What's funny about NV is Obsidian didn't do QA at all, that was Bethesda job.Bethesda also had cut patch support earlier then it should have which forced Josh to create an unofficial patch.
Official Fallout 4 and DLC Discussion Thread
#3301
Posté 29 juillet 2015 - 03:42
- Vroom Vroom aime ceci
#3302
Posté 29 juillet 2015 - 03:44
random thought - with FO4 i'll stick to tradition and play my usual cowboy/mad max hybrid
So go with rifles, leather armor and handguns? That's what I've got going with my current build in New Vegas along with a high skill in science.
I would need to learn more about how the revamped and streamlined leveling works in FO4 before I decide upon a build and even then, I usually change decision as I find a weapon I particularly find enjoyable to use.
What's funny about NV is Obsidian didn't do QA at all, that was Bethesda job. Bethesda also had cut patch support earlier then it should have which forced Josh to create an unofficial patch.
- Dermain aime ceci
#3303
Posté 29 juillet 2015 - 03:45
I'm going to miss the cowboy theme of NV in FO4 ;_;
- Dermain, N7 Spectre525 et Vroom Vroom aiment ceci
#3304
Posté 29 juillet 2015 - 03:49
What's funny about NV is Obsidian didn't do QA at all, that was Bethesda job.Bethesda also had cut patch support earlier then it should have which forced Josh to create an unofficial patch.
Obsidian is never given the chance to release the one patch a game truly needs.
KOTOR II, Fallout: NV...*le sigh*
- Vroom Vroom aime ceci
#3305
Posté 29 juillet 2015 - 03:49
So go with rifles, leather armor and handguns? That's what I've got going with my current build in New Vegas along with a high skill in science.
I would need to learn more about how the revamped and streamlined leveling works in FO4 before I decide upon a build and even then, I usually change decision as I find a weapon I particularly find enjoyable to use.
and occasionally switch the leather armor for a sheriff's duster and hat
- Eternal Phoenix aime ceci
#3306
Posté 29 juillet 2015 - 03:51
Obsidian is never given the chance to release the one patch a game truly needs.
KOTOR II, Fallout: NV...*le sigh*
At least with KOTOR 2, everything was on the disk and restored now via mod, NV has so much stuff that didn't even make it and is only mentioned in notes.
#3307
Posté 29 juillet 2015 - 03:58
- Fast Jimmy, Mr.House et themikefest aiment ceci
#3308
Posté 29 juillet 2015 - 04:00
- Dermain aime ceci
#3309
Posté 29 juillet 2015 - 04:07
Obsidian is never given the chance to release the one patch a game truly needs.
KOTOR II, Fallout: NV...*le sigh*
From the looks of things, Obsidian spends too much of their time on content and not enough on making sure it all actually works. Of course, Bethesda is just as bad.
Although in reality, pretty much every game has cut content. Obsidian's cut content is just more well documented, partially because of so much of it being on the disc for KotoR 2.
#3310
Posté 29 juillet 2015 - 04:15
I'm going to miss the cowboy theme of NV in FO4 ;_;
...and Survival skills and crafting poultices, bitter drink, powders, food, stims, explosives, reloading ammo....you get the idea.
What about auto-injects? Are they seriously going to leave this stuff out. I got used to a whole new play style in New Vegas due to the sheer volume of craftable personal items, and I'm not seeing much (if any) of it in FO4. Almost like they ignore that the NV exists. A little disappointing tbh.
Zero word yet on our ability to craft any of these things...sure we can make whole villages and weapon mods; but what about stuff to survive! Dead silence.
- Dermain, Eternal Phoenix et Mr.House aiment ceci
#3311
Posté 29 juillet 2015 - 04:17
Genius Scientist gunslinger. As per ush.random thought - with FO4 i'll stick to tradition and play my usual cowboy/mad max hybrid
anyone else already have ideas on their character builds?
- Dermain aime ceci
#3312
Posté 29 juillet 2015 - 04:20
...and Survival skills and crafting poultices, bitter drink, powders, food, stims, explosives, reloading ammo....you get the idea.
What about auto-injects? Are they seriously going to leave this stuff out. I got used to a whole new play style in New Vegas due to the sheer volume of craftable personal items, and I'm not seeing much (if any) of it in FO4. Almost like they ignore that the NV exists. A little disappointing tbh.
Zero word yet on our ability to craft any of these things...sure we can make whole villages and weapon mods; but what about stuff to survive! Dead silence.
I really hope they're planning on including stuff like that and they're just skipping over talking about it because it's not as exciting to talk about auto stimpacks as it is about fully customizable weapons.
Unfortunately I also wont be hugely surprised if they don't include all that stuff.
Although if Skyrim is any indication, Bethesda's idea of crafting food is that 99% of it is pointless.
