• Fallout 4 V25: Le Sujet Terribles
    5,002 replies, posted
[QUOTE=Mining Bill;49599844]remember when people were defending the four audio options by saying there would be a mass effect style "investigate" option?[/QUOTE] [QUOTE] Same thing that happens every beth game; massive hype, screaming fan peoples, any dissent is BOOOO DEATHed to death, game is fun but janked to the maximum of jankness and bugged from hell to breakfast, a year later most of the bugs are fixed but not the ones that cause instant CTDs, there are four DLCs, two of incredibly bad quality, two of pretty ok quality, and everyone still playing the game has modded it from hell to breakfast with either vanilla only style ever only only only mods and bitch incessantly about any other kind of mod or turned into it an absurd virtual sexplosion that makes Second Life players shuffle their feet awkwardly and look away from the screen in shame. Two years later a TES trailer comes out and people start screaming like 11 year old girls at a justin bieber concert all over again, [B]despite the obvious shortcomings seen right in the first screenshots that will not be fixed ever.[/B] Fan. Fan never changes. [/QUOTE]
[QUOTE=MissingGlitch;49599778]The institute is cut central. For the "big bad" of the game. They had a lot of shit cut.[/QUOTE] Skyrim, Fallout 3 and New Vegas somehow all ended up having severely cut down evil factions for some reason. [editline]25th January 2016[/editline] [QUOTE=Mining Bill;49599844]remember when people were defending the four audio options by saying there would be a mass effect style "investigate" option?[/QUOTE] Well to be fair that's what everyone expected because that's what sounded the most plausible. Hell, it even happens at some point in the game, just absurdly rarely. [editline]25th January 2016[/editline] [QUOTE=RichyZ;49600168]wasn't there only a single time where that actually happened too? when you get to choose your name in the railroad was the only time in my playthrough that had a "give me more options" option[/QUOTE] Once you're done with kellogg and you start getting more involved with the main factions you get opportunities to ask questions, but you can't access these questions again if you close the conversation.
[QUOTE=Mining Bill;49599844]remember when people were defending the four audio options by saying there would be a mass effect style "investigate" option?[/QUOTE] In all honesty though, who really predicted they would dumb the dialog down THIS much. Even I defended it because at the time it seemed like a simple design change of how the dialog tree would work, I didn't expect them to turn into a fucking stick and then smack me with it every time I tried to get different dialogue outcome.
highest_difficulty_setting.png [img]http://i.imgur.com/myqI7Xm.png[/img]
[quote][img]http://images.akamai.steamusercontent.com/ugc/364031285154644952/91787D86992AF72C9A3FFEED36EDBC12814CAD03/[/img][/quote] the flames feel good
[QUOTE=DChapsfield;49600314]highest_difficulty_setting.png [img]http://i.imgur.com/myqI7Xm.png[/img][/QUOTE] More like every_single_difficulty_setting.png Seriously, what's the point of calling those "legendaries" if you cross them absolutely everywhere. Even the easiest difficulty settings have legendary enemies all around.
I don't really feel like I earned the legendary weapon a lot of the time. Legendary Radroach? Here have a bleeding Minigun. Legendary Glowing Alpha Deathclaw? Here have a Junkies Rolling Pin.
I'm probably way late on this but if you Crit attack someone with a melee weapon while in powerarmour, you pick them up by the neck and just shank them
honestly, the whole character thing could have been solved with a single internal dialogue as you wake up 1) What happened to me? Where am I? 2) They took my son... I need to find him. 3) How long have I been frozen? there, now you can pick whether you want to be a blank slate, desperately looking for your infant son or accepting that maybe it's too late for you to do anything
[QUOTE=Mellowbloom;49600705]honestly, the whole character thing could have been solved with a single internal dialogue as you wake up 1) What happened to me? Where am I? 2) They took my son... I need to find him. 3) How long have I been frozen? there, now you can pick whether you want to be a blank slate, desperately looking for your infant son or accepting that maybe it's too late for you to do anything[/QUOTE] They would have to rewrite all lines that involve looking for your son. What would push the story then?
I feel like they started recording the voice acted protagonists and then realized how much work it would be to do the whole game like that so they cut lots of content.
Damn I didn't know there were so many unarmed/melee kill animations. I might have to do a melee character.
Imho they should just have started the game with the BoS arriving and all 4 factions "active" as soon as you stumble out of the vault, so you would be free in going your own way investigating the events in the vault, rather than being shoehorned into the kid plot
I wonder if it would be possible to create an "alternate start" styled mod that excises everything related to Sean and the PC's pre-war backstory from the game entirely. As I'm sure everyone who has progressed a decent amount through the story knows, the 'finding Sean' story line more or less completely ends when the PC finds the Institute. Aside from a few throwaway lines, the main quest then entirely becomes deciding the fates of the four main factions. When the Construction Kit comes, if someone ever makes a mod that replaces the intro with the player emerging from a different vault experiment and being dumped into the Commonwealth in a post-institute-discovered state, while rewriting/replacing all lines mentioning Sean or your spouse, I'd endorse the fuck out of it.
