Cheyenne is an eldritch horror masquerading as a dog but they didn't quite get the hang of it just yet.
[QUOTE=Ganerumo;49576742]Cheyenne is an eldritch horror masquerading as a dog but they didn't quite get the hang of it just yet.[/QUOTE]
Wouldn't be the first game I've played like that, strangely enough.
[QUOTE=HazzaHardie;49576678]Playing New Vegas again, got almost immediately greeted with this old glitch
[img]http://i.imgur.com/xNTmE40.jpg[/img][/QUOTE]
Cheyenne took the order of "keep an eye out" a bit too literally.
[QUOTE=Ganerumo;49576024]Obsidian's pacing sometimes just shits the bed and you end up with stuff like OWB's 40 minute long intro instead of having that dialogue spread across a larger period of time a bit more equally.
As far as I've noticed it happens in almost all the DLC, honest hearts being the exception because the few times it happens you end up talking to Joshua and he isn't one for long speeches.[/QUOTE]
i've always been confused at the notion that large dialogue sections at a time is bad pacing, considering that it's basically one half of the gameplay mechanics and no one seems to complain when you're expected to shoot bad guys for the other half.
maybe i'm just weird but i always enjoyed the larger sections of dialogue present in the obsidian dlcs. dialogue in general definitely benefited from more of a presence and there was lots of cool stuff to learn and loads of opportunities to flash your skills for checks. it simply never bothered me that it was essentially just clicking on text and hearing responses because, well, that's pretty much half the experience in fallout games. people generally not enjoying that probably lead to the horrid dialogue wheel system we're stuck with now.
[editline]21st January 2016[/editline]
[QUOTE=HazzaHardie;49576678]Playing New Vegas again, got almost immediately greeted with this old glitch
[img]http://i.imgur.com/xNTmE40.jpg[/img][/QUOTE]
man, when new vegas glitched, it glitched [I]hard.[/I] how the fuck was stuff like this even possible?
[QUOTE=Zenreon117;49573470]I am 11 intelligence and cannot think to give [sp] father the god-damn immortality serum I happened to pick up.[/sp] Sometimes bethesda really irks me.[/QUOTE]
[sp]The serum is psychologically addictive, and if you kill Lorenzo there's no more.[/sp]
[sp]Putting Father into a Synth body could fail, and even if it did work, the Institute views Synths as imperfect machines, tools to be used. Why would they put Father in one?[/sp]
[sp]Maybe Father was so consumed by the Institute that he did not notice the cancer had already caused irreparable damage to him? Who knows. It's not possible for the other factions to get to the Institute to kill him for plot reasons, so they had him die from illness instead.[/sp]
[QUOTE=WillerinV1.02;49576950]i've always been confused at the notion that large dialogue sections at a time is bad pacing, considering that it's basically one half of the gameplay mechanics and no one seems to complain when you're expected to shoot bad guys for the other half.
maybe i'm just weird but i always enjoyed the larger sections of dialogue present in the obsidian dlcs. dialogue in general definitely benefited from more of a presence and there was lots of cool stuff to learn and loads of opportunities to flash your skills for checks. it simply never bothered me that it was essentially just clicking on text and hearing responses because, well, that's pretty much half the experience in fallout games. people generally not enjoying that probably lead to the horrid dialogue wheel system we're stuck with now.[/QUOTE]
When it comes to me replaying New Vegas, 3/4 of the fun is going through the sidequests and progressing them in ways I normally wouldn't, just to see how it changes what the NPCs involved say to you
[QUOTE=rilez;49576991][sp]The serum is psychologically addictive, and if you kill Lorenzo there's no more.[/sp]
[sp]Putting Father into a Synth body could fail, and even if it did work, the Institute views Synths as imperfect machines, tools to be used. Why would they put Father in one?[/sp]
[sp]Maybe Father was so consumed by the Institute that he did not notice the cancer had already caused irreparable damage to him? Who knows. It's not possible for the other factions to get to the Institute to kill him for plot reasons, so they had him die from illness instead.[/sp][/QUOTE]
[sp]The serum prevents and reverses cell damage so I don't think it would be too far fetched to think that it would help with cancer too. If you killed Lorenzo you can still get off the mission with 5 vials if you play your cards right. That would be enough for at least some time. [/sp]
[QUOTE=WillerinV1.02;49576950]i've always been confused at the notion that large dialogue sections at a time is bad pacing, considering that it's basically one half of the gameplay mechanics and no one seems to complain when you're expected to shoot bad guys for the other half.[/QUOTE]
I'm the exact opposite tbh, I've always been bothered more by excessive combat. It gets boring as shit when you get into fights every two minutes.
