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Author Topic: [MEGATHREAD] Fallout 4 || Contraption, Vault-Tec, Nuka World  (Read 720647 times)

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.

fallout 1 & 2 not real roleplaying games only dnd is rpg

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.

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.



Since when is using drugs suppose to be a good thing anyways? If anything this game is teaching kids that there are no bad side effects from drugs, lol.
« Last Edit: December 25, 2015, 12:19:38 PM by Lord Tony® »

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?

fallout 1 & 2 not real roleplaying games only dnd is rpg
dnd no real roleplaying game only real rpg is 1975 medieval wargame miniatures

On the bright side, I can look forward to Lord Tony getting banned within at least six months.

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.

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.

For example in Vault 81 there are two people addicted to drugs and they can't afford anything but drugs.

Their drugs are more expensive than the cure itself and they have a doctor in the vault that can do it really cheap.



I completely understand there is a difference between the game's story and the gameplay but they could at least make it believable and increase the price for a cure.
« Last Edit: December 25, 2015, 12:52:56 PM by Lord Tony® »

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.

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.

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.

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.

I would rather have an over powered, over geared guy who can probably die over some guy with little gear that can't die.
« Last Edit: December 25, 2015, 01:04:37 PM by Lord Tony® »

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

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.
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