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Fallout Fallout 4 Thread

Bradylama

Arcane
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Jul 24, 2006
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Oklahomo
What's ironic is picking up an Irradiated Gamma Gun, that shoots additional radiation damage.
1310428349083_0.png
 

Red Rogue

Learned
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Dec 6, 2015
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The Squat Rack
You mostly just go to places and do the obvious thing that's asked of you.
I think this applies to almost every quest in RPGs . "Quest" is something that someone tell you to do. (And "Great Journey" quest was really dumb and annoying. I agree.)

Did anyone else notice that the quest to help Capt. Ironsides dislodge his ship from the savings and loan was essentially The Great Journey quest 2.0?
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,854
Uh what? You know there are ghouls in New Vegas walking around without a problem?

http://fallout.wikia.com/wiki/Category:Fallout:_New_Vegas_ghoul_characters

Anyway, put on a hooded robe, et voila, nobody knows you're a ghoul.

What does that have to do with anything? without armed escort travelling from one place to another is rather dangerous, especially for a group of harmless ghouls, in the middle of a warzone, with super mutants nearby, and who knows what else. Also how do you know if the location is even reachable by walking? Or if it can be done in any reasonable amount of time?
That it happens all the time on fallout 3-4 doesnt mean it should exactly be a safe trip, especially if you dont stick to the road.

No, it really doesn't make sense that you'd be able to just convince him that he's human like that. Deluded brains simply don't work on reason like that. That's why they're deluded.
Well, its locked behind a skillcheck. The only thing you can criticize about this is that the words you say to him arent as eloquent as what you think would take to convince him.

The only thing that determines rocket efficiency is exhaust velocity, and that is limited by material science. There's really no indication that the fallout universe has anything like that.
So you are asking for hard sci fi now? very little of fallouts science has ever been explained, theres no need for explanations on that level, as long as the world is coherent within its own setting and the characters make sense within their world, thats all thats needed. You have teleportation tech, semi real holograms that can affect you physically without you being able to affect them back in any way, you have radiation that can be lowered with a liquid, you have a juice that heals your wounds. These are all fine. As long as the characters behave like actual people would and the chain of events makes sense, its fine.

In fact there are no clever quests in New Vegas that I can remember. You mostly just go to places and do the obvious thing that's asked of you.
Sure, thats one way to approach it, the other is doing what ever you want and watching the quest itself and the world react to it in a believable way. Its extremely well executed in that regard.
As for clever writing, yeah, its everywhere, as i said before, the entire chain of event makes sense, thats plenty clever for me.
Going back to that quest, did you know that chris left his vault because he believed he was a ghoul, due to his hair starting to fall? and that almost everyone that actually stayed in said vault actually turned into a ghoul? Ironic and fairly clever. There are tons of tiny enjoyable bits like that all over new vegas.
 
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Infinitron

I post news
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Nice little rant from Shamus: http://www.shamusyoung.com/twentysidedtale/?p=29764

This week my column talks more about the Fallout 4 intro, and also about encumbrance. This was a hard column to write. I needed to stay on topic and not lash out every time one of Bethesda’s awkward, idiotic, or amateurish attempts as faux-worldbuilding came up in conversation.

Well, that’s fine for a column where you need to stay on topic, but this is my blog and I don’t need to hold back.

The new Fallout games are set 200 years after the bombs fell, over a century after the first game. And its set 3,000 miles away. And yet check out all these Fallout 1 ideas they thoughtlessly dragged along:

Bottlecaps as money: This makes sense as an ad-hoc currency when crawling out of the rubble and trying to build a new society a generation or so later. (Although I’ve always wondered why they didn’t use the existing coins, since coins will be more numerous, more durable, harder to “counterfeit”, and come in various denominations for convenience. Bottlecaps work if you’re basically rural farmers. But once you’ve got working machinery, some other system will arise.

Leftover food: Uh, no. Fallout 1 had almost no food from the old world. There was, I think, a box of macaroni someplace. And there was still Nuka Cola. But now we’re something like 150 years after Fallout 1 and suddenly every container is overflowing with still-edible prepackaged goods.

