» Wed Jun 05, 2013 3:41 pm
The Dead Wind Cavern is located pretty far away from Novac, near Harper's Shack and the Primm Pass. It's not very close to Novac, not by a long shot. That's ignoring the fact that deathclaws don't like noise (as Chomps Lewis explains) and Novac is a pretty busy, loud settlement. I'm not sure about your other point. Yes, animals do move. If they come close, they're shot. Your point?
As explained in detail in my post, there's no need to dream when the redevelopment already happened thanks to establishing order in the first place:
Gems:
Wrong. Radiation decays exponentially. For each factor of seven increase in time, the radiation is reduced by a factor of ten. After seven hours it's 1/10th, after 49 it's 1/100th, after two weeks it's going to be 1/1,000th and after fourteen weeks it's going to be 1/10,000th. That's halflife for you.
I'm not sure where you're getting the 10-15 years figure. It all depends on the climate. In warm, humid climates buildings have to be constantly repaired to keep them in operational conditions, but in arid ones this is a lesser concern. Yes, deterioration does happen to buildings that are not maintained, but claiming that they fall apart instantly is baseless. The process takes time and the faster survivors move in to reclaim the buildings and repair them, the better.
I'm not sure what you're getting at. The protagonists of Fallout games are roving adventurers, not settlers, so they don't build anything per se. They do, however, help others build, as is the case with Shady Sands (agriculture, antivenom), Modoc (saving the entire community from drought), Redding (deciding the power struggle and aligning it with either of the wasteland powers), NCR (expansion into Vault 15 validates Tandi's policy), etc.
Unless you're purposefully ignoring most of the game, your character is making a significant impact on the world, helping settlements prosper, not just survive. I'm not sure where you're getting the "last a little longer" vibe from, as the originals never implied anything of the sort. The Vault Dweller helps speed things up, but even without his help the world continues to develop and recover (apart from defeating the Master they're doing pretty damn good for themselves).
Uh, yes, it does get to other places. It's called "caravans." Trade is very much alive and well by 2161, forming the backbone of the resurfacing human civilization. I'm not sure why you're purposefully ignoring all the trade that's going on in the Core Region and neighbouring territories. Ignoring the merchant companies and roving traders that connect the settlements together, trading goods.
By your logic, humanity wouldn't have ever developed construction because it's complicated. Building basic shelter is not rocket science. And from then on it's iteration, iteration, iteration. Improving through practice, if not through training.
As opposed to what? Your GRIMDARKOHMYGODEVERYONEWILLDIEOHGOD vision of mankind? As history proved, time and again, while we do have base instincts, we also have the capacity for greatness and cooperation. And Fallout explores exactly that. Settlements survive, then prosper, then thrive, thanks to cooperation between survivors and succeeding generations of humans. Again, your logic is self-defeating, because if humanity was really what you propose, we wouldn't have developed beyond clubbing each other with bleached animal bones, because "survival is the only instict" we have.
As you can see in front of you, we didn't wipe ourselves out. We developed and prospered in spite of (or, perhaps, thanks to) our tendency for conflict. Which is the point Fallout has been making all along.
If you play vanilla on normal, then yeah. Then again, it's a flaw common to all real time games, as the player simply reacts faster than the AI, which is usually coded for stupidity. Wish the game was as brutal as Black Mesa Source. Operation Flashpoint would be going a little too far.
Your complaint boils down to "I CAN'T FIGHT DEATHCLAWS NAKED BY PUNCHING THEM." Seriously, you're making a ridiculous point that deathclaws should be nerfed, because you can't kill close combat killing machines in close combat. The point of deathclaws is that they're a fearsome apex predator that should make you run for the hills the moment it comes into view.
You're proposing nerfing them to the point where they become pigrats, which is, quite frankly, ridiculous. The deathclaws are perfect just the way they are: fast, incredibly deadly, and increadibly resilient. That's the way they always were and they shouldn't change just because someone's ridiculous idea for fighting them doesn't work.