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Worst, most illogical quests

HarveyBirdman

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Jan 5, 2019
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The entire Baldur's Gate main quest.
Occult readings of the lines in my shit have delivered more coherent stories.
Tell us about those in Oblivion and Fallout 3 instead.
You seem to have enjoyed those.
They at least made sense. Perhaps you aren't able to appreciate English writing, foreign scum.
Why don't you tell us why the writing in Skyrim is comparatively superlative?
 

Okagron

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Mar 22, 2018
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They at least made sense
>Fallout 3's story making sense

- Daddy dearest claims the wasteland needs water, but when you get outside no one seems to give a shit. A lot of people seem to be just surviving just fine.
- It's been 200 years since the bombs fell, but Daddy dearest claims the wasteland needs clean water now. How did the wasteland survive for so long with no clean water, one of the most basic necessities for survival? The implication here is that the Capital Wasteland hasn't had clean water so far, hence why it needs now.
- Daddy dearest kills himself for no reason and the main villain somehow survives the murder attempt caused by this, even though he has no protective gear of any kind.
- G.E.C.K is supposed to be an agriculture starter kit, not magic which is what basically is in Fallout 3.
- The entire story is literally about two factions killing each other to press a button.
- Enclave was thoroughly destroyed in Fallout 2, somehow comes back and they have a base in the East Coast.

Fuck, you are a fucking retard of the highest magnitude.
 
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RaptorRex888

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Okagron, your inability to grasp the most topical ideas is truly astounding. I'm shocked your handler lets you use the internet.
382.jpg
 

Commissar Draco

Codexia Comrade Colonel Commissar
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Insert Title Here Strap Yourselves In Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
Even then, iirc canonically it was your character who drew the straw that sent him/her out into the wasteland. Do remember that the purpose of Vault 13 is to stay closed for 200 years without contact whatsoever with the outside world. Sending out more than a personnel at a time would increase the risk of the vault's whereabouts leaked to the outsiders, heck even one Vault Dweller can leak it to the Water Merchants which leads to Super Mutants invasion timer to Vault 13 reduced. Even if VD didn't leak it to the Water Merchants, he/she can still leak it to the Super Mutants by joining them when brought to The Lieutenant.

At the point where the vault is no longer self sufficient, the 200 year thing is out the window. They are all going to have to leave or die if they don't get a chip anyway. A group of heavily armed people carrying pristine pre-war technology may be more conspicuous but they are also much more likely to stay on-mission and survive in general. Instead they send out one randomly chosen guy unarmed with nothing to trade and he's wearing a vault suit with a big fucking '13' on the back of it. He's literally a walking advertisement. If he does happen to be spotted by people who have the desire and ability to raid a vault, how hard is it to snatch him up and torture him until he tells them where Vault 13 is?

Anyway, these are the kinds of things I imagine a Vault Dweller would be thinking as he is punching rats to death while his vault suit is riding up on him.

Vaults had only weapons for squad of men (ten at most) and they send two people before you, those men were not heavily armed they were equipped as XXI century mail cops at best (in F3 they died like flies from cockroaches) Comrade so even if Overseer send entire Vault Security on mission they could be wiped out by one patrol of Super-mutants or Khans raiding party. Vault Jumpsuit was chosen for estetic reason I would send man or woman in some sneakers, jeans and leather jacket myself ATOM style (But there you also have this idiotic option to wear pristine military uniform or worse the parade dress of ATOM). But realism in such games are hard to achieve the hero would die after weak from some atomic flue he has no antidotes for after living for 110 years in Vault and Chick would be snatched and enslaved if pretty and clean at least Original Fallouts have this internal cohension and New Reno making you courier gave you option to craft your hero as you liked... He could be tramp sure but also Frumentari and undercover Ranger if you liked.
 

Black Angel

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At the point where the vault is no longer self sufficient, the 200 year thing is out the window. They are all going to have to leave or die if they don't get a chip anyway. A group of heavily armed people carrying pristine pre-war technology may be more conspicuous but they are also much more likely to stay on-mission and survive in general.
Common sense dictates that you're right, and they should've ditched the vault as soon as the see they're on the verge of no longer being self-sufficient. In fact, there IS actually a faction among the Vault 13 dwellers who agree with your assessment, and tried to 'rebel' against the vault's authority and leave, so it's not like the game/the devs thought it's a brilliant idea in and of itself.
Still, sending more than one person can be pretty dangerous. As Commissar Draco pointed out, the vault didn't actually have enough weapons to arm a group of people AND enough security for the vault itself, and sending a group of people might have resulted in pointless loss of lives. Sending just one person, who at least proven their worth, is a necessary sacrifice for the vault's survival.