Jet: No Bethesda. Jet is not a pre-war drug. Jet was made in the aftermath. You can even meet the kid who invented it. It’s part of the ugly, seedy world that replaced the plastic, idyllic old one. And again: It was a west coast thing.

Supermutants: Created in a lab in southern California. But now they’re everywhere.

Radscorpions: Radscorpions were – and I hope Bethesda doesn’t find this concept too confusing – irradiated scorpions. Like, a species that was indigenous to the setting of Fallout 1 became mutated. But now I guess the whole world is just a copy of SoCal. If the first game had been set in Anchorage and Fallout 4 was set in Florida, then in this game we’d be wading through swamps, fighting irradiated polar bears.

The weather: Fallout 1 was set in a desert. So then Bethesda moves the game into a temperate climate, but makes it look like a desert anyway.

Brotherhood of Steel: I guess they also migrated 3,000 miles to the east coast. Whatever.

Deathclaws: They migrated northeast too? Okay, fine.

Molerats: Sure. I guess they migrated, too. Why not? How about The Hub? How about Killian’s Shop? Why can’t that migrate, too? Maybe that could be a chain of shops that somehow operates across a continent in a world with no long-distance communication or stable currency. Shit, why don’t we just say Vault 13 migrated?

Bethesda has done to Fallout what JJ Abrams did to Trek: They saw all the adventure and laser fights and assumed that’s what it was all about. They mistook the surface for the core.

At least they’ve embraced their brainless aesthetic and gave Fallout 4 a sense of fun. Fallout 4 is at least smart enough to not ask us to take this circus seriously. And despite my bellyaching, that change in tone really is a massive improvement. The worst part of Fallout 3 wasn’t its relentless stupidity, but its inept pathos and pretensions of being something more than a supermutant shooting gallery.

I’m sorry. I lost my chain of thought. Were we talking about Fallout 3 again? What was the question?
 

pippin

Guest
Your writing might be mediocre, but when you can't even respect your own lore, then you're fucked. And we all know how Beth treats TES lore, so you can't really expect anything different from their Fallouts.
 

Zerginfestor

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Wasteland.
weapon itself is better than Devil's Due route.
Actually, I'm kind of curious on this one, does anyone know the amount of damage that is increased per hit? If it's percentage, no doubt it would beat other weapons, but if it's flat damage, I'm not too sure about that, it would have to depend if the flat damage is a large number, like 30 or 40.


Funny enough, the Deathclaw gauntlet's upgrade requires no point in the Blacksmith perk, so now I'm doing a stupid amount of damage as early as lvl.9.

no idea why they thought jet should be a pre-war drug, especially one that somehow increases your reflexes to the point time slows down around you. Also, didn't they hamfisted some bullshit that EVERYONE loved Emperor scorpions so everyone and their fucking grandma had a pet Emperor scorpion before the bombs fell? I could've sworn they stated something close to that in Fallout 3.
 
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no idea why they thought jet should be a pre-war drug, especially one that somehow increases your reflexes to the point time slows down around you. Also, didn't they hamfisted some bullshit that EVERYONE loved Emperor scorpions so everyone and their fucking grandma had a pet Emperor scorpion before the bombs fell? I could've sworn they stated something close to that in Fallout 3.


I just came out of a building (HalluciGen Inc) that had 'Deathclaw' as a terminal password, and Mole Rat hunks in a pre-war safe. That prior to a large group of Gunners breaking in had been completely untouched. Defenses still up, doors locked and the gas (guess what type) contained. Jet is the least of the consistency issues.
 

baturinsky

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Apr 21, 2013
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Russia
As I have already told, great questmaking can't be measured by quests in themselves. But by how they tie in the big picture lore-wise and gameplay-wise.
Fo4 quests are bad, because they don't paint coherent picture. Only part that was made more or less ok is synth-related stuff, especially railroad-institute conflict and Covenant. Rest is just an inconsistent and uncoordinated patchwork.
 
