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Fallout Fallout 4 Thread

typical user

Arbiter
Joined
Nov 30, 2015
Messages
957
Bethesda really missed some opportunities with this game. We have a settlement system, a main character who can learn hacking and how to manipulate robots, and the ability to jerry rig your own computers complete with Robco operating system.


If you have high Intelligence, and the two aforementioned skills why not make it an option to claim un-activated Protectrons and their pods in a cleared dungeon? You could choose which settlement to send it to, and with what personality settings. Construction opens up unique building options in that settlement, Medic improves happiness and makes your settlers hardier during an attack, Law Enforcement can be a much stronger participant in defense, the Subway Officer...umm, can collect tolls from those who visit and they'll go to your workshop? One or two Protectrons per settlement, max.


A lot of the shit you should be able and willing to re-appropriate is just left there to rot. Hack the shit out of the Sentry Bot in the junkyard and make him your personal companion! Or send him out on strike operations that soften up a tough target. Turn the General Atomics Galleria into a partially automated settlement, etc.

Bethesda missed a lot more than that.

Why aren't you able to repair buildings in Sanctuary if you can build furniture, concrete foundations, power generators and other advanced equipment?
Why is Institute so retarded? Why aren't they Enclave/Vault 0 Calculator mash-up with Neurosima bots, androids, cyborgs and other robotic units?
Why this game dumbs down SPECIAL even more instead of making it more fleshed out? Giving huge penalties for having 1 or 0 SPECIAL stats?
Why they can't bring back people's favourite weapons like Bozar, Turbo Plasma Rifle, Pulse Rifle, FN FAL, 5.56 pistol, Sniper Rifle, armors, etc.?
Why this game throws away DT system from New Vegas, doesn't have anti-savescumming system for hacking, disguises and town reputations?
Why this game doesn't have travel system and continues their open-dead-not-giving-crap-about-player world bollocks?
Why they still pay that moron who can't write and design good world, dialogs, quests and main story? Why after dumbfuck Fo3 story this guy still has his job?

So many whys.

:deathclaw:
 
Joined
Jan 4, 2014
Messages
795
Here is an interesting review:

I like his review. I think it's fair. He makes a lot of criticisms, but is honest and admits there's a game here.

A lot of people are either 100% against or 100% pro-activist. Doesn't seem to be a middleground with most people.

This person is middleground and that's why I think the review is good.

A week or two ago I saw hte metacritic scores and it didn't look good for Fo4. But then I saw the steam scores. Soon later I saw this review. That's when I felt the sea change and realized Fo4 was successful at pleasing enough people.

I won't play it myself obviously. I just spend money on gog.com and Wurm Online. But I feel like there're lots of people who would like Fo4 and I have nothing against that. I also have tended to like open world RPG/adventure in the past. I know Fo4 isn't as strongly traditional RPG, but I think it makes up for it. It's not going to be unsuccessful because of it.

For those people who want traditional RPG I think indies will step up and fill that vacuum. So in the end, I think everybody will get what they want. A lot of people are just so busy being angry they won't notice for a while.
 
Last edited:

Reinar

Scholar
Joined
Oct 20, 2015
Messages
145
I was walking my dog today and I came up with a theory about Dogmeat. He's a synth! It would explain why his behavior is nothing like of a normal dog, why he's just waiting for you in front of Sanctuary and how he can track Kellog*. He's probably Father's idea. They have synth gorillas in Institute, why not a dog.

* Also how can he literally teleport from Red Truck to Diamond Shitty. That would also hint at Valentine cooperating with Father, at least at some subconscious level. That would explain how can he know Dogmeat and how can he know he's outside the house you're investigating in just when you need him.
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
So many whys.

There is no whys if you use your imagination.

Bethesda really missed some opportunities with this game. We have a settlement system, a main character who can learn hacking and how to manipulate robots, and the ability to jerry rig your own computers complete with Robco operating system.


If you have high Intelligence, and the two aforementioned skills why not make it an option to claim un-activated Protectrons and their pods in a cleared dungeon? You could choose which settlement to send it to, and with what personality settings. Construction opens up unique building options in that settlement, Medic improves happiness and makes your settlers hardier during an attack, Law Enforcement can be a much stronger participant in defense, the Subway Officer...umm, can collect tolls from those who visit and they'll go to your workshop? One or two Protectrons per settlement, max.


A lot of the shit you should be able and willing to re-appropriate is just left there to rot. Hack the shit out of the Sentry Bot in the junkyard and make him your personal companion! Or send him out on strike operations that soften up a tough target. Turn the General Atomics Galleria into a partially automated settlement, etc.

With a little imagination and no hard work from the developer this dream of yours can become a reality in 2016 with the Creation Kit.
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,623
Location
Russia
My "dream mod" for Fallout 4 is one that basically makes settlement part similar to Colonisation with a side of Monunt&Blade and Tropico.
- Settlers produce different commodities and craft one commodities from others
- Different settlements have different bonuses/penalties to different jobs. You can improve it by buildings, clearing nearby locations and doing Radiant quests
- Caravans ("provisioners") move commodities between settlements and/or trade with Diamond City, Goodneighbor, NCR, BoS etc.
- Settlers can have salaries and use them to buy commodities and other stuff to make themself happier
- You can assign elders to manage settlements for you
- Settlements with lots of soldiers can clean nearby locations by themselves

Etc, etc
 

pippin

Guest
My dream mod for any FO game would let you play as a Raider, looting, killing, raping and doing drugs from start to finish. I think it's time for a Fallout game that lets you choose your own role. It's an RPG after all, isn't it?
 