Instead they send out one randomly chosen guy unarmed with nothing to trade and he's wearing a vault suit with a big fucking '13' on the back of it. He's literally a walking advertisement. If he does happen to be spotted by people who have the desire and ability to raid a vault, how hard is it to snatch him up and torture him until he tells them where Vault 13 is?

Anyway, these are the kinds of things I imagine a Vault Dweller would be thinking as he is punching rats to death while his vault suit is riding up on him.
This is assuming that people who have the desire and ability to raid a vault would even exist, 80 years after the Great War, other than the Super Mutants who at the time have no presence in Junktown-Shady Sands area. I might be contradicting myself here after I mentioned that one Vault Dweller can leak the vault's location to the Water Merchants and/or the Super Mutants, but look at it this way. If you, an average wastelander or even a raider for the sake of argument, saw a guy with a tight suit with big ass '13' on his back, 80 years after the Great War, what would came into your mind? Is it that, "that guy must be from a vault numbered 13!", even though you really shouldn't even have that kind of knowledge, no matter how you look at it?
Now, let us get a group of people, not only they're ALL wearing a tight suit with big ass '13' on their backs, they also ALL hold pristine pre-war technology of their own, every single one of them. What would you, an average wastelander, think of these group of people? I'm pretty sure even an average wastelander would put 2 and 2 together, and conclude, "These guys must've come from a place with the number '13' as of importance to them, and they got a stash of old world tech all to themselves!". Suddenly, without even a single one in the group uttered a word like VD could with the Water Merchants/Super Mutants, words spreads like wildfire throughout the wasteland. Before you know it, the word reached the Children of the Cathedral, who relayed the rumors to their Super Mutants superior, who then began scouting every nooks and crannies in Junktown-Shady Sands area, or at least looking for a group of people wearing Vault 13's suit and wielding pre-war weaponry. Neat, huh?
 

Black Angel

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This is assuming that people who have the desire and ability to raid a vault would even exist, 80 years after the Great War
Someone sacked Vault 15 and if I remember correctly that was still living memory during time of Fallout 1.
Nobody 'sacked' Vault 15. What happens instead is, due to the nature of the experiment conducted specifically for the vault, a schism occurred between the various diverse groups that prompts them to form 4 different groups and all 4 of them decided to venture out into the waste, simply because they can't stand being forced to live in restricted space of the vault while coexist with 3 other different groups. 3 of those groups went on to become the Khans, the Jackals, and the Vipers, while the last group went on to form Shady Sands.
 

Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
This is assuming that people who have the desire and ability to raid a vault would even exist, 80 years after the Great War
Someone sacked Vault 15 and if I remember correctly that was still living memory during time of Fallout 1.
Nobody 'sacked' Vault 15. What happens instead is, due to the nature of the experiment conducted specifically for the vault, a schism occurred between the various diverse groups that prompts them to form 4 different groups and all 4 of them decided to venture out into the waste, simply because they can't stand being forced to live in restricted space of the vault while coexist with 3 other different groups. 3 of those groups went on to become the Khans, the Jackals, and the Vipers, while the last group went on to form Shady Sands.
Town greeter in Shady Sands says something about living in Vault 15 and escaping when that place gets attacked.
 

Black Angel

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Town greeter in Shady Sands says something about living in Vault 15 and escaping when that place gets attacked.
Right, but she also says that they tried to stay in the vault after the other groups left, and they also happened to take the best equipment with them. Considering the context of these groups and their relationship with each other, I'd assume they were attacked not because there's anything worthwhile left in the vault, but because those who attacked them is one of the raider groups and they attacked because they hate the group that stayed. Otherwise, how would the attackers even know the vault's location or even care if it's a vault at all?
 

Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
Town greeter in Shady Sands says something about living in Vault 15 and escaping when that place gets attacked.
Right, but she also says that they tried to stay in the vault after the other groups left, and they also happened to take the best equipment with them. Considering the context of these groups and their relationship with each other, I'd assume they were attacked not because there's anything worthwhile left in the vault, but because those who attacked them is one of the raider groups and they attacked because they hate the group that stayed. Otherwise, how would the attackers even know the vault's location or even care if it's a vault at all?
It still implies that there are groups that are willing and capable destroying Vaults with shut doors, thus vindicating Vault 13's overseers careful approach that tries to keep at least location of Vault 13 secret with limited resources they have.
 

