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Official Fallout 4 and DLC Discussion Thread


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#4301
themikefest

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Untill their hit squads came bothering you every half an hour, that is.

I enjoyed them coming after me. They're nothing but a bunch of punks. Its also a good way to get experience points and some nice weapons



#4302
Commander Rpg

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I enjoyed them coming after me. They're nothing but a bunch of punks. Its also a good way to get experience points and some nice weapons MONEY

Done.



#4303
Cyonan

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Factions sending hit squads aren't too bad, although I do recall one early playthrough where the NCR kept sending ranger squads after me even though I had helped them a lot.

 

The only thing I can think of that I didn't do for them was hand New Vegas over on a silver platter.



#4304
themikefest

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Done.

At times I do sell the items for caps. 



#4305
Iakus

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I admit it was funny my first New Vegas playthrough how I learned just how much the NCR and Brotherhood disliked each other.

 

Namely, I tried to stroll into the Hidden Bunker wearing an NCR uniform

 

Hey, it was good armor for my level :P

 

Anyway, one reload later...


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#4306
Jaison1986

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I admit it was funny my first New Vegas playthrough how I learned just how much the NCR and Brotherhood disliked each other.

 

Namely, I tried to stroll into the Hidden Bunker wearing an NCR uniform

 

Hey, it was good armor for my level :P

 

Anyway, one reload later...

 

Reminds me of the times I went to the strip and I forgot to remove my brotherhood of steel power armor. Not my fault it has an nice color scheme.



#4307
Barbarossa2010

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Does this "Dust" mod operate from a premise that New Vegas collapsed after the Courier did whatever (s)he did?


Yes. There is dialogue in the Divide with Ulysses where he states a prediction that Tunnelers, etc. will migrate to the Mojave. In DUST that prediction comes true. For the purposes of the mod, the Mojave becomes a hell hole over the following 20 years after the Dam war. Don't want to spoil anything else.

#4308
Barbarossa2010

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I don't think I felt overmatched very often in FO3 or FONV, even with Hardcore mode. There were a couple of vaults where I ran into trouble in FONV because I'd ventured so far in and had used up my medical supplies, including one time that I just gave up and made a beeline for the exit but still died from radiation before I could get out.

 

Plus, the Legion assassins can be pretty tough if they come after you at low levels.
 
That's OK with me, though. I usually play games because I like being able to shape a character, interact with NPCs, explore the setting, and be part of an interesting story. That's not to say that I don't enjoy the action too, but having to do the same thing 10 times because I died on the first 9 attempts can get tedious.


Vault 34. I feel you're pain.
 

Legion hit squads are p-$$ie$. :P 



#4309
BabyPuncher

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The problem isn't exactly with a reputation system, but that reputation systems are completely nonsensical...but there's no real reaction besides a fine and no experience of anything coming close to punishment.


As I've said on many occasions, nobody wants to play 'Sit-In-Prison-Simulator' regardless of how appropriate of an response being thrown into prison would be.

Incredibly feeble resistance and nonexistent punishment to outrageous acts of evil are part and parcel to video games. No matter how much players may claim otherwise, nobody wants to experience 'real' punishment because real punishment is not fun.

#4310
In Exile

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As I've said on many occasions, nobody wants to play 'Sit-In-Prison-Simulator' regardless of how appropriate of an response being thrown into prison would be.

Incredibly feeble resistance and nonexistent punishment to outrageous acts of evil are part and parcel to video games. No matter how much players may claim otherwise, nobody wants to experience 'real' punishment because real punishment is not fun.

 

I agree with you. My point is only that it's important to acknowledge that games that go down this route aren't trying to actually create a reputation system - they're just trying to slap on a coat of paint to an objection (where is the police during my murder-theft spree?).



#4311
Eternal Phoenix

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#4312
Ryzaki

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My guess would be the power armour as well, since that's their big revamp for this game. Odds are they'll end up going overboard with it and then we'll bring it back down with mods.

 

Stealth is also generally a pretty good bet for Bethesda, which is unfortunate because I actually like playing stealthy but don't like how overpowered it becomes in their games.

 

Don't you dare try to nerf my stealth archer.

 

Don't you dare.



#4313
LobselVith8

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You can pretty much take all the weapons and armor from the guards, then start a fight. It's a joke.


As long as you had a certain perk, which necessitated having a certain amount of stealth built up; otherwise, you can't steal items they're holding.

