Cazadores sting in itself hurts a lot. The problem is that crippling their wings is very tricky.
Official Fallout 4 and DLC Discussion Thread
#4201
Posté 19 août 2015 - 11:18
#4202
Posté 19 août 2015 - 11:21
I normally don't use V.A.T.S that much as I don't really need it (and I'm playing on hard difficulty in my current playthrough) but against them, it's the first thing I do to target their wings. That or I target them from a distance with a scoped weapon, when they become alert, they stop flying about and stay still for a second or two, easy to get a one shot kill on them if you're quick enough.
- Dermain aime ceci
#4203
Posté 19 août 2015 - 11:25
True true, I loved that bit about New Vegas. You can either avoid the deathclaws at the start and take the alternative path to Vegas, or if you're daring you can go through them either by running like mad and hoping for the best or trying your best to eliminate a few deathclaws with very low-tier weapons.
Cazadores' biggest weapon in their poison but I'm surprised that this is a problem for some people, huh, maybe I'm the only one who carries antivenom on me but Cazadores rarely even get close to me let alone a hit on me.
I'm hoping they learned a bit in that regards from New Vegas and certain enemies in Skyrim not to make it so that virtually every enemy scales to your power level. It feels like you've made actual progress as a character when you get your backside handed to you on a silver platter by something when just starting out, and then come back later on with enough firepower to level a small town and obliterate them.
I guess Deathclaws in Fallout 3 might pose a risk to a low level character, but they're so far removed from anything you'd be doing at that point that you pretty much have to intentionally seek them out to actually run into one.
- Dermain et Vroom Vroom aiment ceci
#4204
Posté 19 août 2015 - 11:44
I'm hoping they learned a bit in that regards from New Vegas and certain enemies in Skyrim not to make it so that virtually every enemy scales to your power level. It feels like you've made actual progress as a character when you get your backside handed to you on a silver platter by something when just starting out, and then come back later on with enough firepower to level a small town and obliterate them.
I guess Deathclaws in Fallout 3 might pose a risk to a low level character, but they're so far removed from anything you'd be doing at that point that you pretty much have to intentionally seek them out to actually run into one.
http://www.gameinfor...-fallout-4.aspx
•Bethesda is tweaking the way auto-scaling works for Fallout 4 to create more challenge. "We call it rubberbanding; we'll have an area [where enemies scale from] level 5 to 10, and then this area will be level 30 and above," Howard says. "You'll run into stuff that will crush you, and you will have to run away."
#4205
Posté 19 août 2015 - 11:52
Then I hope the area marked as level 10 stays at level 10 once we reach level 50, for example. It doesn't feel much like character progression when enemies aways remain tough, no matter how strong you get.
- Vroom Vroom aime ceci
#4206
Posté 20 août 2015 - 12:09
That is good news indeed, if it makes it into the final product. I much prefer a world where you cannot wander everywhere right off the bat. not easily at least. I expect the high level areas to be off the beaten paths, but that's still a good thing.
#4207
Posté 20 août 2015 - 12:10
Lol Three Dog's voice actor is following a parody account of Todd Howard (@Todd_The_Liar) and I think he doesn't realize it's a parody account. Check it out half way down the page: https://twitter.com/ETDellums
Gave me a good giggle. Let's take a moment now to again appreciate the official OST for Todd Howard's Life:
https://www.youtube.com/watch?v=PCSXh0f4ahc
https://www.youtube.com/watch?v=yOIu78gsGOQ
https://www.youtube.com/watch?v=lClKPCsYbF8
#4208
Posté 20 août 2015 - 12:12
Their approach to level scaling sounds well enough, but if they still have the same retarded AI, then it won't mean much.
#4209
Posté 20 août 2015 - 12:23
Retarded in what way?
Retarded in that weak enemies armed with a stick charge the player who is wearing power armor and wielding a machine gun?
It's a staple of pretty much all combat video games for enemies to fight when they're obviously outclassed. Wouldn't be much fun if there was nobody to fight. And it wouldn't be very satisfying to kill evil raiders if they whimpered for mercy as soon you look at them.
