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Messages - Rally

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5341
Games / Re: Escape From Tarkov | Survival game done right!
« on: December 26, 2015, 04:10:50 PM »
I'm excited as forget for this game. It's the S.T.A.L.K.E.R./DayZ lovechild I've always wanted.

Though tbh I hope they don't go for the whole player vs everything super permadeath shtick again because it'll cut the customer base in half. DayZ was good for the setting and hardcore survival aspect but the whole getting shot by every starfish you walk within 100ft of thing just kinda sucked design-wise, hopefully this game is more orientated around cooperation rather than mindless looting.

5342
Games / Re: [MEGATHREAD] Fallout 4
« on: December 26, 2015, 04:01:19 PM »
That way nothing is a bullet sponge. Making enemies as bullet sponges doesn't make it harder just more tedious.

yeah but the charred ghouls look cooler
Also the headshot crit mod takes away a lot of the sponginess

Has anyone had issues with mods so far? I haven't been downloading anything because I read that you risk save corruption with current mods until GECK is released

I'm running like 10 mods and also richarding around with scripts in the cheat engine and I haven't had any problems at all so far. Every time I quit the game or tinker with a suspect mod I make a backup of my saves, though.

5343
Games / Re: [MEGATHREAD] Fallout 4
« on: December 26, 2015, 03:00:32 PM »
download this mod if you want an ass kicking

5344
Games / Re: [MEGATHREAD] Fallout 4
« on: December 26, 2015, 10:51:51 AM »
idiot savant be like

5345
Creativity / Re: Garry's Mod Gallery
« on: December 26, 2015, 03:35:40 AM »

5346
Games / Re: [MEGATHREAD] Fallout 4
« on: December 26, 2015, 02:09:06 AM »
companions can't die
settlers can't die

that doesn't make it 'easy' at all lmfao if you go into a fight you're not prepared for you're still gonna get messed up
if you really need to micromanage a bunch of uncontrollable AI bullstuff so you can pretend it's making the game harder then just spark up the custom launcher and disable immortal NPC's

I have to say, the jump in difficulty from Hard to Very Hard is startling
I've actually been using chems on a regular basis just to survive, it's fantastic

Does Very Hard modify the amount of damage you do? I know Survival cuts it in half but is there a similar debuff for Very Hard?

5347
Games / Re: [MEGATHREAD] Fallout 4
« on: December 25, 2015, 02:10:10 PM »
You are the only person in this thread who has a problem with how this feature of the game works. You are a vast minority. This kinda stuff is the entire reason why mods were invented. The game is fine, you're the problem. Do you have like, no self-awareness at all?

Doesn't even matter anyway. You're still wasting your own time trying to prove a point everyone already disagrees with.

5348
Games / Re: [MEGATHREAD] Fallout 4
« on: December 25, 2015, 01:55:39 PM »
this is the only mod that I really want
but it uses cheat engine :(
which I guess will work. but hopefully he will make a real version soon

What's up with Cheat Engine?

In Fallout 4 my companion was downed. I was given two options. Option A: Give him a stimpack and option B: Don't waste my stimpack, he'll be fine later. I picked B.

Actually you picked C, by refusing to download the mod that does exactly what you're asking for and bitching on the internet instead. Like a moron who wastes his own time.

5349
Games / Re: [MEGATHREAD] Fallout 4
« on: December 25, 2015, 01:36:05 PM »

5350
Off Topic / Re: What did you get for xmas 2015 edition
« on: December 25, 2015, 01:10:21 PM »


if you dont want em you could always mail them to me

5351
Games / Re: [MEGATHREAD] Fallout 4
« on: December 25, 2015, 01:07:09 PM »
Doesn't matter what gear you give them.
If you arm your companion with a tooth pick and are patient enough he will eventually be able to kill a deathclaw with it.