Black Angel

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It still implies that there are groups that are willing and capable destroying Vaults with shut doors, thus vindicating Vault 13's overseers careful approach that tries to keep at least location of Vault 13 secret with limited resources they have.
I understand where you're coming from, especially since the Super Mutants are pretty much a real threat and in the bad ending you can see the Super Mutants blasting the door forcefully. The thing is, we don't know if the groups who attack Vault 15 are actually capable of destroying the vault's doors, and the Shady Sands town greeter didn't say anything about it or the attackers. If they're especially powerful enough to be capable of destroying vault's doors, then I'm sure she would've say anything about it or even gtfo out of area in fear of getting attacked again, especially a place as close as Shady Sands.
 

Taka-Haradin puolipeikko

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Something has definitely gone "BOOM" there.
As for Vault 15 refugees settling on Shady Sands; it was nearby, welcoming, relatively safe and raiders that did Vault 15 didn't seem to bother it with such a force.
Better to stay there than try one's luck out in the wastes.
 

Okagron

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Mar 22, 2018
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Okagron, your inability to grasp the most topical ideas is truly astounding. I'm shocked your handler lets you use the internet.
When a dumbfuck like you doesn't have any counter argument, just resort to nonsense like you just did. Your retardation levels are truly off the charts.
Actually, if you look closely, when James tries to kill himself, Autumn injects himself with something before dropping.
Just did some research to remind myself what James used to try to kill Autumn and apparently James caused a radiation leak in the project purity room, but Autumn had something that completely countered radiation injected into him. This is somehow even more stupid, because how did Autumn know James was gonna cause a radiation leak and how convenient of him to have something that specifically counters radiation poisoning with him. Also, why didn't the Enclave soldiers there had this counter measure for radiation with them.
 
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Saduj

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Aug 26, 2012
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Vaults had only weapons for squad of men (ten at most) and they send two people before you, those men were not heavily armed they were equipped as XXI century mail cops at best (in F3 they died like flies from cockroaches) Comrade so even if Overseer send entire Vault Security on mission they could be wiped out by one patrol of Super-mutants or Khans raiding party.

I was basing my impression on what they would have based on Vault City. Haven't played any of the FPS Fallouts.

Considering we are talking about the 1st in the series, it is probably unfair to judge the main quest based on info added by the other games so either way I shouldn't be assuming I know what type of gear they had.
 

Sigourn

uooh afficionado
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Feb 6, 2016
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tribal, facing the remnants of the U.S. government. All of who wear Power Armor, nonetheless.
That is not really the main quest, it's a consequence of the main quest. The main quest was to get the G.E.C.K.

It's the second half of the main quest, though. All Fallout games are like that: retrieve Water Chip -> Defeat mutant army and The Master; retrieve Platinum Chip -> Join a faction and decide the fate of the Mojave; find Dad -> Defeat the Enclave. I believe Fallout 4's is find Shaun -> Join a faction and decide the fate of the Commonwealth.

Just because it was not the premise of the main quest doesn't mean it isn't part of it. The best main quests are Fallout and Fallout: New Vegas, and then it is a toss on which one you prefer.
 

Sigourn

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That's because only Fallout 1, 2, and New Vegas are canon. 3 and 4 are bad fanfiction that should be disregarded.
You realize it was Fallout 2 which actually killed thematic consistency of first Fallout and what Bethesda probably copied?

Yes, Fallout 2 had a lot of dumb shit, but it doesn't even remotely reach the dumbness of 3 and 4.

New Vegas is also more of a Fallout 2 than a Fallout 1 game.

Heavily disagree with that.
Fallout 3 is Fallout 2 done worse.
Fallout: New Vegas is Fallout done right (within the limitations of the engine, of course).

New Vegas is only funny when it needs to be. People cosplaying as Romans may be funny to some, but it certainly isn't the first time you meet these people surrounded by the charred and crucified remains of Nipton's citizens. If New Vegas was Fallout 2, your first encounter with Caesar's Legion would be a random encounter with a pop culture reference regarding Life of Brian. New Vegas, on the other hand, locks said reference to the Wild Wasteland trait, and to graffiti on a wall no less.

Fallout 2, on the other hand, tried to be funny most of the time. Hell, just take a look at how each of the three "official" games treat their starter town:
  • Shady Sands is serious business, with a somewhat "heavy" town to it as they are suffering from radscorpions and raiders.
  • Arroyo is a fucking joke and your character notes this all the time.
  • Goodsprings, again, is serious business but with a familiar tone as the town has been thriving.
It's funny to compare how different games would treat similar situations. For instance, Deputy Beagle was the deputy to someone who was genuinely serious. In something like Fallout 3, you wouldn't be surprised at "the irony of a town having elected an imbecile for the job".
 
