Forum: Games
Topic: Fallout 4
started by: Malcolm

Posted by Malcolm on Jul. 25 2014,10:35
< Early guesses >.
Posted by Leisher on Jul. 25 2014,10:43
I don't care about the location, but I'd love it if instead of more of the same they actually fix everything that's broken with Fallout.
Posted by Malcolm on Jul. 25 2014,10:47

(Leisher @ Jul. 25 2014,12:43)
QUOTE
I don't care about the location, but I'd love it if instead of more of the same they actually fix everything that's broken with Fallout.

Such as?  I'm not looking for the Mad Max version of Elder Scrolls.  I wouldn't deny some serious combat balance issues.



Posted by Leisher on Jul. 25 2014,11:23
None of the Fallout games are made for people like me: explorers. We're the folks who want to see everything and take our time going through a game. That means that while the story might want us to go to X, we're walking around to B, F, or Q.

Maybe the games are too wide open, and that's bad because their story lines are so fragile.

They should take a page from GTA's play book and learn to section off portions of their game to prevent folks from breaking major parts of the story just because they wanted to explore a little bit.

It's just soooooo stupid to have numerous areas of the map be random places you want explorers to find, but make them indistinguishable from story line places where one wrong move can break the story.

Beyond that, the game just screams "grind". Grinding for experience I don't mind at all. Grinding for loot/cash turns Fallout into an inventory management simulation. That's not as fun.

They could fix that with pets or something similar, ala Torchlight.

Posted by Malcolm on Jul. 25 2014,12:02
QUOTE
We're the folks who want to see everything and take our time going through a game. That means that while the story might want us to go to X, we're walking around to B, F, or Q.

I went through 3 that way.  Granted, it meant some logical wtfs.  I hit every map location before I scratched the main story line.

QUOTE
They should take a page from GTA's play book and learn to section off portions of their game to prevent folks from breaking major parts of the story just because they wanted to explore a little bit.

I want to cross a fucking bridge.  It cannot be permanently under construction.

QUOTE
It's just soooooo stupid to have numerous areas of the map be random places you want explorers to find, but make them indistinguishable from story line places where one wrong move can break the story.

That is indeed annoying and is a product of shitty design and storytelling.

QUOTE
Beyond that, the game just screams "grind".

What?  When?  What was making you grind?

Posted by Leisher on Jul. 25 2014,12:16
QUOTE
I want to cross a fucking bridge.  It cannot be permanently under construction.


First of all, Fallout isn't without it's "invisible walls", so the precedent is there.

Secondly, they can be clever with it. Say it's in New Orleans. During the opening Act, there's a hurricane hitting, and you can't cross a river because it's too dangerous and the bridge is washed out. Once you hit a certain part of the story, the environment is changed with the storm gone and a makeshift bridge up.

QUOTE
That is indeed annoying and is a product of shitty design and storytelling.


Yep. The GTA series does a MUCH better job of keeping the story linear, but allowing for exploration. Of course, you can't rob and murder everyone you see in that game...well, you an, but they hide the important folks until the story unlocks them.

Neither system is perfect, but I think GTA's is miles better because it allows for more types of game play without punishment or breaking the story.

QUOTE
What?  When?  What was making you grind?


Theoretically, one can skip basically the entire story and just end the game without grinding anything.

However, in another stupid design decision, many story lines can be altered by your skills. The problem with that is you need to grind levels so that your skills have a high enough chance to actually make a difference and give you more options.

On top of that, the whole grind for items/cash is fun for the killing, but lame when you have to sort your limited inventory constantly or return to areas where you had to dump a ton of loot.

Plus, there's the whole "each vendor has a limited amount of cash" thing.

Too much of Fallout seemed to be a hassle for no good reason.

Posted by Malcolm on Jul. 25 2014,12:45
QUOTE
Once you hit a certain part of the story, the environment is changed with the storm gone and a makeshift bridge up.

No.  Storms do not come and go with plot points unless I'm running in a game with a timer, like Dead Rising.

QUOTE
First of all, Fallout isn't without it's "invisible walls", so the precedent is there.

