• Fallout 4 V24: You're Tied to This Thread Kid, Your Energy
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[QUOTE][MEDIA]http://youtu.be/ksxW5vRouJI[/MEDIA][/QUOTE] Not sure if this was posted, pretty interesting stuff.
[QUOTE=TheRealRudy;49440937]I don't get why they removed the Turbo chem and gave Jet the effects that Turbo normally would give you. Also, where have the other Jet variants gone to, like Rocket and Ultrajet?[/QUOTE] I still hate the fact Bethesda are trying to push Jet as a pre-war drug, like I could understand perhaps pre-war scientists developing a drug similar to Jet, but it having the exact same name as the post-war substance is just ridiculously lazy. Just make a new fucking drug with similar effects to replace Jet in places it [I]shouldn't[/I] be, it's honestly not that hard.
Alright, gents. A rather special case for ya. Going to need an explanation, if anyone can figure out what the fuck has happened here. [t]http://images.akamai.steamusercontent.com/ugc/356148425656557806/E33D9843B1E020E9B49479DD4771E0617E8261EE/[/t] This item dropped from a legendary mirelurk hunter. I suspect the game has bugged out because the game spawned it in with a higher base damage than a super sledge. Plus the legendary modifier doubles this if the enemy is at full health when you attack. All of this from a fucking rolling pin. This thing is truly an instrument of satan. [editline]what[/editline] [t]http://images.akamai.steamusercontent.com/ugc/356148425656728599/9CAC91A43A13568A164913730C3BCED3DDC9451B//[/t] Okay so it has quite clearly happened again. I'm still clueless. But I'm not going to take this one, though. Nowhere near as many style points as a rolling pin.
[QUOTE=Dancingonpie;49441028]Alright, gents. A rather special case for ya. Going to need an explanation, if anyone can figure out what the fuck has happened here. [t]http://images.akamai.steamusercontent.com/ugc/356148425656557806/E33D9843B1E020E9B49479DD4771E0617E8261EE/[/t] This item dropped from a legendary mirelurk hunter. I suspect the game has bugged out because the game spawned it in with a higher base damage than a super sledge. Plus the legendary modifier doubles this if the enemy is at full health when you attack. All of this from a fucking rolling pin. This thing is truly an instrument of satan.[/QUOTE] I've heard of someone having the exact same thing when an Irradiated Pin dropped for them. You must now dedicate your build to an angry housewife or Pillsbury Butcher build.
[QUOTE=plunger435;49440332]Level caps exist so you can have persistent end game content without being over leveled.[/QUOTE] Isn't it ridiculously hard to get to the "soft" level cap anyways though? Personally I'd rather have a game that doesn't have an arbitrary cap but leveling gets so slow it might as well have one Dark Souls does this and works fine. You can technically get into the hundreds level wise but leveling above a certain point has serious diminishing returns and requires a huge amount of XP. I.E. going from level 10 to level 11 in Vitality gives you 21 HP and costs only 800 souls or so (XP). Going from level 98 to 99 in Vitality only gets you 6 HP on the other hand and assuming you ONLY leveled up vitality, would cost 60K souls to do. I like this because it means you can always progress, but most of the progress is done in the first chunk of the game. You don't really become "OP" because you simply can't level fast enough unless you play one guy for hundreds of hours, or the nature of the game shifts the challenge onto something else that doesn't rely on leveling. For most players this method has a practical level cap, but doesn't stop if a player decides to keep playing the same character. (of course this is in an ideal situation, which I think Dark Souls does well. I've not hit high level in fallout 4 though, for all I know things are stupid easy and you still level stupid quick later on). [editline]2nd January 2016[/editline] [QUOTE=elowin;49440544]I just hope video game RPGs take a hint from Tabletops soon and start to move away from the concept of classes and levels. There are much, much better ways to deal with progression.[/QUOTE] Also this?? I've long since noticed that levels/stats/etc are a bygone relic from the 80's In games like what Bethesda makes, there are much better ways to go about it. I don't trust bethesda to do them without making them vapid/shallow/boring compared to traditional leveling, but they exist. When can we stop having it so I can click a button and magically make a gun to 20% more damage? Why not have character progression involve the gameplay mechanics a bit more, and lead into late game challenges that aren't possible with starting gear/abilities? For example an interesting system might be something that notices while playing you've used shotguns a lot. Therefore you shoot shotguns with much more control, less recoil, faster reload, etc. Getting kills/hits/etc with shotguns in quick succession might give you a boost, a kind of "adrenaline" that makes your character better and better for a few seconds until they have perfect accuracy/control/etc as long as they can keep the combo going. As you progress later on in the game, you can do more things with the shotgun, generally always be able to use it smoothly, be able to take advantage of higher end shotguns better (think: a shotgun that has a hidden "level requirement" to it, but if you don't meet this hidden requirement you can still use it, just not efficiently).
