• Fallout Thread V26: At least it's not a Nuclear Winter
    5,001 replies, posted
"Are you really having this argument now? In front of the kid, too!" "Nate, the 'kid' is 60 years older than us and head of the post-apocalyptic MIT!" "It's still awkward for him to have to watch his parents fight!"
Rudy, Ganerumo please go to each other's profile page and hit the ignore button. Thank you.
[QUOTE=TheRealRudy;50012104]man idk what version of fo4 you're playing but i'd love to play it[/QUOTE] The same version you're playing. You're just too biased against the game to see what I'm talking about.
[QUOTE=Starlight 456;50012091]I roleplayed my second character as a proudly american housewife who loved herself some guns, horrified at the loss of her child, joining the Brotherhood to both try and find them, as well as wanting to help put some real governmental force back into the wasteland. To her, the minutemen were deluded revolutionary cosplayers, the railroad a bunch of loons who think toasters can think, and the institute a fascist power trying to make a slave race, murdering good people for their own gain. I travelled with Paladin Danse, slaughtering the mutants that keep America from becoming a nation again. Please explain to me in depth now how roleplaying is impossible in Fallout 4.[/QUOTE] show us that in game then. Does your game show what you've decided for your character? Could you precise to the brotherhood of steel what you think about the minuteman;the railroad and the institute? And if she loved herself some guns, where are those guns in the start of the game? Yes, it's easy to make a backstory. In your head. but if the game is not showing it, well fuck, it's totally useless because you can't show it like that in game.
[QUOTE=ApertureXS200;50012152]show us that in game then. Does your game show what you've decided for your character? Could you precise to the brotherhood of steel what you think about the minuteman;the railroad and the institute? And if she loved herself some guns, where are those guns in the start of the game? Yes, it's easy to make a backstory. In your head. but if the game is not showing it, well fuck, it's totally useless because you can't show it like that in game.[/QUOTE] Can't do that in the other FO games either, not that precise.
[QUOTE=lavacano;50012105]"Are you really having this argument now? In front of the kid, too!" "Nate, the 'kid' is 60 years older than us and head of the post-apocalyptic MIT!" "It's still awkward for him to have to watch his parents fight!"[/QUOTE] "Who is this Piper bitch? do i know her? show her to me!!"
[QUOTE=ApertureXS200;50012152]show us that in game then. Does your game show what you've decided for your character? Could you precise to the brotherhood of steel what you think about the minuteman;the railroad and the institute? And if she loved herself some guns, where are those guns in the start of the game? Yes, it's easy to make a backstory. In your head. but if the game is not showing it, well fuck, it's totally useless because you can't show it like that in game.[/QUOTE] As if you could ever show it in the games before. The choices in the old games were there, yeah, but none of the other stuff ever existed in the games. Roleplaying is in very large part just making up backstory in your head. It's never really been anything different. Fallout 4 is just more directed.
[QUOTE=fulgrim;50012081]SPECIAL has lost a lot of it's impact considering one of the primary aims of levelling up eventually becomes maxing out each stat to become the best at everything instead of specialising to fit your character's back-story or play-style. Appearance is still there, but it feels more like a commander shepherd style deal now where you aren't [i] making your own character [/i] just [i] choosing what a character will look like [/i]. The dialogue in fallout 4 only really offers one of 4 personalities: Sarcastic goofball, Rude and obnoxious guy, Polite and sunny guy, guy that is sad a lot and it often gives you no choice when it comes to more complicated questions (Would you date a ghoul?: 1 No 2 polite No 3 fuck off no). Plus perks are mostly risk-free stat boosts now instead of quirks of your character, unless I want to roleplay a dude who is miraculously completely immune to radiation for some reason, im not going to get much character depth there.[/QUOTE] The goal isn't to get 10 in every special stat. It's easier/faster to get 10 in every special stat in the old games than it is in Fallout 4. In New Vegas there are so many ways to increase your special stats that you can get you stats above 10 with little effort. Appearance customisation is just choosing what your character looks like in every fucking game, what retarded double think is this? Perks were also always risk-free stat boosts. It's traits that had negative effects and even then they were incredibly minor. I swear, half the bullshit people use to bitch about Fallout 4 is ridiculous. You bitch about Fallout 4 for doing the [i]exact same fucking thing[/i] as the older games. It's actually just blind whining.
