• Fallout 4 V25: Le Sujet Terribles
    5,002 replies, posted
[QUOTE=Ctrl;49613088]The companions are a whole another level, they are fantastic, they are part of your adventure now, not just npc that you bring along and do nothing but comment on some very specific locations. They interject in conversations and some have a lot of depth, like Nick. I think, that Fallout 4 companions, are the best in the series (and that´s including new vegas).[/QUOTE] I'd say most of the companions are[I] on par[/I] with New Vegas with Valentine managing to really go beyond that, seriously I fucking love Valentine. Strong and Preston though, eugh,[I] no thanks[/I].
[QUOTE=Ctrl;49613088]The companions are a whole another level, they are fantastic, they are part of your adventure now, not just npc that you bring along and do nothing but comment on some very specific locations. They interject in conversations and some have a lot of depth, like Nick. I think, that Fallout 4 companions, are the best in the series (and that´s including new vegas).[/QUOTE] Strong disliked that
[QUOTE=Ruh-roh;49613103]Let's not get ahead of ourselves now buddy[/QUOTE] In the other games, companions where just a gimmick, never felt a reason to why I had to bring them along except if I wanted to do their quests, but not for anything else, and they didm.t have any real interaction with what was going on excepts for making a remark if you asked them, but nothing more appart from that. Fallout 4, gives me companions that I want to bring around because im genuinely interested in the inputs they do.
I actually felt really bad for Preston when I first met him and really wanted to help, right up until he started banging on the walls of my damn house with no way to make him stop
[QUOTE=Ctrl;49613133]In the other games, companions where just a gimmick, never felt a reason to why I had to bring them along except if I wanted to do their quests, but not for anything else, and they didm.t have any real interaction with what was going on excepts for making a remark if you asked them, but nothing more appart from that. Fallout 4, gives me companions that I want to bring around because im genuinely interested in the inputs they do.[/QUOTE] [QUOTE=jonu67;49613110]I'd say most of the companions are[I] on par[/I] with New Vegas with Valentine managing to really go beyond that, seriously I fucking love Valentine. Strong and Preston though, eugh.[/QUOTE] Well, yeah, those 2 are the only ones I can complain about, becauase they are annoying. Fuck, my automerge. [QUOTE=Sableye;49613109]but you can find his hat on any dead minutemen, and since they usually spawn infront of super mutant suiciders they die pretty regularly[/QUOTE] No, the hats the other minutemen wear are different, Preston Garvey´s is unique to him.
[QUOTE=Ctrl;49613133]In the other games, companions where just a gimmick, never felt a reason to why I had to bring them along except if I wanted to do their quests, but not for anything else, and they didm.t have any real interaction with what was going on excepts for making a remark if you asked them, but nothing more appart from that.[/QUOTE] uhh that is only true for F3? you could ask your companions about almost everything in the older games and they had enough remarks about all the places you brought them and what you see in F4 started in NV, except for the approval/disapproval system which is incredibly annoying anyway there is a reason people remember Mass Effect relationships more than Dragon Age ones. no one likes a MORRIGAN DISLIKES THIS -16 everytime you don't kick a puppy
While I get Strong is a bitch I can't bring myself to like Cait I swear to god I try to gain her confidence but I don't want to be an ass to everyone in the Commonwealth just to get it Atleast Strong likes when you help people
[QUOTE=Ruh-roh;49613169]uhh that is only true for F3? you could ask your companions about almost everything in the older games and they had enough remarks about all the places you brought them and what you see in F4 started in NV, except for the approval/disapproval system which is incredibly annoying anyway[/QUOTE] The approval/dissaproval system is a very good implementation, it means the characters have a [B]personality[/B], and a well defined one; and what, do you prefer the karma system and the piece of shit it was?
[QUOTE=TheRealRudy;49613252]the writing and all of that related it was pretty shit in fallout 4 but visually it's their best game yet. seriously, i might personally hate the living shit mechanically and such out of fallout 4, but visually it's such an incredible game. i'm had so much fun looking at all the props, scenery, architecture, enemy designs, npcs, locations, etc. fallout 4 just fucking nailed the look. all the details crammed into posters, and fictional products and such, it's too awesome to put in words.[/QUOTE] I agree that the writing for the stroy being quite bad, specially compared to New Vegas, however, I still think that in terms of companions, it was brilliant.
"I'm so one note I nearly killed myself because my only defining factor was almost gone" preston sucks [editline]26th January 2016[/editline] i actually liked strong though so v:v:v
[QUOTE=Ctrl;49613202]The approval/dissaproval system is a very good implementation, it means the characters have a [B]personality[/B], and a well defined one; and what, do you prefer the karma system and the piece of shit it was?[/QUOTE] The problem with the affinity system is instead of the primary input being how you interacted with your companions in situations of deep personal resonance to your companions, like Raul with old people who still make themselves useful despite their age; Veronica with people finding new ways to survive in the wasteland; or Boone with the NCR's struggle against the Legion, the affinity system's primary input is ineffectual micro decisions that don't have a causal link to the companion's desire to open up to the player. It feels like a system meant to be min-maxed. You can't be part of Arcade's personal story without actually talking to him and expressing meaningful opinions as he tries to figure out what his and his family's legacy means to him. Meanwhile, Nick sure is keen to tell you about his centuries-long vendetta once I've hacked enough terminals.
