• Fallout V22 - Diamond City Edition
    5,001 replies, posted
anyone else have their compass at the bottom of the screen break after installing the new AMD drivers?
I can already see it now, mods with camo fatigues or multicam type things and then modern vests and leg holsters and such as the armor pieces. This is what will become of fallout 4 in a year
[QUOTE=Ruh-roh;49185746]I don't even think Obsidian should publish another Fallout game to begin with. They changed a lot since NV and InXile is now the closest to the older Fallout team we had.[/QUOTE] Well now that Tim Cain (you know, the guy who created Fallout) works at Obsidian, I would have to disagree.
Initially I really liked the Minutemen but their lack of any presence in the world is kinda affecting my [sp]choice for the ending, which I know nothing about other than you pick a faction to rally behind. Curie and Valentine alone have made me sympathetic towards synths and by extent the Railroad. It just seems like the Railroad might have more of a noticeable in-game effect on the world after the ending. I just feel like either way afterwards Preston is still going to bark the same rng quests at me and talk about saving the Commonwealth after I assume I already have.[/sp] [editline]25th November 2015[/editline] It's like the progress of the Minutemen Faction stops flat after [sp]you take The Castle[/sp], while the Railroad is still doing shit and being involved in the story.
[QUOTE=Chaseymusica;49185976]I can already see it now, mods with camo fatigues or multicam type things and then modern vests and leg holsters and such as the armor pieces. This is what will become of fallout 4 in a year[/QUOTE] I don't see the problem, you don't need to use them. [QUOTE=JesterUK;49185935]does that mean [sp]Captain Zao can't rebuild?[/sp] ;_;[/QUOTE] He said he'd do it brick by brick by himself if necessary.
[QUOTE=UnidentifiedFlyingTard;49185988]Well now that Tim Cain (you know, the guy who created Fallout) works at Obsidian, I would have to disagree.[/QUOTE] I honestly didn't knew about this one and i'm happy to hear about it. Avellone is basically a freelancer anyway, just convince Fargo and InXile to jump on the wagon and it would be glorious
My only issue so far after 200 hrs of playtime is how some perks feel necessary, local leader 2, inventory increase & weapon damage perks specifically all feel mandatory to me, doubly annoying for the weapon perks because I never stay on one weapon type for too long, so I feel "forced" to spend a lot of levels on maxing out all of the different weapon dmg up perks before even attempting to try the other potentially more interesting perks.
[QUOTE=elowin;49185654]I mean, the modern Call of Duty games use the older CoD games' engine as a foundation, which had Return to Castle Wolfenstein as it's foundation, which was further founded on the Quake 3 engine, which was based on Quake 2's engine, and that was built off of Quake 1's engine.[/QUOTE] They've held up a lot better, though. There was never anything fundamentally broken with the CoD engine or Quake engine that persisted from game to game. With Gamebyro I'm seeing glitches I've been seeing since they started using the engine.
[QUOTE=Gunner th;49185329]I don't think overpowered is enough of a word for this [t]http://images.akamai.steamusercontent.com/ugc/396677314419638900/D098C41244C3F7232BA1C217B708B99C47998EC3/[/t] This combined with the duplication of ammo bug, the second nuking is coming.[/QUOTE] I think I found the polar opposite of your weapon. [t]http://i.imgur.com/gELb9Em.jpg[/t] Now to figure out how to make use of that insane burst healing.
Where/how do I find/get facepaint?
does it only heal 19 points?
[media]http://www.youtube.com/watch?v=engKH7Gev7g[/media]
[QUOTE=Ghost101;49186052]They've held up a lot better, though. There was never anything fundamentally broken with the CoD engine or Quake engine that persisted from game to game. With Gamebyro I'm seeing glitches I've been seeing since they started using the engine.[/QUOTE] Sometimes I feel they should create a new engine from scratch. But that takes a lot of time and ressources
[QUOTE=DEMONSKUL;49186097]Sometimes I feel they should create a new engine from scratch. But that takes a lot of time and ressources[/QUOTE] If anyone has enough time and resources to do that is Bethesda though.
[QUOTE=Zezibesh;49186082]does it only heal 19 points?[/QUOTE] I'm not sure why it says my MIRVs deal 19 damage (or heal in this case). It sure does a hell lot more than that. Also only the default Fat Man can heal you for some reason. I tested out the MIRV and it just killed me.
Has the gamebreaking Monsignor plaza bug been fixed on the beta branch? I'd love to finally embark the Prydwen and start doing some work for the brotherhood.
I know everyone likes to shit on pipe rifles but the bolt-action pipe rifle is good.
[QUOTE=Ruh-roh;49186101]If anyone has enough time and resources to do that is Bethesda though.[/QUOTE] What? No, they're not, at all. They're a relatively small team and I can't imagine them taking even longer between games than they do now.
