Fallout V23: "I got another thread that needs your help."
5,002 replies, posted
[QUOTE=TheRealRudy;49307303]Yes, I'm gonna be very honest with you, I had astronomically huge expectations, but what do you want with a previous game like New Vegas?[/QUOTE]
Because, from what you saw with Skyrim, FO3, and to a lesser extent Oblivion, you were expecting stuff that Bethesda just simply couldn't provide.
They've been proven to not be terribly good at the kind of overaching, expensive storytelling that Obsidian is, how everything is interconnected and makes sense with regards to each other. At best, they're good at small, personal stories such as what you get with the FO4 companions, or some of the quests like the USS Constitution one.
Even though I'll admit with no hesitation that FO4 is very flawed and that NV is the best in the series, I can't say Bethesda has done a bad job with 4.
I would like to make a note, however, that I'm not into the whole 'roleplaying' part of RPGs. I play them for the mechanics mostly, which is why that I rate Dark Souls as my 2nd favourite RPG ever even though in that game, you can't roleplay for shit.
[QUOTE=TheRealRudy;49307336]Right, I'm gonna stop about this because I feel like I'm taking to a brick wall at this point. I hope you all still have fun continuing playing Fallout 4 despite everything I said, I really do. I guess me and my opinion are just too stubborn to blindly go with the crowd or something.
Sigh, it's just so hard to put in words how disappointed I am. It's a really shit feeling, because I want to love Fallout 4 too like you all. I really don't wanna complain for the sake of complaining if that's the message you're all getting.[/QUOTE]
Then you could just shut up for a minute and actually go play the thing without acting like a self-absorbed elitist who's a self-proclaimed "long time fan" of the series.
Stop acting like you're somehow in a pathetic situation where nothing can be done. All you have to do is keep and open mind and just play the game.
[QUOTE=Ganerumo;49307318]Three or four of them, yeah[/QUOTE]
Where can I find em?
[QUOTE=brenz;49307352]Where can I find em?[/QUOTE]
No goddamn clue, haven't done the institute thing yet, I just read it on the wiki :v:
[QUOTE=brenz;49307352]Where can I find em?[/QUOTE]
After I finished the story with Institute ending I was given a few random quests from the Scientists.
Didn't get any before that.
[QUOTE=Ganerumo;49307340]Then you could just shut up for a minute and actually go play the thing without acting like a self-absorbed elitist who's a self-proclaimed "long time fan" of the series.
Stop acting like you're somehow in a pathetic situation where nothing can be done. All you have to do is keep and open mind and just play the game.[/QUOTE]
Or not play the game.
Not that this is really what's going on here or really explicitly Fallout related, but I feel like people into gaming have gotten a little "gamer entitlement" (Fuck you IGN). What I mean by that is a lot of people, and I ain't pointing no fingers here, seemingly feel as if every game should be made for them, and when something stands out (aka Gone Home and such) people hate it for silly reasons, even though there might be perfectly good reasons to hate it. Same thing with comics. Although it's probably a vocal minority, as usual, I feel like it might have grips on the video games industry and it's not really a good thing.
Like if it's not meant for them, it's not a game or some such nonsense.
God I can't believe I used the words gamer entitlement unironically (fuck you IGN)
[QUOTE=TheRealRudy;49307350]Alright, if you wanna talk like that, you go on and play your fucking hybrid your peasant. NMA elite master race out.[/QUOTE]
Wow jeez did first person shooters kill your family and rape your house?
[QUOTE=Vodkavia;49307372]I like what a voiced PC can do at times but personally I think voiced PC is a complete waste and bottleneck of resources and possibility space.
Just increasing the four choice system to 5 would increase the amount of lines they'd need to record by 25% and why the fuck would you devote that much resources to the players voice, the voice that matters [B]FAR[/B] less than any other than maybe a nameless townie. [/QUOTE]
The thing is, 4 lines isn't always necessary. Sometimes, in New Vegas even, you can only say one thing.
[QUOTE=Ganerumo;49306988]Anything's better than F3's combat, and NV's combat being an improvement over it doesn't make it that much better compared to other FPS and TPS games out there. Mods for both games managed to make the combat feel a lot more responsive and enjoyable by adding shit as simple as a grenade hotkey and sprinting, so you can't honestly blame Gamebryo/Bethesda for that one. The engine, even at the time, was more than capable of having decent combat mechanics, better than what New Vegas had to offer.