[QUOTE=elowin;49577556]I'm the exact opposite tbh, I've always been bothered more by excessive combat. It gets boring as shit when you get into fights every two minutes.[/QUOTE]
OWB was bad in that department with enemies respawning the moment you turned your back on the bodies. Kind of like Honest Hearts with its four Giant Cazadores spawning anytime you exited a cave or just silently swooping down from fucking nowhere. Seriously, how the fuck does anything live in Zion with those things about? How can anything short of a Deathclaw survive a cazador attack, like, ever? They're fucking terrifying. Like any of the insects in Fallout 4, I fucking hate them.
Old World Blues' lobotomites felt way too strong to me, everyone of them seemed to carry a brush gun that broke your armor in 5-6 shots and whenever you killed one, two more appeared out of nowhere. Sort of like the swampfolk
[t]http://images.akamai.steamusercontent.com/ugc/608351653773472572/F1F9D83C37EBC6E2F1D12A420DD6EFBD3EC0AFAC/[/t]
I rolled this bowling ball into these pins and they didn't even fall over.
My life has all been for naught.
:frown:
[QUOTE=fear me;49577865][t]http://images.akamai.steamusercontent.com/ugc/608351653773472572/F1F9D83C37EBC6E2F1D12A420DD6EFBD3EC0AFAC/[/t]
I rolled this bowling ball into these pins and they didn't even fall over.
My life has all been for naught.
:frown:[/QUOTE]
there's loads of stuff like this, even an actual bowling alley, and it doesn't work :'(
Because you're supposed to play it with the Broadsider you plebs.
[url]http://www.cooltechinfo.com/new-vegas-dev-interested-in-doing-fallout-4-follow-up/[/url]
Obsidian is interested alright, but apparently it all depends on Beth, so the article says.
Also New Orleans would be a nice locale.
iirc they were just saying New Orleans would be a nice spot for a [I]thing[/I]​, not specifically Fallout. People just jumped to conclusions there.
[QUOTE=fear me;49577865][t]http://images.akamai.steamusercontent.com/ugc/608351653773472572/F1F9D83C37EBC6E2F1D12A420DD6EFBD3EC0AFAC/[/t]
I rolled this bowling ball into these pins and they didn't even fall over.
My life has all been for naught.
:frown:[/QUOTE]
This is what the Junk Jet was made for.
iirc the new orleans thing started because of one unrelated twitter post of joshua sawyer
I'm legitimately surprised by the number and placement of companion reaction moments. Like this gem.
[video=youtube;YXH7YOoO8GM]http://www.youtube.com/watch?v=YXH7YOoO8GM[/video]
You're going to suffocate in that closet, MacCready. Also one of Strong's few actually funny moments.
[QUOTE=Zenreon117;49577452][sp]The serum prevents and reverses cell damage so I don't think it would be too far fetched to think that it would help with cancer too. If you killed Lorenzo you can still get off the mission with 5 vials if you play your cards right. That would be enough for at least some time. [/sp][/QUOTE]
[sp]Would that make cancer WORSE since the serum would likely not discriminate between healthy and cancerous cells and thus would just rejuvenate cancer instead of killing it[/sp]
How do you make Codsworth wear a cute little hat?
[QUOTE=TheRealRudy;49578151]i really love they improved companion general interaction (apart from the absence of [B]dialog wheel[/B] and 4 dialog option thing) to feel much more part of your journey outside of their dialog with them. like, they respond in conversations with other npcs back, react to things in their environment from time to time, etc, it's really great stuff.
new vegas already made large improvements regarding companions over fallout 3 in terms of talking to them and wanting to know their opinion about current main quest plot points and such, imagine if the improvements of fallout 4 regarding companions would be combined with this.[/QUOTE]
Can't you still do most of the things the companion wheel offered through the new system ? The only crucial thing you can't handle anymore is their aggressiveness which is only an issue against radstags since companions tend to try and hunt them regardless.