I'm willing to accept that if they're the outlying boundaries of the game world.  I don't expect to be able to cross from DC to Cali in Fallout 3, for example.  If GTA San Andreas wants to stop me from driving to Liberty City, fine, but I don't want the latter to be unlocked after I find the magic macguffin in San Andreas that stops the bridge from being flooded.  The original Fallout did have vaults you couldn't get into until you found the proper key to open them.  I'll call that a legit way of blocking something off.  Fucking key better not be locked, though.

QUOTE
The problem with that is you need to grind levels so that your skills have a high enough chance to actually make a difference and give you more options.

I'll admit I'm not a huge fan of your skills going from novice to god-like expert in the span of a game because you level up enough.  Levels as a means of progress is fucking stupid in a game like Fallout.  Skills get better, but it's the gear that ought to make a difference.  But I'll say there was not a spot in Fallout 3 where I felt like I was grinding.

QUOTE
However, in another stupid design decision, many story lines can be altered by your skills.

That's in there for the replay value.

QUOTE
...the whole grind for items/cash is fun for the killing, but lame when you have to sort your limited inventory constantly or return to areas where you had to dump a ton of loot.

The inventory management within containers and your backpack is fucking hideous.  Shitty, shitty design.  Wasting a building of muties or robots and having to gather up their shit?  Come on, you just took out two dozen of them and you expect to haul off all of their guns, ammo, etc. on your back?  Solo?  With no impediment to your movement?  Loot management.  

As an aside, I'll say that I loved the car you got in Fallout 2.  Mobility and trunk space were awesome.  Vehicles would be an awesome solution to this problem.  Why Fallout hasn't revisited that concept is beyond me.  Even if the "vehicle" is only a pet capable of hauling items.

Back to the matter at hand, does it suck to go through all that in the beginning when cash really matters?  Yeah.  I got to the point where I had plenty of cash before too long.  Looting's only required because of the next thing you bring up, which was something I hated initially but grew on me...

QUOTE
Plus, there's the whole "each vendor has a limited amount of cash" thing.

Hated this, plus the limited inventory for each vendor.  The only drawback was that given their limited amount of cash, my massive fortune should have been dominating the economy of the DC coast.  One of the most brilliant things I saw in Fallout 3 was the mission where you could invest in the vendors and boost their inventory.  They needed to take that idea and run with it.  Why stop at more items?  Fuck, I'll throw in enough cash to hire more security, set up a permanent shop, etc.  If I have extra items in my house I need to dump off, I can go to one of the vendors that I'm backing, drop them off, then come back in a week to see how much of it has been sold off in the course of normal commerce.  I think the first or second Fallouts had vendors with infinity cash to buy your trash.  The solution in Fallout 3 seems preferable, albeit with the caveat that the wandering vendors can get killed.  That last part does piss me off because it's like they've been wandering the wastes for years, selling their shit, then the Vault Dweller shows up and within a few weeks the Deathclaws eviscerate them all.

The crafting system could also have been a million percent better.  Probably designed by the same moron that did the inventory system.



Posted by Leisher on Jul. 25 2014,13:22
QUOTE
No.  Storms do not come and go with plot points unless I'm running in a game with a timer, like Dead Rising.

I'm willing to accept that if they're the outlying boundaries of the game world.  I don't expect to be able to cross from DC to Cali in Fallout 3, for example.  If GTA San Andreas wants to stop me from driving to Liberty City, fine, but I don't want the latter to be unlocked after I find the magic macguffin in San Andreas that stops the bridge from being flooded.  The original Fallout did have vaults you couldn't get into until you found the proper key to open them.  I'll call that a legit way of blocking something off.  Fucking key better not be locked, though.


You're being ridiculous.

First, it's just an example. Second, if your character gets put into a coma for a week, a storm can't leave the area by the time you wake up?

In Fallout 3 your character is shot in the fucking head and left for dead yet can get up and go on adventure like nothing happened?

Remember, this is a video game, and at times you have to just accept some far fetched ideas.

Or do you really think that each area of Pandora just happens to be naturally built so that your car can't drive out of them?

