kill, Kill, KILL, KILL, ...

Post » Tue Jan 12, 2016 2:27 am

Are you sure?

I finished the game allied with BOS, Minutemen, and Railroad and 3 of them aren't killing each other.

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Dawn Farrell
 
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Post » Mon Jan 11, 2016 9:32 pm

I agree with the OP. My biggest complaint is that almost everything you pass on the road shoots at you.

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Lynne Hinton
 
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Post » Tue Jan 12, 2016 7:36 am

If this is anything to go by, it's working magnificently. After all, there's no such thing as "the perfect run" in anything. Life, after all, always flips a pebble onto the path somewhere along the way.

When dealing with people, most times you can't convince everyone and, often, when you do get an entire group of diverse individuals on your side, a certain "holistic" group dynamic kicks in and they bork, or seeing tha additional someone making a point of objection they didn't think of makes them bork. And, there's always someone, like me who won't believe you until s/he sees your "facts" verified as supporting your story. Even if you do confine your opinion to objective reality, there's always some deceiving philosopher who wants to have a go at making "the tail wag the dog" with a little subjective "truth" and always someone else who is gullible and willingly stupid and intellectually lazy enough to fall for it.

Consensus, after all, is always a delusion because people are individuals, not mass-produced identically-programmed toasters.

That's why I think, based on the description of gameplay in what you quoted, that Bethesda got this one right on the money. More to the point, without realistic dynamics like this, that perk would be grossly overpowered - as was a similar force-power from one of the Jedi Knight shooters (II? quite hilarious, though). I just wished they did something clever, like this, with the higher level sneak perks. It'd be a blast if some of the higher level sneak dynamics failed more often under complex circumstances which make sense in hindsight - rather like what is described in that quote.

I think, however, that this quest for a zero-kill playthrough is totally absurd considering the fictional genre of the game. If deathclaws prey on humans, then playing a human character and going "walking with deathclaws" is always going to be the absurdity of the century. This doesn't stop the devs from building in a few little jokes here and there, just be forewarned. However, while a pacifist would certainly not kill as many as a sniper would, a pacifist could expect, in wartime conditions, to amass a body count in dozens or be "shipped home in a box"; take your pick. I mean, that box choice has been made so many times in so many wars it's not even funny. Kellog is a great example.

Spoiler
When he tries to svcker you by holstering his weapon (instead of placing it on the ground) in the process of entering parley, there is no choice, no room for negotiation and nothing left to talk about - especially if you are playing the role of a pacifist. While a pacifist might forgive Kellog's murder of his wife and child (at this stage your player character has no admissible basis for concluding the child is really still alive), Kellog's defilement of a vital peace-making process is an act which, if tolerated, makes it so much more difficult to broker peace. For this reason, a pacifist could not, in all good conscience, allow Kellog to go on to poison the trust of combatants in the solemn conventions of this ritual. A grieving father may well forgive kellog such a greater evil, but an idealistic pacifist could not let this go and Kellog must die for the protection of the peace-making process. This is what makes Kellog a mandatory kill for the pacifist role-play. On a more pragmatic level, Kellog's ploy is very effective at svckering one in and, as seen by the way it plays out, it is still, nonetheless, a stratagem which violates the sanctity of the white flag and is intended to allow Kellog the opportunity to more safely kill the "Sole Survivor". On this level, there can never be a choice because, Kellog has no motive for allowing the Sole Survivor to live and every motive to see the Sole Survivor safely back on ice, albeit, permanently so.

Anyways, just to clarify my position in case there is any confusion. My view on this is:

Zero kill playthrough = broken game

Minimal kill playthrough = more peaceful choice

Targeted kill playthrough = catharsis choice

Kill anything playthrough = action choice

Kill everything playthrough = broken game

As you can see, I consider all extremes to be absurdities.

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Assumptah George
 
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Post » Tue Jan 12, 2016 5:28 am

A choice where I can choose to kill x or kill y isn't a real choice by itself. Most quests are designed to be just kill something or go to a location with a lot of hostiles to get something. If you are satisfied with that then that is fine.

Radiant quests should be the exception not the rule.

Here is the "correct" way (IMHO!!!):

  1. They should only be used in small doses
  2. There needs to be wider varity
  3. They shouldn't be forced on us over and over
  4. They are no replacement for real quests

Again look for my posts here search for a layered system. I already suggested a doable way to handle location evolution better there. Would still be a lot of work.

Also if keep bashing enemies then these enemies should become rarer overtime (not vanish everywhere of course) certain save zones should naturally come into existence especially if they are around MM settlements.

They overdid it this time (again).

Not killing each other is hardly diplomacy. I already said the most you can do to keep factions from killing each other is to do nothing with them.

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Dan Wright
 
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Post » Mon Jan 11, 2016 11:40 pm


Yes, that's possible when finishing the main quest with Minutemen, but they aren't co-operating, they're just ignoring each other.

No BoS Knights or Railroad Heavies assisting in the final assault, like you can get BoS to assist NCR against the Legion.
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Lizbeth Ruiz
 
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Post » Mon Jan 11, 2016 6:51 pm

Minor Spoilers!

Spoiler

To be honest even some kind of agreement to stay out of each others way should be mandatory in some cases. The BOS wants to controll and clean the Commonwealth and MM wants to protect the people of the Commonwealth. Conflict is inevitable between those two. None of them operate secretly like the Railroad who could just continue to work secretly until they run out of Synths.