I already said that dialogue is more limited. However, having four personalities is still more than one, so the "no more roleplaying" aspect is [I]still[/I] a lie. Perks have always been risk-free stat boosts. You're thinking of traits, which are the ones with drawbacks (and, given, they [I]should[/I] be here since it's always nice to have them). As for SPECIAL, while it is possible to max them, doing so means you'll have to ignore perks for quite a while. You'll need 41 perk points total to max out your SPECIAL, assuming you get every bobblehead and use the book in sanctuary hills. This is something that Fallout 3 and New Vegas already partially allowed as you could ignore perks several times and increase your special stats instead. You can "become the best at everything" but that requires commitment and sacrifice since you can't access perks for a while if you want to do this in any acceptable length of time. The game technically allows you to max everything out but you'll likely have run out of content before you get the 250+ levels needed to do that.
[QUOTE=Tuskin;50012160]Can't do that in the other FO games either, not that precise.[/QUOTE] the skills wasnt useless and was used because it mades every character different, along with the perks and the special. Joshua sawyer said that on his tumblr. More precise character creation with age included and also TRAITS!
[QUOTE=ApertureXS200;50012187]the skills wasnt useless and was used because it mades every character different, along with the perks and the special. Joshua sawyer said that on his tumblr. More precise character creation with age included and also TRAITS![/QUOTE] How are skills/perks in FO4 useless? [editline]26th March 2016[/editline] Lets see how easy the game is without putting any points into anything.
[QUOTE=TheRealRudy;50012183]i feel bad for those people who see the threads post count suddenly going nuts again, hoping it's dlc related, and then to be disappointed it escalated into this again this thread sometimes makes you really wish for a nuclear winter[/QUOTE] You're the one sparking it half the time. You don't get to say that.
In Fallout 3 you could make your character a gun nut who loves rifles by putting perk points into Gun Nut and Commando. In Fallout 4 you can make your character a gun nut who loves automatic rifles by putting perk points into Gun Nut and Commando. It's pitifully easy to max out all skills to 100 in both Fallout 3 and Fallout New Vegas. Especially in Fallout 3 which has all the bobbleheads giving you +10 to skills, on top of the magazines. That makes their worth as a roleplaying element pretty limited - especially since you could not ignore skill points, meaning even if you wanted your character to be terrible at repairing things, you'd still eventually have to put points in repair. Even as far as dialogue checks went, the perk ones meant a lot more because picking a perk (especially in New Vegas) is a lot more meaningful and requires a lot more commitment than pouring points into stats.
[QUOTE=Ganerumo;50012177]I already said that dialogue is more limited. However, having four personalities is still more than one, so the "no more roleplaying" aspect is [I]still[/I] a lie.[/QUOTE] Asking questions isn't really what I'd call a personality. The entire system is crippled not only because of the limitations of having a voiced protagonist but it feels half baked as well. First major issue is its unclear at times just how your character responds to a prompt because the vague-ness of the options on the screen. The other side of it is it really doesn't seem to effect anything. It'd be nice if they had a system like in Dragons Age 2 where depending on you answered questions throughout the series (Aggressive Asshole, Pure Snark, or White Knight) would effect how your character would actually sound in tone and even have certain opportunities to to threaten/charm/wow people based simply off your attitude. I really don't think that the is whole dialog D-Pad is the child of Todd's Sweet Little Lies and limitations of a 2 VA'd PCs as much as how many other systems had done it before and better than Fallout has. In a nutshell it seems like they took Deux Ex HR's dialog, stripped out the dialog preview and the ability to just ask people more than one question in a conversation.
You can ask more then one question in some conversations.
