Fallout V23: "I got another thread that needs your help."
5,002 replies, posted
So yeah it has some use.
You can also meet the guy who sells you the dog again after he's sold you the first dog and he'll sell you another dog.
Not sure if there's an upper limit, would be cool if I could get more than just two.
[QUOTE=jonu67;49297268]You can also meet the guy who sells you the dog again after he's sold you the first dog and he'll sell you another dog.
Not sure if there's an upper limit, would be cool if I could get more than just two.[/QUOTE]
infinite dogs
I wish I could tame deathclaws enclave style and make them patrol my settlements or come with me to fuck up some raiders. I could give it cute deathclaw armor too. Wrap it in a pink bow for all my foe
I spent about 45 minutes wandering around vault 75, got pissed off and looked up what I need to do.
The gunner commander didn't dropthe key card. Ffs
[QUOTE=Combine 177;49296600]I played on Survival from the very beginning, it was too easy.[/QUOTE]
I think the trick might be to never upgrade your weapons or armor
because yeah I got all the damage perks and all levels of Pain Train and I turned the difficulty up to survival so things would be fair but I was killing most things in a few shots still
[QUOTE=LolzMan1325;49297343]I think the trick might be to never upgrade your weapons or armor
because yeah I got all the damage perks and all levels of Pain Train and I turned the difficulty up to survival so things would be fair but I was killing most things in a few shots still[/QUOTE]
I also never spent any perk points in any DMG+.
It is real clicking game when taking jet.
[QUOTE=Doozle;49297329]I spent about 45 minutes wandering around vault 75, got pissed off and looked up what I need to do.
The gunner commander didn't dropthe key card. Ffs[/QUOTE]
This seems to be a common problem. Happened to me as well.
[QUOTE=purvisdavid1;49296445]No, the god damn wounding combat shotgun. Whatever damage + bleed damage for 25 seconds.
This thing is super fucking ridiculous. I had a single pellet hit a deathclaw and it bled to death in a couple of seconds.[/QUOTE]
This thing is insane. Three shots dead center of a behemoth and the rest of it's health drains in a second. Jesus fuck this gun is over powered to all hell.
[QUOTE=gk99;49296828]Mine is actually broken so everything is crystal clear underwater, it's like I'm swimming in air :v:[/QUOTE]
I'm guessing you disable Depth of Field from .ini files?
ran into a strange bug in the [sp]hallucigen building[/sp], an invisible gunner kept spouting off lines but no matter where I looked I couldn't find him. I think the source was a pile of ashes on the floor so it was kinda weird that it was talking. I even tcl'd around to see if there were any rooms i'd missed, and nothing.
[QUOTE=bananarBanana;49297505]ran into a strange bug in the [sp]hallucigen building[/sp], an invisible gunner kept spouting off lines but no matter where I looked I couldn't find him. I think the source was a pile of ashes on the floor so it was kinda weird that it was talking. I even tcl'd around to see if there were any rooms i'd missed, and nothing.[/QUOTE]
maybe it was the [sp]hallucigen[/sp]
[QUOTE=Zenreon117;49297291]I wish I could tame deathclaws enclave style and make them patrol my settlements or come with me to fuck up some raiders. I could give it cute deathclaw armor too. Wrap it in a pink bow for all my foe[/QUOTE]
or put a freekin laser on its head....
deathclaws with freeking lasers
[QUOTE=Hogie bear;49297392]This seems to be a common problem. Happened to me as well.[/QUOTE]
Is it broken forever, is it possible to try it again. I slaughtered everyone in there
[QUOTE=TAU!;49297133]I seriously never thought of building settlements like this with the space you get. That's tenpines bluff, right? How many settlers do you have there?[/QUOTE]
yes
10
[QUOTE=bananarBanana;49297505]ran into a strange bug in the [sp]hallucigen building[/sp], an invisible gunner kept spouting off lines but no matter where I looked I couldn't find him. I think the source was a pile of ashes on the floor so it was kinda weird that it was talking. I even tcl'd around to see if there were any rooms i'd missed, and nothing.[/QUOTE]
wasn't one of the [sp]hallucigens an experimental invisibility drug?[/sp]
fucks sake coursers are so damn annoying spamming the fucking stealth boy like god damn I can't see shit
Jesus christ, I want to build a cool settlement in this but it is so goddamn frustrating at times, especially with fences.
I miss the Karma system. :pudge:
[QUOTE=Jebusfistus;49297687]I miss the Karma system. :pudge:[/QUOTE]
But it was arbitrary and dumb. Morality should be subjective.
There should be a more in-depth reputation system to accurately paint a picture of your relations with the various factions, but on top of that there needs to be more factions and more ways for factions to interact with one another.
As it is right now, it's either ignore each other or kill each other. And there isn't any way to change that like in New Vegas.
