Clockwork Knight
Arcane
Oops. Yeah. I thought the choice was supposed to be ironic.
...maybe it still is?
...maybe it still is?
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.)You mostly just go to places and do the obvious thing that's asked of you.
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.
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.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.
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.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.
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.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.
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?
Nice little rant from Shamus: http://www.shamusyoung.com/twentysidedtale/?p=29764
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.weapon itself is better than Devil's Due route.
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 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.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.
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.
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.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.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".
Anyway, put on a hooded robe, et voila, nobody knows you're a ghoul.
I found power fist, and it already comes with best enhancement :DAnd 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.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".
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".
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?
Todd thought that players would be bored from 2 minute trek without killing shit apart.