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Vault 101 (Fallout Thread)

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Masterpiece:
So, after getting a new PC, I've decided I needed Fallout 4. Because.

And yeah, so much of the RPG stuff is cut, and it's a lot more shooter than it was before. And that makes it more playable for me? I don't know. I got into the game much more than I did into New Vegas after 100 hours of gameplay.

(click to show/hide)And also, there's this:

explicit:
HOW GOOD IS YOUR COMPUTER!???

Neko_Ali:
Honestly, I do not understand the people who keep saying Fallout 4 has cut story. Like, it bewilders me literally... There is plenty of story in there. As much as there was in FO3 and New Vegas. I would argue that it has as much as FO 1 and 2 as well... The story that was there was pretty simple.

If you're talking about RPG elements like stat management and the like.. The only thing taken out from the last two games was skill points.  That was folded into the perk system. That could be said as having less RPG elements... But in my opinion, that's really minor. And at least as far as the combat goes, people have been asking for more accurate and realistic shooting physics than 'point vaguely at your target and let the invisible dice rolling take over.

Some have said because the character has a voice and a back story that it takes away from the roleplaying but... No. The character's backstory is painted in the broadest strokes, and aside from being a parent seeking their child it doesn't impact the storyline at all. Your character being a Courier in New Vegas has much bigger impact on the story. And the background for 4 wasn't any more indepth than the other games. Of course, people are free to ignore the background aspects and main plot entirely. The character having a voice can affect things a bit... You can make someone really old, and they still have the voice of a 30-year old. They're also as spry and agile as one as well so... What can you do about that? I think the advantages given far outweigh the disadvantages of a voiced protagonist.

Thrillho:
1. Fallout 4 is fucking enormous. Much bigger, as far as number of locations (if not actual space, I've not done the maths) then either of those games. My vote is that it should subsequently contain way more story elements and side quests then the older games. Bigger does not mean better, more stuff doesn't mean more actual game. I'm not in Fallout to just rack up stats, I'm in it for the adventure and the worldbuilding as much as anything else. Unless you stumble across a settlement that is actually major to the backstory, then you're not going to find anything interesting - in Vegas and 3, I was finding new side quests I'd never encountered on the fourth or fifth or sixth playthroughs simply by wandering into areas I'd never been to. Almost everything I encounter is an empty building or a hideout for mutants/Gunners/raiders. The only settlement I found with any major side quest was one called... Covenant I think? And that had one (admittedly really good) quest. I bumped into one woman on a dock who I had an interesting conversation with. That's basically it.

2. The dialogue system has been changed in a way that I can admit may simply be a matter of taste or 'I want what the old games did' rather than a negative, that being the kind of drifting in and out of it based on proximity instead of speaking to someone and being locked into dialogue. But now you basically get 'Yes' 'No' 'Sarcastic' and one extra answer. And regardless of what you say, you will mostly get the same answer out of them except for one slightly different line. Better yet, because it doesn't tell you what the dialogue is ACTUALLY going to say, I've a few times said completely the wrong thing. And you can even save mid-conversation so you can make sure you select the right option! I mean, I don't DO that because it's dickish in my eyes but a friend of mine pointed out the option is there. And that's even aside from the fact that I think it's a touch broken, what with the way it will sometimes trigger dialogue in a combat segment (sometimes in a quest-related one, which happened when Piper wanted to tell me how awesome I was during the DJ's bar fight quest) and sometimes even wrench your head around to face them for that privilege.

3. I think that VATS has vastly improved, actually, but the game more or less forces you to go the combat route in virtually all situations. Can't you finish Fallout 3 without killing anything except those first few radroaches?

4. I will add, if I didn't already, that the Silver Shroud mission is one of my favourite quests in the history of gaming. I had an enormous amount of fun and that quest really just went insanely off the rails in a glorious way.

5. This is a problem more with Fallout in general than 4 specifically, but I really wish my shitting companion would actually use the weapon I assign them rather than sticking to their favourite all the fucking time. One time one of them put my fucking power armour on when I hopped out because it was getting damaged!

Neko_Ali:
1) There are a lot of story elements and side quests in the game that you won't pick up unless you happen to wander into the area. Covenant and the Silver Shroud quests are stand out examples. But there are a bunch of other quests, some quick and easy, some long and crazy like the Shroud's quest. Diamond City, Good Neighbor and Bunker Hill have a lot of those, as befitting the largest 'friendly to the player' established settlements. And there are plenty of other areas which, while they may not have quests themselves, tell interesting stories about their (likely former) occupants. There's plenty story out there to be found. I think most people run into the radiant go here/kill this/find this/return quest early on and think that's what most of the game is. But there is so much out that that's not involved in random quests like that or the main story line.

2) I do feel that locking people to four dialog options and only having a sample text for your response was a poor choice on their part. The biggest failings of the dialog system.

3) Combat was always the primary solution to every situation in Fallout games. There were plenty of cases where you had no choice to to kill or be killed to complete the main storyline of Fallout 3. Most of the side quests also involved killing, so if you tried to do a pacifist run, you would have to skip a good portion or most of the content, or come up with reasons why you weren't responsible for people dying around you, like having a companion with you that did all the killing. FO4 actually is better at the 'no combat' route because it has a selection of perks that will allow you to pacify pretty much every enemy in the game.. I think only synths are not possible to pacify. There's even a weapon, the syringer rifle, which gives you options to paralyze or pacify targets to avoid fighting. I know of two people which have to die to progress the story line for sure. I think it might be possible to avoid killing the rest of the game through perk selection and dialog/storyline choices. Again it would mean having to avoid a lot of side quests which will absolutely require you to kill a target or clear an area to complete them.

4) Agreed. The Silver Shroud questline is very awesome, possibly the best in the game. If you haven't done it yet, visit the USS Constitution, in the very North East part of Boston proper. That is another quest that is just crazy and fun.

5) To get a companion to use a weapon you give them, you have to give them ammunition as well, and force them to equip it. Unlike other NPCs, companions will use ammo for any weapon they are given or pick up, aside from their personal weapon, which has unlimited ammo, but only for that weapon. Or give them a melee weapon. They still act like other NPCs though, if there is a better weapon with ammo around, they will pick it up. If there is unattended power armor with a fusion core in it, they will climb in. It may not be what you wanted them to do, but it's the way NPCs are programmed.

I actually like the companions in FO4 way, way better than in FO3. I pretty much never used them in 3, at all. They really didn't add much if anything to the game, and were usually bad. Some mods added new companions that were better, but I still mostly lived up to the Lone Wanderer title in that game unless I was forced to take someone with me because of quests. New Vegas companions were much better, and I was fine using them. I think that the companions in 4 are slightly better, but not the same big jump of usefulness that they got between 3 and NV.  Yes, once you have done all the quests and got to maximum affinity with them, they get pretty repetitive... But here has to be a limit to how much attention each character gets during development.

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