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Official Fallout 4 and DLC Discussion Thread


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#2826
Mr.House

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Elaborate?

Conversations in real time are stupid. Too many times in Skyrim did said NPC I was talking to die from a surprise attack or some utter nonsense, or getting attacked while crafting. It's a stupid gimmick that has no place here.



#2827
ObserverStatus

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Elaborate?

Well first of all, in nearly all conversations, there were only two things the Dragonborn could say. "Yes," and "Goodbye." If an NPC asked you to do something really horrible, you couldn't tell them to bugger off, all you could do was leave the conversation, leaving the quest open for later. I would have preferred a system that allowed the player to insult npcs, and if not at least give them a "no."


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#2828
Mr.House

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Also Bethesda made it even worse with the bullshit vampire attacks that made the real time conversation system even worse.


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#2829
TheChosenOne

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Well first of all, in nearly all conversations, there were only two things the Dragonborn could say. "Yes," and "Goodbye." If an NPC asked you to do something really horrible, you couldn't tell them to bugger off, all you could do was leave the conversation, leaving the quest open for later. I would have preferred a system that allowed the player to insult npcs, and if not at least give them a "no."


^this. If someone ask me to go kill a bunch of people I would gladly say " Please kindly go **** yourself with a streetlight, good sir " Then dish out some justice. Punisher style

#2830
ObserverStatus

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^this. If someone ask me to go kill a bunch of people I would gladly say " Please kindly go **** yourself with a streetlight, good sir " Then dish out some justice. Punisher style

Right, but if you try that in Skyrim, they'll just fall down unconscious and get up again after 90 seconds. Bethesda almost seems self-conscious about the amount of content Skyrim contains, in how it cuts off every possible avenue by which the Dragonborn could disqualify themself from a quest.



#2831
Dermain

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Right, but if you try that in Skyrim, they'll just fall down unconscious and get up again after 90 seconds. Bethesda almost seems self-conscious about the amount of content Skyrim contains, in how it cuts off every possible avenue by which the Dragonborn could disqualify themself from a quest.

 

But there are branching quests that react to which quest givers that you kill!



#2832
MisterJB

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No, you can't. Try using an sniper in an heavy fire fight at mid ranges. Most likely, you won't hit much. Unless you don't mind getting addicted to jet as you can't just spam vats.

 

If you have the perk that refills your stamina whenever you kill something, you can.
 



#2833
ObserverStatus

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But there are branching quests that react to which quest givers that you kill!

Remember how the GOAT asked the vault dweller what they would do if a crazed scientist came up to them and said, "I'm going to put my quantum harmonizer in your photonic resonation chamber?" If the dragonborn met this scientist they would do one of the two things. Either bend over and take the quantum harmonizer to its handle, or walk away without causing the scientist to react. Sure, they could blast the scientist with icicles or stab him with dragonbone knives after doing either, but he'd forget they did anything to him after three minutes.


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#2834
Jaison1986

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If you have the perk that refills your stamina whenever you kill something, you can.
 

 

That perk is different in New Vegas, it only restores some of it.



#2835
Akrabra

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Well first of all, in nearly all conversations, there were only two things the Dragonborn could say. "Yes," and "Goodbye." If an NPC asked you to do something really horrible, you couldn't tell them to bugger off, all you could do was leave the conversation, leaving the quest open for later. I would have preferred a system that allowed the player to insult npcs, and if not at least give them a "no."

To be fair you can say no to most quests in Skyrim, and i would know i have been playing it alot lately. There are some that will appear in your log either way, so won't deny that. And there is more dialogue than say Oblivion and a few choices, not that its alot or even great. Its weird going from Fallout 3 that actually had a lot of dialogue for a Bethesda game to Skyrim and feel that limited again. Yet TES games never had much dialogue from the protag. 



#2836
Jaison1986

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Well, DLC provided a bit more dialogue options compared to the Vanilla game. And cosidering the interview for the Dawnguard DLC way back at E3, Bethesda seems to be more aware that players like having more dialogue option for roleplaying. So maybe the next TES will offer more in that regard.



#2837
Akrabra

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The dialogue in both Dawnguard and Dragonborn was a major step up. Serana even asked you questions about your background so you could define it if you wanted, or just tell her to shut up. Either way it had alot more depth. I think they are getting better at it which each game they do, but i think its important for them to understand that dialogue is alot more essential for Fallout. I want TES to eventually have quality dialogue writing in it aswell, but its kind of a trademark for the franchise now and it handles ten different races for each game. 



#2838
thE-Ro

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Is anyone else REALLY super happy they improved the combat? I know alot of you are probably very much in the "ra ra Rpg!" camp, but imo Rpg does not mean terrible combat. Especially since in most rpgs combat is the vast majority of what your doing. 

 

It looks top notch from all the vids, and the raiders taking cover and leaning was fantastic.

 

 

Also yes, Serana is a sexy beast. Nice and submissive. 



#2839
Akrabra

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I am happy with the combat change, but i play Fallout as an FPS/RPG anyway. I know someone like to use V.A.T.S, and make it more "turned" based, but that system still looks solid even if it only slows down time now. I also like the new gun sounds and feel, or as much feel as i could gleam from the trailers atleast. Seriously psyched for this game. 


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#2840
Barbarossa2010

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Yeah, it desperately needed an overhaul for combat. At least New Vegas brought us iron sights, but I think FO4 is going to improve gunplay far further. When you think about it, there really is no excuse for lackluster or clunky gunplay in FO...not when you have id sitting there just down the hall! Evidently they were very instrumental in the improvement.