[QUOTE=Zondac;49185827]But that fits with the whole theme of "faceless soldiers being replaceable" we've seen a few times in the series, and how only the "real" heroes "matter". Plus it's really arcadey. You can do a lot of bad decisions as long as you do them consciously and make them feel intentional[/QUOTE] are you actually justifying this as a thematic choice wtf lmao
[QUOTE=Leo the Leo;49186114]I'm not sure why it says my MIRVs deal 19 damage (or heal in this case). It sure does a hell lot more than that. Also only the default Fat Man can heal you for some reason. I tested out the MIRV and it just killed me.[/QUOTE] One warhead or projectile does 19 points and the MIRV has a ton of them, not sure how many exactly though. [editline]25th November 2015[/editline] [QUOTE=NoobieWafer223;49186079]Where/how do I find/get facepaint?[/QUOTE] Cosmetic Surgery
[QUOTE=General J;49185798]How to fix the Minutemen: As the General, send squads of minutemen out to defend settlements. This happens a lot. Occasionally something goes awry and Preston informs you of this and that prompts the reoccurring Minutemen quests. It functions the exact same way it does now except you actually feel like the General and that there's more than 9 Minutemen. Seriously for someone who apparently is below me in rank Preston sure likes giving me the orders.[/QUOTE] This is something I hate in a lot of games where you get to be the guy in charge. Why am I doing all the foot work? Like you said I'd like to send out squads with the option of joining if I want. I'm busy enough building settlements & recruiting people. I'm really hopeful a mod later down the line will implement this in some way.
[QUOTE=simkas;49186137]What? No, they're not, at all. They're a relatively small team and I can't imagine them taking even longer between games than they do now.[/QUOTE] They're not that small though. They received a huge boost in personnel for FO4 development (and yes, i know BethSoft =/= Zenimax) And they can milk DLCs for Fallout 4 at least for 2 or 3 years. And then use the same engine for the new Elder Scrolls while developing a new one. I'm not saying it would be a walk in the park but it wouldn't be farfetched either, specially if Zenimax pumped some money for it.
[QUOTE=J!NX;49186138]are you actually justifying this as a thematic choice wtf lmao[/QUOTE] In Metal Gear Solid, no doubt. It feels really intentional cause while it's true all soldiers have the same voice actors, this is only true in the regard that there is only one voice actor per language, and it has been like this in all the Metal Gear Solid games. It's just a really nice way of keeping the soldiers as dehumanized and faceless as possible. Heck, it was even the case in MGS2, where every (non-spawned) soldier had their own name and picture, but for some reason all sounded the same, and it made it easier for the player to recognize what each grunt and voice clip [B]meant[/B] for the AI, and in a game that is so heavily based on AI manipulation as MGS that's really useful. Fuck yes it's good as a thematic choice, but it wouldn't fit in a "living breathing RPG"
[QUOTE=Unique_mask;49186133]I know everyone likes to shit on pipe rifles but the bolt-action pipe rifle is good.[/QUOTE] My .308 cal Pipe Bolt Action sniper rifle is actually better than my actual Sniper Rifle so....yeah
It's stupid that armed settlers don't add to the defense metric. I got a message that a settlement was under attack. I completely forgot about this settlement but left the recruitment radio on. When I arrived, there were 2 gunners approaching the camp, when suddenly 16 people, all armed, just blasted the fuck out of the gunners. Nobody in their right mind would attack a settlement that has nothing but 16 armed people in it.
Does anyone perchance have a screen shot of the red flames T-45? I'm not able to get in game to use it but I need it for reference purposes to match up with the DDS files. I only posses the Flame files, but not a decent screenie or access to make my own as of this moment.
I'm thinking about restarting my game as some max strength and endurance hulk who only uses melee for everything, is a douchebag to absolutely everybody, and is incredibly addicted to mentats and phycho. It'll be great.
Does Vault 81 react differently if you meet them while wearing your vault suit?
[QUOTE=IrishBandit;49186237]Does Vault 81 react differently if you meet them while wearing your vault suit?[/QUOTE] [I]"Don't think you're one of us just cause you wear one of those suits"[/I] pre-quest and [I]"You still wear that suit around in the commonwealth huh?"[/I] post-quest. Paraphrasing, mind you
[QUOTE=DEMONSKUL;49186097]Sometimes I feel they should create a new engine from scratch. But that takes a lot of time and ressources[/QUOTE] I can pretty much guarantee they won't do this if you watch/read some of their design talks So much of their process depends on the quirks of how developing for this engine works. They literally have project management on their engine down to a science, and have a very specific workflow they've iterated on game after game that is specific to gamebryo. Consider that by AAA standards, Bethesda is a small studio, being the most efficient they can be when you only have a dozen people on your team in charge of X major aspect of the game (such as level design) is required for them to actually get a game released within 3-5 years. To switch engines completely would require them to not only learn an engine, but redo their whole process. It could easily take 2.5-3X longer to make the next game with their team. Not to mention their engine has benefits such as having huge mod support - something they don't ever want to get rid of since it fuels sales for their games long after launch. Sure they could hire 300 more people, but they've said that they don't ever want to have a hugely inflated team working on their games, almost to a point of pride. Considering they make some of the most high-selling AAA games on the market with a team size that is tiny compared to other AAA studios, why would they ever change engines?
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