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Messages - Rally

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5356
Games / Re: [MEGATHREAD] Fallout 4
« on: December 25, 2015, 12:06:29 PM »
Leave it to the Bethesda Fallout fans who never played the interplay fallout games to criticize me about what they think an RPG is.

Leave it to the condescending elitist to spam a thread with his garbage opinions that legitimately everyone opposes. You think that a game made in late 2015 with first person visuals built in a 3 dimensional world should reflect a game made in 1997 which has a static isometric camera and works purely off arithmetic. This alone is enough to invalidate what you 'think' an RPG game should be, because you obviously have no idea how to design a game properly.

Anything that requires 7 days to wear off is either not worth it or way OP. Fallout 4 has timed quests too. None of this is revolutionary. They just took a moderate approach to chems so that they would be more well-rounded and useful instead of being irrationally hazardous to use. Hate to break it to you but stuff has changed since Wolfenstein 3D, 7 day hang-overs might of worked well for the combat mechanics utilized in FO1 and FO2 but in anything beyond those two games they'd just be a nuisance. You can make a game difficult without making it flat out aggravating.

5357
Games / Re: [MEGATHREAD] Fallout 4
« on: December 25, 2015, 11:11:42 AM »
That's the point. Drugs were suppose to give up great bonuses with horrible side effects. If you played Fallout 1 and 2 you would know this.

In Fallout 1 and 2 every drug except jet was incurable you'd have to wait about 7 days for the side effects to wear off. Super Stimpacks even cause you to lose health after awhile.

Jet on the other hand is permanent until you find a cure. If you're lucky you may find a cure halfway through the game. It took me like 2 in game years until I found a cure for jet.

It's not stuff game design it's role playing game design, go and play a REAL role playing game and then come back. (Oblivion, Skyrim, Fallout 3 and Fallout 4 does not count as real role playing games.)

I'm not sure what playing Fallout 1 and 2 have to do with the chem systems in New Vegas and Fallout 4 but nice pot shot at trying to invalidate me. I don't know if you noticed, but Fallout 1 and 2 were played in loving isometric views. The combat was basically turn-based. Their game-play styles were beyond unimaginably different from the following 3 titles. It's called innovation. The mechanic you are describing revolves around an 8 minute boost that has a chance of a negative side effect lasting the entire game (jet in particular). This is a description of a severely unbalanced feature and I'm not sure what grossly unbalanced features have to do with RPG's, or how they make they make the game better or more hardcore. Fallout 1 and 2's chem system worked in Fallout 1 and 2 because the entire combat system was handled by the game in the form of a bunch of numbers. In Fallout 3, New Vegas and (particularly) Fallout 4, you have a crosshair. It's time to move on.

The 7 in-game days thing makes sense, but what would stop somebody from just loving going to sleep for a week? The chem system could use a nerf I agree, the addictions can be cheap to cure, but none the less you still have a chance of getting a negative effect EVERY TIME you use a chem which can stack up against players who use them often. Not to mention putting you at a disadvantage in the middle of the wasteland. Sounds to me like a pretty good example of negative side effects (without having to be a big loving nuisance). If anyone had a legitimate reason to change the chem system, I'm sure they easily could.

And yeah, I don't know, I've played your RPG-waifu New Vegas for 117 hours with many, many different characters and so far I'm convinced that your idea of "role playing game design" isn't really 'design' at all, it's just a bunch of hamfisted tweaks based on your personal opinion that fake difficulty is a good thing.

Winners don't use chems.

I don't think anyone would use chems if you had your say in it.

5358
Off Topic / Re: Post your first Private Message
« on: December 25, 2015, 07:35:51 AM »


:(

5359
Off Topic / Re: What did you get for xmas 2015 edition
« on: December 25, 2015, 06:38:42 AM »
3 shirts

5360
Off Topic / Re: I feel like a psychopath
« on: December 25, 2015, 03:53:53 AM »
log off tumblr

5361
Getting a 1k revoked is my biggest regret

5362
Games / Re: [MEGATHREAD] Fallout 4
« on: December 25, 2015, 03:26:01 AM »
ok
I like fallout 4, and I liked new vegas
but do you really think fallout 4's story is considerably more sophisticated...

No, the idea is that they both have their strengths and weaknesses, so there's no reason to romanticize New Vegas over the other Fallout titles

5363
rooting for destroyer because bribes are gay

5364
if I could change my vote I'd vote for Destroyer

5365
Games / Re: [MEGATHREAD] Fallout 4
« on: December 24, 2015, 02:07:00 PM »
That's another Bethesda mechanic they forced into New Vegas.  Was not Obsidian's choice.

Also Fixer is less over powered than Addictol lol.

What so was Obsidian planning on addictions just being entirely impossible to cure or something? Sounds like the kinda garbage mechanics Obsidian would enjoy, because nothing says hardcore like stuff game design right? Makes chems seem more harmful than useful. Fixer was less 'OP' but it was basically just the micro-managing version of Addictol. Chem addictions are stupid and insignificant anyway, most of them can be countered by putting on a fancy hat and this is true for both NV and 4. Not that you care anyway, at this point you're not even criticizing Fallout 4, you're just defending NV. Funny.

Not to defend Tony, but... how is he trolling?
He just really hates Fallout 4.