[QUOTE=plunger435;49440635]Which systems are good for that? i think Exalted and Numenera work that way?[/QUOTE] Most good systems released in the last two decades that aren't D&D or D&D derivatives, really. Besides the two you mentioned, just off the top of my head I know... Shadowrun. Both old and new World of Darkness, and all the games that entails. Ars Magica. Feng Shui. Savage Worlds. Legend of the Five Rings (Sort of) Deadlands and it's derivatives, including Savage Worlds and it's derivatives. GURPS and just about all games based off it, which are quite a lot. HERO system, and it's couple of derivatives. All three Trinity Universe games, Aeon, Aberrant and Adventure! Mutants and Masterminds. Eclipse Phase. Unknown Armies. Almost all of the Warhammer and W40k games are only partially class/level based. The FFG Star Wars games are only marginally class based, and no levels. FATE. The Riddle of Steel. [sp]FATAL[/sp] Other than D&D and games based heavily on it, class/level based systems are something the tabletop community has for the most part been moving away from for a long time.
[QUOTE=o DefcoN o;49440710]Beat the game recently with a messy first character that didn't really specialize in anything does anyone have any fun build recommendations for a second character? was thinking about melee/punch only but would love to hear other recommendations[/QUOTE] Agility+Luck, basically be a gun ninja Melee/punch is good when paired with agility [editline]2nd January 2016[/editline] [QUOTE=jonu67;49441014]I still hate the fact Bethesda are trying to push Jet as a pre-war drug, like I could understand perhaps pre-war scientists developing a drug similar to Jet, but it having the exact same name as the post-war substance is just ridiculously lazy. Just make a new fucking drug with similar effects to replace Jet in places it [I]shouldn't[/I] be, it's honestly not that hard.[/QUOTE] TBH in the wasteland if someone discovered a drug that worked like jet but wasn't jet they'd still probably call it jet
What armor layering mod do you all prefer? Armorsmith Extended or More Armor Slots? I'm not sure if I like all the other changes Armorsmith Extended makes.
[QUOTE=o DefcoN o;49440710]Beat the game recently with a messy first character that didn't really specialize in anything does anyone have any fun build recommendations for a second character? was thinking about melee/punch only but would love to hear other recommendations[/QUOTE] Gunslinger with a VATS focus is really fun so far. Lets you take a lot of shots and build crits really fast, and with the right perks you can do combo after combo. If you go this route, make a beeline for that magnum at the start of the game, work towards the deliverer ASAP, and keep an eye out for the alien blaster.
[QUOTE=Oblivion Knight;49441233]What armor layering mod do you all prefer? Armorsmith Extended or More Armor Slots? I'm not sure if I like all the other changes Armorsmith Extended makes.[/QUOTE] Armorsmith Extended, while a bit buggy, also fixes a lot of inconsistency with the armor modding. Why can you upgrade the lining of a vault suit but not anything else?