- Dermain et Eternal Phoenix aiment ceci
#3313
Posté 29 juillet 2015 - 04:27
Bethesda games are as big as an ocean but as shallow as a puddle. If these things aren't in the game then it will be up to modders to add them in. For me it adds to the whole "surviving in the wasteland" theme.
No word on a hardcore mode either but there should be one especially yet again for a game with the theme of survival.
- Dermain et Mr.House aiment ceci
#3314
Posté 29 juillet 2015 - 04:32
From the looks of things, Obsidian spends too much of their time on content and not enough on making sure it all actually works. Of course, Bethesda is just as bad.
Although in reality, pretty much every game has cut content. Obsidian's cut content is just more well documented, partially because of so much of it being on the disc for KotoR 2.
While true, KOTOR 2 and NV was a case of LucasArts and Bethesda rushing them. Both games had to be released at target time that was simply not possible. Even games like TW3, Skyrim ect saw alot of stuff cut or not added and they lengthy dev time.
- Vroom Vroom aime ceci
#3315
Posté 29 juillet 2015 - 04:45
I really hope they're planning on including stuff like that and they're just skipping over talking about it because it's not as exciting to talk about auto stimpacks as it is about fully customizable weapons.
Unfortunately I also wont be hugely surprised if they don't include all that stuff.
Although if Skyrim is any indication, Bethesda's idea of crafting food is that 99% of it is pointless.
At least with New Vegas healing over time with food was a great mechanic. The more effort you put into crafting food, the better the food got. Of course, that was an Obsidian addition. The thing that sucked about FO3 was you were limited to pre-war prepackaged garbage, and only about an immediate 6 HPs restoration per 1 lb package. In New Vegas, you could make Brahmin Wellington, Fire Ant Fricassee or Bloatfly Sliders, and virtually heal yourself completely over a minute or two--but you had to have a Survival score of 80 (?) I think for the Wellington. The higher the skill the better the food got...radically so.
My Courier's lived solely off of Healing Poultices, Healing Powers and Bitter Drink (modded the recipe in early game--hated you had to wait to meet Ulysses in the Divide to get it at end game) for the first half of the game when I was Cowboy-ing it up. The requirements were low and they were effective as hell. My rule was generally; stims for immediate emergency combat healing, food to heal over time post-combat. I really loved that set-up. Felt immersive and real.
That was the beauty of NV, for survival crafting obsessives like me, it was rich and deep; but you didn't have to use it at all if you just wanted to stim your way through and maintain a faster tempo of play.
- Dermain, Eternal Phoenix, Mr.House et 1 autre aiment ceci
#3316
Posté 29 juillet 2015 - 04:47
At least with New Vegas healing over time with food was a great mechanic. The more effort you put into crafting food, the better the food got. Of course, that was an Obsidian addition. The thing that sucked about FO3 was you were limited to pre-war prepackaged garbage, and only about an immediate 6 HPs restoration per 1 lb package. In New Vegas, you could make Brahmin Wellington, Fire Ant Fricassee or Bloatfly Sliders, and virtually heal yourself completely over a minute or two--but you had to have a Survival score of 80 (?) I think for the Wellington. The higher the skill the better the food got...radically so.
My Courier's lived solely off of Healing Poultices, Healing Powers and Bitter Drink (modded the recipe in early game--hated you had to wait to meet Ulysses in the Divide to get it at end game) for the first half of the game when I was Cowboy-ing it up. The requirements were low and they were effective as hell. My rule was generally; stims for immediate emergency combat healing, food to heal over time post-combat. I really loved that set-up. Felt immersive and real.
That was the beauty of NV, for survival crafting obsessives like me, it was rich and deep; but you didn't have to use it at all if you just wanted to stim your way through and maintain a faster tempo of play.
This is how I played too. I preferred using food and drink to heal myself. Even got the perk where some alcoholic drinks healed me.
- Barbarossa2010 aime ceci
#3317
Posté 29 juillet 2015 - 04:47
That's why FWE was the best mod for fO3 as it made FO3 what it should have been. There's really no surprise that the same team who made a similar mod for nV saw less additions then FO3.
#3318
Posté 29 juillet 2015 - 04:48
At least with New Vegas healing over time with food was a great mechanic. The more effort you put into crafting food, the better the food got. Of course, that was an Obsidian addition. The thing that sucked about FO3 was you were limited to pre-war prepackaged garbage, and only about an immediate 6 HPs restoration per 1 lb package. In New Vegas, you could make Brahmin Wellington, Fire Ant Fricassee or Bloatfly Sliders, and virtually heal yourself completely over a minute or two--but you had to have a Survival score of 80 (?) I think for the Wellington. The higher the skill the better the food got...radically so.
My Courier's lived solely off of Healing Poultices, Healing Powers and Bitter Drink (modded the recipe in early game--hated you had to wait to meet Ulysses in the Divide to get it at end game) for the first half of the game when I was Cowboy-ing it up. The requirements were low and they were effective as hell. My rule was generally; stims for immediate emergency combat healing, food to heal over time post-combat. I really loved that set-up. Felt immersive and real.