[QUOTE=Janus Vesta;50012172]The goal isn't to get 10 in every special stat. It's easier/faster to get 10 in every special stat in the old games than it is in Fallout 4. In New Vegas there are so many ways to increase your special stats that you can get you stats above 10 with little effort. Appearance customisation is just choosing what your character looks like in every fucking game, what retarded double think is this? Perks were also always risk-free stat boosts. It's traits that had negative effects and even then they were incredibly minor. I swear, half the bullshit people use to bitch about Fallout 4 is ridiculous. You bitch about Fallout 4 for doing the [i]exact same fucking thing[/i] as the older games. It's actually just blind whining.[/QUOTE] Wow you don't have to be so obnoxious just because you disagree with me. It's just a video game mate, Ganerumo manages to disagree with me without being a twat about it and im sure as hell not sitting here calling you a retard, so Can we dial down the hostility a tad?, cheers. I specifically mentioned mass effect for a reason, in mass effect you can make commander shepherd look however you want but they will always be shepherd, the moment they open their mouth and speak it becomes clear that you are playing the same character again- And it's the same with fallout 4 compared to the older games. [QUOTE=Ganerumo;50012177]I already said that dialogue is more limited. However, having four personalities is still more than one, so the "no more roleplaying" aspect is [I]still[/I] a lie. Perks have always been risk-free stat boosts. You're thinking of traits, which are the ones with drawbacks (and, given, they [I]should[/I] be here since it's always nice to have them). As for SPECIAL, while it is possible to max them, doing so means you'll have to ignore perks for quite a while. You'll need 41 perk points total to max out your SPECIAL, assuming you get every bobblehead and use the book in sanctuary hills. This is something that Fallout 3 and New Vegas already partially allowed as you could ignore perks several times and increase your special stats instead. You can "become the best at everything" but that requires commitment and sacrifice since you can't access perks for a while if you want to do this in any acceptable length of time. The game technically allows you to max everything out but you'll likely have run out of content before you get the 250+ levels needed to do that.[/QUOTE] In previous games perks more often often than not brought new and exciting abilities with them, or would enhance existing abilities in ways more complex than "20% extra X 10% extra Y" per rank. plus they would also add special checks to dialogue- this made them feel more like things that made your character unique and powerful instead of just having him get better at shit he could already do at the start.
[QUOTE=Ganerumo;50012218]In Fallout 3 you could make your character a gun nut who loves rifles by putting perk points into Gun Nut and Commando. In Fallout 4 you can make your character a gun nut who loves automatic rifles by putting perk points into Gun Nut and Commando. It's pitifully easy to max out all skills to 100 in both Fallout 3 and Fallout New Vegas. Especially in Fallout 3 which has all the bobbleheads giving you +10 to skills, on top of the magazines. That makes their worth as a roleplaying element pretty limited. Even as far as dialogue checks went, the perk ones meant a lot more because picking a perk (especially in New Vegas) is a lot more meaningful and requires a lot more commitment than pouring points into stats.[/QUOTE] Well, i never tought of it this ways.. i have to say you really got me there. Well, i'm a bit disappointed to see that i was totally wrong, i haven't got that much deeper on the subject, i can see why now. Don't get me wrong, fallout 4 is a great game, i just hated how they had cut the reputation and dialog system, they could have taken the Wasteland 2 ways for making it an even better RPG. Excepted for Toasters openers, which is a bit over ridiculous-fallout 2 level. About the dialog, i hate the charisma check, see that hard man? if you fail the check he will be like "No! fuck you and do my quest, 100 caps is 100 caps!" but if you succeed the check he will be "uhh.. okay then." i don't understand how is it possible to convince someone like that. You could have like, 2 check for 1 perk like Caps collectors (which i see as a good "bartering" perks) and Strength (as "threaten") which changes your reputation when you end the quest (reputation should be handled by quest and town, not by lone item and npc) so it could be seen as a "credible", you can threaten a man for more caps after the quest so he cant escape during the quest because you threatened him when he was explaining the quest. Now that i see it this ways, many perks could have been check.
WHERE'S SHAUN!
so the metabots dlc worth it?