I guess distance management is also gone but that's mostly irrelevant now because companions are designed around keeping to a certain distance (for instance how maccready is purely a sharpshooter who camps in a good distant spot and is only useful as such).
Also to be honest I found the companion wheel to be rather awkward since it blurred the screen and obscured most of it anyway. Some of the community made UI mods for companion management were a lot cleaner and a lot more ergonomic.
[editline]21st January 2016[/editline]
[QUOTE=Pvt. Martin;49578213]How do you make Codsworth wear a cute little hat?[/QUOTE]
Only works with the bowler hat by default, just put it in his inventory and press T by default. There's a mod somewhere on the nexus that makes a lot more hats wearable.
I wish you could give codsworth mr. gutsy paintjob, and maybe like weapons modifications. Think about it, slowly turning it into a sentry bot. You can give all kinds of artillery to the other companions so why not codsworth?
[QUOTE=Ganerumo;49578197][sp]Would that make cancer WORSE since the serum would likely not discriminate between healthy and cancerous cells and thus would just rejuvenate cancer instead of killing it[/sp][/QUOTE]
Cancer cells a broken by their nature. If they were rejuvenated, I'd assume they'd become regular versions of their source cells. Of course, if you had a healthy clump of lung cells lodged in your brain, I don't supposed that'd be too helpful, either.
[editline]21st January 2016[/editline]
[QUOTE=ripsipiirakk;49578252]I wish you could give codsworth mr. gutsy paintjob, and maybe like weapons modifications. Think about it, slowly turning it into a sentry bot. You can give all kinds of artillery to the other companions so why not codsworth?[/QUOTE]
I wish you could at least shine him up. Take him to one of the Mr. Handy facilities and get his finish fixed.
Actually, but yeah, being able to customize his arm loadout might be neat, too.
[QUOTE=TheRealRudy;49578230]whoops i meant companion wheel actually.
but not really no sadly. i found doing basic things with companions a bit of a pain in the ass. it's really nice you can command them around now, and say like "hack that for me" or something, but when it comes to basic management of them, the companion wheel was the best solution for up close moments.[/QUOTE]
It wouldn't be so bad if the fuckers would stop shaking around so much.
It takes two keys in theory to access their inventory (same as NV) but they tend to jerk around so much that it closes the menu frequently.
wow i really hate everyone in presto gravy's group and i wish they would stop defiling my hometown and my house with their prescence
I think it's best to just sum it all up as Bethesda's short sighted-ness for "awesome cool" moments over sensible moments.
In other words the main antagonist had to go somehow if you didn't go for 3/4 of the endings.
I'm starting to feel like Fallout 4 was rushed a wee bit since they had to announce Fallout 4 when that workshop debacle happened last April.
[QUOTE=Pvt. Martin;49578305]I think it's best to just sum it all up as Bethesda's short sighted-ness for "awesome cool" moments over sensible moments.
In other words the main antagonist had to go somehow if you didn't go for 3/4 of the endings.
I'm starting to feel like Fallout 4 was rushed a wee bit since they had to announce Fallout 4 when that workshop debacle happened last April.[/QUOTE]
If you're talking about [sp]the brain cancer thing[/sp] I'd hardly qualify that as an "awesome cool" moment, it's a pretty underwhelming way to go considering the kind of world they live in.
No awesome cool as in stuff like the cabots, and the billy thing, moments that add to the "I found this awesome thing while adventuring in the commonwealth, and as such less time put towards writing a sensible end for that thing.
The problem isn't so much with the ending to the main quest being similar for all factions involved as much as the absence of slideshow past the ending.
Even New Vegas didn't have a whole lot of variation in the Main Quest. You'd end up at the dam, you'd end up taking control of it, and you'd have only one option to actually sabotage the place. The variation came in all the ending slides.
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