#4210
Posté 20 août 2015 - 12:36
The combat AI already appears different, and for the better...well, with the brief look we got of Dogmeat in action in the demo. My concern is what the pathing will be like for companions. It was horribad in FO3 and NV, and only improved slightly in Skyrim.
#4211
Posté 20 août 2015 - 12:57
Retarded in what way?
Retarded in that weak enemies armed with a stick charge the player who is wearing power armor and wielding a machine gun?
It's a staple of pretty much all combat video games for enemies to fight when they're obviously outclassed. Wouldn't be much fun if there was nobody to fight. And it wouldn't be very satisfying to kill evil raiders if they whimpered for mercy as soon you look at them.
Why would it be a problem for low class enemies to run from a heavily armed character who has a just as equally efficient companion/s with them? Because at those points in the game, these type of enemies become nothing more than nuisances rather than a challenge, therefore they aren't fun to fight.
There's plenty of enemies in the Fallout universe who will always take the player on no matter what level they are, maybe because they have good equipment themselves or they're a deathclaw so they don't care if you're carrying a mininuke launcher but to have one thug armed with a pointed tail comb or barber razor, attack you and your companion when you're both armed with machine guns and wearing power armor is a little unreal. I mean who am I fighting here anyway at this point? Barbers and hair stylists?
"I'm gonna ****** shave your beard and style your hair, whether you like it or not Courier! Your crimes against style have gone on for far too long. It's time for you to look FABULOUS!"
- Vroom Vroom et Dark Helmet aiment ceci
#4212
Posté 20 août 2015 - 01:02
I kind of enjoyed being able to mop through a camp of six or seven raiders in under 10 seconds with the heavy incinerator in Fallout 3.
#4213
Posté 20 août 2015 - 01:04
Now imagine doing it as they ran and screamed for help because at that point, they're pretty much helpless anyway so why not have them reflect that in their actions?
#4214
Posté 20 août 2015 - 01:07
Retarded in what way?
Retarded in that weak enemies armed with a stick charge the player who is wearing power armor and wielding a machine gun?
It's a staple of pretty much all combat video games for enemies to fight when they're obviously outclassed. Wouldn't be much fun if there was nobody to fight. And it wouldn't be very satisfying to kill evil raiders if they whimpered for mercy as soon you look at them.
They could fix that, my main problem is that almost everyone seems to lack a brain. They never heal or take advantage of the chems, snipe someone right in front of them and they walk towards the body, look around for 10secs and go back to their unalerted state. So all you have to do is get a sniper, not even a silenced one and the game becomes duck hunter. Same goes for stealthing indoors, silenced weapon = broken game, it's like light doesn't even matter, I don't care if I have 100 sneak, if I'm crouching under the sun, 10ft ahead you, then you have to see me. Nope, they just get cautious for 10sec, then back to nothing. if you alert them though, they literally just keep running at you, getting dropped like flies, especially if you funnel them through a corridor, double so if you put points into explosives.Yes, I know enemies can flee in bad situation, but more often then not they just return and try to kill you, the AI is utterly pathetic, especially from such a 'renowned' studio like Bethesda.
- Dermain et Eternal Phoenix aiment ceci
#4215
Posté 20 août 2015 - 01:13
They could fix that, my main problem is that almost everyone seems to lack a brain. They never heal or take advantage of the chems, snipe someone right in front of them and they walk towards the body, look around for 10secs and go back to their unalerted state. So all you have to do is get a sniper, not even a silenced one and the game becomes duck hunter. Same goes for stealthing indoors, silenced weapon = broken game, it's like light doesn't even matter, I don't care if I have 100 sneak, if I'm crouching under the sun, 10ft ahead you, then you have to see me. Nope, they just get cautious for 10sec, then back to nothing. if you alert them though, they literally just keep running at you, getting dropped like flies, especially if you funnel them through a corridor, double so if you put points into explosives.Yes, I know enemies can flee in bad situation, but more often then not they just return and try to kill you, the AI is utterly pathetic, especially from such a 'renowned' studio like Bethesda.
