Fallout 4 V24: You're Tied to This Thread Kid, Your Energy
5,003 replies, posted
I think luck may also impact success rates of speech checks, but I'm unsure about that.
[editline]11th January 2016[/editline]
[QUOTE=TheRealRudy;49506518]i really hope someone makes a mod to return gambling, you know, gambling machines, tables with roulette and poker. i actually thought it was something to stay after new vegas reintroduced it again, even if it was in a minor way (in places like goodneigbor, and perhaps even in diamond city), but they just went full nope and threw that completely out as well.[/QUOTE]
Gambling was goddamn pointless in Vanilla NV, you'd either roll a sub 9 luck character and lose frequently or you'd roll a 9 to 10 luck character and win 99% of the time. It was a way to grind caps and nothing else.
Caravan's also broken and easily winnable with the same strategy over and over again. The whole thing made it so easy to grind for caps that they had to throw in artificial boundaries so that it wouldn't be piss easy to become incredibly rich.
There wasn't even any poker in the game.
[QUOTE=Janus Vesta;49506553]I read on Reddit that higher luck influences the scrap you can get from your scavengers. Though I would take that with a pinch of salt, it did come from Reddit.[/QUOTE]
If it does, it's certainly not indicated anywhere in the game.
I always found it odd that there was no Poker in New Vegas. You'd at least expect to find Texas Hold'em being played.
They coded a decent AI for Caravan (the issue being that the ruleset itself is so easily exploitable), the same AI could have been used for Poker and it would have worked fine.
The gambling aspect of New Vegas was pretty horrible because it was just a way to print money if you had good luck stats.
I'm not talking about the good aspects of new vegas because they're not part of the conversation, the conversation is about the gambling system which you apparently somehow enjoyed despite being a "press E to get caps" minigame.
I'm not going to randomly start talking about all the good stuff New Vegas has on a whim just to please you.
[QUOTE=Everything;49503697]Y'know, if there's one thing I think there's some missed potential for, it's the idea of a vault under the glowing sea, rather than one right on the edge of it.
The entrance would've been completely buried shortly after impact, permanently sealing the residents inside whether they wanted to be or not. The sole survivor would be able to fast travel inside after getting the relay device from the institute thanks to a new landmark appearing there, much to the shock of the residents who are still living in opulent luxury all this time later (the vault's purpose being the opposite of 114's, observing how the desperately poor adapt to bestowed wealth and status), totally unaware their vault is beneath such a thoroughly inhospitable and deathly irradiated landscape.[/QUOTE]
IHMO F4 is full of these things. Same with the huge mine (can't remember the name). The build up is great, with the occasional earth tremors and the logs in the terminals that seem an omen of something terrifying. The atmosphere is nice too, these huge white halls, almost a sort of Moria from LOTR. You get to the bottom, more spooky shit and you find lots of armaments, presumably for something big that will try to kill you. [sp]And then you reach the end it's uh, 5 ghouls and some loot? I was expecting some huge ghoul behemoth, or supernatural shit (yeah the single flashback isn't enough), or an almost C'thulu'esque creature, just about anything they can think of but not 5 stupid ghouls with names! [/sp]
if there's one thing fo4 does exceptionally well it's the horror stuff. [sp]dunwich borers, that sewer with the serial killer's notes, lots of underground places in the glowing sea
i especially like how the flashback in dunwich borers implies they were worshiping radiation pre-war[/sp]
makes me want bethesda to do an action-horror Bloodborne type thing
[QUOTE=Cone;49507061]if there's one thing fo4 does exceptionally well it's the horror stuff. [sp]dunwich borers, that sewer with the serial killer's notes, lots of underground places in the glowing sea
i especially like how the flashback in dunwich borers implies they were worshiping radiation pre-war[/sp]
makes me want bethesda to do an action-horror Bloodborne type thing[/QUOTE]
I wish they hadn't named it [sp]"Dunwich" Borers, because then it was an obvious throwback to the Dunwich Building, and I went in expecting something creepy instead of walking in on it unassumingly. Would've made more sense for it to be like a subsidiary company of FO3's Dunwich company or something, and had references to that in terminals (like "We're going to be visited by some of the higher-ups from our parent company in DC, [something something] Dunwich")[/sp]
[QUOTE=SonicHitman;49506431]its not that hes lying, its that he isn't saying whats gone/changed/added to the game.
as for settlement building not working for ya, i'd suggest using console commands to help ease your pain.[/QUOTE]
but y'know
sometimes I wish I could just use the UI to build settlements
and not have to be constantly typing console commands to get things to work right
ya feel me?
