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Official Fallout 4 and DLC Discussion Thread


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#3301
Mr.House

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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.


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#3302
Eternal Phoenix

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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.

 
Having Obsidian and Bethesda on the same team was always a guaranteed bug orgy. At least Josh took the time to create free content and fixes in his free time for the game. Bethesda leaves it up to the community to completely fix their games and all these promises from Todd about FO4 going through proper bug testing and polishing so Bethesda don't make the same mistakes of the past are nothing but sweet little lies. Tell me lies Todd, oh tell me lies.
 
 
(I just love how the video is filled with all those comments about Howard)

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#3303
Mr.House

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I'm going to miss the cowboy theme of NV in FO4 ;_;


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#3304
The Love Runner

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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*
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#3305
Degenerate Rakia Time

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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


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#3306
Mr.House

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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
Eternal Phoenix

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#3308
TheChris92

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Will definitely play a stealth sneaky character as always -- I might indulge in a second character that mainly goes with Power Armor since I'm liking how the Power Armor is more or less a mecha suit this time.
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#3309
Cyonan

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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
Barbarossa2010

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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.
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#3311
Fast Jimmy

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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?

Genius Scientist gunslinger. As per ush.
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#3312
Cyonan

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...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.


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#3313
Eternal Phoenix

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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.


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#3314
Mr.House

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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.


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#3315
Barbarossa2010

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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.
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#3316
Eternal Phoenix

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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.


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#3317
Mr.House

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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
Mr.House

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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.


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#3319
Br3admax

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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
TheChris92

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I remember sneaking out of his hideout with all of the goldbars, trolololol -- Stupid old git.

I agree about the overall gameplay in that DLC being annoying with the collar and everything. Old World Blues is still the best.

#3321
Cyonan

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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.


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#3322
Barbarossa2010

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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
Barbarossa2010

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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.
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#3324
Mr.House

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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
Iakus

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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.