• Fallout 4 V24: You're Tied to This Thread Kid, Your Energy
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Is is possible to max out affection with every companion in one playthrough, even if you plan to destroy their faction later?
[QUOTE=SteakStyles;49515004]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?[/QUOTE] Because imagine scouring cluttered rooms for something the size of a house key. Now imagine doing it a few dozen times. Fuck. That.
[QUOTE=SteakStyles;49515004]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?[/QUOTE] The pins, being shaped like the animations for perks, are meant to represent the perks on the level up poster. The idea being, every time you get a perk, you put a pin on the poster to represent your progression. of course, in game, it's just a splash background image and 70 little vector animations, so you never really see the pins except in loading screens
I don't know about in-game, but I'd collect them irl
What I ACTUALLY want is to be able to buy real pins of my favorite perks and SPECIAL stats. I'll take Gunslinger, Critical Banker, Mysterious Stranger, Gun Nut, Science and Charisma pins please.
is there a working link for the eye patch mod?
[QUOTE=TheRealRudy;49514748]speaking of shotguns, why did they leave out the lever action shotgun from nv?[/QUOTE] [sp]dlc probably[/sp] I miss the pump and lever action too tbh
So, what number are we throwing out right now as the "if they add fewer than __ weapons in each DLC I will riot" point?
I really love Fallout 4's gameplay and all(and I still consider it one of my GOTYs) but I feel like it's really lacking in the items department. There's no hockey mask so I can't make a Lord Humungus build(but I planned on doing that when the option to play a Raider boss is added with mods anyway), there's no That Gun despite the game revolving around Synths, and there's just a few unarmed weapons. And as said above there's no pump action or lever action shotguns. I know DLC and mods will fix that problem but that's still a bit disappointing to me.
A Broken Steel DLC is looking likely with the amount of cut content found.
You know, they could get away with only adding one new weapon in a DLC if the entire story/premise of that DLC revolved around that weapon somehow, and if said weapon is really powerful and has a fuckton of diverse mods that can drastically change its function. Like, it's a one of a kind prototype and one or more factions wants it (some want to copy it, others want to destroy it, etc), and you can side with one against the others or just say fuck everyone else and keep it for yourself while fighting them all off.
[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] Weapon durability/weapon repair is an interesting concept that was handled consistently badly in both FO3 and F:NV. 1. It's too easy to get weapons up to max condition. In this regard, FO3 is actually better than F:NV because the max condition you could repair up to was determined by your repair skill, ensuring that the player couldn't enjoy the benefits of having a really nice reliable weapon until they had invested several levels worth of character growth, but in either case, having a low-condition weapon was not a trial you had to suffer long. Also, with the ability to mash shitty guns together to create pristine condition guns, it stretches credulity that a bunch of raiders with shitty rifles cannot use their own gun-smashing magic to make their own rifles not shitty. 2. The penalties for low condition weapons were severe enough to aggravate you, but light enough to not force you to change your tactical considerations. All it did was decrease damage and increase the odds of suffering a slightly longer reload animation. Instead of making combat filled with frantic, desperate rolls of the dice, lower damage and longer reloads just makes combat more drawn-out and resource-consuming. 3. Guns degrade way too fast. Supposing every gun starts at full condition, a number of them can't even fire a thousand rounds at before breaking completely. It just doesn't make much sense. Neglect and exposure to the elements can foul up a firearm worse than shooting it a lot, but shooting it a lot is the only input the condition system takes into account. The value of a game mechanic lies in how it shapes the way a player thinks about--and acts within--the gamespace, and in Bethesda's Fallout games, weapon durability can have a profound place in the player's arc. In Bethesda's Fallout games, you play as someone who knows nothing about the wasteland and is suddenly and uncaringly thrust into it, and has to learn the hard way how to survive and eventually thrive in it. The story of the player character may be some tat about saving a family member and graduating to wasteland messiah, but the story of the player is always about starting off with nothing, scrambling to survive in an environment you don't understand, and eventually becoming the master of that environment. Ideally, weapon durability would play into that by actually forcing you to fight with poorly-maintained weapons for long periods of time, keeping you at the same level as all the other raiders and scavengers that you're fighting with over the last undestroyed scraps of a long-dead world. A badly maintained gun that's on the verge of falling apart should be like a boon from God in the early game. Maintaining its condition should be easy, but [I]improving[/I] its condition should be hard, and fixing and jury-rigging your Khyber Pass shitheap into a lean killing machine would be a process that happens alongside the player's stat growth. Once the player has their gun in a fine condition, they stop trying to fix their guns and start to maintain them, and through this they adopt, and become naturalized to, the rituals of survival of the wasteland. The weapon condition system could work as a really neat microcosm for the challenges that the player faces as a wasteland survivor, and how the player overcomes and eventually dominates those challenges. But Bethesda's unwillingness to embrace the full breadth of consequence that such a system could create leaves it feeling vestigial and underdeveloped, and when Obsidian blindly carried it over into F:NV, it became even more so.