It's a certain Halal brand of trolling that involves posting garbage opinions so often and so vehemently that it actually becomes cringeworthy to read. He's been doing this stuff for years and at one point resulted in an extreme reaction from Badspot. Doesn't work as well when everything he says makes him look ignorant, however.

5366
Games / Re: [MEGATHREAD] Fallout 4
« on: December 24, 2015, 12:11:14 PM »
Actually you get to find out why Boone lost his wife.
Veronica also has an unmarked quest of finding a dress.

Yeah and you get to find out why Cait's a drug addict. You get to find out about Nick's troubled past. This about as much the same depth as Boone's story. Boohoo he [had to shoot her], like wow, never heard that one before! Gee whiz, an unmarked fetch quest for Veronica. loving revolutionary, takes a real genius to think of that one hey

Do you even care about this or are you just scraping the barrel because you're that desperate to validate your hatred for Fallout 4? This is honestly such an over-shadowed issue it's pathetic you're still defending it.

She could just go to the doctor and cure that addiction for a measly 75 caps lol.

Doctors could cure addictions in Fallout: New Vegas too. I don't get it.

5367
Games / Re: [MEGATHREAD] Fallout 4
« on: December 24, 2015, 12:00:55 PM »
Some people who were fine with the OPTION of having their companion die wouldn't reload once they died.
Preston Garvey's quests are bland and generic and boring and each quest is the same. Stop using that as a defense.

You have the option to but you seem to have this hate-boner for mods, blah blah bethesda is lazy or some stuff. I can teach you how to install them if you need me to, if you're finding it difficult to extract zip files or something on par with your inability to understand that your opinions aren't factual in the slightest. Like I don't get it, if companions could die it would void the entire point of gaining their trust, doing their quests, ect. It may be more 'hardcore' but it's also stuff design. It worked in Fallout: New Vegas where character development was basically non-existent but in Fallout 4 the characters kinda have to be alive for more than 3 seconds for their presence in the game to even be worthwhile.

Prestons quests can be repetitive but there's nothing more satisfying than opening up your pip boy and looking over all your supply lines between different factions, building in them, watching them grow. It gives you the feeling that your faction is ACTUALLY growing. You don't have to be told it's growing by some boring richardwad in a TV screen because you're the one actually doing the building. Fallout 4 makes you the leader. New Vegas makes you a bitch to someone who's more competent. Maybe that's why you prefer it.

Cait - kill gunners.
Curie - the only one that doesn't involve killing lol.
McCready - Kill Winlock & Barnes.
Nick - kill eddie.

Boone - Kill legionnaires
Rex - Fetch an item from 1 of 3 places
Veronica - Fetch an item for Elder whoever

I can oversimplify stuff for the sake of making my argument seem more valid too. The reality is that all these quests give you great insight into the character's personal lives. In Fallout 4 many times the companion's behavior will change after these quests. Even so you're arguing about something so petty and mundane it's comical, the characters in Fallout 4 are so much better to have than some angsty dude nobody likes and some boring teenage girl who's given up on life. If I wanted to associate with either of these people I would just go watch your stream or text my ex. Fallout 4's characters have depth beyond "here's the first modicum of backstory LoL"

5368
Games / Re: [MEGATHREAD] Fallout 4
« on: December 24, 2015, 11:36:06 AM »
Preston Garvey quests "go here, kill x" yawn

Boone
veronica
Rex

Preston's quests are dynamic Minuteman quests which are for expanding the influence of the minutemen. At-least it's better than running around doing absolutely mundane linear stuff for your faction, like in New Vegas.

Cait
Curie
Macready
Nick

These are just in the base game too. The DLC's haven't even come out yet.

Actually correct me if I'm wrong and I'm not.
It's more emotional to have your companion die. However if your companion can't die you don't feel attached to it and you just end up using the companion as a meat shield for really touch situations.

People cried because the dog in mad max 2 died. If the dog was immortal no one would give a stuff about the stupid thing.

There are moments in Fallout 4 where companions die due to the storyline. And they hit pretty hard.

You're right. It would be sad if your companion got blown up by a Self Deleter or a car or some stuff. It would also be just kinda frustrating and stupid. So people would just quick load, because there's no consequence for doing so. Do you want to remove saving as well?

5369
Games / Re: [MEGATHREAD] Fallout 4
« on: December 24, 2015, 11:21:29 AM »
That's why they give you commands to force the companion to charge directly into the super mutant Self Delete bomb!!!!

They should have just made it so you could recruit settlers as a companions instead so if they die it doesn't matter as much. You can always recruit more later on.

So instead of having a range of characters with unique backstories, personalities and individual perks, who keep track of your behavior and develop a respect/disrespect for you based on their individual morals, you'd rather just have a bunch of generic randomly generated nobodies to follow you around that just kinda die whenever?

I'm starting to understand why you prefer stories with no essential characters. You have the emotional intelligence of an ant.

5370
Games / Re: [MEGATHREAD] Fallout 4
« on: December 24, 2015, 11:13:05 AM »
You can't seriously expect the player to be fully responsible for companion AI.

Also, why would they send in a melee based companion to fight an enemy that explodes into a nuclear blast when you get within melee range? Did you even think this post out?

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