[QUOTE=LolzMan1325;49507251]but y'know
sometimes I wish I could just use the UI to build settlements
and not have to be constantly typing console commands to get things to work right
ya feel me?[/QUOTE]
Im pretty sure that will happen once GECK and SE is released. Consoles won't get it but oh well.
[QUOTE=ElectricSquid;49507225]I wish they hadn't named it [sp]"Dunwich" Borers, because then it was an obvious throwback to the Dunwich Building, and I went in expecting something creepy instead of walking in on it unassumingly. Would've made more sense for it to be like a subsidiary company of FO3's Dunwich company or something, and had references to that in terminals (like "We're going to be visited by some of the higher-ups from our parent company in DC, [something something] Dunwich")[/sp][/QUOTE]
[sp]The name "Dunwich" itself is a big red flag for creepy for Lovecraft fans anyway, as far as I know. Someone without exposure to the building in FO3 would be in the dark and get a fright, someone who had played FO3 would be like "oh no, not again" and be tense throughout the whole thing. Oh, and the reason that place is named Dunwich building is because it's owned by Dunwich Borers. Personally, I find the easter egg boring and unneccessary. Then again, I'm not a huge fan of Lovecraftian shenanigans.[/sp]
[t]http://i.imgur.com/RBm0MST.jpg[/t]
[t]http://i.imgur.com/1svYYQD.jpg[/t]
[t]http://i.imgur.com/OuuK4Ao.jpg[/t]
He's getting there
[QUOTE=ElectricSquid;49507225]I wish they hadn't named it [sp]"Dunwich" Borers, because then it was an obvious throwback to the Dunwich Building, and I went in expecting something creepy instead of walking in on it unassumingly. Would've made more sense for it to be like a subsidiary company of FO3's Dunwich company or something, and had references to that in terminals (like "We're going to be visited by some of the higher-ups from our parent company in DC, [something something] Dunwich")[/sp][/QUOTE]
Am I the only one who didn't find Dunwich Building particularly scary?
Idk, tons of people seem to go on about how frightening it was, but it really didn't do anything for me
[QUOTE=Hat-Wearing Man;49507672]Am I the only one who didn't find Dunwich Building particularly scary?
Idk, tons of people seem to go on about how frightening it was, but it really didn't do anything for me[/QUOTE]
The only thing really scary about it is that it's not in a horror game.
In hindsight it may seem obvious considering it's named after fucking Dunwich, but I mean if you're just going about exploring and suddenly come across it without any prior knowledge you probably wouldn't attribute much to it.
[QUOTE=Everything;49503164]The point is that when FO3 came out, people were very vocally opposed because it wasn't FO2-2; it was nothing like the previous game, so many diehard fans rejected it as a spinoff at first. Then NV hit and it initially got panned HARD for being a buggy and sometimes unplayable mess. Both times people eventually came around.
Now FO4 is getting the same treatment FO3 did, because it isn't NV-2. Fan reception of Bethesda's games tends to run in a consistent "I hate it, nevermind I loved it all along" loop.[/QUOTE]
fo4 just doesn't have as much to do in it. that's my only complaint. I miss all the big branching sidequests. 4 doesn't have any, it's just a bunch of radiant trash
All that Enclave armor needs is the sporty logo and it's solid. Either on both pauldrons or the breast plate.
[QUOTE=Hat-Wearing Man;49507672]Am I the only one who didn't find Dunwich Building particularly scary?
Idk, tons of people seem to go on about how frightening it was, but it really didn't do anything for me[/QUOTE]
it's not scary but it is cool that it's there
[QUOTE=Cone;49507061]if there's one thing fo4 does exceptionally well it's the horror stuff. [sp]dunwich borers, that sewer with the serial killer's notes, lots of underground places in the glowing sea
i especially like how the flashback in dunwich borers implies they were worshiping radiation pre-war[/sp]
makes me want bethesda to do an action-horror Bloodborne type thing[/QUOTE]
I don't know exactly what is it about it, but Bethbryo seems to lend itself well to spooky spooks. Bethesda doesn't do it a lot (nor do modders, especially modders who know what they're doing and won't just ruin it with bad jumpscare, unfortunately), but whenever someone tries and make a creepy level, the way the engine looks and feels just comes together perfectly for it. Parts of the Wyrmstooth mod for Skyrim where you were in a dark area were super tense and creepy, and they weren't even intended to be.