Obsidian has only made two shooters in their entire career - New Vegas, a FPS/TPS hybrid, and Alpha Protocol, a TPS. Alpha Protocol has notoriously abysmal combat. In comparison to how tight the combat usually is handled in their other games (which were all traditional RPGs), it's fair to say that Obsidian is far more comfortable with more traditional RPG mechanics than they are with Third Person Shooters and First Person Shooters.[/QUOTE]
What kind of ridiculous one-sided logic is this? You say Obsidian aren't comfortable with FPS/TPS and should give up because they've only done two shooters in their career, but prior to Fallout 4 Bethesda had only done [B]one[/B] shooter in their career - and you even admit that "anything's better than F3's combat." You're also blaming Obsidian for the combat in New Vegas even though it's based on Fallout 3's, but I don't see you blaming Bethesda for that. You blame Obsidian for it, claim "you honestly can't blame Gamebryo/Bethesda for that one" then say how the engine was more than capable of better mechanics (that Bethesda didn't implement). And how are Obsidian not comfortable with shooters if you admit that their combat was an improvement over Fallout 3's?
Did it even occur to you that if Obsidian did another Fallout, it would be based on Fallout 4's engine and they might even improve combat again? I know you're desperate to praise Bethesda and slate Obsidian but those are some serious double standards you have there.
I genuinely think a voiced protagonist is a step in the right direction. Unfortunately, Bethesda half-assed it, just like everything else they do.
You can tell the overall voice acting quality has drastically improved in Fallout 4. Voices sound more natural, varied, and intimidating.
If there is one question I could ask Todd Howard, it would be, who was directly responsible for Nick Valentine, Piper, Danse and Kellogg? They genuinely sold me on the first half of the game, set my expectations pretty damn high, but unfortunately the rest of the story was a buggy, plotholed, rushed mess.
We need more of whoever that was. Or take away whatever Emil Pagliarulo was on during the last half.
[t]http://images.akamai.steamusercontent.com/ugc/404559972295285760/1294BC9E644AA7CA44E2958EB6C0F09F633B0C82/[/t]
Attempted to make a Kyle Katarn build. Look based on JK2/JK3 era.
I'm happy with a voiced protagonist when done properly but the reason I go back to games like this is to make someone new each time. I just can't replay Fallout 4 without thinking I'm the same character again. The protagonist always says stuff in a manner that I don't want them to, I just want the freedom to play who I want. If there was a spin-off where the player is a predetermined character like in Mass Effect and Alpha Protocol then fair enough, it worked for The Elder Scrolls Adventures: Redguard. But as it stands you're supposed to make your own character yet they're no more customisable than Commander Shepard. A few more voices would be an improvement but it's still a limitation.
[QUOTE=Vodkavia;49307453]one thing I think we can all agree on as a mistake is how dependant Beth has become on the quest marker. I feel like it's Beth's version of Elizabeth from infinite, rather than have the world be populated with the resources the player needs to solve a problem you just get hand fed the solution
That's two games in a row that work on this frankly broken system.[/QUOTE]
I still haven't tried it in F4 but i remember turning quest markers off in the .ini just to see if it was possible to reasonably beat the game without them both in F3 and NV.
Without previous knowledge i wouldn't, in both. NV being guilty more on sidequests where you needed to find some documents stashed inside containers, but F3 almost [I]everywhere[/I], specially when you needed to guide your way around DC and the goddamn metro system
I'm not a fan of it either. Nothing wrong with having the system for people who want to play with it on, but give some hints and backstory through dialogue and world building so you're not reliant on a magic blinking marker on your compass to find stuff and progress in the game.
[editline]13th December 2015[/editline]
edit: and now that i thought about it, i would kill for someone doing a blind playthrough of 3 and NV with the quest markers and speech tags disabled since the beginning. i played the games too many times to pull this off properly but i still would love to see someone fumbling their way around without them and seeing if the game is still doable
>[I]reach lvl 40[/I]
>[B]FUCK SHIT UP[/B]
[QUOTE=Vodkavia;49307453]one thing I think we can all agree on as a mistake is how dependant Beth has become on the quest marker. I feel like it's Beth's version of Elizabeth from infinite, rather than have the world be populated with the resources the player needs to solve a problem you just get hand fed the solution
That's two games in a row that work on this frankly broken system.[/QUOTE]
the thing is that in most cases, not having quest markers is frustrating
I can't see why you'd want to hear "go fetch something from this place, it's west of here" over "go fetch something from this place, it's here on the map"
I don't see the problem with map markers when you can turn them off altogether by not selecting a quest at all.
