• Fallout V23: "I got another thread that needs your help."
    5,002 replies, posted
[QUOTE=Samiam22;49329219] There are better ways to have an evil playthrough without resorting to the chaotic evil alignment of raiders. The slavers of Paradise Falls or Ceasar's Legion are more pragmatic for an evil player to side with than random raiders. The only way I see "friendly" raiders working is if they try to shake you down instead of shooting you.[/QUOTE] which there are a few instances where raiders do exactly that
Speaking of Mad Max, I'm a little disappointed that the sawn-off shotgun isn't held with one hand ala Mad Max this time around. They did that in 3 and New Vegas, at least.
[QUOTE=Fouytan222;49329616] Your spouse is literally removed from the game less than twenty minutes into the story, and has no further impact on the game besides being occasionally referenced in an inconsequential dialog choice. Plus the whole Sean storyline more less comes to a grinding halt once [sp]you meet Father[/sp]. [/QUOTE] ya i was sort of annoyed that you couldn't do anything about her, then the shawn story just practically disappears once you go to the institue, [sp]and only re-emerges as a split second choice at the end of w/e faction you choose[/sp]
[QUOTE=RenegadeCop;49329623]Yes, and the Combat Zone was a huge nod to Mad Max 3, but sadly we all know what happened to that poor thing. Dog Meat is based off of Mad Max 2 I think? That may be stretching it though.[/QUOTE] Dogmeat is a combination of Mad Max 2 and A Boy and His Dog IIRC
[QUOTE=Samiam22;49329423]I used it once. And I assume what you mean by "removing the backstory" means getting rid of Nora and Shaun completely? That would have huge ramifications that would basically require a complete rewrite of the story of the game.[/QUOTE] you're talking about this like it's a bad thing fallout 4's story sucks dick, nothing new here. fallout 4 is saved by it's excessively fun gameplay and how companions and the rest of the wasteland feel so much more fleshed out and real than before. just because you guys like the game doesn't mean its immaculate.
Joining a faction of raiders and terrorising the wasteland as part of the story is pretty much be the same concept as joining the Legion in New Vegas. I don't see the problem.
[QUOTE=Bread_Baron;49329683]Joining a faction of raiders and terrorising the wasteland as part of the story is pretty much be the same concept as joining the Legion in New Vegas. I don't see the problem.[/QUOTE] That's another thing about New Vegas that was cool. All the 'raiders' were actually named groups that you could actually aid or even join. Powder gangers, Khans, hell even the Legion could be considered similarly. So much depth was lost in Fallout 4's faction system. We even lost Karma. And dialog. I feel like Bethesda tried to cut too much of the fat out and ended up with skin and bone instead. Sure, lots of the game is now streamlined and a lot better than before, but so much feels... missing, or thrown out. I hope to god the modding tools they release are extensive enough to have the modding community be able to patch at least some of those holes.
[QUOTE=Grenadiac;49329542]There's a lot of places that could've been fleshed out but weren't other than the Memory Den, like the Combat Zone, Easy City Downs, etc. With 143 hours logged somehow I can't complain too much but it feels like a lot of missed opportunities either way.[/QUOTE] Being able to takr the combat zone for the minuteman so we can have a boxe club like in fallout 2 would be amazing. And even more,takes saurus ironwork so you have more metallic item,takes a warehouse so you can store more thing from your current factories. Like in fallout shelter. But more complex.
^There were those dwindling Scorpion, Jackal and Viper gangs that were basically attack on sight raiders though
[QUOTE=fulgrim;49329295]Yeah but uniting the raider gangs and declaring yourself king of the raiders is [b] awesome [/b]. Plus they could satiate the need for guilt free blasting by adding a minutemen style faction that would attack you on sight for your raiderness, and attempt to destroy your camps and forts if you chose to side with them. Hell if you are so bent on blasting raiders, maybe there could be rival gangs that oppose your rise to power and try to break your warband and assassinate you- and they could have their own territories where you could take the fight to them if you wanted to. I get the purpose raiders serve, because i too enjoy some no strings attached gun-fights from time to time, raiders provide fights where i dont have to worry about factions, friendly fire, objectives etc, but i feel there has to be a balance for it not to feel lame at this point, because it just doesn't make any sense. Having a random faction of [b] thousands[/b] of idiot raiders that apparently spontaneously generate from holes in the ground and attack everything on sight is like putting a big plane in the skybox pulling a banner that reads "THIS IS A GAME"[/QUOTE] Way too complicated for any game company to pull off.