QUOTE
I'll admit I'm not a huge fan of your skills going from novice to god-like expert in the span of a game because you level up enough.  Levels as a means of progress is fucking stupid in a game like Fallout.  Skills get better, but it's the gear that ought to make a difference.  But I'll say there was not a spot in Fallout 3 where I felt like I was grinding.


If you want to make skills affect potential choices in the story, then you can't force players to grind them to a high enough level in a world where you want open exploration, but doing so can fuck up the story. It's just bad design.

I agree that gear seems like a better choice, but the best gear is available to you almost immediately. No, not if you stay in the first town, but I've seen videos where folks ignore the story line immediately and head out to get the best gear where it happens to be sitting out because the designers didn't think you'd be there until late in the game.

QUOTE
That's in there for the replay value.


Honestly? I'm getting tired of the multiple endings bullshit. Not just Fallout, but all games. However, the concept is even sillier in games like Fallout. There are sooooo many variables that affect the endings, and they're just a silly screenshot anyway.

If your game is fun, I'll play it again like I've done with Half-Life and Portal. Multiple endings aren't enticing me to play a shitty game or a ridiculously long game again. I've got other things to do.

I just find it interesting that this is a trend in gaming when the general public's attention span is at an all time low.

QUOTE
The inventory management within containers and your backpack is fucking hideous.  Shitty, shitty design.  Wasting a building of muties or robots and having to gather up their shit?  Come on, you just took out two dozen of them and you expect to haul off all of their guns, ammo, etc. on your back?  Solo?  With no impediment to your movement?  Loot management.


Yes. Why? Because they make it that important. Again, money can affect the story (and your skills/gear). Even if they don't add a pet, it'd be nice if they could add something to avoid inventory management issues. (And yeah, since the inventory system SUCKS, forcing me to deal with it too often hurts my experience.)

Since this is a post-apocalyptic world and they're so keen on bartering, how about giving players the ability to "call" a preferred vendor once you clear a building or place on a map of hostiles? You can take the best items to sell for full price, but you know all that stuff you left behind? What if once you call that store the game figures out the going rate for everything left behind in said location and gives you a percentage based on the store's prices? Basically implying that you cleared the area for them so they send someone to collect the salvage and kick you a percentage.

Seems like it'd make a kick ass companion feature to this:

QUOTE
Hated this, plus the limited inventory for each vendor.  The only drawback was that given their limited amount of cash, my massive fortune should have been dominating the economy of the DC coast.  One of the most brilliant things I saw in Fallout 3 was the mission where you could invest in the vendors and boost their inventory.  They needed to take that idea and run with it.  Why stop at more items?  Fuck, I'll throw in enough cash to hire more security, set up a permanent shop, etc.  If I have extra items in my house I need to dump off, I can go to one of the vendors that I'm backing, drop them off, then come back in a week to see how much of it has been sold off in the course of normal commerce.  I think the first or second Fallouts had vendors with infinity cash to buy your trash.  The solution in Fallout 3 seems preferable, albeit with the caveat that the wandering vendors can get killed.  That last part does piss me off because it's like they've been wandering the wastes for years, selling their shit, then the Vault Dweller shows up and within a few weeks the Deathclaws eviscerate them all.


BTW, the friends sucked in Fallout 3 too. In fact, ever since some jackass decided that you should "park" friends or have conversations with them at certain times...if you remember, any "friends" in games have been an ignored feature by me. Again, this shit isn't making me want to replay your game. Making things more frustrating to deal with does not increase replayability!

Posted by Malcolm on Jul. 25 2014,13:44
QUOTE
Basically implying that you cleared the area for them so they send someone to collect the salvage and kick you a percentage.

Hell yes.  I remember staging a one-man ass-kicking force to deal with Paradise Falls, started by opening the mutie behemoth cage.  I was dumb-fucking-founded that the slaves didn't bolt out of the pen as soon as the guards were gone.  The original Wasteland was better with regards to permanent map changes.  Fallout?  Fucking bandits respawn two days after I clear a place out.  The tower storyline (I forget the name) in Fallout 3 was one of the most idiotic designs I've witnessed.  The one where the muties move in for a week then go postal.  Just wtf?

QUOTE
Second, if your character gets put into a coma for a week, a storm can't leave the area by the time you wake up?