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I just came out of a building (HalluciGen Inc) that had 'Deathclaw' as a terminal password, and Mole Rat hunks in a pre-war safe. That prior to a large group of Gunners breaking in had been completely untouched. Defenses still up, doors locked and the gas (guess what type) contained. Jet is the least of the consistency issues.
I guess that stuff is randomly pulled from a list, which is not really an excuse (remove these from the pool in abandoned places), but pre war log entries about a post war drug are a special kind of derp.
 

Kem0sabe

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Azores Islands
People here gush all over new Vegas quests, but they weren't that great apart from the novel use of frequent skill checks.

The reactivity for example is very underused in such a sandbox environment, take the powder gangers for example, you can clear the prison, but every other npc and faction still assumes they are in control of it, including the clueless BoS scout that's posted right in front of it.
 

Zerginfestor

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Wasteland.
People here gush all over new Vegas quests, but they weren't that great apart from the novel use of frequent skill checks.

The reactivity for example is very underused in such a sandbox environment, take the powder gangers for example, you can clear the prison, but every other npc and faction still assumes they are in control of it, including the clueless BoS scout that's posted right in front of it.

actually, I think your memory is a bit off, because he does indeed respond on the fact the prison gets cleared out, but states it in a manner of "took them long enough".
 

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
Funny thing too. Woke up, showered. Decided to have a 15 minute clearing of Corvega factory.
Killed 5 raiders, ..huh..they drop stims? That's unusual.
Opened chem box. Wow. Mentats, Jet, Buffouts.
First aid kit, Stims, Purified Water, Blood Pac-
I paused. Quit.
And checked my Nexus Mod Manager and realized yes, none of the mods are active anymore was kinda enjoying the Loot Overhaul + More Spawn. To have the former deactivated was really noticeable. It's fucking 200 years after the bombs fell, c'mon!
 

Jick Magger

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PC RPG Website of the Year, 2015 Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 Bubbles In Memoria
People here gush all over new Vegas quests, but they weren't that great apart from the novel use of frequent skill checks.

The reactivity for example is very underused in such a sandbox environment, take the powder gangers for example, you can clear the prison, but every other npc and faction still assumes they are in control of it, including the clueless BoS scout that's posted right in front of it.

actually, I think your memory is a bit off, because he does indeed respond on the fact the prison gets cleared out, but states it in a manner of "took them long enough".
And clearing them out leads to the squad of NCR troops outside Primm to relocate to Camp Forlom Hope, which contributes to the quest for that camp by raising their morale.
 

Zerginfestor

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Wasteland.
People here gush all over new Vegas quests, but they weren't that great apart from the novel use of frequent skill checks.

The reactivity for example is very underused in such a sandbox environment, take the powder gangers for example, you can clear the prison, but every other npc and faction still assumes they are in control of it, including the clueless BoS scout that's posted right in front of it.

actually, I think your memory is a bit off, because he does indeed respond on the fact the prison gets cleared out, but states it in a manner of "took them long enough".
And clearing them out leads to the squad of NCR troops outside Primm to relocate to Camp Forlom Hope, which contributes to the quest for that camp by raising their morale.

Yeah, so there is an obvious 'cause and effect' shit going on. It's not 'OMG SUPRFUKNEPIX', but it's deep enough to make me notice the effects and approve of it.


side note: I just noticed there's only 4 fist weapons in the entire game, one that's automatically shit right from the get-go because, what a shocker, it's not part of the item list at low levels (boxing glove), whereas the Knuckles are just about everywhere and provide more damage, and can be maxed out in potential with just one rank of Blacksmith. Really feels like Bethesderp forgot there's a skill called Unarmed and just threw those weapons in just because "fuck it".
 

Aoyagi

Scholar
Joined
Jun 17, 2015
Messages
140
Anyway, put on a hooded robe, et voila, nobody knows you're a ghoul.