- companions will not get up until they are out of combat
- you do not earn any xp for enemies that your companions kill without your assistance
- huge waste of time when you could just do it yourself
- its not fun

you're only really cheating yourself. what you're asking for is just some dumb idiot-proofing. people in Fallout 4 can choose to not let their companions fight deathclaws alone (i used 'choose' lightly as you only have one logical option) just as people in New Vegas could choose not to quick-load when their companion dies

5352
Games / Re: [MEGATHREAD] Fallout 4
« on: December 25, 2015, 12:56:33 PM »
The Place in Red mod is bad-ass af, by the way. You can make seamless walls with junk fences instead of having awkward gaps all over the place. stuff actually feels like a settlement you might find somewhere else in the game. Just finished amping up the coastal manor and the results are hella satisfying.





You can turn off object and ground snap as well as slow down the rotation speed on objects.

If essential companions are an absolute must then the whole "unconscious" system needs to seriously get reworked. Right now companions fall down to the ground and get back up within 2 minutes. If companions were out of commission for like a day instead of like 2 minutes then  that would really balance everything out.

I'll be honest. In Fallout 3 I didn't feel like dealing with the ghouls in the Dunwich building so I let my companion do everything while I hid in a corner. Whenever he "dies" he gets back up in 2 minutes to continue killing ghouls for me. I used the whole "unconscious" bullstuff as a crutch.

When I feel like my companions are getting too OP I just take away some of their gear and replace it with gear that isn't as powerful. Realistically if my companions are learning and leveling with me, it makes sense that they could take on ghouls almost as well as I could. Putting them out of commission is actually a decent idea. You could actually make it longer to give players incentive to cycle their companions.

Although I'd much rather just go in and deal with the ghouls myself with (some) support from my companion on the side rather than wait for them to do all the work. Also, in Fallout 4, when your companion goes down they will not get back up until they are out of combat (from what I've observed) so you wouldn't be able to reproduce the described issue.

5353
Games / Re: [MEGATHREAD] Fallout 4
« on: December 25, 2015, 12:38:17 PM »
It's hard to feel sorry for NPCs in the game with drug addiction problems when there is a doctor in town that can cure their addiction cheaper than the drugs they are buying, lol.
I just laugh whenever there is this guy that claims he has this real bad addiction and he literally lives 2 feet away from a doctor.

It sounds to me like you'd rather read a Fallout fanfiction than actually play the game because this level of gameplay-to-story nitpicking is beyond anything I've ever seen before. Anyone with a concept of how video games should and do work would know that for the purpose of entertainment, the NPC will see the game world in a different way than the player does for dramatization purposes.

But then again you'd rather scrap characters like Strong and Cait in favor of "generic settler 302293" so you can jerk off to how 'hardcore' your video games are or something. So who knows. You do you man, there's nothing I can do for you.

5354
Games / Re: [MEGATHREAD] Fallout 4
« on: December 25, 2015, 12:31:25 PM »
If drugs had nasty side effects people would still use the drugs as long as they have incredibly high bonuses.

If you don't want the terrible side effects why not just get the perk that makes you immune to all side effects? That's what the loving perk is for.

The drugs have been made in a way so that they can add the perk without making stuff OP. Note that if your chem system was added in the game this wouldn't be a thing. As a matter of fact, chems would stop suddenly being useful in most situations, and you'd only actually find them useful like 1% of the time you would normally would.

This is not good design. Unless you are adding a feature for the sole purpose of adding extra insignificant details to make the game look more comprehensive, then the features you have should actually be beneficial to the gameplay. Yeah people would still use them but they wouldn't use them half as much, so what's the damn point? With major items and system like the chem system you want players to use them more often because they add a cool dynamic to the gameplay, instead of just mindless frustration. I sure as hell know that if I had to luggage around a debuff for 7 loving in-game days because I dare boost my accuracy or some bullstuff then I would just sell the stuff off, kinda like what your post said before you edited it.

Also the chems in Fallout 4 are better because the main characters screams crazy stuff when he injects psycho which is loving hilarious so forget you and your archaic dinosaur chems

this game is teaching kids that there are no bad side effects from drugs



You even loving trying anymore bro?

5355
Games / Re: [MEGATHREAD] Fallout 4
« on: December 25, 2015, 12:11:52 PM »
fallout 1 & 2 not real roleplaying games only dnd is rpg

Fallout 1 is just a casual version of Dungeons and Dragons. Interplay is dumbing down RPG's. Me no like change.

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