Sure, but what if I decide to just wait around for a week?  Why do I have to go under?  I don't want time frozen until the plot decides it should move.

QUOTE
Or do you really think that each area of Pandora just happens to be naturally built so that your car can't drive out of them?

Nature's a bitch.  And they're at least giving me some tall-ass cliffs that I can't scale without some kind of rope gun.

QUOTE
There are sooooo many variables that affect the endings, and they're just a silly screenshot anyway.

Shit, man.  The ending of the game's just a silly screenshot.

QUOTE
BTW, the friends sucked in Fallout 3 too.

NPCs get in my fucking way, all the time, every time, regardless of the game.  They can't fight, they can't stealth, they can't stay in one place, they can't stop walking into my line of sight when I'm on autofire, and they're either fragile as glass (most common for escort runs or your companions) or tougher than Chuck Norris's beard (if the designers wanted them to be permanently there).

Posted by TPRJones on Jul. 28 2014,09:03
QUOTE
Multiple endings aren't enticing me to play a shitty game or a ridiculously long game again. I've got other things to do.

Well, in fairness the original intention of the multiple endings thing was that you'd get your one ending that you earned, and that would be it.  No one originally imagined people would play through multiple times to see all the endings.  Oh, maybe you'd go back and play it again in a year or two and see a different ending, but otherwise you'd just get the one you got and that would be it.

Me, unless I really loved a game I'll get one ending myself and then go watch the rest on YouTube.  Playing through a mediocre game multiple times for a few minutes of different cut scene seems silly.

Posted by Malcolm on Feb. 10 2015,12:57
< Update >.  E3 rumours abound.
Posted by Leisher on May 08 2015,06:15
< To be revealed at E3? >
Posted by Malcolm on May 08 2015,07:17
Son of a bitch.  Need to finish WL2, FO3: Broken Steel, then crack FO:NV.  Fucking Witcher 3 coming out, too.
Posted by Leisher on Jun. 02 2015,08:12
< A countdown clock has appeared. >
Posted by Malcolm on Jun. 02 2015,08:16
Another RPG I'll be buying.
Posted by Leisher on Jun. 03 2015,07:23
Trailer is live.
Posted by Malcolm on Jun. 08 2015,10:15
< Bethesda > brings down reality on console gamers like Thor smacks motherfuckers with his hammer.  Funny how a console "upgrade" should really be called "buying a new machine."
Posted by Leisher on Jul. 27 2015,07:03
< A dozen companions. >

I'm not a fan of companion systems in RPGs like Fallout and Mass Effect. Ditto for alternate endings.

I think a lot of work goes into it, but I'd bet a very small portion of the fan base ever spends the time and effort to see all the different possibilities. Most people never beat a game, let alone play it again for alternate story lines and endings.

I'd rather they tighten the parties up and make the stories stronger for your companions.

I like that they work on options and people can play their way, but at the same time, that's actually a source of frustration for completionists like me.

Also, more sequels should either access save games or ask the player if they played previous versions and what happened in them IF player choice is such a big deal.

I worked my butt off in Splinter Cell to NOT kill someone, and then as soon as I started the sequel they reference me killing that person multiple times. Do my choices count or not?



Posted by Malcolm on Jul. 27 2015,07:10
QUOTE
I'm not a fan of companion systems in RPGs like Fallout and Mass Effect. Ditto for alternate endings.

QUOTE
I worked my butt off in Splinter Cell to NOT kill someone, and then as soon as I started the sequel they reference me killing that person multiple times. Do my choices count or not?

Mass Effect made the decision to be an RPG and crawl your hard disk for the previous game, then insert those choices into the current one.  Splinter Cell ain't an RPG, it's about killing people.  Or thiefing, I guess.

QUOTE
I think a lot of work goes into it, but I'd bet a very small portion of the fan base ever spends the time and effort to see all the different possibilities.

I think there are more than a few Bartle-type explorers that get into them, so I think it's more than "small" but maybe not "the majority."

QUOTE
I'd rather they tighten the parties up and make the stories stronger for your companions.