[QUOTE=yellowoboe;50011564]What is this, a wall for ants? That thing could hardly keep a plastic bag out.[/QUOTE] But somehow it still works. Because nothing ever attacks any of my settlements ever. The wall is superfluous anyway because never does my defense end up low enough to be attacked. I just did it for style points because I always build walls around settlements.
[QUOTE=MissingGlitch;50012282]WHERE'S SHAUN![/QUOTE] [URL="https://www.youtube.com/watch?v=0t0uCWjQ6Og"]I'm so disappointed they didn't make reference to this[/URL]. [QUOTE=mastfire;50012284]so the metabots dlc worth it?[/QUOTE] Its changed how I'm gonna do my next playthrough because the bots are a ton of fun to play with and make. You can also convert Codsworth and Curie's chassis with the DLC. The story is okay and they did actually add some Tesla power armor.
All DLC are worth it if only on the basis that mods will use each of them extensively.
[QUOTE=mastfire;50012284]so the metabots dlc worth it?[/QUOTE] if you like making bots, yes, the customization is great. if you want a story, ha no. whole dlc takes like 30 minutes to an hour to get through. if you've already done everything the game has to offer? eh. you'll make some bots than get bored because theres still nothing to do outside of a 'hunt rogue bot' quest.
[QUOTE=Ganerumo;50012323]All DLC are worth it if only on the basis that mods will use each of them extensively.[/QUOTE] I think Automatron is absolutely worth ten dollars when you take this into account You get a fun quest, a pretty deep (For Fallout 4, at least) and really damn fun robot construction mechanic with plenty of different configurations, and some neat new items. $10 is fine.
Anyway, Id like to put the past page's pointless reoccurring discussion aside- but without really leaving the topic entirely. The limitations put in place by having the main quest revolve around the protagonists family are part of the reason im really looking forward to far harbour, it's going to be neat to have a new bit of fallout story to jump into without any kind of prior motivation being enforced on my character. From the sounds of things you are just going to start following up on a lead for nick and figure everything else out for yourself, and that sounds right up my alley.
[QUOTE=mastfire;50012284]so the metabots dlc worth it?[/QUOTE] Yes
New Vegas was the only main episode in the series to not include some form of family ties in the Main Quest. It was more prevalent in Fallout 4 due to the voiced protagonist and the more established background, but Fallout 1, 2 and 3 also revolved around your family being in danger and you having to save them and measure up to their expectations.
[QUOTE=mastfire;50012284]so the metabots dlc worth it?[/QUOTE] I have done nothing but build robots for my last hour and a half of play. It's great.
[QUOTE=fulgrim;50012339]Anyway, Id like to put the past page's pointless reoccurring discussion aside- but without really leaving the topic entirely. The limitations put in place by having the main quest revolve around the protagonists family are part of the reason im really looking forward to far harbour, it's going to be neat to have a new bit of fallout story to jump into without any kind of prior motivation being enforced on my character. From the sounds of things you are just going to start following up on a lead for nick and figure everything else out for yourself, and that sounds right up my alley.[/QUOTE] I would love a DLC with the Memory Den and going back in Nick's personality to help him deal with the remnants of Kellog in a weirdly stylized version of pre-war Boston. But I doubt they'd spend so much time making that world space to something you wouldn't go back to. Though Operation Anchorage is a thing so who knows. To me it seems with Far Harbor they're trying to capture that feeling that made a lot of people like Lookout Point. [QUOTE=Ganerumo;50012357]New Vegas was the only main episode in the series to not include some form of family ties in the Main Quest. It was more prevalent in Fallout 4 due to the voiced protagonist and the more established background, but Fallout 1, 2 and 3 also revolved around your family being in danger and you having to save them and measure up to their expectations.[/QUOTE] Fallout 1 and 2 were all about your community not just your family. All your friends and family and so on in the Vault and Village depended on you and your quest. Fallout 3 and 4 are about specifically your family.
what if bethesda were making a pre war spinoff of fallout 4 ? Not named fallout 4 of course, but like before the wars and operation anchorage. Pre war money would be money :v: you'll have to buy your own appartment and do quest.. you could read those sweet,sweet magazine :v: i'm oddly precise about it..
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