[QUOTE=KorJax;49441183] TBH in the wasteland if someone discovered a drug that worked like jet but wasn't jet they'd still probably call it jet[/QUOTE] We aren't playing someone from the Wasteland though, a pre-war soldier should know his drugs. Either way they should have just created a completely new drug for the slow down effect, a pre-war drug called Quicker or something, since Turbo is just Jet+various stuff.
[QUOTE=jonu67;49441014]I still hate the fact Bethesda are trying to push Jet as a pre-war drug, like I could understand perhaps pre-war scientists developing a drug similar to Jet, but it having the exact same name as the post-war substance is just ridiculously lazy. Just make a new fucking drug with similar effects to replace Jet in places it [I]shouldn't[/I] be, it's honestly not that hard.[/QUOTE] Jet [i]is[/i] a pre-war drug though. It's crack. It's literally just fucking crack. It's in a crack pipe, you smoke it like crack, it does what crack does (minus the gameplay modifications)...sure, everyone hailed Myron as the inventor while Myron was still around, but literally all he did was reinvent crack. As for why pre-war terminals and so forth refer to it as "jet" instead of "crack", it's probably the same reason morphine has the name Med-X - to prevent getting slammed for "encouraging real life drug abuse".
[QUOTE=lavacano;49441321]As for why pre-war terminals and so forth refer to it as "jet" instead of "crack", it's probably the same reason morphine has the name Med-X - to prevent getting slammed for "encouraging real life drug abuse".[/QUOTE] Like I said, I'm fine with the drug being pre-war to a degree, perhaps even having most of the same effects, however the exact same name given to it post-war shouldn't be acknowledged pre-war, they should be calling it something different in the pre-war terminals, like Racer or something, also given Jet's upgrade in status and various effects over the years, I think it's gone a little bit beyond just crack. Also Med-X was pre-war unlike Jet, so you don't really have a point in that regard.
[QUOTE=lavacano;49441321]Jet [i]is[/i] a pre-war drug though. It's crack. It's literally just fucking crack. It's in a crack pipe, you smoke it like crack, it does what crack does (minus the gameplay modifications)...sure, everyone hailed Myron as the inventor while Myron was still around, but literally all he did was reinvent crack. As for why pre-war terminals and so forth refer to it as "jet" instead of "crack", it's probably the same reason morphine has the name Med-X - to prevent getting slammed for "encouraging real life drug abuse".[/QUOTE] No, it isn't, you are simply wrong. The only drug that's a renamed real life drug is Med-X, all others are unique.
[QUOTE=jonu67;49441364]Like I said, I'm fine with the drug being pre-war to a degree, perhaps even having most of the same effects, however the exact same name given to it post-war shouldn't be acknowledged pre-war, they should be calling it something different in the pre-war terminals, like Racer or something, also given Jet's upgrade in status and various effects over the years, I think it's gone a little bit beyond just crack.[/quote] I didn't say that pre war terminals calling it Jet was a brilliant stroke of writing or anything, just that's why they're probably doing it. [quote]Also Med-X was pre-war unlike Jet, so you don't really have a point in that regard.[/QUOTE] i literally just said it was the same drug and Myron reinvented it (maybe he had a recipe, maybe it was a coincidence, can't explain it) [QUOTE=elowin;49441373]No, it isn't, you are simply wrong. The only drug that's a renamed real life drug is Med-X, all others are unique.[/QUOTE] What's your evidence?
[QUOTE=lavacano;49441444]What's your evidence?[/QUOTE] That Med-X was originally going to be named Morphine? :v: It was changed last minute in the development of Fallout 3, every other drug was invented specifically for the games, and did not undergo a name change.
[QUOTE=lavacano;49441444 ]i literally just said it was the same drug and Myron reinvented it (maybe he had a recipe, maybe it was a coincidence, can't explain it)[/QUOTE] I don't think they had Brahmin shit to make Jet Pre-War.
