Fallout 4 V24: You're Tied to This Thread Kid, Your Energy
5,003 replies, posted
Okay, whoever designed the dialogue system in FO4 deserves cancer.
I want to dismiss McCready and I must talk to him for that, but when I do, a scripted dialogue about a quest triggers and I have to go all through it before I get the normal talk options (thoughts, relationship, dismiss etc). Almost at the end of the dialogue, a super mutant attack us, we kill him, and when I go back to talk to McCready, the whole scripted dialogue has been reset and I have to do it all again !
Also, the area thingy that automatically starts dialogue when you get close to NPCs is absulutely awful. Good luck trying to talk to someone in a crowded area.
I've actually run into a couple of random misc. quests that pointed me to outlying locations. I guess you could say they're radiant, but it's like I found a dead body in one of the random encounter locations, and it'd have a note that'd say something like "Dingus McGee in the Boston Mayoral Shelter had a stack of caps we can steal!" or something, and it'd mark the place on my map, and of course there'd be like 4 caps in the end of dungeon steamer trunk, but it was something to get me out there, I guess.
[QUOTE=Pax;49514361]I've actually run into a couple of random misc. quests that pointed me to outlying locations. I guess you could say they're radiant, but it's like I found a dead body in one of the random encounter locations, and it'd have a note that'd say something like "Dingus McGee in the Boston Mayoral Shelter had a stack of caps we can steal!" or something, and it'd mark the place on my map, and of course there'd be like 4 caps in the end of dungeon steamer trunk, but it was something to get me out there, I guess.[/QUOTE]
They're definitely radiant, I've had some occur multiple times at different locations.
Once I had the one that marks Pickman's Gallery occur twice at the same spot on one character :v:
edit: honestly though, the abundance of radiant quests are the worst part of Fallout 4, they're a cool system to give the player a goal at all times but Beth uses them clumsily and far too often
the handful of real long quests that exist are mostly good, but they're few and far between
it's not long before you're just walking from place to place, completing meaningless randomized quests that barely even count as filler
hope we get lots of quest mods
[QUOTE=Pax;49514361]I've actually run into a couple of random misc. quests that pointed me to outlying locations. I guess you could say they're radiant, but it's like I found a dead body in one of the random encounter locations, and it'd have a note that'd say something like "Dingus McGee in the Boston Mayoral Shelter had a stack of caps we can steal!" or something, and it'd mark the place on my map, and of course there'd be like 4 caps in the end of dungeon steamer trunk, but it was something to get me out there, I guess.[/QUOTE]
[sp]Did you enjoy your spooky synth encounter and deathclaw surprise?[/sp]
[editline]12th January 2016[/editline]
[T]http://i.imgur.com/7SkAoSW.jpg[/t]
Okay, here's what I was talking about. The previous two pages have a few color drawings on the basic shotgun and basic drum revolver weapons as well as line art of the different receivers, barrels, grips/stocks, foregrips, and magazines/clips
I don't know what you're all talking about the dialogue system is fine it's seriously not that bad :v:
Y'know, another way they could've done pipe weapons is with them being stronger, but you can't find them on enemies, or perhaps very rarely. Instead, you have to find schematics that teach you how to build them, as well as new handmade weapons like a juryrigged laser, plasma or even explosive base. There would be a counterpart to nearly every gun except the minigun and fatman.
The tradeoff for them being better and more customizable would be that they have durability whereas regular weapons do not. You can repair them with junk like power armor when at a weapons bench, but if they lose all their durability they become incredibly unreliable, misfiring and jamming constantly. They burn hot and fast, giving you higher DPS but also more to worry about.
[QUOTE=DChapsfield;49514537][sp]Did you enjoy your spooky synth encounter and deathclaw surprise?[/sp]
[editline]12th January 2016[/editline]
[T]http://i.imgur.com/7SkAoSW.jpg[/t]
Okay, here's what I was talking about. The previous two pages have a few color drawings on the basic shotgun and basic drum revolver weapons as well as line art of the different receivers, barrels, grips/stocks, foregrips, and magazines/clips[/QUOTE]
I like the idea of handmade guns, but why would someone even make one when there's guns literally everywhere.
[QUOTE=elowin;49514668]I like the idea of handmade guns, but why would someone even make one when there's guns literally everywhere.[/QUOTE]
If you're going by the idea I mentioned above, you'd do it for higher damage and much more varied customization, in exchange for some maintenance.
