can say that points it out as being obvious.
Because most of the Commonwealth can't spell worth beans. Then again you'd expect synths to be able to read since they ARE robots practically
[QUOTE=Notanything;49831065]Nobody seems to be able to put the pieces together. I think there might even be a dialogue line you can say that points it out as being obvious.[/QUOTE] Yeah, when you meet Desdemona you can point out how silly the whole thing is. iirc, she just comments that most people out in the wasteland can't even spell, so it somehow just works. [editline]28th February 2016[/editline] fucken itauske ninjaing my shit
[QUOTE=WillerinV1.02;49830835]I wonder when the beta codes for the Fallout 4 DLC are going to be sent out. Has Beth ever done beta testing for DLC before?[/QUOTE] They said they want to do about a month of testing, so the codes for the first DLC should be soon™.
Do I need the Season Pass to get into the Fallout 4 DLC beta? Is it worth getting the Season Pass at this point?
[QUOTE=E3245;49831244]Do I need the Season Pass to get into the Fallout 4 DLC beta? Is it worth getting the Season Pass at this point?[/QUOTE] My guess is you [I]might[/I] get higher priority for the betas. Plus, you only pay $30 compared to after the 1st of March where you're gonna have to pay $50 if you buy it now.
Talking about priorities, what does ticking the "I use mods" box do to your priority? I would think Bethesda wouldn't want people with overly modded games (especially pre-GECK) beta testing their DLCs because that isn't exactly reliable information.
[QUOTE=DChapsfield;49830621]you're making two arguments here: one, that style takes priority over realism, which i don't disagree with, and two: that the fantastic elements of the Fallout world suggest that the rules of our real world no longer apply. this is a bad argument because it asserts that the existence of ray guns and super science excuses all other breaks from real world logic. The Fallout setting, like those of nearly all other works of terrestrial fiction, gets its operating parameters from our real world. It then builds onto that set of established guidelines with creative thematic additions like super science, the fantastic effects of extreme radiation, the near-total shortage of fossil fuels, and the cynical nature of a society brought about by American exceptionalism that exacerbates international tensions. Things like plasma weaponry don't exist in our real world, therefore, the writers of Fallout are allowed to use whatever rules they feel like to establish the way they work. Because we have no reference point in our knowledge to compare to Fallout's plasma rifles and casters, we have no complaints about the way they work in the games. But complicated story elements that require real world rules to make sense, like the ability of a small and isolated group living in the basement of a university to manufacture thousands of advanced robots, are not excused by the existence of things like plasma guns. Now, if there had been a kind of technology that was based in the fictional realm of super science added by the writers, like say, an experimental matter recycler in the CIT basement, then we would be able to believe it. Since there isn't, however, it's not internally consistent, because it doesn't make sense within the rules of the world, which are borrowed from the real world.[/QUOTE] No, seriously, no. No science fiction story holds up to real world scrutiny, and the Fallout universe isn't really hard science fiction. There isn't a set of rules, real or fictional, that anything that happens in the Fallout world can be consistent with. Even basic human nature. Because again, why don't the raiders clear out 200 year old skeletons from their hideouts? No real people would live like that. There's no logic behind that, and there never will be. Fallout is a world existing forever in the moment after the bombs fell, and even 200 years later, that's what its all about. This is what Fallout IS, and everything in it needs to be consistent with that. That's why nobody has rebuilt civilization, or even figured out how to make new clothes. That's why the skeletons are still there, with their coffee cups and newspapers. And for the same reason, factions and people in Fallout behave the way they do not because it makes sense for them to do what they do, but because they exist within the story of Fallout. Analyzing how exactly it makes sense that the Institute have the resources they need to mass produce synths is like analyzing how vault 81 survived for two centuries on two vegetable planters, or where all those infinite raiders keep coming from. To put it bluntly, it's a lot like complaining that Cobra Commander couldn't possibly have the resources to build all those new secret volcano bases and flying tank-copters every episode. The Fallout story, like every story, even the hardest of hard core science fiction ones, doesn't need to and can't hold up to the kind of scrutiny you want to put it through. No fiction would survive that. All it needs is to provide you with a good story, and provide you with stuff that is plausible enough within its own word that it doesn't jar you out of the story. If you can live with your own character being able to build automated turrets out of a handful of cans, where random raiders can walk away from a minigun blast to the head, where vending machines can dole out infinite amounts of radioactive soft drinks that people actually survive drinking and where despite living 200 years after the bombs fell, with still existing power sources, computers and robots, people still haven't figured out how to dig a latrine, wash their faces or make a shirt while elsewhere other people are flying around in giant blimps full of perfectly operational power suits and VTOL aircraft then maybe you can let the question of how exactly the Institute built their robots slide.
Alright, done. Signed up for the chance to get into the Fallout 4 DLC beta. I got the season pass for $24.00 from Green Man Gaming using this voucher code : FEBURY-SVINGS-20PERC, in case anyone else wants to buy it before the price hike.