Well, they completely scrapped Skills out, so someone won't be able to "Stealth" at all anymore, at least not like they could at Skill 100.
And so we now have a FPS like 10^2674 games out there. Yee-haw.
- Dermain aime ceci
#4216
Posté 20 août 2015 - 01:24
Well, they completely scrapped Skills out, so someone won't be able to "Stealth" at all anymore, at least not like they could at Skill 100.
And so we now have a FPS like 10^2674 games out there. Yee-haw.
I really don't mind as they were barebones and had no depth, I'd actually like the current system if you got a perk point every other level instead of every level.
#4217
Posté 20 août 2015 - 01:35
Fine, let's just say I accept your position that the game offers absolutely zero statements that a player who doesn't like the Wardens (something I'f contest, but don't have the ability to document now)... what's your point? Do you HONESTLY think a voiced protagonist would somehow open up doors of new options about hating the main Jedi-organization of the game?
The argument isn't "DA:O offers every choice imaginable because it didn't have a VO." The argument is that ANY game without a VO offers more choice than one that does have one.
Can you dominate the scene with Cassandra when you first wake up in your jail cell in DA:I? Can you talk over Sister Patriece when she starts spouting anti-Qunari propaganda? I don't see where a VO allows you to do the things you are talking about outside of ME2/3's interrupts.
If you are trying to say DA:O isn't the most perfect game in the world and doesn't offer every voice imaginable, then I'm not going to argue with you. If you are trying to say a VO lets you give The Big Speech at the climax of the game, I'm not going to argue with you, either. But if you are going to say that a VO options gives more options than a silent PC, then I'm going to have to disagree.
I'm not saying VO is better, or gives more options. My position is that VO is different. It gives different options. It allows for different approaches. That's my point. My other point is that the limits we're talking about - what you can express, what you can say, what you can do - are generally independent from whether or not the PC has VO or not, or even whether or not the game is cinematic, but rather predicated on what the developers want to do. Where I think you're in error - and actively mischaracterizing my position - is in your insistence that the options you value exist (or matter) and the ones I value don't.
What I'm rejecting is your premise, that VO offers "more" choices. It doesn't. It oftentimes offers a few more lines for the PC, while removing one of the most important parts of speech: pragmatics. Even the increased number of dialogue options - which in DA:O doesn't even lead to more substantive options - creates huge issues with conveying information to the player. That you want to engage in mental fantasy actively contradicted by the game - inventing your own tone - doesn't address the loss of information here. Moreover, your argument that you get more "variety" in personalities isn't even necessarily true. Just look at POE at the preset tones that exist (called dispositions). Often, those reduce to 4 different ways of saying the same thing plus a "Cruel" option to tell the speaker off. That's a design issue.
The games where the PC has more options aren't games without PC VO - they're games without VO (or with radically reduced NPC VO, like BG2 where many lines are never voiced, or even NWN2 and POE for a more recent example).
The only real argument here is one of resources, but it's not pure resources because VO offers more than just a voiced line; it offers a different way to approach the game.
Let me address the substance as follows:
- My point with the Warden dialogue is simply that the lack of VO didn't suddenly lead you to having - to quote your previous post regarding FO2 - "a huge list of dialogue options for even seemingly pedestrian encounters". Most often, you still had 3 options. Sometimes - like in POE - you had a few more options of saying the same thing (e.g. "No, thank you"; "Absolutely not, sir" and "I must refuse", which were totally similar but somewhat different in flavour). To the extent that your position is that VO offers more options, that's not necessarily true (in the sense that there is more variety in the options).
- As for dominanting scenes, you absolutely get these options with VO. Now you're again shifting the goalposts - conflating "dominate" with "interrupt". I already gave you a definition - being the focal point of a dramatic scene. You get these moments in ME1-ME3, and you get them in DA2-DAI. "Dominating" a scene doesn't have anything to do with cutting people off. It has everything to do with how much dialogue you have vs. the other characters, whether or not you get the last word, whether or not the camera focus on you. And that happens frequently in the VO games. It can't happen in the non-VO cinematic games, because the focus is on other characters.