Or a deathclaw... but the inconsistency of how Gorris runs with the robe on was so inconsistent with how deathclaws seem to move that I just couldn't take him with me.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,053
People here gush all over new Vegas quests, but they weren't that great apart from the novel use of frequent skill checks.

The reactivity for example is very underused in such a sandbox environment, take the powder gangers for example, you can clear the prison, but every other npc and faction still assumes they are in control of it, including the clueless BoS scout that's posted right in front of it.

actually, I think your memory is a bit off, because he does indeed respond on the fact the prison gets cleared out, but states it in a manner of "took them long enough".
And clearing them out leads to the squad of NCR troops outside Primm to relocate to Camp Forlom Hope, which contributes to the quest for that camp by raising their morale.

Yeah, so there is an obvious 'cause and effect' shit going on. It's not 'OMG SUPRFUKNEPIX', but it's deep enough to make me notice the effects and approve of it.


side note: I just noticed there's only 4 fist weapons in the entire game, one that's automatically shit right from the get-go because, what a shocker, it's not part of the item list at low levels (boxing glove), whereas the Knuckles are just about everywhere and provide more damage, and can be maxed out in potential with just one rank of Blacksmith. Really feels like Bethesderp forgot there's a skill called Unarmed and just threw those weapons in just because "fuck it".
I found power fist, and it already comes with best enhancement :D
And you cannot use it with PA lol. Idiots. Probably because they could not bother to animate using PA fist and power fist.
 

typical user

Arbiter
Joined
Nov 30, 2015
Messages
957
Nice little rant from Shamus: http://www.shamusyoung.com/twentysidedtale/?p=29764

This week my column talks more about the Fallout 4 intro, and also about encumbrance. This was a hard column to write. I needed to stay on topic and not lash out every time one of Bethesda’s awkward, idiotic, or amateurish attempts as faux-worldbuilding came up in conversation.

Well, that’s fine for a column where you need to stay on topic, but this is my blog and I don’t need to hold back.

The new Fallout games are set 200 years after the bombs fell, over a century after the first game. And its set 3,000 miles away. And yet check out all these Fallout 1 ideas they thoughtlessly dragged along:

The weather: Fallout 1 was set in a desert. So then Bethesda moves the game into a temperate climate, but makes it look like a desert anyway.

I’m sorry. I lost my chain of thought. Were we talking about Fallout 3 again? What was the question?

To be honest the first sign for me that something was wrong with Fallout 3 was the fact that there was no desert but big junkyard full of shit and enemies attacking you every 2 minutes. When I first hooked up with Fallout starting with Fallout 2 I understood that part of nuclear annihilation would be transformation of whole world into big deserts, untamed wilderness general lack of traces from previous civilization. I thought that nukes were so advanced and brought so much destruction that once they hit the ground most cities were simply vaporized. Like someone blew wind and all buildings flew away like dust. It was very memorable to see nothing but big desert with few bushes, mutated flora and nothing else just emptyness. It seemed very logical. All those nukes launched everywhere able to erase whole states and caused climate change, ncreased overall temperature changing world climate and most areas into swamps or deserts leaving handful of dead cities like Boneyard to remain as reminder of what changed the world and how it was before.

In Tactics Chicago areas look like desert if I'm not mistaken. But then Bethesduh came along said screw it and made it orc shooting gallery. They literally think that it is entertaining when critters attack you every once in a while. In Fo4 you have to follow Danse to Arcjet Systems and everytime along the road there are scripted raiders spawning on the road as well as wild dogs waiting to gank you because Todd thought that players would be bored from 2 minute trek without killing shit apart.

To me the most immersive thing were journeys on world map, where you didn't meet anything for weeks excluding animals to hunt upon for food. I miss world travel system. Getting random encounter full of raiders with automatic rifles put me back in my place because I had to run for my life or be exterminated like typical wasteland blister that was stupid enough to travel alone.
 

Aoyagi

Scholar
Joined
Jun 17, 2015
Messages
140
Todd thought that players would be bored from 2 minute trek without killing shit apart.

He does know bethshit audience. They say that even FNV's world was "empty and boring".
 

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