[QUOTE=Hamaflavian;49515846] Ideally, weapon durability would play into that by actually forcing you to fight with poorly-maintained weapons for long periods of time, keeping you at the same level as all the other raiders and scavengers that you're fighting with over the last undestroyed scraps of a long-dead world. A badly maintained gun that's on the verge of falling apart should be like a boon from God in the early game. Maintaining its condition should be easy, but [I]improving[/I] its condition should be hard, and fixing and jury-rigging your Khyber Pass shitheap into a lean killing machine would be a process that happens alongside the player's stat growth. Once the player has their gun in a fine condition, they stop trying to fix their guns and start to maintain them, and through this they adopt, and become naturalized to, the rituals of survival of the wasteland. The weapon condition system could work as a really neat microcosm for the challenges that the player faces as a wasteland survivor, and how the player overcomes and eventually dominates those challenges. But Bethesda's unwillingness to embrace the full breadth of consequence that such a system could create leaves it feeling vestigial and underdeveloped, and when Obsidian blindly carried it over into F:NV, it became even more so.[/QUOTE] I don't know man, when I started FO3, I got a nearly dead hunting rifle off of a raider and I had to consider when I could use it for fear of breaking it. My assault rifles are the same way, and then I found a shotgun. Everything I have is in terrible condition still, but it's getting better. I am at level 9 or so, and have to keep hunting for any guns to keep the condition up. [QUOTE=_charon;49514708] Also a homemade gun can be made to do dumb stuff like shoot a .50 cal round from a handgun.[/QUOTE] You're forgetting about the .223 and 14mm handguns, ain't ya. That's not entirely out of scope in Fallout.
Where's my big dumb .50 revolver? That'd be so much fun. Worst recoil in the whole game but does near gauss tier damage and sounds like god slamming his car door at the end of a bad day at work.
[QUOTE=GHOST!!!!;49514763]Call it Shotgun all you like, that thing is a fucking Cannon.[/QUOTE] Ya but we have an actual cannon in this game...
[QUOTE=DChapsfield;49514537] [T]http://i.imgur.com/7SkAoSW.jpg[/t] [/QUOTE] I'm really dissapointed that double receiver didn't get into the final game, having 2 receivers bolted together would make for a very unique but fallout-y gun, and I would have loved creating 2 barreled automatic monstrosities.
I'm fine with weapon repair being tied to the existing mod system like the power armor one, but you should always be able to repair a gun to full durability each time like power armor, it sucked in NV that you had to have max repair to get a gun that wouldn't fall to pieces after a few minutes of fire, repair skill would then reduce the amount of materials needed to repair armor, guns and reduced the materials needed for new stuff, which would have been an excellent perk to pickup
You know what would be a nice tweak for the double barrel shotgun? Pull both triggers or click both mouse buttons at the same time to fire both barrels simultaneously.