To help clarify my position, let me reiterate:
The game is limited in what you can do and what you can say. And what you can do and what you can say defines the character you have, not the private mental fantasy you invent about a character that has no way of being expressed in a game. Even your own complaint is about what you can do.
Let's say I agree with your characterization. Why can't I play a stoic Shepard? There's no quiet option. There's no action available where I can be quiet. Why can't I play a stoic Shepard? There's no stoic option. There's no action available where I can be stoic. Why can't I play a anti-social Shepard? There's no anti-social option. There's no action I can take when I can be any of these things.
VO allows you to do and say different things. Suddenly, you can be active in cinematics. You can have banter. You can be the dramatic focal point of a scene.
#4218
Posté 20 août 2015 - 01:36
The thing that has me doubtful is that Howard previously claimed that the PC has ~13k lines.
if they have 170k lines and only 13k are the PC what are the rest of the 157k lines about?
NPC lines. Usually NPCs have way, way more lines than the PC in a Bestheda game, because of all the ambient dialogue and exposition, etc.
#4219
Posté 20 août 2015 - 01:42
Well, they completely scrapped Skills out, so someone won't be able to "Stealth" at all anymore, at least not like they could at Skill 100.
And so we now have a FPS like 10^2674 games out there. Yee-haw.
I seriously doubt that. The mechanics are just being redistributed. They aren't going to get rid of stealth.
#4220
Posté 20 août 2015 - 01:48
I seriously doubt that. The mechanics are just being redistributed. They aren't going to get rid of stealth.
I agree - but if Attributes are the prime driver and Skills are gone, high Agi is going to be even more insanely overpowered than it was in previous games if that's the case.
Faster movement, higher AC, better sneaking, lockpicking, shooting, more Action Points in VATS... if Skill Points are gone, Agility will kick over Int in their King of the Mountain match and reign supreme as the SPECIAL attribute you'd be nearly silly to avoid pumping points into.
#4221
Posté 20 août 2015 - 01:53
Cazadores sting in itself hurts a lot. The problem is that crippling their wings is very tricky.
Take an automatic weapon, just spray and pray.
That's how I do it.
#4222
Posté 20 août 2015 - 06:30
I agree - but if Attributes are the prime driver and Skills are gone, high Agi is going to be even more insanely overpowered than it was in previous games if that's the case.
Faster movement, higher AC, better sneaking, lockpicking, shooting, more Action Points in VATS... if Skill Points are gone, Agility will kick over Int in their King of the Mountain match and reign supreme as the SPECIAL attribute you'd be nearly silly to avoid pumping points into.
Wait a second they're getting rid of Skills?
**** this **** I'm out.
#4223
Posté 20 août 2015 - 08:59
That's actually incorrect, I just watched a video where they discussed the use of the Stealth Perk/Skill. Todd and others have confirmed it's still very much a viable play style and that it's been improved. How it's been improved? No idea, but it's still a useful skill/perk in FO4.Well, they completely scrapped Skills out, so someone won't be able to "Stealth" at all anymore, at least not like they could at Skill 100.
And so we now have a FPS like 10^2674 games out there. Yee-haw.
#4224
Posté 20 août 2015 - 09:14
Oooh ohhh are we talking about bethesda AI? I love bethesda's AI. Getting stuck in rivers repeatedly jumping in and getting back out on their own side, not attacking you because this one area is apparently out of reach despite you punching them in the face, enemies with bows switching to melee against a ranged character because you smack them with your bow, allied AI that blow themselves up. Bethesda AI is amazing.
- Eternal Phoenix et DarthSliver aiment ceci
#4225
Posté 20 août 2015 - 09:16
Oooh ohhh are we talking about bethesda AI? I love bethesda's AI. Getting stuck in rivers repeatedly jumping in and getting back out on their own side, not attacking you because this one area is apparently out of reach despite you punching them in the face, enemies with bows switching to melee against a ranged character because you smack them with your bow, allied AI that blow themselves up. Bethesda AI is amazing.
It's truly Radiant.
- Dermain, Eternal Phoenix, Fast Jimmy et 3 autres aiment ceci





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