I'd prefer non-retarded NPC AI.  Dudes that stealth when I stealth, walk when I walk, run when I run.  Dudes whose weapons and armor I can fully swap.  Dudes I can give basic tactical commands to, like: (i) go in close and shank or (ii) stay back behind cover and snipe.  Rule #1 should be "don't walk into my line of fire."



Posted by Leisher on Jul. 27 2015,10:25
QUOTE
Mass Effect made the decision to be an RPG and crawl your hard disk for the previous game, then insert those choices into the current one.


All sequels continuing a story line should do that.

QUOTE
Splinter Cell ain't an RPG, it's about killing people.  Or thiefing, I guess.


It depends which one you're playing. The one I'm referring to had very solid RPG elements where your actions did affect the story and ending. You could end the game working for the government or a terrorist group.

QUOTE
I think there are more than a few Bartle-type explorers that get into them, so I think it's more than "small" but maybe not "the majority."


< Only 10% of gamers finish the games they play. >

The number of people who replay gamers is even smaller.

QUOTE
I'd prefer non-retarded NPC AI.  Dudes that stealth when I stealth, walk when I walk, run when I run.  Dudes whose weapons and armor I can fully swap.  Dudes I can give basic tactical commands to, like: (i) go in close and shank or (ii) stay back behind cover and snipe.  Rule #1 should be "don't walk into my line of fire."


Also an issue, but if you want me to get into the story lines of my companions, give me a reason to have them around, make it easier for me to have them in my group, don't make it impossible for me to realize when I should have certain people in my group (a huge problem with Fallout 3), and don't make talking to them a chore.

Posted by Malcolm on Jul. 27 2015,10:27
QUOTE
...don't make it impossible for me to realize when I should have certain people in my group (a huge problem with Fallout 3)

I totally forgot about that.  Yeah, if you don't have the right NPC at the right time, you're fucked in F3.

Posted by TPRJones on Jul. 27 2015,11:23
QUOTE
Only 10% of gamers finish the games they play ... The number of people who replay gamers is even smaller.

I don't think that necessary follows.  I almost never finish a game, but I've been known to replay quite a few.



Posted by Leisher on Jul. 27 2015,12:53

(TPRJones @ Jul. 27 2015,14:23)
QUOTE
QUOTE
Only 10% of gamers finish the games they play ... The number of people who replay gamers is even smaller.

I don't think that necessary follows.  I almost never finish a game, but I've been known to replay quite a few.

Can you "replay" a game you've never beaten? I think you're either "continuing" or "starting over".

Although, "replay" in the arcade 80s had a completely different meaning. I think the word has evolved.

Posted by TPRJones on Jul. 27 2015,17:29
Sure, if I get most of the way through a game and then go make a new character and start over I consider that to be replaying it.  But I also consider replaying it after you've finished it to also be starting over.  

But I could just be weird.

Posted by Leisher on Jul. 27 2015,20:42
I think we need Merriam-Webster to examine the issue and make a ruling. Technically, we're both correct.

Clearly the language is behind the technology.  :D

Posted by Malcolm on Jul. 27 2015,20:46
Eh, I always considered the border between a restart and replay to be if I "beat" it once, whatever that is.  Begin again without a real finish?  Restart.  If I hit the objective?  Replay.
Posted by TPRJones on Jul. 28 2015,05:59
But then what about MMOs, or rogue-likes where there is no ending to speak of?  Where would they fit into those definitions?
Posted by GORDON on Jul. 28 2015,06:36
I consider a restart to be starting over without finishing.  Replay suggests you've finished it, and are replaying it.
Posted by Malcolm on Jul. 28 2015,07:16

(TPRJones @ Jul. 28 2015,07:59)
QUOTE
But then what about MMOs, or rogue-likes where there is no ending to speak of?  Where would they fit into those definitions?

I make up my own.  When I stopped playing afterlife, I had locked in a permanent cash flow.  Same with SimCity 2000.  MMOGs I tend to play until it feels like work ... which is real goddamn fast nowadays.  Every time I went back to UO, the duration got shorter before the next "quit.". Think the last one was permanent.
Posted by Leisher on Aug. 06 2015,13:03
< No level cap and no hard finish. >

Correct me if I'm wrong, but none of them have had a hard finish...?