[QUOTE=Fouytan222;49600841]I wonder if it would be possible to create an "alternate start" styled mod that excises everything related to Sean and the PC's pre-war backstory from the game entirely. As I'm sure everyone who has progressed a decent amount through the story knows, the 'finding Sean' story line more or less completely ends when the PC finds the Institute. Aside from a few throwaway lines, the main quest then entirely becomes deciding the fates of the four main factions. When the Construction Kit comes, if someone ever makes a mod that replaces the intro with the player emerging from a different vault experiment and being dumped into the Commonwealth in a post-institute-discovered state, while rewriting/replacing all lines mentioning Sean or your spouse, I'd endorse the fuck out of it.[/QUOTE] I dunno, maybe keep the cryopod opening. A LOT of dialogue mentions it and pre-war stuff.
[QUOTE=Tuskin;49600602]I'm probably way late on this but if you Crit attack someone with a melee weapon while in powerarmour, you pick them up by the neck and just shank them[/QUOTE] I really wish there were more power-armor exclusive unarmed kill animations like imagine walking up to someone in power armor and you squish their head between your hands while they scream better yet, make terrifying killmoves like that a perk that when other enemies witness it they run
[QUOTE=StoneRabbit;49600565]More like every_single_difficulty_setting.png Seriously, what's the point of calling those "legendaries" if you cross them absolutely everywhere. Even the easiest difficulty settings have legendary enemies all around.[/QUOTE] Not even good legends, or even legends worth selling. Least Skyrim if you find some enchanted treasure, if not useful to your character, is always at least worth a good amount of money. In Fallout 4 it's usually guns that, at best get close to 200 caps. [editline]24th January 2016[/editline] [QUOTE=MissingGlitch;49600588]I don't really feel like I earned the legendary weapon a lot of the time. Legendary Radroach? Here have a bleeding Minigun. Legendary Glowing Alpha Deathclaw? Here have a Junkies Rolling Pin.[/QUOTE] The ONLY Legendary weapon I EVER found that made me go "HEY SOMETHING AWESOME" was a penetrating flamethrower. Off a Black Giant Fly. I wonder if one could make a simple shack out of all the useless armor legendary pieces?
How do you make settlers wear armor? Generic npc #298 is all too happy to use the legendary 10mm i gave her, but replace that trilby and trenchcoat with security armor? Hell no apparently.
[QUOTE=ColdAsRice;49601437]How do you make settlers wear armor? Generic npc #298 is all too happy to use the legendary 10mm i gave her, but replace that trilby and trenchcoat with security armor? Hell no apparently.[/QUOTE] you do the same thing as equipping weapons for them, press T.
[QUOTE=Ganerumo;49599645]Would have been fun if you had a speech check to "convince" Kellogg to not fight you, but as soon as you try to leave he shuts the place down and shoots you in the back anyway, because Kellogg's a piece of shit.[/QUOTE] That wouldn't have been fun at all, but I'm surprised that's not how it was because of Bethesda's shitty everything-ends-the-same-way writing. [editline]24th January 2016[/editline] [QUOTE=Tuskin;49600749]Damn I didn't know there were so many unarmed/melee kill animations. I might have to do a melee character.[/QUOTE] Protip: Power Armor and Power Attacks if you're planning on using anything slow-swinging. Otherwise bare-handed assholes'll block every attack you do.
speaking of which, the way a simple block cancels out an enemy's melee attack entirely is cheesy af and there has to be a better way to do it seriously you could just make a specific agility or luck perk with a chance to completely deflect a melee attack instead of it being the default
Let's not bring chance into combat any more than we have to.
Remember how much of a big deal they made over the fact they they'd recorded hundreds of names? Got used a handful of times at best. Would've been fine if they hadn't drawn so much attention to it
[QUOTE=Kenneth;49601720]Remember how much of a big deal they made over the fact they they'd recorded hundreds of names? Got used a handful of times at best. Would've been fine if they hadn't drawn so much attention to it[/QUOTE] Todd blows features way out of proportion to make them sound cooler than they are, not really anything new.
So at Vault 81 I was doing the whole [sp]talking to the class and when the teacher told them to say thank you none of the kids said thanks[/sp] and the camera was stuck on my character. [t]https://dl.dropboxusercontent.com/u/16349584/fallout%204/377160_2016-01-24_00004.png[/t] Also damn my eyes looks bigger wearing this helmet.
Does your character still tell the whole "I saved Preston and killed a deathclaw" story even if you haven't done it?
You know what I just realized I miss? The old ending cutscenes where Ron Pearlman or faction leaders would read out what the player did to them.
[QUOTE=MissingGlitch;49601884]Does your character still tell the whole "I saved Preston and killed a deathclaw" story even if you haven't done it?[/QUOTE] Oh shit I didn't even think of that, I wonder if bethesda cares that much about consistency
[QUOTE=MissingGlitch;49601884]Does your character still tell the whole "I saved Preston and killed a deathclaw" story even if you haven't done it?[/QUOTE] I would hope not, I know that if you walk into the Museum of Freedom to first save Preston and you're already wearing power armour and using a minigun, they'll comment on both of those things.
[QUOTE=MissingGlitch;49601884]Does your character still tell the whole "I saved Preston and killed a deathclaw" story even if you haven't done it?[/QUOTE] Probably. Ive had my character say lines like "john smith sent me to find you!" after walking into areas used in quests despite never meeting the quest giver, and nobody sending me there. This usually breaks the quests for me to boot, but not all the time for example i had the option to tell the RR someone named had sent me their way despite that not happening, but the quest progressed as usual from then on.
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