[QUOTE=UntouchedShadow;49506411]The part where he was talking about settlement building and he said, "It just works."
Not it doesn't just work it aggravates the fucking shit out of me sometimes.[/QUOTE]
Well at the very least it seemed like they understood people would want to be able to place walsl into terrain, or place walls to fill gaps or build stuff not out of junk, they use the same system to build all the raider/settler crap but then they nerfed it for us, but I think they'll do a settlement dlc at some point since skyrim had like 2 settlement themed dlcs. I just wish local leader was like rank 3 charisma not rank 6, settlements are mandatory for 3 out of 4 factions, supply lines should have been part of the game from the start, not behind a perk. Also settlements shouldn't be charisma locked in the number of settlers
[QUOTE=Hat-Wearing Man;49507672]Am I the only one who didn't find Dunwich Building particularly scary?
Idk, tons of people seem to go on about how frightening it was, but it really didn't do anything for me[/QUOTE]
When i first played fallout 3 i found it pretty spooky, but since ive gotten older and been through the game again, ive never been able to replicate the feeling.
Maybe it was just how unexpected the spookiness was the first time around- one minute im in a SCI-FI wasteland fighting a giant scorpion with a laser-minigun, and the next im in a haunted house.
Fucking is a terrible Fusion Reactor, 50 Power? Piss off.
Why is there no opportunity to tell tinker Tom I was there when the bombs dropped and that he is insane, instead I have to keep lugging his insane weather monitoring devices up to the top of every skyscraper because he believes the institute started the great war
[editline]11th January 2016[/editline]
Also deacon randomly took off all his cloths...
Can I go back to potatoface danse yet? At least he wasn't stripping at every opportunity and he was my packbramin
So apparently someone called Tumbjambas made some interesting custom weapons and power armor (Which are unfortunately just replacers right now but will get a proper add in when the GECK is released)
[url]http://www.nexusmods.com/fallout4/mods/8104/?[/url]
[t]http://staticdelivery.nexusmods.com/mods/1151/images/8104-0-1452437117.jpg[/t]
[url]http://www.nexusmods.com/fallout4/mods/7841/?[/url]
[t]http://staticdelivery.nexusmods.com/mods/1151/images/7841-0-1452109365.jpg[/t]
[QUOTE=Itauske Roken;49508305]So apparently someone called Tumbjambas made some interesting custom weapons and power armor (Which are unfortunately just replacers right now but will get a proper add in when the GECK is released)
[url]http://www.nexusmods.com/fallout4/mods/8104/?[/url]
[t]http://staticdelivery.nexusmods.com/mods/1151/images/8104-0-1452437117.jpg[/t]
[url]http://www.nexusmods.com/fallout4/mods/7841/?[/url]
[t]http://staticdelivery.nexusmods.com/mods/1151/images/7841-0-1452109365.jpg[/t][/QUOTE]
That's a creative use of the heavy combat armor models.
Does anyone have a link to a settlement budget size increase mod that actually works?
Ive come back for play through two to find none of the older mods work any more.
[QUOTE=Instant Mix;49507619][t]http://i.imgur.com/RBm0MST.jpg[/t]
[t]http://i.imgur.com/1svYYQD.jpg[/t]
[t]http://i.imgur.com/OuuK4Ao.jpg[/t]
He's getting there[/QUOTE]
Geck can't come any sooner :excited:
[Sp]deacon's a synth[/sp] that actually surprised me for once
A ton of different power armour pieces is one of the most exciting parts about modding for me
[QUOTE=Instant Mix;49507619][t]http://i.imgur.com/RBm0MST.jpg[/t]
[t]http://i.imgur.com/1svYYQD.jpg[/t]
[t]http://i.imgur.com/OuuK4Ao.jpg[/t]
He's getting there[/QUOTE]
The only complaint I have about how this looks, is that the gritty Fo3 look doesn't really fit in Fallout 4.
Even the rusted power armors look a bit smoother than that. Maybe making it a slight bit lighter would look better too.
Sorry, you need to Log In to post a reply to this thread.