[vid]https://zippy.gfycat.com/SmoggyDemandingChimneyswift.webm[/vid]
The Synth models have been released for SFM and someone on reddit made this awesome thing.
[QUOTE=Ganerumo;49307304]The new features are directly from some of the most downloaded and acclaimed mods for fallout 3 and New Vegas.
- Settlements was done in FO3 and NV with Real Time Settler.
- Weapon Mods was done in FO3 with Weapon Mod Kits before being added in vanilla New Vegas.
- Armor Layering was done in FO3 from Tailor Maid (was there ever a NV version ? never bothered looking)
And while those are basically just very common FPS features nowadays, grenade hotkeys and sprinting were added in mods both in Fallout 3 and NV, notably as part of Project Nevada which is a huge and really popular mod.
How the fuck was adding these features, which were prominently appreciated by the modding community, unfitting for the Fallout IP ???[/QUOTE]
am I the only one that doesn't really think Bethseda implemented or took inspiration from mods at all? tailor made and rts are no where near the most downloaded and acclaimed mods of 3 and new vegas. imo it's more likely modernizing the game in terms of sprinting and stuff, finally bringing back the armor layering system they stopped using for some reason, and appealing to that minecraft-esque itch that gets scratched you get when hoard loads of scraps to convert it into a pretty base
i only think these things because if they really were taking inspirations from the mods, they kinda failed really hard. the armor layering system is limited as fuck, not letting you armor up the clothes you actually want to and the settlements are nothing like rts in the way of managing settlers jobs, income, resources, etc, it's pretty much just a building minigame with some completely shallow and ignorable mechanics on the side. the only popular mod that lines up with a feature in fallout 4 is weapon modding, but even then that was expanded upon in new vegas slightly, and seemed like an obvious next step for the franchise.
if they were really "implementing features from the most downloaded and acclaimed mods", there would be a proper hardmore mode for sure.
[QUOTE=bananarBanana;49307543]the thing is that in most cases, not having quest markers is frustrating
I can't see why you'd want to hear "go fetch something from this place, it's west of here" over "go fetch something from this place, it's here on the map"[/QUOTE]
On the other hand any quest that says "find something hidden inside somewhere" and then there's a big flashing marker pointing you exactly where it is loses all meaning
some people like the thrill of the exploration by themselves over the thrill of being railroaded into places by markers. i think it's possible to have a compromise with the two playing styles though
[editline]13th December 2015[/editline]
[QUOTE=Ganerumo;49307550]I don't see the problem with map markers when you can turn them off altogether by not selecting a quest at all.[/QUOTE]
You can't avoid having a location marked on your pipboy when a NPC talks about it
It's also very troublesome when the quest doesn't give any additional details about its location because it will presume people will follow the markers anyway so if you turn them off you have no real indication about where to go
[QUOTE=Ruh-roh;49307563]On the other hand any quest that says "find something hidden inside somewhere" and then there's a big flashing marker pointing you exactly where it is loses all meaning
some people like the thrill of the exploration by themselves over the thrill of being railroaded into places by markers. i think it's possible to have a compromise with the two playing styles though[/QUOTE]
its kinda null when you can just turn off map markers within the game like ganemuro said
[QUOTE=Itauske Roken;49300006]Only bowlers though
I totally wanted to put a Top hat on him[/QUOTE]
M-Mods?
[QUOTE=Ruh-roh;49307563]
You can't avoid having a location marked on your pipboy when a NPC talks about it[/QUOTE]
then dont use your map?
I mean, its not like it gives you fast travel to there, it just saves the effort of having to hunt down a needle in a wasteland haystack. If you want to wander off and get lost along the way, you can still do that, you just have a sense of direction.
Imagine if they didn't tell you where virgil was hiding in the glowing sea. It'd be hell.
so the entire time i've been set up on specatle island i've always wondered how the settlers, specifically those on trade lines, got to and fro the island.
turns out they just walk into the water and disappear, leaving their brahmin behind, staring endlessly into the water
[QUOTE=bananarBanana;49307577]its kinda null when you can just turn off map markers within the game like ganemuro said[/QUOTE]
Not really
If i make a quest "find a book inside the BoS base" and then i just put a marker where the book is and i leave it at that, i'm not giving anyone who wants to turn the markers off any kind of clue because i'm assuming they will use the markers anyway.