Oh, and I have thing for weapon sounds, and from what I've heard thus far, they are on more than on the right track.
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#2841
DarthSliver

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Yeah, it desperately needed an overhaul for combat. At least New Vegas brought us iron sights, but I think FO4 is going to improve gunplay far further. When you think about it, there really is no excuse for lackluster or clunky gunplay in FO...not when you have id sitting there just down the hall! Evidently they were very instrumental in the improvement.

Oh, and I have thing for weapon sounds, and from what I've heard thus far, they are on more than on the right track.

 

I hope they have it so I can aim down the sights or use VATS. You know player choice or have it where my AP on VATS is out it won't feel handicapped to switch to aiming the gun. My only real complaint on FO3 and vast liking on New Vegas but didn't really get into FONV because I rushed the story to the damn end than couldn't get passed the end because I rushed it or something lol so I just stopped playing it altogether. 



#2842
Commander Rpg

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I really hope it hasn't arrived to the same bastardization that came for Mass Effect. Mass Effect was a nice c-rpg and and had some strategy, then came the 2 and it started going more and more action, making a clean sweep of almost every rpg element until the 3, which we all know.

If there is no more aimed shot, no more rich dialogues etc. I wonder if we can call this an rpg (or c-rpg) game, and not an action rpg-oriented game.


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#2843
Fidite Nemini

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Mass Effect 1 hardly was much of a RPG by way of game mechanics. It had character builds and level progression, yeah, but the overarching gameplay was a third-person perspective cover shooter. The only defining RPG quality was that the character itself was malleable, hence you roleplaying the character, but little actually transferred into the actual gameplay.

 

And I wouldn't say ME1 had much strategy either. Biotics + (anything but early game) Shotgun = GG, difficulty setting irrelevant.


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#2844
Simfam

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Irrelevant?

 

Naw man.

 

You forget those damned invincibility shields they spammed.

 

God that was annoying.



#2845
Dread-Reaper

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I swear to Gaider if this game has the terrible save feature of past Bethesda titles, I will Nuke Bethesda Game Studios.



#2846
Fidite Nemini

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Irrelevant?

 

Naw man.

 

You forget those damned invincibility shields they spammed.

 

God that was annoying.

 

Eh, enemies spamming Immunity on insanity difficulty only meant it took longer to kill them, but it didn't change the inevitable outcome of you winning. Even in Pinnacle Station time trials it made no difference as you could simply instakill enemies by flinging them into the level geometry.

 

Likewise didn't matter if your own character wasn't a biotic, simply take a biotic squadmate and you get the same result. ME1 was stupidly easy unless you gimped yourself (that no biotics time trial with my soldier was nuts though, juggling between the SR and shotgun loaded with HE rounds to geo-kill the enemies fast enough was ... stimulating).


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#2847
BabyPuncher

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Yeah, it desperately needed an overhaul for combat. At least New Vegas brought us iron sights, but I think FO4 is going to improve gunplay far further. When you think about it, there really is no excuse for lackluster or clunky gunplay in FO...not when you have id sitting there just down the hall! Evidently they were very instrumental in the improvement.

Oh, and I have thing for weapon sounds, and from what I've heard thus far, they are on more than on the right track.

 

Plenty of games deliberately shoot for 'clunky' gameplay. Sometimes you don't want weapons to feel sleek, smooth, fast, futuristic, and in pristine condition. Sometimes you want the player to feel like they're using an outdated $200 rifle from Wal-Mart.

 

The combat in Fallout games should (deliberately) be much more 'clunky' than combat we see in AAA FPS games.



#2848
thE-Ro

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Plenty of games deliberately shoot for 'clunky' gameplay. Sometimes you don't want weapons to feel sleek, smooth, fast, futuristic, and in pristine condition. Sometimes you want the player to feel like they're using an outdated $200 rifle from Wal-Mart.
 
The combat in Fallout games should (deliberately) be much more 'clunky' than combat we see in AAA FPS games.

Not really though. Fallout has moved on from being about just surviving. People are producing weapons in the wasteland, whats more, things like energy weapons are abundant. And it makes sense given how heavily militarized things were before the nukes fell.

If you are trying to simulate an old or outdated weapon, making the combat clunky on purpose is an idiotic way of showing that. Frequent jamming and misfires are a better solution.
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#2849
BabyPuncher

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If we have a rifle that has a three or four round internal magazine that has to be reloaded round by round, a steady and deliberate bolt action, and simple iron sights, all while doing solid but not great damage, you're inherently opposed to that rifle existing in video games? That's certainly a 'clumsy' weapon in comparison to the sleek super-accurate laser-scoped automatic rifles that your protagonist reloads like a ninja in a Call of Duty game or whatnot.



#2850
thE-Ro

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If we have a rifle that has a three or four round internal magazine that has to be reloaded round by round, a steady and deliberate bolt action, and simple iron sights, all while doing solid but not great damage, you're inherently opposed to that rifle existing in video games? That's certainly a 'clumsy' weapon in comparison to the sleek super-accurate laser-scoped automatic rifles that your protagonist reloads like a ninja in a Call of Duty game or whatnot.

No, your attacking a point I did not make. Weapons like that can exist, they do exist in fallout, have you seen the pipe gun? Thats in. My point was that making the combat clunky on purpose is a silly way to represent poor and outdated weaponry. What you just described is a much better way of handling it, instead of making the combat system boring and feeling awful.