[QUOTE=Ctrl;49613202]The approval/dissaproval system is a very good implementation, it means the characters have a [B]personality[/B], and a well defined one; and what, do you prefer the karma system and the piece of shit it was?[/QUOTE] No. This is simply false. The implementation is utterly horrible. I mean for fucks sake you can get companion approval by picking locks.
[QUOTE=Ctrl;49613202]The approval/dissaproval system is a very good implementation[/QUOTE] It really isn't, and it goes against the mechanics of the game when i can't steal/kill/say anything snarky/help people (in a bethesda game of all places) because the whiny people following me around that know how i am keep getting bothered about this stuff. yes,[I] i'm lockpicking again[/I], stop bitching about it and just leave already because i got some stimpaks from a safe to help our fucking ass in a fight. "well just don't use companions then" geez thanks einstein And i don't get how karma is related in any sense? i didn't even mentioned it as a good thing and companions didn't had anything to do with it except for recruitment purposes (and that's in F3, only Cass had karma requirements in NV) and nothing more. the other stuff is as much of a "personality" as the approval/disapproval in F4 but more sensible (boone disliking legion, rex being upset with rats, etc) Fallout 4 made a lot of improvements over the companion system from NV and i'm grateful for it but i don't like the approval system and i never liked it since Dragon Age (again, people remember Mass Effect relationships, not Dragon Age ones, do the math. companions reacting to your dialogue and your interactions with him/her will always be better than companions getting pissed off because you stole a stimpak or because you didn't torched the orphan kid asking for food Morrigan dislikes it -20), sorry. I'm not a worse person for disliking it and you're not a worse person for liking it, let's reach a compromise.
quite a bit of the writing was good or alright. i don't think it was all shit. The way some of you people describe this game, you make it sound like one of the crappiest things ever made. Undeniably though, the art design/direction is great. [quote][img]http://images.akamai.steamusercontent.com/ugc/364031813836245383/A35A2EC9D35B8073EDE193D1715FA3A04F53B9E8/[/img][/quote]
[QUOTE=Ctrl;49613144]Well, yeah, those 2 are the only ones I can complain about, becauase they are annoying. Fuck, my automerge. No, the hats the other minutemen wear are different, Preston Garvey´s is unique to him.[/QUOTE] they're the same model [t]http://vignette3.wikia.nocookie.net/fallout/images/f/f1/Fo4_Militia_Hat_screenshot.png/revision/latest?cb=20151118024925[/t] [t]http://images.cgames.de/images/idgwpgsgp/bdb/2717026/944x531.jpg[/t] i mean its got a tilt to it but...same hat really
The tilt is the good part
[QUOTE=Atlascore;49613326]the only memorable companions in Fallout 2 are Macrus & Sulik, and Marcus is the only one I'd ever bother bringing along to help in combat.[/QUOTE] you somehow managed to quote the two worst (of the non-joke ones like miria and dave) Lenny, Myron, Vic, Cassidy, hell even Skynet and Pariah were more interesting than Marcus and Sulik, and they still were pretty good. Companions in F2 are great.
[QUOTE=Ganerumo;49613310]The tilt is the good part[/QUOTE] eeeeh i really don't care, nor do i have the patience to accept another radiant quest to trade with him
[QUOTE=Hamaflavian;49613272]The problem with the affinity system is instead of the primary input being how you interacted with your companions in situations of deep personal resonance to your companions, like Raul with old people who still make themselves useful despite their age; Veronica with people finding new ways to survive in the wasteland; or Boone with the NCR's struggle against the Legion, the affinity system's primary input is ineffectual micro decisions that don't have a causal link to the companion's desire to open up to the player. It feels like a system meant to be min-maxed. You can't be part of Arcade's personal story without actually talking to him and expressing meaningful opinions as he tries to figure out what his and his family's legacy means to him. Meanwhile, Nick sure is keen to tell you about his centuries-long vendetta once I've hacked enough terminals.[/QUOTE] [QUOTE=elowin;49613275]No. This is simply false. The implementation is utterly horrible. I mean for fucks sake you can get companion approval by picking locks.[/QUOTE] Have you two played the same game as I have? The approval system makes a lot of sense because of how people work. If someone sees that you agree with their way of thinking, and make choices that they themselves would make, they start to trust you, and start opening up to you. It also takes quite a bit of time, so it feels like you really are progressing with them and making them trust you more and more so that they can open up. In new vegas, it was much simpler and a joke. Lets take Arcade´s case for example: A: Go to repconn headquarters B: Go to crashed vertibird C: Go to silver rush D: Choose any option when speaking to him at the fort except for "do you really think he has nothing to offer? E: BOOM! Now you triggered his conversation that starts for Auld Lang Syne, enjoy your new power armor! Seriously, with all the companions its just "Go to points A,B,C,D, choose option Z but not Y" and done.