If i make a quest "find a book inside the BoS base - i remember Sarah Lyons being very found of it" i'm giving a clue to at least look in Sarah Lyon's belongings first, so the map marker isn't that important in the end.
It's just a matter of having a bit more of effort in your descriptions and quests instead of taking the easy way out and relying on the marker - that's the issue, not the markers themselves.
[QUOTE=bananarBanana;49307585]then dont use your map?[/QUOTE]
Why? I'm not complaining about the map. If you give me a map and say "search for a safehouse near the mountains in the north" i can use a map and explore by myself. If you give me a map and mark with a "X" exactly where the safehouse is my joy of exploration is reduced.
I don't get your point here.
[QUOTE=Bread_Baron;49307469]I'm happy with a voiced protagonist when done properly but the reason I go back to games like this is to make someone new each time. I just can't replay Fallout 4 without thinking I'm the same character again. The protagonist always says stuff in a manner that I don't want them to, I just want the freedom to play who I want. If there was a spin-off where the player is a predetermined character like in Mass Effect and Alpha Protocol then fair enough, it worked for The Elder Scrolls Adventures: Redguard. But as it stands you're supposed to make your own character yet they're no customisable than Commander Shepard. A few more voices would be an improvement but it's still a limitation.[/QUOTE]
Having a voiced protagonist doesn't even mean there has to be fewer Dialogue options. Dragon Age Inquisition has 6 voice actors for the main character and it has a shit tone of dialogue. It isn't the extreme example of Planescape having 16 answers to a question but it's way more than Fallout 4, usually they had 3-5 options that progressed the conversation and 1-6 options for more dialogue.
I've killed my self twice by running into cars.
They really fucking hate me rubbing my legs all over them.
Anyone know a fix for this texture bug?
[t]http://i.imgur.com/5NbIRQ7.jpg[/t]
Running the game on ultra settings.
PC specs are as follws, if it helps:
Graphics Card: MSI Geforce GTX 970 4GB
Ram: 8 GB
Processor: i5-4690K
Operating system: Windows 7 (64 bit)
Voice protagonists would have been the greatest thing in the world, if you had some sliders to customize the sound!
How fucking rad would that be, seriously? Insanely rad. Some user-made mod already fiddles with the pitch, but it's not as effective...yet anyways.
However like I've said before and now I will say it again, voice or no voice isn't the real problem here, it's the lack of depth in the quests and conversations, or aka the RP-aspect of it. It's just a bit lacking. Otherwise the sense of exploration and gun-play is pretty much spot-on, (and the crafting with Armorsmith Extended installed, and perhaps something else.)
Having it voiced is probably a bit too ambitious for an open-world RPG like fallout, but I like it sometimes. The dialogue wheel is the bigger issue because of how restrictive having exactly 4 choices feels.
When it comes to mods, obviously its gonna feel weird having modded quests where your character doesnt say anything but lets be honest most if not all quest mods were kinda rubbish
[QUOTE=bananarBanana;49307577]its kinda null when you can just turn off map markers within the game like ganemuro said[/QUOTE]
I don't think you've quite understood what he's getting at. It's not about whether or not you know where to go, it's more about how a quest can literally be "Find item over in location", but you're not doing any actual finding, you just run over and and have the very exact filing cabinet the item is in marked for you. Which is why he also says:
[QUOTE=Ruh-roh;49307563]... some people like the thrill of the exploration by themselves over the thrill of being railroaded into places by markers. i think it's possible to have a compromise with the two playing styles though [/QUOTE]
Which he is right, there just wasn't any planning on Beths part to incorporate that. Now I haven't come across any so I could be wrong, but do you ever have any quests that rather then have an exact marker, you have an overall area to search?
It's like, oh look I have a new retrieve quest, now I have to go and disable it so I don't know what container it's in because I want to actually have to find it.
Making the quest inactive does sort of deal with it, and is a rather lazy way of going about it, but it just doesn't deal with it in a very intuitive way. I believe that was what Ruh-roh was getting at.
[QUOTE=bananarBanana;49307585]...
Imagine if they didn't tell you where virgil was hiding in the glowing sea. It'd be hell.[/QUOTE]
It wasn't explicitly needed to tell you [B]exactly[/B] where he was, it could have been something like "we heard that he's hiding out in the southern part of the glowing sea, if you haven't been I'd strongly suggest heavy radiation proof gear."
That could be slightly wrong of a location, I'm going off of vague memory.
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