That was the beauty of NV, for survival crafting obsessives like me, it was rich and deep; but you didn't have to use it at all if you just wanted to stim your way through and maintain a faster tempo of play.
High survival also made Dead money alot more fun and accommodated the theme they wanted to portray perfectly.
- Barbarossa2010 aime ceci
#3319
Posté 29 juillet 2015 - 04:54
Dead Money will still be universally terrible. The story was great, even for NV, but that gameplay was terrible. Fallout isn't really made for it, luckily I knew before hand and leveled accordingly. Very satisfying ending to watch Elijah squirm.
#3320
Posté 29 juillet 2015 - 04:56
I agree about the overall gameplay in that DLC being annoying with the collar and everything. Old World Blues is still the best.
#3321
Posté 29 juillet 2015 - 04:56
While true, KOTOR 2 and NV was a case of LucasArts and Bethesda rushing them. Both games had to be released at target time that was simply not possible. Even games like TW3, Skyrim ect saw alot of stuff cut or not added and they lengthy dev time.
I would argue that doesn't mean you cut out the bulk of bug fixing, especially considering Obsidian's founder said "It was a timeline we agreed to—I think we bit off a little more than we could chew, and then it was a little hard to recover".
They fully knew the timeline of the project going in and tried to put too much into it, then Bethesda didn't want to give them additional time to finish everything up.
To their credit, they have at least admitted they made mistakes and have worked to improve the problem.
At least with New Vegas healing over time with food was a great mechanic. The more effort you put into crafting food, the better the food got. Of course, that was an Obsidian addition. The thing that sucked about FO3 was you were limited to pre-war prepackaged garbage, and only about an immediate 6 HPs restoration per 1 lb package. In New Vegas, you could make Brahmin Wellington, Fire Ant Fricassee or Bloatfly Sliders, and virtually heal yourself completely over a minute or two--but you had to have a Survival score of 80 (?) I think for the Wellington. The higher the skill the better the food got...radically so.
My Courier's lived solely off of Healing Poultices, Healing Powers and Bitter Drink (modded the recipe in early game--hated you had to wait to meet Ulysses in the Divide to get it at end game) for the first half of the game when I was Cowboy-ing it up. The requirements were low and they were effective as hell. My rule was generally; stims for immediate emergency combat healing, food to heal over time post-combat. I really loved that set-up. Felt immersive and real.
That was the beauty of NV, for survival crafting obsessives like me, it was rich and deep; but you didn't have to use it at all if you just wanted to stim your way through and maintain a faster tempo of play.
They did a great job with the crafting system, though most of my characters are still stimpack addicts.
Even in Skyrim where you could cook your own food, most of it was still the same "instantly restore 6 HP" and you have to eat your weight in cheese wheels to restore half your HP.
- Dermain et Barbarossa2010 aiment ceci
#3322
Posté 29 juillet 2015 - 05:01
Dead Money will still be universally terrible. The story was great, even for NV, but that gameplay was terrible. Fallout isn't really made for it, luckily I knew before hand and leveled accordingly. Very satisfying ending to watch Elijah squirm.
Trapping that bastard in the vault was sweet. Good riddance and rot in hell you SOB.
#3323
Posté 29 juillet 2015 - 05:06
That's why FWE was the best mod for fO3 as it made FO3 what it should have been. There's really no surprise that the same team who made a similar mod for nV saw less additions then FO3.
For the life of me I don't know why I never added FWE...now that I think of it, probably because I used all the associated mods (CALIBR, CRAFT) and already had Fallout Food added on. But yeah, almost 20K endorsements and over a million unique DLs speaks volumes for what folks want added to a Bethesda version of Fallout.
- Eternal Phoenix aime ceci
#3324
Posté 29 juillet 2015 - 05:09
I would argue that doesn't mean you cut out the bulk of bug fixing, especially considering Obsidian's founder said "It was a timeline we agreed to—I think we bit off a little more than we could chew, and then it was a little hard to recover".
They fully knew the timeline of the project going in and tried to put too much into it, then Bethesda didn't want to give them additional time to finish everything up.
To their credit, they have at least admitted they made mistakes and have worked to improve the problem.
Expecting people like Josh and CHris to make a bare bones game that is not complex is just asking to much.
#3325
Posté 29 juillet 2015 - 05:10
Dead Money will still be universally terrible. The story was great, even for NV, but that gameplay was terrible. Fallout isn't really made for it, luckily I knew before hand and leveled accordingly. Very satisfying ending to watch Elijah squirm.
Honest Hearts is still my favorite DLC.
Beautiful scenery. Backstory about the Legion and the Burned Man, good story in its own right, and a gun with a really awesome name.





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