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I just have no incentive to use any drugs in any fallout game (except for med-x). I can't even really find good roleplaying reasons for them. Now if for instance, it was almost required for you to use drugs (like having to use alchemy in the witcher games) in order to be successful in combat/diplomacy/etc. then I could see using them regularly. I think having to deal with the addiction with a character would be something neat to roleplay, but only if I have an actual incentive to have to do that.

Right now though, it's generally better if you just avoid drugs in all games because they just don't benefit you that much.
 

Sodafish

Arcane
Joined
Dec 26, 2012
Messages
9,054
My dream mod for any FO game would let you play as a Raider, looting, killing, raping and doing drugs from start to finish. I think it's time for a Fallout game that lets you choose your own role. It's an RPG after all, isn't it?

Three out of those four are already covered. You just need to wait for the rape mod I guess.
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,623
Location
Russia
Fallout 4 likes to give you consumables to use in hard fights. Several types of air strikes, several types of reinforcements, drugs. Even PA now fits this role.
 

Mozg

Arcane
Joined
Oct 20, 2015
Messages
2,033
You are crazy. Drugs are powerful as hell in every Fallout game. Psycho + metal armor makes you basically immune to non-crits from most guns in the first/second games, Buffout gives a lot of HP, Psycho gives you +25% damage (even with a gun - hell of a drug) in the Bethesda ones, bullet time drugs, etc.

I do like how all the games after Fallout 1 have cargo culted it up by having drugs and addiction without having time limits that give addiction meaning.

Bethesda of course does the Bethesda thing and gives you pills and doctors that instantly cure addiction
 

baturinsky

Arcane
Joined
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Messages
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Location
Russia
Because of how DR is changed, Med-X and likes is nearly useless now. Jet's time stop is way more useful.
 
Joined
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Messages
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You are crazy. Drugs are powerful as hell in every Fallout game. Psycho + metal armor makes you basically immune to non-crits from most guns in the first/second games, Buffout gives a lot of HP, Psycho gives you +25% damage (even with a gun - hell of a drug) in the Bethesda ones, bullet time drugs, etc.

I do like how all the games after Fallout 1 have cargo culted it up by having drugs and addiction without having time limits that give addiction meaning.

Bethesda of course does the Bethesda thing and gives you pills and doctors that instantly cure addiction
Were drugs ever required though? At no point in Fallout 1, 2, 3, or 4 have I ever needed to use drugs to beat a difficult fight or do anything particularly interesting even on the hardest difficulty settings. The games have always been so fucking easy that there has been no need to do this.
 
Joined
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Messages
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Wiping Metzger when you get to him is hard without drugs.
You can kill the drug dealers in the den and get some sweet loot, positive karma, and better town stance before going to face Metzger, it makes the fight a lot easier. (As well as completing the drug containment house takeover quest)
 

Hirato

Purse-Owner
Patron
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Australia
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I only time I ever really needed to take drugs in fallout 2 was when I'm clearing out vault 15.
Metzger is pretty easy if you cheese it by using lockpick to lock the front door, and then 'snipe' them through the windows.
 

RK47

collides like two planets pulled by gravity
Patron
Joined
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Messages
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Dead State Divinity: Original Sin
Fallout 4 likes to give you consumables to use in hard fights. Several types of air strikes, several types of reinforcements, drugs. Even PA now fits this role.

The PA is nearly 10x of Med-X effect. 30 minutes of Med-X & Buffout per core basically. The only thing that can reliably take you down is a nuke or a hard Legendary poison in survival.
 

typical user

Arbiter
Joined
Nov 30, 2015
Messages
957
If you don't pick 8 INT then you will feel the need to grab mentats in few quests. Psycho/buffout/jet combo I use everytime I go kill Metzger without cheesy ammo stealing. Psycho is good for every fight, buffout if you are overburdened, jet is a must for character with ridiculously low agility. I didn't use those chems because you can't really fight addiction. If you were able to cure it via Vaultcity/NCR/San Fran Auto-docs then that would be balanced IMO. It's not like using drugs is a must, but why have negative effects on you for over a month if you can have a quick trip to doctor that can heal you for moderate fee.

Same about Fo4. I don't know how these guys do their magic. If they had Auto-Doc prop behind them then I wouldn't mind and their miraculous abilities could be justified. Ceasar did beat cancer with one of them after all.

I use in Fo4 Buffout when I still have shit to pick up but not enough invetory space. Same with alcohol. Psycho, jet and their combo I use for hard fights without PA - with it on it's just a chore. Med-X I rarely use, can't explain why. Mentats are purely useless. Addictol is also nice if I get psycho addiction debuff. But day-tripper and new retarded shit they brought up with this game? They are rare, their effects are all around therfore useless. Again, there is no penalty for using drugs. If you do hit chems then you should look for another fix and beg doctors to purge addction from your system that is if Bethesda weren't thinking their target audience are 12 year old swaggots.
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,219
Location
Azores Islands
Obsidian had doctors curing addiction in new Vegas as well, not like Bethesda is the only one guilty of ridiculous gameplay design choices.
 

Sodafish

Arcane
Joined
Dec 26, 2012
Messages
9,054
The drugs are almost entirely superfluous. I think I used them twice in the whole game; once to bump my INT up a bit to fix something, and some psychojet to save that silver shroud fanboy dude from the raiders as I swear it's impossible otherwise.
 

Curious_Tongue

Larpfest
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Humans like new and shiny things.

Most people would not be building houses out of junk and wearing centuries old clothing. It's not human nature.
 

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