Posted by Malcolm on Aug. 06 2015,13:07
The original F3 ended with your dude dying.
Posted by Malcolm on Sep. 09 2015,10:16
< DLC season pass - $30 >.
Posted by Leisher on Sep. 09 2015,10:37

(Malcolm @ Aug. 06 2015,16:07)
QUOTE
The original F3 ended with your dude dying.

I could still play it...

I thought? Who can remember?

Posted by Malcolm on Sep. 09 2015,10:46

(Leisher @ Sep. 09 2015,12:37)
QUOTE

(Malcolm @ Aug. 06 2015,16:07)
QUOTE
The original F3 ended with your dude dying.

I could still play it...

I thought? Who can remember?

The original could end with your guy dying, but it's easily avoidable and there's even a way to end the game without casualties.  However, the Broken Steel DLC retcons the story so he definitely lives.



Posted by Stranger on Sep. 10 2015,08:16
I never really put to many points into strength in the Fallout games, just enough so I could carry a decent amount of equipment. Usually I would put points in perception, agility and charisma for the sniping, sneaking and conversation options.  But maybe there will be a bigger need for strength this time around.

I'm looking forward to this game.







Posted by Malcolm on Sep. 10 2015,08:18
I try to run fast and light, so strength gets relegated to the "average" pile.
Posted by Stranger on Sep. 10 2015,08:23
Maybe I didn't have the right builds or weapons, but when I would just go running into a situation with guns a blazing and full of piss and vinegar I would get my ass kicked every time.  

I preferred to one shot baddies in the face and stay at a distance.  Any other playstyle never worked for me.

Posted by Malcolm on Sep. 10 2015,08:26

(Stranger @ Sep. 10 2015,10:23)
QUOTE
Maybe I didn't have the right builds or weapons, but when I would just go running into a situation with guns a blazing and full of piss and vinegar I would get my ass kicked every time.  

I preferred to one shot baddies in the face and stay at a distance.  Any other playstyle never worked for me.

In 3, I had a kick-ass setup.

Ranger armour

Dart gun (way too overpowered)

Lincoln's rifle for mid range

sniper rifle for long range

If anything got close enough, I could palm strike paralyze it.  Also carried bottlecap mines and nuka-cola grenades.

The alternative tank setup with power armour and heavy weapons never even came close.

Posted by Stranger on Sep. 25 2015,12:42
< No skill system, all perks now. >

At first I thought I might not like it but I do now.  Now you're not putting points into a system for an insignificant stat boost you may never notice.

Posted by TheCatt on Sep. 25 2015,12:50
Did they mention any bonuses for people who played Fallout Shelter?
Posted by Malcolm on Sep. 25 2015,12:58

(Stranger @ Sep. 25 2015,14:42)
QUOTE
< No skill system, all perks now. >

At first I thought I might not like it but I do now.  Now you're not putting points into a system for an insignificant stat boost you may never notice.

I always wanted skills OR perks, not both.  I don't get enough points to up both.  Big complaint with Fallout 2 was the fucked up weapon skill progression due to the ammo starvation during the beginning.
Posted by Leisher on Sep. 28 2015,08:13
< No timed or platform specific DLCs. >
Posted by Leisher on Oct. 29 2015,19:09
< Nuka-Cola on sale at Target.
>

Posted by Malcolm on Oct. 29 2015,19:52
Mass produced, I hope.  Otherwise, I will call in a favour to obtain some.
Posted by Leisher on Nov. 09 2015,09:15
< Review. >

< Dr. Pete Hines gives you a sick note so you can call in sick to play tomorrow. >

Posted by Malcolm on Nov. 09 2015,09:30
Might be time to pick up some Nuka Cola.
Posted by TheCatt on Nov. 09 2015,11:54
I wonder if there's anything for people who played Fallout Shelter.
Posted by Leisher on Nov. 09 2015,12:20
No shit. Tiny Towers, only worse.
Posted by Leisher on Nov. 09 2015,19:36

Posted by Malcolm on Nov. 09 2015,20:20
From a bluey to a German shepherd?  Acceptable.
Posted by Troy on Nov. 10 2015,10:41
It's downloading at home right now. Should be interesting.

