Fallout series

The best part of an explosive build is slipping a Fat Mine into someone's pocket and seeing if you can survive the resultant blast. You can't. Making IEDs out of Microfusion Cells is neat, too. They're not that powerful, but they're good for bullying Powder Gangers or some pissant bandits.
 
The most fun I ever had in fallout NV and 4 was as a crack addict.

Everything was done around making sure I could feed my psycho addiction.
Highlights include

>Exploding Caesar's head with a power fist after he mentioned Heidigger to me (this should be the reaction if anyone brings up Heidigger to you irl)

>eating the king while blitzed to balls on psycho.

>doing the same thing with Mr. House

>smashing Paladin Ramos's face with a tire iron (i died)
 
The best part of an explosive build is slipping a Fat Mine into someone's pocket and seeing if you can survive the resultant blast. You can't. Making IEDs out of Microfusion Cells is neat, too. They're not that powerful, but they're good for bullying Powder Gangers or some pissant bandits.
To be fair bullying Powder Gangers is a national past time
 
  • Agree
Reactions: Cod of War
I recently started another Tale of Two Wastelands playthrough. I still don't get why Bethesda treats Roy Philips as a "good" character. Fallout 3 makes such a big deal about morality and yet there are times when they make these decisions that really make no sense. But really that one is pretty minor compared to slamming the character for having somebody resistant to radiation start the purifier.
 
How do I get rid of the pixelation from lights, rays and iron sights in Fallout 4? I play with ultra settings and I've switched it to the settings that is claimed to fix the issue, but it still doesn't work.
 
I recently started another Tale of Two Wastelands playthrough. I still don't get why Bethesda treats Roy Philips as a "good" character. Fallout 3 makes such a big deal about morality and yet there are times when they make these decisions that really make no sense. But really that one is pretty minor compared to slamming the character for having somebody resistant to radiation start the purifier.
This is why morality in games is retarded. As annoying the rep system could be in NV, it was at least consistent. Kill someone? Congrats, everyone hates you forever. People don't forget.
 
This is why morality in games is retarded. As annoying the rep system could be in NV, it was at least consistent. Kill someone? Congrats, everyone hates you forever. People don't forget.
I don't feel like the karma system is bad at all honestly, and from a purely gameplay standpoint it means that devs can't get lazy and only design one way to close out a quest, even if the two options are 'eat puppy' / 'save puppy'

When they cut the morality system out of 4 it unified the whole experience. Now being evil is just not really an option, and when it is, it feels out of place. Fallout 3 also did a lot of fun stuff with it's morality system, opening up unique perks and random encounters, it was fun.
 
I don't feel like the karma system is bad at all honestly, and from a purely gameplay standpoint it means that devs can't get lazy and only design one way to close out a quest, even if the two options are 'eat puppy' / 'save puppy'

When they cut the morality system out of 4 it unified the whole experience. Now being evil is just not really an option, and when it is, it feels out of place. Fallout 3 also did a lot of fun stuff with it's morality system, opening up unique perks and random encounters, it was fun.
And then 2 let you kill annoying kids if you wanted, it was great.
 
I recently started another Tale of Two Wastelands playthrough. I still don't get why Bethesda treats Roy Philips as a "good" character. Fallout 3 makes such a big deal about morality and yet there are times when they make these decisions that really make no sense. But really that one is pretty minor compared to slamming the character for having somebody resistant to radiation start the purifier.

I legit think that the Roy stuff was a glitch or something overlooked. Problem is that Karma doesnt change on NPCs. So Roy is suppose to SEEM like the "good" option when turns out you are dooming everyone in there. That should have been the moment he becomes evil and you can kill him with no Karma loss but because of how the engine works, that wasnt possible.

Still Im sure Bethesda could have figured something out, Im not defending them.
This is why morality in games is retarded. As annoying the rep system could be in NV, it was at least consistent. Kill someone? Congrats, everyone hates you forever. People don't forget.

A big problem with the reputation are two things

- You lose reputation for murder even if there is no one to witness it. That makes no freaking sense.
- The various reputation titles dont really matter much. As long you are in good terms, you can be called anything. You can say that was thanks to the short dev time but I think its all about selling you the illusion of climbing the ranks instead of feeling like you are becoming more popular with these people. Outside of some dialogues, there aint many differences.
 
I legit think that the Roy stuff was a glitch or something overlooked. Problem is that Karma doesnt change on NPCs. So Roy is suppose to SEEM like the "good" option when turns out you are dooming everyone in there. That should have been the moment he becomes evil and you can kill him with no Karma loss but because of how the engine works, that wasnt possible.