If you just mean in the game as-is, eh I dunno. People who can't kill someone for their gun probably had to make their own, then they were killed and it began circulating.
[QUOTE=Everything;49514632]Y'know, another way they could've done pipe weapons is with them being stronger, but you can't find them on enemies, or perhaps very rarely. Instead, you have to find schematics that teach you how to build them, as well as new handmade weapons like a juryrigged laser, plasma or even explosive base. There would be a counterpart to nearly every gun except the minigun and fatman.
The tradeoff for them being better and more customizable would be that they have durability whereas regular weapons do not. You can repair them with junk like power armor when at a weapons bench, but if they lose all their durability they become incredibly unreliable, misfiring and jamming constantly.[/QUOTE]
Eh, would be weird if every crappy homemade gun was better than a real, professionally manufactured one. Customized, rarer versions, sure, but that's just unique weapons which are already a thing.
I just wish the pipe weapons were as varied as that concept art suggested. Start off with basic guns with crappy parts, upgrade them to optimize them for speed, accuracy, or simple reliability.
It helps that all the pipe weapons in the concept art look incredibly badass, and most of the designs that made it ingame just look kinda fragile and weak. They didn't actually need to be entirely pipes, damnit.
[sp]also why is there no late-game pipe SMG (if you make an auto pipe rifle with no muzzle it calls it an SMG instead of a rifle but why would you do that) that makes bullet fast, and a pipe shotgun since that's the most reasonable thing to make if all you have is scrap metal and garbage[/sp]
A flak cannon would've been cool. Basically a pipe shotgun, fires steel instead of shotgun shells.
Shrapnel would cause bleed damage and ricochet around
[QUOTE=elowin;49514668]I like the idea of handmade guns, but why would someone even make one when there's guns literally everywhere.[/QUOTE]
Not 100% sure, but that might be gameplay-lore segregation. I know lorewise the 10mm pistol (both the old FO1 Colt one and the N99 iirc) is supposed to be very common in the wasteland, and some weapons like the R91 are more common where the US Army was deployed to deal with unrest, but other than that I don't think there's any explicit lore on the availability of weapons.
They could be rarer than depicted ingame, or maybe pipe weapons have the advantage of not requiring pre-war parts to maintain. Also a homemade gun can be made to do dumb stuff like shoot a .50 cal round from a handgun.
[QUOTE=Everything;49514695]A flak cannon would've been cool. Basically a pipe shotgun, fires steel instead of shotgun shells.
Shrapnel would cause bleed damage and ricochet around[/QUOTE]
where's our slug shotgun mod
edit: had high hopes for a merge there
The pipe weapons remind me of the Bastard from the Metro series
[QUOTE=_charon;49514708]Not 100% sure, but that might be gameplay-lore segregation. I know lorewise the 10mm pistol (both the old FO1 Colt one and the N99 iirc) is supposed to be very common in the wasteland, and some weapons like the R91 are more common where the US Army was deployed to deal with unrest, but other than that I don't think there's any explicit lore on the availability of weapons.
They could be rarer than depicted ingame, or maybe pipe weapons have the advantage of not requiring pre-war parts to maintain. Also a homemade gun can be made to do dumb stuff like shoot a .50 cal round from a handgun.[/QUOTE]
Guns have always been common in Fallout. Makes sense, it's set in America, basically everyone had guns pre-war. Even 200 years later, with how few people remain alive, you could probably break into any given abandoned house and at least one in ten would have a gun.
Probably not be in perfect condition though, and ammunition is usually pretty scarce.
[QUOTE=TheRealRudy;49514748][IMG_thumb]http://vignette3.wikia.nocookie.net/bioshock/images/8/82/Shotgunworld_bsi.png[/IMG_thumb][/QUOTE]
Call it Shotgun all you like, that thing is a fucking Cannon.
You see how this woman is wearing a hood under that combat helmet? Is that in the game?
[t]http://vignette4.wikia.nocookie.net/fallout/images/4/4e/Combat_Armor_Loading_Screen.jpg/revision/latest?cb=20151114232014[/t]
i feel like the decision to implement handmade firearms and the decision to remove durability were made by different people.
it would have been a good blend of old and new if garage guns were plentiful but had to be fixed now and then (with just some scrap metal, screws, and adhesive), while pre-war weapons were rarer and more reliable (since nearly every kind of pre-war machine is apparently durable enough to survive nuclear fallout and 210 years of exposure)
Or, there could have been an entrepreneurial group of manufacturers like the Gun Runners around in the Commonwealth to explain the number and the factory-new-reliability of combat and military-grade weapons spread throughout the state
it's a brotherhood of steel hood, like what Danse wears, actually separate from the uniform
I would believe that while commercial arms like the 10mm and hunting rifle are very common, and things like laser, plasma and high-power ballistic weaponry are easy to get hold of in areas where military occupation was strongest, ammo would be incredibly rare by now. There are very few (if any at all) major ammunition factories, and some types like energy cells and plasma rounds were difficult to make even before the war.