Heard the physical copy doesn't have 15gigs out of the 20ish that are required for the game... so what is the point of buying it?

Posted by Malcolm on Nov. 10 2015,10:43
QUOTE
Heard the physical copy doesn't have 15gigs out of the 20ish that are required for the game... so what is the point of buying it?

Box envy.

Posted by Leisher on Nov. 10 2015,11:37
Like GTA V, I won't buy Fallout 4 until it's listed at PC prices. I will NOT pay console prices for a game that didn't sit on a store shelf, didn't get shipped anywhere, and that is being presented to me completely digitally (nothing physical).
Posted by Troy on Nov. 10 2015,13:04

(Leisher @ Nov. 10 2015,14:37)
QUOTE
Like GTA V, I won't buy Fallout 4 until it's listed at PC prices. I will NOT pay console prices for a game that didn't sit on a store shelf, didn't get shipped anywhere, and that is being presented to me completely digitally (nothing physical).

Fuck that - I'm splurging and drinking nuka cola and playing with my pet dog tonight.
Posted by TheCatt on Nov. 10 2015,17:20
My wife: A friend of mine helped make Fallout 4, he got to go to LA for the premiere party and stuff.
Me: Can he get me a copy?
Wife: He and I aren't that close any more.

Sad.

Posted by Troy on Nov. 11 2015,10:36
Definitely still a little buggy, but pretty neat so far. The settlement system seems really complicated and there are a lot of them. I read online to take it easy with building those up, so not diving too deep.

The bug I encountered was that you are supposed to clear an area of rad bugs, but an NPC runs ahead and does most of the work for you. Actually all the work - all the bugs were dead. So I had to go to each bug corpse and shoot it in the head. Then it let me keep going with the story.

Posted by Malcolm on Nov. 11 2015,10:48
Ah, Bethesda.  Shit like that is the reason I wait until their products drop 50% from the initial price and have a few patches done.
Posted by Troy on Nov. 13 2015,16:33
The laser musket owns. Power armor owns. game owns.

Power Armor is very much like an old beat up pickup truck in this game. Parts break on it and you can run out of fuel. The fuel required is limited - I've only seen one unit on a wandering vendor.

I've been slowly dragging my accumulated power armor chassis to the main city on the map. Slow process but the extra firepower and protection has been useful for some of the harder enemies on the way.

I read online that you should always remove the power core when you get out. I've been in the wastes and it didn't matter - but I read online that in the city the NPCs will steal your shit and joyride it.



Posted by Troy on Nov. 14 2015,19:09
Used some resources to paint my armor red in the big city.

Stepped out of it while looting a mutant den, dog watching my six. Graphics looking really good here - I have it on low because I'm always a bigger fan of smooth than pretty.




Posted by Malcolm on Nov. 14 2015,19:22
Still the hybrid real time/turn-based combat?
Posted by Troy on Nov. 14 2015,21:27
QUOTE
Still the hybrid real time/turn-based combat?


Yes - some fights I've needed my AP more than others. Suicide Bomber guys I was thankful for it - other times not needed.

You spawn more elite enemies on higher difficulty levels. Elite guys drop the good loot. I'm thinking about bumping it to Very Hard and clearing some areas while i'm ahead on the power curve with this armor.



Posted by Troy on Nov. 16 2015,07:42
More of a challenge on very hard. The new legendary enemies have some annoying things they can do. More special items to sell too.

I got the small fortune needed for the big city apartment, but after I bought it I didn't like it - so I reloaded to right before I bought it. Still looking for the perfect spot, but have some cash saved now.

Posted by Malcolm on Nov. 16 2015,07:44
QUOTE
You spawn more elite enemies on higher difficulty levels. Elite guys drop the good loot.

One of the shittiest things about F3 was the harder baddies dropping useless shit, specifically the super mutant overlords and ghoul reavers.  Fuck them.