[QUOTE=ForgottenKane;49329710]That's another thing about New Vegas that was cool. All the 'raiders' were actually named groups that you could actually aid or even join. Powder gangers, Khans, hell even the Legion could be considered similarly.[/QUOTE] Don't forget about the Fiends. You could interact with some of them also, even though they were the closest thing NV had to "Raiders". There also were Jackals and Vipers you couldn't interact with in any way, but that's like 20 non-respawning people.
[QUOTE=ForgottenKane;49329710]That's another thing about New Vegas that was cool. [B]All the 'raiders' were actually named groups that you could actually aid or even join.[/B] Powder gangers, Khans, hell even the Legion could be considered similarly. So much depth was lost in Fallout 4's faction system. We even lost Karma. And dialog. I feel like Bethesda tried to cut too much of the fat out and ended up with skin and bone instead. Sure, lots of the game is now streamlined and a lot better than before, but so much feels... missing, or thrown out. I hope to god the modding tools they release are extensive enough to have the modding community be able to patch at least some of those holes.[/QUOTE] You can't join or help the Vipers or the Jackals. Karma is also a pretty stupid system anyway, I mean what kind of omnipresent super being knows that you have stole something even though there's no witness?
[QUOTE=ForgottenKane;49329710]That's another thing about New Vegas that was cool. All the 'raiders' were actually named groups that you could actually aid or even join. Powder gangers, Khans, hell even the Legion could be considered similarly. So much depth was lost in Fallout 4's faction system. We even lost Karma. And dialog. I feel like Bethesda tried to cut too much of the fat out and ended up with skin and bone instead. Sure, lots of the game is now streamlined and a lot better than before, but so much feels... missing, or thrown out. I hope to god the modding tools they release are extensive enough to have the modding community be able to patch at least some of those holes.[/QUOTE] You got real balls to talk like that in a fallout 4 thread,uh ? I like your style boy. Yeah,you're totally right. But we can't do shit. They proved that they didn't cared for the fallout storie and lore. They started with fallout 3. An even more shitty games. And they continue with fallout 4. Bethesda won't listen to old fans of the serie. We're the minority here. We don't matters at all. And i can understand,because i was a casual too. You know,when you see an ads at the TV and then you want to buy it,and you play it 1 hours every 2 days,having fun on it. Then you see ads for videogame and you buy them. I wasn't even trying to know what games i was buying,i just liked the marketing campaign for it. And that's why fallout 4 was a success. We had hopes. They were mostly crushed. Atleast,gunplay is good. Doomrimout4 ?
[QUOTE=Hat-Wearing Man;49329730]^There were those dwindling Scorpion, Jackal and Viper gangs that were basically attack on sight raiders though[/QUOTE] Even they at least have a name and backstory, and they're pretty damn uncommon too. And besides that, I have a feeling the main reason they're there, or at least that they aren't especially fleshed out, was that NV was rushed as all fuck by Bethesda.
[QUOTE=Soriddo;49329748]You can't join or help the Vipers or the Jackals.[/QUOTE] Because they were severely crippled by the BoS and the NCR. They became random raiders after that.. In Van Buren you could have a group of raider named the rusty hook and name every raiders in it,or you could just put a supermut- ah sorry,i was totally blinded by Black isles feels-goggles. [editline]16th December 2015[/editline] [QUOTE=elowin;49329762]Even they at least have a name and backstory, and they're pretty damn uncommon too. And besides that, I have a feeling the main reason they're there, or at least that they aren't especially fleshed out, was that NV was rushed as all fuck by Bethesda.[/QUOTE] The Vipers killed maxson elder so the BoS launched a full scale war on them. they standed no chances.