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HarveyBirdman

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Jan 5, 2019
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But since you insist, and since everybody's IQ seems to be around room temperature...


>Daddy dearest claims the wasteland needs water, but when you get outside no one seems to give a shit. A lot of people seem to be just surviving just fine.
>It's been 200 years since the bombs fell, but Daddy dearest claims the wasteland needs clean water now. How did the wasteland survive for so long with no clean water, one of the most basic necessities for survival? The implication here is that the Capital Wasteland hasn't had clean water so far, hence why it needs now.

How do you think radiation works? How do the animals in Chernobyl survive? How do japs survive in Hiroshima and Nagasaki?
Radiation causes mutations that signifanctly increase mortality, but demonstrably does not make it impossible to reproduce. But life would sure be a lot better without constant radiation.
Every 15 year old knows this.
---------------------------------
> Daddy dearest kills himself for no reason and the main villain somehow survives the murder attempt caused by this, even though he has no protective gear of any kind.

Daddy dearest thought he could kill the baddies by suicide-radiation-bombing. And it would have worked if Colonel Autumn didn't clearly inject himself with a high tech Enclave anti-rad syringe.
Your lack of attention to... I wouldn't even call it detail... painfully obvious animations happening directly in front of your face is bewildering.
---------------------------------
>G.E.C.K is supposed to be an agriculture starter kit, not magic which is what basically is in Fallout 3.

Cry me a river. (1) this is sci fi, and (2) the Fallout 3 GECK doesn't even break the internal sci fi logic.
Fallout 3 takes place on the other end of a continent. This GECK is a superior iteration on the tech you saw in California. "Problem" solved.
You might conceptualize this through analogy as the Bugatti Veyron versus the Model T, or perhaps even more clearly, in the disparity between myself (a homo sapiens/neanderthal with hybrid vigor) versus you (a cro-magnon).
---------------------------------
>The entire story is literally about two factions killing each other to press a button.

I never said the story was good. I said it was coherent, unlike Baldur's Gate. So by stating the plot so succinctly, you've only further proved my point.
---------------------------------
>Enclave was thoroughly destroyed in Fallout 2, somehow comes back and they have a base in the East Coast.

Again, sci fi and internal logic. Vault Tech had hundreds of vaults. You really think it's bizarre that the US government would have multiple contingency plans? Hell, stationing the Enclave in DC makes even more sense than in cuckifornia.
 

deuxhero

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Enclave having people off the rig (they had at least one full mainland base)+other cells is vaguely plausible. Everything else is retarded.
 

HarveyBirdman

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Absurdity. The Enclave is... an enclave.
Alaska is an enclave and so is Hawaii (well, technically they are exclaves, but the concept is identical).
Would you seriously argue that having both Alaska and Hawaii is impossible? How are people not understanding this?
 

Okagron

Prophet
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Mar 22, 2018
Messages
753
HarveyBirdman

Why the fuck you are talking about radiation? It's water, you moron. Why are you switching the topic to radiation, when the fact is that the wasteland seemingly survived for 200 years with no clean water. Which makes no sense. Everybody would be dead way before that.

Absolutely nothing you said countered a single argument from me and just shows your complete retardation. As soon you used "sci fi" which basically means "it's a sci-fi, it doesn't have to make sense" just tells me you are complete fucking dipshit. Also, there's no internal logic in Fallout 3, don't know from which part of your ass you pulled that from.

The G.E.C.K used in Fallout 3 is from the before the war, like all others. Why would some GECKs be more advanced than others? Why wouldn't all GECKs be of the same quality if it's something that is gonna used to created food after the bombs fell and radiation has mostly disappeared? Vault-Tec wouldn't give different quality GECKs to the vaults, they would give all of the most advanced ones.

I also checked the wiki to see what Autumn injected himself and they don't know (all of them speculate it was either radaway or Rad-X). There's nothing in the game telling what Autumn injected himself, it wasn't a "high tech Enclave anti-rad syringe". Plus, why didn't the Enclave soldiers there had one as well? How did Autumn know that James would make the room fill SPECIFICALLY with radiation? Does he carry with it at all times in cases someone tries to kill him with radiation poisoning? Because that's fucking stupid.

So fuck off with the bullshit you are pulling out of your ass. I think this man has done everything to deserve the appropriate tags for someone with this post quality.
 
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