[QUOTE=TheRealRudy;49514748]
[IMG_thumb]http://vignette3.wikia.nocookie.net/bioshock/images/8/82/Shotgunworld_bsi.png[/IMG_thumb][/QUOTE]
Wasn't there a dragon's breath version of this weapon
[QUOTE=TheRealRudy;49514794]it's part of the armor she's wearing under the combat armor pieces[/QUOTE]
The brotherhood of steel uniform? Mine doesn't have that bit, is it a certain variant?
It's on this model as well:
[t]http://staticdelivery.nexusmods.com/mods/1151/images/2066-2-1450016405.jpg[/t]
Armorsmith extended adds an under-helmet variation of the BoS hood.
[QUOTE=DChapsfield;49514537][T]http://i.imgur.com/7SkAoSW.jpg[/t][/QUOTE]
I wonder how many of them are easely moddable, using only new models and existing ingame animations.
Pump and front handles probably wouldn't be possible, but i reckon the rest should be.
I want to model them all.
And with just pump and lever animations, we could probably add like 95% of the scrapped FO3/NV weapons.
we don't know if there aren't any ammunition factories, they're just underrepresented in the game world
It's actually quite likely that there would be some factories in the continental states, especially near city centers where the U.S. government would requisition private manufacturing facilities to produce arms and ammo. Those factories would contribute to the war effort, and the Army and National Guard could keep themselves stocked for purposes of riot control, Canadian peacekeeping, or in case of Chinese counter-invasion, which was dramatically overhyped to the public.
[QUOTE=TheRealRudy;49514824]probably unpopular opinion about this, but i'm one of those few people who actually liked durability on weapons and needing to repair and maintain them.[/QUOTE]
It would have been better if maintaining a weapon didn't cost the same as repairing it. It should be something you can do cheaply (or free), but have the durability penalties be slightly harsher. Not to the point where you have to open the menu every 5 minutes to maintain your gun so it doesn't become useless, but so after 4-5 fights if you take a few seconds to maintain your weapons you don't have to worry for another while and you don't have to use up another weapon to repair it.
Is the Combat Armor variant PA the only new PA released? :v:
[QUOTE=TheRealRudy;49514794]it's part of the armor she's wearing under the combat armor pieces[/QUOTE]
I think that is the BOS Hood, like what Danse wears and has in his inventory, though I don't think it works with other headgear like that.
[QUOTE=DChapsfield;49514808]it's a brotherhood of steel hood, like what Danse wears, actually separate from the uniform[/QUOTE]
Fuck I need to read further posts.
[editline]12th January 2016[/editline]
[QUOTE=DChapsfield;49514856]It's actually quite likely that there would be some factories in the continental states, especially near city centers where the U.S. government would requisition private manufacturing facilities to produce arms and ammo. Those factories would contribute to the war effort, and the Army and National Guard could keep themselves stocked for purposes of riot control, Canadian peacekeeping, or in case of Chinese counter-invasion, which was dramatically overhyped to the public.[/QUOTE]
I believe the company that was making those horse robots were also making land mines. :v:
[QUOTE=TheRealRudy;49514824]probably unpopular opinion about this, but i'm one of those few people who actually liked durability on weapons and needing to repair and maintain them.[/QUOTE]
I don't really miss weapon repair since scrapping weapons for parts replaced it well enough, but it would've been kind of neat to use scrap materials to repair weapons rather than consuming an entire gun for it. Could've had the individual gun parts break down as well, like the power armour parts, so you could swap out parts if you can't repair them for some reason.
I hope someone makes the [url=https://en.wikipedia.org/wiki/China_Lake_grenade_launcher]China Lake[/url].
Anyone else have a feeling that the SPECIAL/Perk pins that are occasionally shown during loading could figure into a series of collectibles in a DLC? Like, the perk ones make their respective perk go one level over the cap or something to that effect?
Also, why did we get Bobbleheads again instead of collecting pins?
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