Posted by Leisher on Nov. 16 2015,08:50
< Funny Fallout 4 glitch. >
Posted by Malcolm on Nov. 16 2015,08:52
Ah, Bethesda.
Posted by Leisher on Nov. 16 2015,09:41
< 1000 Deathclaws vs. 100 Brotherhood of Steel Warriors. >

The series below is a different guy who is just throwing different monsters against one another.
< Fallout Battles #3 >

< Fallout Battles #2 >

Posted by Malcolm on Nov. 16 2015,09:47
BoS laser gatlings look like they own in a batallion.
Posted by Troy on Nov. 16 2015,10:00
Found another potential settlement spot last night. Seems like it was a hippy commune overrun by ghouls and rad monsters.

There is still a servitor robot that floats around the abandoned buildings named "Mr. Goodfeels." He keeps saying "Far out dude" and "groovy"

Posted by Leisher on Nov. 16 2015,17:14
< Fallout 4 negatively affects PornHub. >
Posted by Malcolm on Nov. 16 2015,18:34

(Leisher @ Nov. 16 2015,19:14)
QUOTE
< Fallout 4 negatively affects PornHub. >

You know you've hit it big when...
Posted by TheCatt on Nov. 17 2015,18:03
< CDKeys has it for $43.  Possible 5% off stack >

5% coupon code - 2436433DM6 (onetime use, I assume)



Posted by Leisher on Nov. 23 2015,13:45
< A map of collectibles. >

< Best mods >

Posted by Troy on Nov. 26 2015,10:46
Been traveling this week. Miss fallout 4 a lot - that makes me a big nerd.
Posted by Leisher on Nov. 30 2015,06:52
< A critical review of Fallout 4. >

He still enjoyed it, but he's making the argument that it's very light on RPG elements.

Posted by Troy on Nov. 30 2015,08:01
Fair criticism. There are very few noncombat options.

The combat is fun though, and there is ammo everywhere - but at the higher difficulty levels you need every bit of it. customization wise, you could maybe be three or four real classes to start. Drugged up melee character is one i want to try. There are massive amounts of drugs out there and you can combine and create new ones.

Posted by TheCatt on Dec. 11 2015,05:41
Fallout 4 (PS4 [newegg.com], Xbox One [newegg.com] or PC [newegg.com])
$45.00 + Free Shipping
Promo Code: EMCKNKK78 or EMCKNKK79

Posted by Malcolm on Dec. 21 2015,10:11
< Bethesda sued > by a Russian dude over vid game addiction.
QUOTE
The report states that the man went on a 3-week gaming marathon, neglecting his job, ignoring his friends and family, and failing to eat or sleep. This allegedly cost him his health, job, and marriage.

Posted by Leisher on Feb. 11 2016,10:08
< Someone beat Fallout 4 without killing anyone. >
Posted by Malcolm on Feb. 11 2016,10:22

(Leisher @ Feb. 11 2016,12:08)
QUOTE
< Someone beat Fallout 4 without killing anyone. >

Technically you can beat Postal 2 without killing anyone.
Posted by Malcolm on Feb. 16 2016,10:31
< Expansion details, season pass price hike >.
Posted by Malcolm on Feb. 25 2016,10:30
< New survival mode > and why you won't be using it.
QUOTE
First and foremost, manual saving and quicksaving will be disabled, and instead, you'll need to find a bed and sleep for at least an hour in order to save. This means that building settlements and creating a bed there will be of utmost importance. Even more so, since fast travelling has been disabled too...

Oh fuck you.

Posted by TPRJones on Feb. 25 2016,13:38
Eh, I might try it.  Maybe.  But if I do I won't be doing any side missions except maybe on accident, because I'll mostly be visiting every place once.  Unless main storyline requires a return.
Posted by Malcolm on Feb. 25 2016,14:12

(TPRJones @ Feb. 25 2016,15:38)
QUOTE
Eh, I might try it.  Maybe.  But if I do I won't be doing any side missions except maybe on accident, because I'll mostly be visiting every place once.  Unless main storyline requires a return.

I'm too much of an archiver.  My F3 house had more weapons, armour, ammo, and explosives than the rest of the wastes put together.  I had enough equipment to supply an army and more cash than I knew what to do with.  That's my typical response to game difficulty ramping up -- consolidate resources.
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