Can you talk to Maxson after doing the minutemen ending?[sp]You can have a conversation with every other NPC where they react to you blowing up the institute with the minutemen,[/sp]but all Maxson does is stand in the command deck 24 hours a day, saying he's too busy to talk.
[QUOTE=lavacano;49441321]Jet [I]is[/I] a pre-war drug though. It's crack. It's literally just fucking crack. It's in a crack pipe, you smoke it like crack, it does what crack does (minus the gameplay modifications)...sure, everyone hailed Myron as the inventor while Myron was still around, but literally all he did was reinvent crack. As for why pre-war terminals and so forth refer to it as "jet" instead of "crack", it's probably the same reason morphine has the name Med-X - to prevent getting slammed for "encouraging real life drug abuse".[/QUOTE] Jet is closer to Jenkem made from cow feces, nowhere near crack, really. The Cows are fed a certain protein supplement, then where their poop ferments it makes a really potent hallucinogenic fume.
Has anyone else had this glitch? i got into my power armor one time to do the glowing sea quest and now i cant use the pipboy unless i'm inside the power armor now. It's really aggravating and I don't know how to fix it: [t]http://puu.sh/mhdfG.jpg[/t] it simply seems to be that the arms are refusing to play the animations to bring up the pip boy to the screen, because i can still "interact" with it, but i can't switch tabs or see anything.
[QUOTE=Hatley;49440220]I'd really like to know why Beth removed the level cap.[/QUOTE] I don't get why people have a problem with this. Fallout 2 had no level cap and was a lot better off for it. If people want to go around grinding themselves up to level 100+ then there shouldn't be any artificial game system in place to stop them.
[t]http://images.akamai.steamusercontent.com/ugc/608349904192315543/C407A83029B82545992E109D4C370D04BE220D57/[/t] ?????????????????????
[QUOTE=hypno-toad;49441682]I don't get why people have a problem with this. Fallout 2 had no level cap and was a lot better off for it. If people want to go around grinding themselves up to level 100+ then there shouldn't be any artificial game system in place to stop them.[/QUOTE] The first mod I download is almost always "no level cap" for Fallout 3/NV. Whenever people complain about having no level cap I'm like.. Huh? I don't get it, you want to play as a level 20 for like 100 hours or something and never get another perk or get stronger ever again?
Not having a level cap is perfectly fine if there is A: adequate enemy scaling to match, and B: the option to make the game harder if A isn't enough. FO4 has both. [editline]t[/editline] What it really needs though, is the ability to reset an area's level. I explored a lot before 20, so a good chunk of the map is underleveled.
Don't get me wrong, I don't mind the lack of a level cap, I'm just wondering why they chose to axe it after FO3 and NV.
[QUOTE=kibbleknight;49441648]Has anyone else had this glitch? i got into my power armor one time to do the glowing sea quest and now i cant use the pipboy unless i'm inside the power armor now. It's really aggravating and I don't know how to fix it: [t]http://puu.sh/mhdfG.jpg[/t] it simply seems to be that the arms are refusing to play the animations to bring up the pip boy to the screen, because i can still "interact" with it, but i can't switch tabs or see anything.[/QUOTE] Third and then back to firstperson should fix it.
[QUOTE=Combine 177;49441801]Third and then back to firstperson should fix it.[/QUOTE] didn't seem to do anything, it's still not working.
[QUOTE=kibbleknight;49441810]didn't seem to do anything, it's still not working.[/QUOTE] Might have been save and reload then.
Load a save from before the glitch and then load back to after the glitch? Theres a few visual bugs that get fixed by doing that.
For me if a game lacks a level cap I want the perks I do get to be interesting, removing the level cap for Fallout 3/NV allowed for tons of fun mixes of all the different perks if you managed to reach that level. Unfortunately Fallout 4 lacks any really fun perks, it has a few, but compared to 3/NV it's pitiful, one of the big problems the perk system has is that it has to slave a lot of the perks to do the work that Stats originally did, meaning variety suffers.
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