Fallout series

Also for all the shit Fallout 4 gets I appreciated that Bethesda tried to put in a realized and functional ecosystem. I hope with future games you get to see more fleshed out eco systems with weird shit like radstags.

I imagine the pacific north west in Fallout verse must be a strange ass place for critters.

One of the reasons Fallout 4 is so frustrating is that you can see the awesome game it could have been if they hadn't switched to a voiced protagonist, wasted so much time on base building, and if they had beefed up the writing for the factions. The world is a hell of a lot of fun to explore.
 
Huh. I was just about to make a post complaining about how my maxed-out stealth character can't sneak past them. Surprised YUP hasn't fixed this, tbh. They've made more intrusive changes than this trying to second-guess the devs' intentions.
Probably for no other reason than it's Dead Money, it's not supposed to be fair and balanced. A lot of people are just so used to the ghosts being so relentless that making that change would feel less like a bugfix and more like a difficulty mod.
 
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Probably for no other reason than it's Dead Money, it's not supposed to be fair and balanced. A lot of people are just so used to the ghosts being so relentless that making that change would feel less like a bugfix and more like a difficulty mod.
True. I always thought the game over-exaggerated the threat of the Ghost People, anyway. Just unload into their legs in VATS and if you don't dismember them (you almost always do), then hit them with the knife spear while they're down. Sure they're annoying in groups but that's what the auto rifle is for.

On a lighter note, I never realized before how good the Tri-beam Laser Rifle is before this playthrough (Admittedly it's the GRA version that accepts mods, but still). I don't normally roll energy weapons so this gun is a pleasant surprise. What are you guys' hidden gem weapons?
 
True. I always thought the game over-exaggerated the threat of the Ghost People, anyway. Just unload into their legs in VATS and if you don't dismember them (you almost always do), then hit them with the knife spear while they're down. Sure they're annoying in groups but that's what the auto rifle is for.

On a lighter note, I never realized before how good the Tri-beam Laser Rifle is before this playthrough (Admittedly it's the GRA version that accepts mods, but still). I don't normally roll energy weapons so this gun is a pleasant surprise. What are you guys' hidden gem weapons?
Survivalist's Rifle isn't exactly a "hidden" gem, but damned if it hasn't been my bread and butter for ten years.
 
Survivalist's Rifle isn't exactly a "hidden" gem, but damned if it hasn't been my bread and butter for ten years.

I love Medicine Stick, That Gun, and the lever-action shotgun. The last is particularly great if you take the Cowboy perk, as it stacks with both Cowboy and any shotgun-related perks.
 
I was. Silent Running made a huge difference. At least for most enemies, which brings me to...

Huh. I was just about to make a post complaining about how my maxed-out stealth character can't sneak past them. Surprised YUP hasn't fixed this, tbh. They've made more intrusive changes than this trying to second-guess the devs' intentions.

Speaking of Dead Money, I never understood the timing of the events leading up to the Great War. Dean says in conversation that he introduced Keyes to Sinclair,and he built the whole place for her. Fine so far, but Sinclair's note to Vera at the end says "When Dean revealed his plans inadvertently through our introduction, I realized what had happened, and how I had been tricked." So did Sinclair know right from the start that Keyes and Domino planned to betray him, and built the entire place just to trap them? Because that seems rather petty. Especially since he bankrupted himself in the process.

Even the Wiki page on Sinclair directly contradicts itself in two consecutive paragraphs (emphasis mine):


Just a nitpick, but it just always bugged me.
That part of the lore gets a lot easier to swallow if you accept the theory that Sinclair signed up to test run some Big MT experiments. The defunct hazmat suits, the holo-emitters, the vending machines, the cosmic knives etc. In exchange for all of that intensely powerful space age tech that's seemingly stored inside of the Casino vault further below, they fund his dream bomb shelter disguised to look like an opulent and imperial gambling den.

But of course, he realized how petty his death trap was, and ended up suffocating on one of the pipes just outside of the smaller vault.

On a lighter note, I never realized before how good the Tri-beam Laser Rifle is before this playthrough (Admittedly it's the GRA version that accepts mods, but still). I don't normally roll energy weapons so this gun is a pleasant surprise. What are you guys' hidden gem weapons?
Elijah's Advanced LAER. Fragile as hell, especially with Built To Destroy and Max Charge MF cells, but oh baby that damage! 84 per shot with 260 dps? Talk about a face melter.
 
There're two more plot holes that bother me with Dead Money.

- The Pip-Boy. If the Villa's designed to strip away anything radioactive (how does it even manage to do that?), how the hell did the Courier manage to keep their Pip-Boy? The game goes out of its way to take everything you have away, so this sort of thing is just silly.

- How did the casino move your companions? I don't see any fucking robotic arms anywhere.
 
Also for all the shit Fallout 4 gets I appreciated that Bethesda tried to put in a realized and functional ecosystem. I hope with future games you get to see more fleshed out eco systems with weird shit like radstags.

I imagine the pacific north west in Fallout verse must be a strange ass place for critters.
Imagine how terrifying an irradiated mountain lion could be.
 