Couldn't they have had two Roys, say "goodRoy" and "evilRoy," with the latter being inserted into the game after the Tenpenny Tower massacre? Sure, it's clunky, but this is the game that models a train by putting an NPC with a train car for a head under the tracks. Bethesda is no stranger to clunky solutions. I genuinely think they just never stopped to consider the ramifications of what that quest says, and went no further than "the ghouls are so oppressed it's OK if they murder a whole settlement. The Tenpenny people are assholes anyway."


The various reputation titles dont really matter much. As long you are in good terms, you can be called anything. You can say that was thanks to the short dev time but I think its all about selling you the illusion of climbing the ranks instead of feeling like you are becoming more popular with these people. Outside of some dialogues, there aint many differences.

There are a few nuances to it. You can't, for instance, gain access to any of the various safehouses if your reputation is anything other than positive -- mixed rep, even "Good-Natured Rascal", will lock you out completely, though you don't lose access if you tarnish your reputation after the initial reward. But I struggle to think of anything more complicated than that.
 
There are a few nuances to it. You can't, for instance, gain access to any of the various safehouses if your reputation is anything other than positive -- mixed rep, even "Good-Natured Rascal", will lock you out completely, though you don't lose access if you tarnish your reputation after the initial reward. But I struggle to think of anything more complicated than that.

And thats what Im talking about. There is no point of you being anything besides Idolized or Vilified, the different reputation ranks feel like flavour text that doesnt mean much. There are no unique rewards/punishments around certain ranks that motivate (or otherwise) interactions with said faction.

The rank title texts feel like a gaming example of "show dont tell" for the most part (There are some examples but they feel like the exception)
Couldn't they have had two Roys, say "goodRoy" and "evilRoy," with the latter being inserted into the game after the Tenpenny Tower massacre? Sure, it's clunky, but this is the game that models a train by putting an NPC with a train car for a head under the tracks. Bethesda is no stranger to clunky solutions.


Oddly enough? I legit thought about suggesting that "solution" but I just kind of assumed that somehow that wouldnt be possible (but then again, it probably would and Im just excusing incompetence unintentionally).
I genuinely think they just never stopped to consider the ramifications of what that quest says, and went no further than "the ghouls are so oppressed it's OK if they murder a whole settlement. The Tenpenny people are assholes anyway."

Its difficult to tell sometimes when Bethesda is legit genius or just accidentally so. The Tenpenny tower quest is a legit good lesson in moral relativism, especially in a chaotic setting like Fallout.

I will give them the benefit of the doubt this one time and say the flaws in the quest (like Roy's Karma and Three Dog judging you for it when he doesnt know shit) can be handwaved or/and explained with some thought into it.
 
  • Thunk-Provoking
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Going Wild Child in some towns gets you discounts from scared shopkeepers, but that's about it.
I had no idea that was even a thing. I swear despite playing through New Vegas a dozen times easy, I'm learning new stuff about it every few months.
 
Its difficult to tell sometimes when Bethesda is legit genius or just accidentally so. The Tenpenny tower quest is a legit good lesson in moral relativism, especially in a chaotic setting like Fallout.
Fallout 3 had enough genuinely good quandaries and moral dilemmas, particularly in it's side quests, that I'm inclined to believe the Tenpenny thing is intentional.
Going Wild Child in some towns gets you discounts from scared shopkeepers, but that's about it.
There's also some flavor text dialogue options but none that change anything.
 
I had no idea that was even a thing. I swear despite playing through New Vegas a dozen times easy, I'm learning new stuff about it every few months.
FWIW if you ever wondered why the guy at Camp Charlie talks about supplies then tells you to forget it straight after, this is why. You need "well-known but neutral" reputation (e.g. Wild Child) for him to cough them up.
 
Fallout 3 had enough genuinely good quandaries and moral dilemmas, particularly in it's side quests, that I'm inclined to believe the Tenpenny thing is intentional.

There's also some flavor text dialogue options but none that change anything.
The Pitt stands out. I wish the mindless bethesda haters in the fandom could admit that the morality in 3/4 isn't as black and white as they like the bitch about.

Hell, I'll even say it's less black and white than NV in some ways.
 
The Pitt stands out. I wish the mindless bethesda haters in the fandom could admit that the morality in 3/4 isn't as black and white as they like the bitch about.

Hell, I'll even say it's less black and white than NV in some ways.
3 is pretty alright. It has some very silly instances of black and white morality, sure, but the quests themselves are all well designed regardless and I'd rather have the option to be an evil prick or a good guy than no options at all.

Purists whinge about The Brotherhood being heroes but it lines up with their arc in 2 and every good ending for them in the other games involves them opening up and being generally heroic.

I'd go so far as to argue that one of 4's major issues is that the factions are too gray. They all suck in one huge way or another and none of them are appealing, outside the Minutemen but they have zero quest content.
 
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