Karma was really dumb at times. It didnt give a shit if I beheaded a load of powder gangers but dont dare take those dead dudes squirrel bits
[QUOTE=Jebusfistus;49297687]I miss the Karma system. :pudge:[/QUOTE]
I liked disarming the powder gangers' mines and getting bad karma for picking them up.
Karma would be fine if it only changed when you're OBSERVED doing things. IE, if you're caught stealing, or bystanders witness your heroism.
It made no sense that stealing some stuff from a dead guy in the middle of nowhere would make every other NPC in the entire game world suddenly trust you less.
Karma was dumb because it was bugged as heck, the intention was fine
"Bugged as heck" including the whole "losing karma for taking stuff from legion and powder gangers" and the fact that you gained 100 good karma instead of 1 for killing them and feral ghouls
Morality ain't subjective - you do bad stuff, you lose karma. What is subjective or not is your approach about it - if you're a bad person anyway you don't mind it. Problem is, karma is something more personal or "spiritual", whatever, and it shouldn't affect anything else in the world - that's the job for the faction reputations. Karma should either be just some morality gauge for you to track how your character's behaving or just give you some more extra options for perks you may or may not pick according to it. No one should praise you in Rivet City because you gave water to some hobos near Megaton nor be pissed with you at Vegas because you stole some fruits in Goodsprings
A "Loved / Liked / Accepted / Disliked / Hated" system would be fine as a substitute for karma. It would solely revolve around others observing your actions, and word getting around of whether or not you're to be trusted.
You can do bad things without affecting your rating, as long as you don't get caught or leave no witnesses. Far more realistic, and rewards clever and thorough thinking if you want to be a kleptomaniac or serial killer.
[QUOTE=Everything;49297921]A "Loved / Liked / Accepted / Disliked / Hated" system would be fine as a substitute for karma. It would solely revolve around others observing your actions, and word getting around of whether or not you're to be trusted.
You can do bad things without affecting your rating, as long as you don't get caught or leave no witnesses. Far more realistic, and rewards clever and thorough thinking if you want to be a kleptomaniac or serial killer.[/QUOTE]
Which also fits my point
Karma is something personal. No one saw you picking the door and stealing that magazine in a locked house, but you know you did it. So you lose karma. Which matters to no one else but you. And then maybe later you can't pick the "Saint of the Wasteland" perk that makes flowers grow where you step because you know that you're no saint yourself.
But if anyone saw you stealing the magazine, then you lose reputation. This bad reputation can hurt your standing with other people though, because they will know you're a thief.
Karma and reputation/faction reputation systems can coexist and be fun. They just can't be the same thing.
[QUOTE=Ruh-roh;49297936]Which also fits my point
Karma is something personal. No one saw you picking the door and stealing that magazine in a locked house, but you know you did it. So you lose karma. Which matters to no one else but you. And then maybe later you can't pick the "Saint of the Wasteland" perk that makes flowers grow where you step because you know that you're no saint yourself.
But if anyone saw you stealing the magazine, then you lose reputation. This bad reputation can hurt your standing with other people though, because they will know you're a thief.[/QUOTE]
Kinda like how companions currently work?
[QUOTE=Everything;49297921]A "Loved / Liked / Accepted / Disliked / Hated" system would be fine as a substitute for karma. It would solely revolve around others observing your actions, and word getting around of whether or not you're to be trusted.
You can do bad things without affecting your rating, as long as you don't get caught or leave no witnesses. Far more realistic, and rewards clever and thorough thinking if you want to be a kleptomaniac or serial killer.[/QUOTE]
ya NV's karma system wasn't really bad at all, some actions were annoying but the chaotic/good good, neutral, chaotic bad, bad system wasn't bad, there were problems with the actions that triggered things but thats bad writing not the system itself
but the way this game ends it doesn't matter really, karma in NV did actually determine the outcome for each faction you played with
[QUOTE=Ruh-roh;49297936]Which also fits my point
Karma is something personal. No one saw you picking the door and stealing that magazine in a locked house, but you know you did it. So you lose karma. Which matters to no one else but you. And then maybe later you can't pick the "Saint of the Wasteland" perk that makes flowers grow where you step because you know that you're no saint yourself.[/QUOTE]
Then that makes it trivial. If a system where karma mattered to you only, then it would be meaningless because aside from a few perks, karma was more about how other people saw you.
An ideal system would be some kind of fusion between the companion approval system and the faction approval system. Your actions should influence those around you, not some arbitrary statistic that only affects you.
[QUOTE=Itauske Roken;49297954]Kinda like how companions currently work?[/QUOTE]
Kinda like it but affecting a whole lot more of people instead of just a bunch. Also, with way less stupid people being bothered about drugs and lockpicking in a post apocalyptic wasteland. It's one thing to have one companion that really dislikes stealing and lockpicking or drug use to the point of being so bothered with you about it, it's another thing to have most of them being petty about this kind of stuff when they're hanging around you for so long and in a hostile "eat or be eaten" world.
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