[t]http://images.akamai.steamusercontent.com/ugc/548682046886698929/EEB72CC99D58CE02A7EEE942A201E6ADB2083B7D/[/t] I found that chem-box-painting-operation visual gag again I really think it's something that would work more as a Wild Wasteland joke than a legit part of the game world, but whatever
I wish you could use paint on things in your settlement to tidy them up.
[QUOTE=ScumBunny;49831379]all that[/QUOTE] One of the central themes of fallout is letting go of the past and moving forward, the world being frozen once the bombs hit is an invention solely of bethesda, fallout one, two, and new vegas all concern humanity rebuilding and creating, not jerking around in tin shacks. Even the raiders have justification to their existence. Having background elements that hold up the foreground elements isn't some impossibility, it's called good writing.
[QUOTE=Mining Bill;49831800]One of the central themes of fallout is letting go of the past and moving forward, the world being frozen once the bombs hit is an invention solely of bethesda, fallout one, two, and new vegas all concern humanity rebuilding and creating, not jerking around in tin shacks. Even the raiders have justification to their existence. Having background elements that hold up the foreground elements isn't some impossibility, it's called good writing.[/QUOTE] One of the themes of Interplay/Obsidian's Fallout is moving forward. Bethesda has a different vision and seems to like the world more as just being a pretty shitty place to exist Thankfully, they're on opposite sides of the country, so it isn't too much of a stretch to say that the east coast has simply had it rougher than the west and leave it at that [editline]28th February 2016[/editline] It isn't as bad as FO3 was, too. Diamond City and Vault 81 are both fine places to be, with police forces, governments, and healthy trade.
I can never seem to [I]stay[/I] in Fallout 4 for any extended period of time. Like I think to myself "I'm gonna sit down and play Fallout 4 endlessly until the sun sets" but there's always like something I have to fix or the game crashes or I get bored quicker than I think. It's weird because it sounds so plausible in my head, but then I get in-game and I'm in for the long run and immediately I see "Oh hey the Assault Rifle shouldn't be doing more damage than the Minigun" or "I don't think the .44 should be [I]that[/I] close in damage to the double barrel" or some other thing.
[QUOTE=fear me;49831598][t]http://images.akamai.steamusercontent.com/ugc/548682046886698929/EEB72CC99D58CE02A7EEE942A201E6ADB2083B7D/[/t] I found that chem-box-painting-operation visual gag again I really think it's something that would work more as a Wild Wasteland joke than a legit part of the game world, but whatever[/QUOTE] Am I the only one who dislikes the idea of segregating some of the jokes to some dumb trait ? I barely ever picked it because having a quick chuckle at a few alterations wasn't worth losing a trait. I'd much rather have the Wild Wasteland stuff be in the game by default. It's not like the jinxed trait in Fallout 1 and 2 since that's an actual gameplay change. Even bloody mess should have been a toggle option, not a trait you pick.
I had a mod that let you pick 3 traits so you could get wild wasteland and still have your 2 traits
[QUOTE=Ganerumo;49831909]Am I the only one who dislikes the idea of segregating some of the jokes to some dumb trait ? I barely ever picked it because having a quick chuckle at a few alterations wasn't worth losing a trait. I'd much rather have the Wild Wasteland stuff be in the game by default. It's not like the jinxed trait in Fallout 1 and 2 since that's an actual gameplay change. Even bloody mess should have been a toggle option, not a trait you pick.[/QUOTE] I can respect it being optional, because some people would prefer to not run into jokes, but I agree tying it to traits was probably not the best way of handling it for that reason.
I wish wild wasteland was a yes/no option right at the start for the playthrough, rather than it being in the traits.
[QUOTE=Ganerumo;49831909]Am I the only one who dislikes the idea of segregating some of the jokes to some dumb trait ? I barely ever picked it because having a quick chuckle at a few alterations wasn't worth losing a trait. I'd much rather have the Wild Wasteland stuff be in the game by default. It's not like the jinxed trait in Fallout 1 and 2 since that's an actual gameplay change. Even bloody mess should have been a toggle option, not a trait you pick.[/QUOTE] Having it as a trait? Yeah, really dumb move. I definitely like that it was optional, though.
[t]https://40.media.tumblr.com/a3ef1db95bb2526ce836d1283964caef/tumblr_o2z32mrSzb1ri6fbro1_1280.png[/t]
[QUOTE=Vodkavia;49832223]But there was some utility in having WW be a trait, it meant you opt out of picking a real trait[/QUOTE] you aren't required to take any traits, though
[QUOTE=AdrianTheShep;49821285] [IMG]http://i.imgur.com/iExlOVh.jpg[/IMG] [/QUOTE] Holy fuck I can't wait for a mod that brings the t-51 back in all it's glory stats/lore wise Did you make that? Becuase that looks fuckin great, I'd love to see a release of this some day [editline]28th February 2016[/editline] Honestly I'm just hyped that eventually I'll be able to pump all this classic fallout 1/2 stuff into my game. Maybe even a little bit of tactics.
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