[QUOTE=Sableye;49516470]I'm fine with weapon repair being tied to the existing mod system like the power armor one, but you should always be able to repair a gun to full durability each time like power armor, it sucked in NV that you had to have max repair to get a gun that wouldn't fall to pieces after a few minutes of fire, repair skill would then reduce the amount of materials needed to repair armor, guns and reduced the materials needed for new stuff, which would have been an excellent perk to pickup[/QUOTE] But you could repair your weapon to max anytime And not just with the same type of weapons. You could have jury rigging and repair it with almost everything. Or use Weapon Repair Kits. Durability was fine to me in F3 and NV I don't know if my game was bugged or anything because i keep seeing people complaining about "guns break all the time man!!!!" but it really didn't for me when i was playing? It was nice picking up weapons for more than just selling purposes too. There were a lot of wrong things with guns in F3 and NV but durability and repairing guns wasn't one, at least for me [QUOTE=Sableye;49516389]Ya but we have an actual cannon in this game...[/QUOTE] there's a cannon in B:I too which is a revolver :downs: bioshock infinite weapons are weird
Man, speaking of shotguns, [I]look at this shit[/I] [t]http://i.imgur.com/hBpQdpj.jpg[/t] [I]Triple and quad barrel break action pipe shotguns[/I] The mechanisms are pretty creative too, an interesting mix of crude and effective
probly cause it looked exactly like the duplet from metro
[QUOTE=Hat-Wearing Man;49516530]probly cause it looked exactly like the duplet from metro[/QUOTE] [IMG]http://i.imgur.com/airn1f3.png[/IMG] Kinda..? I mean I see the similarity but they're not identical per se. Firing mechanism works the same way sure.
[QUOTE=Everything;49515093]What I ACTUALLY want is to be able to buy real pins of my favorite perks and SPECIAL stats. I'll take Gunslinger, Critical Banker, Mysterious Stranger, Gun Nut, Science and Charisma pins please.[/QUOTE] I'm sure I've seen some of those over here in my local game, but I might be miss remembering things. [editline]edit[/editline] Yep I was remembering correctly, they totally exist! [t]http://i.ebayimg.com/00/s/MTYwMFg5MDA=/z/4v8AAOSwFqJWi-fU/$_57.JPG[/t][t]http://i.ebayimg.com/00/s/MTA4OVg3MjE=/z/WuUAAOSwwPhWk9qV/$_57.JPG[/t] I knew I remembered seeing them in GAME at some point.
[QUOTE=jonu67;49516632][t]http://i.ebayimg.com/00/s/MTA4OVg3MjE=/z/WuUAAOSwwPhWk9qV/$_57.JPG[/t] I knew I remembered seeing them in GAME at some point.[/QUOTE] I would love that set in particular. Probably be a pain to get hold of it over here though.
[QUOTE=Everything;49516664]I would love that set in particular[/QUOTE] You could totally buy it off Ebay, though I'm not to sure about how hard the shipping costs will hit you. [url]http://www.ebay.co.uk/itm/Fallout-4-enamel-pin-set-/262235582931?hash=item3d0e7571d3:g:WuUAAOSwwPhWk9qV[/url]
[QUOTE=jonu67;49516671]You could totally buy it off Ebay, though I'm not to sure about how hard the shipping costs will hit you. [URL]http://www.ebay.co.uk/itm/Fallout-4-enamel-pin-set-/262235582931?hash=item3d0e7571d3:g:WuUAAOSwwPhWk9qV[/URL][/QUOTE] [IMG]http://i.imgur.com/zO7A3jx.png[/IMG] Owwwwwwwww For reference that's about $8-9 short of a triple-A game.
is there a way to add blur?
[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 feel like pipeguns would have been better if they were a combination of gray and other colors instead of the all encompassing puke brown we got.
Or if you could paint them using the paint cans laying around. That'd be neat.
How there wasn't customization of weapon looks despite the system being in place [I]already[/I] is bizarre
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