[QUOTE=Ctrl;49613376]Have you 2 played the same game as I have? The approval system makes a lot of sense because of how people work. If someone sees tht you agree with their way of thinking, and make choices that they themselves would make, they start to trust you, and start opening up to you. It also takes quite a bit of time, so it feels like you really are progressing with them and making them trust you more and more so that they can opne up. In new vegas, it was much simpler and a joke. Lets take Arcade´s case for example. A: Go to repconn headquarters B: Go to crashed vertibird C: Go to silver rush D: Choose any option when speaking to him at the fort except for "do you really think he has nothing to offer? E: BOOM! Now you triggered his conversation that starts for Auld Lang Syne, enjoy your new power armor! Seriously, with all the companions its just "Go to points A,B,C,D, choose option Z but not Y" and done.[/QUOTE] they're both gamey, but "hey blue, you've picked a lot of locks. How do you feel about my sister's life choices?"
[QUOTE=lol user;49613177]While I get Strong is a bitch I can't bring myself to like Cait I swear to god I try to gain her confidence but I don't want to be an ass to everyone in the Commonwealth just to get it Atleast Strong likes when you help people[/QUOTE] I sort of struggled to like Cait at first too, she isn't one of the best companions but I warmed up to her after her main quest, she lead a fucked up life. ... And the fact she can open any Master level lock as long as I supply her with Bobbypins means I don't have to fucking waste Perk points makes her doubly worth having around. :smug:
[QUOTE=Mining Bill;49613392]they're both gamey, but "hey blue, you've picked a lot of locks. How do you feel about my sister's life choices?"[/QUOTE] The locks by themselves wont make you reach more affinity faster, you would need to pick a very good ammount of them just to trigger the first conversation. And like I said, since you do things like they would, they start to trust you more, the approval system makes more sense than the systems in the other games.
[QUOTE=Ctrl;49613413]The locks by themselves wont make you reach more affinity faster, you would need to pick a very good ammount of them just to trigger the first conversation. And like I said, since you do things like they would, they start to trust you more, the approval system makes more sense than the systems in the other games.[/QUOTE] You pick an enormous amount of locks in any fallout save. That would never be a problem nor a limitation. You still need to do stuff that Arcade likes (and pick the right words when talking with him) and you still needs to wait for the main quest to advance so Mining Bill's point is spot on. Both are gamey because that's a game and working real relationships is hard. But you dislike one way to do it and not the other, just like i said i did.
[QUOTE=Ctrl;49613376]Have you 2 played the same game as I have? The approval system makes a lot of sense because of how people work. If someone sees tht you agree with their way of thinking, and make choices that they themselves would make, they start to trust you, and start opening up to you. It also takes quite a bit of time, so it feels like you really are progressing with them and making them trust you more and more so that they can opne up. In new vegas, it was much simpler and a joke. Lets take Arcade´s case for example. A: Go to repconn headquarters B: Go to crashed vertibird C: Go to silver rush D: Choose any option when speaking to him at the fort except for "do you really think he has nothing to offer? E: BOOM! Now you triggered his conversation that starts for Auld Lang Syne, enjoy your new power armor! Seriously, with all the companions its just "Go to points A,B,C,D, choose option Z but not Y" and done.[/QUOTE] Which you'd only know to do if you looked up a guide on how to exploit the system. If you played naturally, you'd only stumble across enough of these situations to activate their quest over a very long time with them, if ever. Fallout 4's system is just as easy to exploit.
[QUOTE=Ctrl;49613413]The locks by themselves wont make you reach more affinity faster, you would need to pick a very good ammount of them just to trigger the first conversation. And like I said, since you do things like they would, they start to trust you more, the approval system makes more sense than the systems in the other games.[/QUOTE] It's a very flawed system though, you'll never get a companion to hate you enough to actually make them leave you forever plus the system is set up to be gamed to hell and back, personally I feel as though a mix of both the New Vegas system in which actual events matter and grow your interaction with your companion [I]and[/I] the Fallout 4 system would make companions that much better.
200 posts since I last visited... was it just an argument, or was there news of the GECK?
[QUOTE=ElectricSquid;49613480]200 posts since I last visited... was it just an argument, or was there news of the GECK?[/QUOTE] bitch fits
[QUOTE=ElectricSquid;49613480]200 posts since I last visited... was it just an argument, or was there news of the GECK?[/QUOTE] That Ranger Armor mod got released on the Nexus
[QUOTE=jonu67;49613457]It's a very flawed system though, you'll never get a companion to hate you enough to actually make them leave you forever [/QUOTE] I'm pretty sure i remember Strong refusing to follow me around because i broke into enough locks And i loved it. Good riddance
[QUOTE=Ruh-roh;49613488]I'm pretty sure i remember Strong refusing to follow me around because i broke into enough locks And i loved it. Good riddance[/QUOTE] Strong is obviously an exception to that rule and in some respects show's you just how flawed and annoying the system is really.
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