Fallout has been different than Skyrim in that regard, since Nirn is a fantasy world with magic, while the wasteland is a post-apocalyptic environment. They approach these mechanics differently.
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#4314
Commander Rpg

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How come there aren't any armor piercing bullets available for the 12,7mm gun(pistol)?



#4315
Barbarossa2010

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How come there aren't any armor piercing bullets available for the 12,7mm gun(pistol)?


Probably because in New Vegas the 12.7mm is classified as a pistol/SMG round. It is not the old Soviet 12.7 x 108mm. The New Vegas variant of the 12.7 is a cut down version of the real world round, with a much shorter case to fit a large caliber round it into pistol and SMG magazines. The only exception I think is the Survivalist Rifle, which I'm betting they felt fewer, rather than more, players would actually find.

There are no armor piercing rounds for pistols or SMGs (or even Lever-Action rifles) in New Vegas. Look at the 9mm, 10mm, 357 mag, 44 mag, and even the 45-70 Gov't rounds. There are no AP variants for them. The only exception I know of is That Gun which fires 5.56 rounds, which of course has an AP variant.

#4316
Iakus

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Probably because in New Vegas the 12.7mm is classified as a pistol/SMG round. It is not the old Soviet 12.7 x 108mm. The New Vegas variant of the 12.7 is a cut down version of the real world round, with a much shorter case to fit a large caliber round it into pistol and SMG magazines. The only exception I think is the Survivalist Rifle, which I'm betting they felt fewer, rather than more, players would actually find.

There are no armor piercing rounds for pistols or SMGs (or even Lever-Action rifles) in New Vegas. Look at the 9mm, 10mm, 357 mag, 44 mag, and even the 45-70 Gov't rounds. There are no AP variants for them. The only exception I know of is That Gun which fires 5.56 rounds, which of course has an AP variant.

There actually are 9mm +P, .44 and 45-70  SWC,  and .357 JFP.  OF course, all but the 9MM are from the Hand Loader perk.  All of these have a small amount of armor piercing capability.



#4317
Barbarossa2010

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There actually are 9mm +P, .44 and 45-70  SWC,  and .357 JFP.  OF course, all but the 9MM are from the Hand Loader perk.  All of these have a small amount of armor piercing capability.


True, but these are not officially classified as AP ammo "types" with actual steel penetrator cores. Same with 5mm round, even without the actual AP variant of it. They just carry penetration properties, since they're loaded with a higher charge as in the case of a +P round, hence generate more energy; or the round is designed for better penetration, as it is with the Wad Cutters. But the real difference is whether the round is actually manufactured with a steel penetrator and hence classified as AP, which at least in the real world variants of many of these, they do not. But, just as in the real world, that doesn't mean these rounds don't have some (or even fantastic) penetration capability. After all, Obsidian didn't want to punish Cowboys.

In case of the 12.7 though, it's just a big, dumb, low-velocity .50 cal round. So it's armor penetration is pure $hit, but it's knock down effect is massive. The game really should have taken that better into account, outside the kill impulse mechanic, which I don't think it really did. It should have carried a knock down effect in line with And Stay Back!, which gave shotgunners a counter to their in-game DT penalty, along with magnum rounds.

The general rule I noticed Obsidian followed was that traditional military rifle rounds would come with actual AP variants (as they do in the real world-with solid DT reduction stats); and traditional pistol, SMG and lever action rounds would not; but whether Grunt or Cowboy, penetration capability could be found. With Handloader and some of the GRA ammo variants, they extended those capabilities especially with the 44 mag and 45-70 SWCs, or at least reduced DT penalties as was with the case of the 12.7 Handloded HPs. Hat's off to them for playing realism as well as they did.

It's also a credit to Obsidian that we can even have this conversation. I hope we'll be able to talk like this during our FO4 play throughs. I'm still more than a bit worried about that, since Bethesda almost acts like New Vegas doesn't exist, and hasn't talked crafting in depth outside of weapon mods and Minecraft-ing.
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#4318
LobselVith8

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Noooooo the reputation system was great. It needs a few tweaks of course but it's way better than a Karma system.


I agree. Having societies and groups reflect certain attitudes and views about the main character makes more sense (in my opinion) than a karma system that doesn't necessarily reflect the attitude or morality of the character who committed the act; giving the ant pheromones to Angela being one example.