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Am I the only one who finds sneak completely broken in NV, and not in a good way? I never figured out how to remain undetected in all these years. In my current playthrough I have sneak ~80 and I make sure to walk when sneaking and enemies still just "sense" me from 200 yards away. Does anyone know how to reliably remain undetected?
Opposite for me, on my sneaking sniper build on Very Hard difficulty I was one shotting super mutant masters in the head with a scoped hunting rifle, shit was completely broke to my benefit.
 
I guess what blows me away is just how little Bethesda has learned with what FNV has done. You would think that they would try to make F4 the best of F3 and NV into one. It honestly doesnt feel like it would have been hard to implement features from NV into 4, like reputations, hell, I almost dare say it would have fit F4 like a glove with you having to be a good leader or else your own men would wonder if you are deserving of your title (then again, Preston did handle the title to a complete stranger soo...)

Being a leader isnt easy, and they could have reflected that (also, please, adding the option to let your minutemen handle the settlements if you want it so, by a certain point, your men should be well stock, armed, armored and etc enough to handle some petty raiders and feral ghouls).

You are the leader and it does not feel like it (without mods, at least).



Or a mutated polar bear
"if it's brown lay down, if it's black fight back, if it's white goodnight, if its nuclear, oh fu-"
 
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That's what really bothers me about 4. Fallout is one of my favorite series, but 4 feels dead to me. I still enjoy playing it but only on Survival and with mods.

Giving the player an anchor of "Find your son!!!" was a big groan from me, I immediately didn't care, I tried to give a shit but it never lasted long.
Being a leader isnt easy, and they could have reflected that (also, please, adding the option to let your minutemen handle the settlements if you want it so, by a certain point, your men should be well stock, armed, armored and etc enough to handle some petty raiders and feral ghouls).
On Survival its such a nuisance. No fast travel (unless modded) and if a settlement is attacked but you havent done much to it they're screwed. I just use them for little save spots and explore the surrounding area.
 
Giving the player an anchor of "Find your son!!!" was a big groan from me, I immediately didn't care, I tried to give a shit but it never lasted long.
One reason I really hate this is because it so severely limits roleplay ability. I don't really roleplay in RPGs, but I know lots of people do. It'd make it hard to, say, do sidequests until the main quest is complete, but Bethesda still puts so many of them right in your direct path. What kind of parent would stop to collect comic books when his only son has been kidnapped and is off somewhere in a nuked hellhole?
 
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One reason I really hate this is because it so severely limits roleplay ability
Not much of an RPG where you can make up a build and maybe give them a personality and see how the world interacts to you, only to see dialog options about your kid and it just centers you back to what Bethesda wants you to be.
 
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Not much of an RPG where you can make up a build and maybe give them a personality and see how the world interacts to you, only to see dialog options about your kid and it just centers you back to what Bethesda wants you to be.

Bethesda wanted F4 to be like Mass Effect, for some reason.
 
I honestly like a lot of what 4 does, but feel like a LOT of it could be better. The main quest, for instance, could have been better implemented and written.

What I feel they got right was shit like the weapon and armor mod systems, the power armor system, the gunplay, and to an extent the settlement system.

But the settlement system. Ah, the settlement system. So much wasted potential. The fact that your settlers have a tendency to spend 90% of their time wandering around instead of staying at whatever you assigned them to is really immersion breaking. Why can't I set hours for my stores and services? Why doesn't anyone ever visit my settlement? Why can't I build an inn and have random traveling wastelanders staying there and paying me money to do so? Why is there no system to measure how well your settlement is doing over time? Why can't I pick out one settlement as my official "Capitol" which lets me have more settlers in that one settlement and grants it certain bonuses?

It felt hollow and tacked on. It really needed a lot more fleshing out.

The voiced protagonist was the biggest sin. I don't mind the main character having a backstory like Nate did (and let's be honest, the story really is about Nate. He narrates the fucking opening. The only reason Nora is an option is because Bethesda makes it a point to let you play either sex in these games) but the voiced protagonist and hardcoding 4 lines of dialog were unforgivable sins.
 
The entire exchange with the Master is perhaps one of the best final confrontations in the series, especially if you manage to talk him down. It was so well done they decided to intentionally not do that in 2 with Frank Horrigan, now that doesn't make Frank a bad antagonist and I suppose it was a funny meta joke on the player to let them try and talk him down just for Frank to shut them down but you'll have a hard time beating the Master. Lanius came close but not quite.
My first playthrough, I never even met the master. I armed the nuke in the cathedral basement and hauled ass out of there.

I did a high charisma build in 2 when I found out you could talk down the master. Imagine my surprise when Frank Horrigan wasn't up for negotiation. Luckily I had my simp squad that happily sacrificed themselves for my sexy low polygon ass while I hung back and plugged away shots with the gauss pistol.

As for Lanius, I had high outdoorsman skill and used a poison that automatically crippled limbs. After that I just bobbed and weaved slowly chipping away damage.

That's the best part Fallout games is the sheer variety of builds you can make. That's something that 4 couldn't capture was making a build. You could completely change how you play your character within 5 levels and you picked up levels fairly quickly.
 
Why can't I set hours for my stores and services? Why doesn't anyone ever visit my settlement? Why can't I build an inn and have random traveling wastelanders staying there and paying me money to do so? Why is there no system to measure how well your settlement is doing over time?
Ngl I'd love a "Joseph B. Steyn, esq" simulator (Doesn't that look official!).
 
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