[QUOTE=Soriddo;49329748]You can't join or help the Vipers or the Jackals. Karma is also a pretty stupid system anyway, I mean what kind of omnipresent super being knows that you have stole something even though there's no witness?[/QUOTE] It doesn't help that the Karma system was basically rigged so that you'd always end up as a saint.
[QUOTE=Soriddo;49329748]You can't join or help the Vipers or the Jackals. Karma is also a pretty stupid system anyway, I mean what kind of omnipresent super being knows that you have stole something even though there's no witness?[/QUOTE] Karma isn't a bad system, it was just implemented very badly. Karma is basically just a measure of your reputation travelling beyond a small community, and in Fallout 1 it was even called global reputation if I remember right. It's just massively flawed, with it applying even if no one knows what you did, or for things that don't even make sense, like "stealing" from raider gangs giving bad karma, and killing raiders in simple self defense giving you good karma. If you restricted karma gains to larger occurrences, like mostly as quest rewards for bigger quests, it'd be entirely fine. And also brought back the specialized reputations, like being reputed as a child killer and such. And maybe changed the name back to global reputation again.
[QUOTE=elowin;49329791]Karma isn't a bad system, it was just implemented very badly. Karma is basically just a measure of your reputation travelling beyond a small community, and in Fallout 1 it was even called global reputation, if I remember right. It's just massively flawed, with it applying even if no one knows what you did, or for things that don't even make sense, like "stealing" from raider gangs giving bad karma, and killing raiders in simple self defense giving you good karma. If you restricted karma gains to larger occurrences, like mostly as quest rewards for bigger quests, it'd be entirely fine. And also brought back the specialized reputations, like being reputed as a child killer and such.[/QUOTE] I don't see how Karma could be "correctly" implemented in any way or form, it's a flawed mechanic from the start and I don't see anyway to fix it other than remove it.
[QUOTE=elowin;49329791]Karma isn't a bad system, it was just implemented very badly. Karma is basically just a measure of your reputation travelling beyond a small community, and in Fallout 1 it was even called global reputation if I remember right. It's just massively flawed, with it applying even if no one knows what you did, or for things that don't even make sense, like "stealing" from raider gangs giving bad karma, and killing raiders in simple self defense giving you good karma. If you restricted karma gains to larger occurrences, like mostly as quest rewards for bigger quests, it'd be entirely fine. And also brought back the specialized reputations, like being reputed as a child killer and such. And maybe changed the name back to global reputation again.[/QUOTE] we should have had a "Global reputation" with town reputation. witness systems would work absolutely good,if there was a brahmin caravans far away that has seen me put the bomb and get away with it,and has escaped megaton and had time to go in security,he could have told rivet city "We..well,this man .. this man a fucking crazy! He put a pulse bomb in the nuclear bomb an..and i saw him .. runned as fast as i can out of the blast radius and.. BOOM ! No more megaton.. " and there was actually a time limit that makes it so if you didnt find him your reputation would be absolutely evil.
why do I love battling super mutants in power armor so much? [vid]https://my.mixtape.moe/cslijc.webm[/vid] I'm even taking things slowly, but Power Armor is so much fucking fun. Also I started using a power sledge instead of the power sword.
Building a sick ass raider camp with parties and looting sounds 100x better than being prestons bitch and having to deal with the fucking longs and mama murphy The minute men are a bunch of nerds I'd rather smash it up in the combat zone
[QUOTE=Soriddo;49329732]Way too complicated for any game company to pull off.[/QUOTE] what. It would literally be the same as the current settlement system but with a little bit more depth, and the endless radiant quests would actually make sense because raiders would have to constantly raid to survive.
[QUOTE=fulgrim;49329860]what. It would literally be the same as the current settlement system but with a little bit more depth, and the endless radiant quests would actually make sense because raiders would have to constantly raid to survive.[/QUOTE] I'm talking about having the Minutemen attack you and the "rival gangs that oppose your rise to power and try to break your warband and assassinate you- and they could have their own territories where you could take the fight to them if you wanted to." Too complicated for Bethesda to pull off.