#4319
Giantdeathrobot

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True, but these are not officially classified as AP ammo "types" with actual steel penetrator cores. Same with 5mm round, even without the actual AP variant of it. They just carry penetration properties, since they're loaded with a higher charge as in the case of a +P round, hence generate more energy; or the round is designed for better penetration, as it is with the Wad Cutters. But the real difference is whether the round is actually manufactured with a steel penetrator and hence classified as AP, which at least in the real world variants of many of these, they do not. But, just as in the real world, that doesn't mean these rounds don't have some (or even fantastic) penetration capability. After all, Obsidian didn't want to punish Cowboys.

In case of the 12.7 though, it's just a big, dumb, low-velocity .50 cal round. So it's armor penetration is pure $hit, but it's knock down effect is massive. The game really should have taken that better into account, outside the kill impulse mechanic, which I don't think it really did. It should have carried a knock down effect in line with And Stay Back!, which gave shotgunners a counter to their in-game DT penalty, along with magnum rounds.

The general rule I noticed Obsidian followed was that traditional military rifle rounds would come with actual AP variants (as they do in the real world-with solid DT reduction stats); and traditional pistol, SMG and lever action rounds would not; but whether Grunt or Cowboy, penetration capability could be found. With Handloader and some of the GRA ammo variants, they extended those capabilities especially with the 44 mag and 45-70 SWCs, or at least reduced DT penalties as was with the case of the 12.7 Handloded HPs. Hat's off to them for playing realism as well as they did.

It's also a credit to Obsidian that we can even have this conversation. I hope we'll be able to talk like this during our FO4 play throughs. I'm still more than a bit worried about that, since Bethesda almost acts like New Vegas doesn't exist, and hasn't talked crafting in depth outside of weapon mods and Minecraft-ing.

 

This happened in New Vegas because Sawyer is a huge gun nut. Given Bethesda's track record, I very much doubt they will have that much attention to details regarding firearms. A bigger round = more damage correlation will probably be the end of it. I'm not even sure we will have varied ammo types.



#4320
BabyPuncher

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Sawyer isn't a gun nut. Or wasn't, anyway. He said he hadn't handled firearms before making NV, but learned about them and went to firing ranges as research.

The firearm systems in NV weren't really that great. Off the top of my head, armor piercing rounds were effectively useless except at low levels, too many round types and weapons in general just weren't useful, I shouldn't need to be an absolute master of firearms to effectively use a simple semi-automatic carbine. And 'realism' should always come secondary to fun and functionality. And Stay Back! is so ridiculously overpowered it pretty much breaks combat.

#4321
SmilesJA

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Yeah it seems that Fallout 4 is going even deeper in weapon customization.



#4322
Eternal Phoenix

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The only thing I really like so far is the layered armour system. I first saw that implemented in Dragon's Dogma although I don't think it's the first game to do it. More games need armour systems like it not just because of the added depth and realism but because it helps cosmetic customization. It also fits the theme of Fallout where realistically you'll be using whatever you can find as armour.

 

Everything else I'm not really bothered about and since this is Bethesda we're talking about, I don't have high hopes for story or role-playing options. Personally I'll probably end up waiting a year for the complete edition and when all the good mods are out for the game.

 

Also who wants to bet that there won't be a first person body in Fallout 4? I don't see why there shouldn't be other than laziness seeing as an NVSE mod manages to implement a first person body perfectly for New Vegas. Minor gripe I know but I hate how so many first person games in this day and age still make you feel so disconnected by having you feel like you're playing as a floating gun. Deus Ex Human Revolution was the worst case offender for me, Jensen didn't even cast a shadow in first person. Worst part about it, his body was actually there even in first person although it apparently looks like what we see in the image below when crouching...

 

CQDvK.jpg


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#4323
Commander Rpg

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A significant update

 

 

2vdsbd5.jpg

 

Joy to the world

The King has come

He kicked your sorry bum



#4324
BabyPuncher

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'A mod did this, therefore a developer has no excuse not to' is very poor reasoning.

#4325
Eternal Phoenix

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'A mod did this, therefore a developer has no excuse not to' is very poor reasoning.

 

In what way? Making a statement without any explanation is bad arguing. From the so-called gods of "immersion" and "finer details" I see a floating gun in first person as an error in design not to mention a cop-out.


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