My [I]hope[/I] is that Bethesda have learnt their lesson with the next game they make. Skyrim was a massive simplification of Oblivion, both in plot and in gameplay, to the extent where a lot of the fun was removed from the game (although it was still good to explore and it wasn't entirely soulless). Fallout 4 is a fuckton of fun, and it felt like they tried to add a lot of stuff to attempt to fix the somewhat barebones feel of Skyrim, but I feel they got the balance wrong and maybe focussed a bit too much in some areas and neglected some others. Even though the 'mods will fix it' thing isn't an excuse for the half-baked plot and the mediocre majority of characters (seriously though, whomever wrote Nick, Travis, and half of the other companions needs a fucking medal and should be the head writer), I'd rather have a decent game (and gameplay-wise, I think Fallout 4 is a [I]very[/I] decent game, 8/10 honestly) which can become a fantastic 10/10 game or even an entirely new experience through modding than a game which is stuck at 9/10 forever because it's impossible/ too much effort to mod. [editline]16th December 2015[/editline] More than anything, I just want them to [I]take their time[/I]. Most of us here love Bethesda games, we can wait an extra year or so for some more polishing.
So, sometimes random textures become corrupted until I restart the game. This time, here's what happened: [t]http://images.akamai.steamusercontent.com/ugc/394427414864470567/DBE6F73E784D1E0877BAC55A7F78720703BA411B/[/t] [sp]Deacon doesn't have a beard. Those are black squares.[/sp]
a few random encounters, attacks like the assault on the [sp] castle [/sp], enemy territory would just be areas full of hostile raiders similar to what we already have, bethesda already did law-men coming after you in three so they could just do a better version of that. It's not super unrealistic
Can people stop bringing up karma? It was a shit system and I'm glad it's gone. I can only see its implementation IF they overhaul it.
[QUOTE=Fouytan222;49329616] Your spouse is literally removed from the game less than twenty minutes into the story, and has no further impact on the game besides being occasionally referenced in an inconsequential dialog choice. Plus the whole Sean storyline more less comes to a grinding halt once [sp]you meet Father[/sp]. [/QUOTE] Sorry for the block of black, I don't want to mess anything for anyone. [sp] I am still not sure how the whole son thing works. I really rushed the last quarter of the game because I just wanted to get to an ending, so please tell me if I missed some crucial detail in some conversation option or some terminal, but no part of it actually has been 60 years makes sense. Why/how did not Kellogg say anything? Was he really waiting around for you to come the past 50 years? How the hell did Nick remember Kellogg with your son if that happened 50 years ago? How the hell is the house still standing and has clues? If Kellogg has been living or at least going there for the past 50 years, why didn't anyone notice the bloodthirsty semi-cyborg mercenary who never seems to age (and the institute keeping him young still doesn't explain how no one noticed this man remaining unchanged)? The twist was decent and it shocks you enough at the moment for you not to think too much on it, but after spending a brief amount of time the whole thing unravels [/sp]
Because Bethesda sucks at plot.
[QUOTE=Fetret;49329964]Sorry for the block of black, I don't want to mess anything for anyone. [sp] I am still not sure how the whole son thing works. I really rushed the last quarter of the game because I just wanted to get to an ending, so please tell me if I missed some crucial detail in some conversation option or some terminal, but no part of it actually has been 60 years makes sense. Why/how did not Kellogg say anything? Was he really waiting around for you to come the past 50 years? How the hell did Nick remember Kellogg with your son if that happened 50 years ago? How the hell is the house still standing and has clues? If Kellogg has been living or at least going there for the past 50 years, why didn't anyone notice the bloodthirsty semi-cyborg mercenary who never seems to age (and the institute keeping him young still doesn't explain how no one noticed this man remaining unchanged)? The twist was decent and it shocks you enough at the moment for you not to think too much on it, but after spending a brief amount of time the whole thing unravels [/sp][/QUOTE] [sp]Kellog didn't take the boy to diamond city 50 years ago. He took the synth boy there quite recently, the same one you meet when you first enter the institute[/sp] [sp]and a terminal in the institute tells you that Kellog had cybernetic implants that prevented him from aging or something like that[/sp]
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