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Eileen Collinson
 
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Post » Tue Jan 12, 2016 8:18 am

Actually in NV lots of quest could be done without spilling blood, using sneak, persuasion and a bit of logic.

And there were at least twice as much possible ending for those quest comparing to Fallout 4.

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Sabrina garzotto
 
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Post » Tue Jan 12, 2016 9:51 am

Not the goal, but a possibility.

Possibilities is what makes an RPG an RPG.

For example I wish having 10 charisma and Intimidation perk be enough to calm down villagers in a certain town as they know I've already killed their whole trained militia minutes ago.

Or even better: having everyone in said militia killed without being seen makes them unable to know I'm the one who did it, and then not being hostile against me.

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Naughty not Nice
 
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Post » Tue Jan 12, 2016 7:19 am

Not doing a quest isn't the same as having different ending for said quest: one is aknowledged by the game (which help for immersion), the other is not.

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Georgine Lee
 
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Post » Tue Jan 12, 2016 6:22 am

Totally disagree. A pat on the head for finishing in a certain way is entirely unnecessary to immersion and is my least memorable experience of any computer game.

Deciding when to bail from a quest is about owning responsibility for the consequences of your decision.

You never really own responsibility until you give up all attachement to acknowledgement for what you already know you've done.

More to the point, the real world never acknowledges anything for reasons that are even remotely relevant to the individual's choice to act.

In this sense, having some endings which go entirely unacknowledged makes sense and also good immersion because, sometimes, the best thing to do for everyone results in one fading into the background and being forgotten for decades or even centuries before people even realise the potential significance of ones actions - and history is full of enough examples to suggest that for truly world-changing achievements, this tends to be the rule rather than the exception. And, in keeping with reality, you don't get to have a say in whether the type of choice you'd like to make comes bundled with fame or anonymity.

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Victoria Vasileva
 
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Post » Tue Jan 12, 2016 6:07 am

3) Again I sort of disagree here. In a real world situation if a potentially well-fortified position opened up you would move in and take in. I understand your point and agree that certain elements should never respawn, and I definately agree that pre-war loot should not respawn. I doubt peaceful people would ever gain the opportunity, or have the balls, to take those territories, because they dont have the power or ability to hold off super-mutants and raiders, not without some backing from a powerful force.

5) I agree with you, but some times the skillchecks felt like a very easy alternative. It could be 'go kill a hundred or so enemies that way' or 'oh this guys hurt his knee, can you take a look at him'.

Bethesda in general need to evolve their questing methods to truly introduce challenge in every method. Having high charisma should never be a simple 'ok I like you, go ahead and take that item', instead it should be a path of its own that truly involves some player input. I do like how New Vegas did it, I remember one quest where you could trick someone into killing a bunch of humans and making the rest of the quest so much easier, that sort of skill check is fine because it still requires player input.

6) Yes but can you see anyone outside of the minutemen not resorting to immediate violence when interacting with another faction. The BoS especially would open fire immediately when making contact with the Railroad or Institute due to years of conditioning to hate anything that technologically advanced. In that sense I think the lack of diplomacy is fine, what isnt is the lack of diplomatic/non-combat approaches to completing their respective questlines.

I cant disagree with the idea of more diplomatic involvement with the settlements, and the potential to sway the main-quest using those settlements. Sounds like it would have been an interesting approach to questing.

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Phillip Brunyee
 
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Post » Mon Jan 11, 2016 7:16 pm

Hell yeah. We could talk the Legate and General Oliver into submission by passing increasingly difficult speech and barter skills checks in the endgame. Legate Lanius can even be persuaded by heeding Ulysses advice. I mean how awesome is that?

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Amy Cooper
 
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Post » Mon Jan 11, 2016 11:22 pm

Minus you can't make the game aknowledging you're bailing out of a quest.

For example when the Bos gives you the quest about destroying the railroads, you:

-Can't refuse the quest.

-Are hostile to the railroads automatically.

The only way to get out of it is to load the game before that.

Beside, you say you prefer to let it go, why not?

Every possibility adds to roleplay, but consider that for many people kill or ignore aren't the first 2 solutions which comes to the mind of someone when being faced with a situation.

EDIT: besides, not having the game progressing isn't a roleplay ending, it's just pretend.

Like saying every factions in the game are at peace because you don't do their quest so they cannot shoot each others.

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Andrew Lang
 
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Post » Mon Jan 11, 2016 7:08 pm

I was thinking about the "save zones" I mentioned when the settlements are build up and MM patrol the areas around the settlements. I can easly see scavengers and ambitious buisnessman try to make you use of left over equipment/ recourcess or that they just want a roof over their head once the SS has changed the Commonwealth.

The Ticket Excavation for example has many potential settlements nearby from where they could draw both workers and protection from. It could be a great place to sell building materials from.

Only a few locations should be used that way since it is still the Fallout universe. The NCR in the west has started to produce things as well by the time NV starts. They farm enough to export, they produce at least ammo and guns and they have an extensive trading network to feed their (manu-)factories and to distribute the products from their factories. Raiders have been mostly driven from the land during the process of carving out the borders of the republic. I don't see why we shouldn't have that in the east as well even if it is to smaller extend.

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Carlos Vazquez
 
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Post » Mon Jan 11, 2016 6:54 pm

I'm speaking of the earlier one. The one about "encouragement for someone who needs more confidence". (I always try to use examples from the early game to avoid spoiling anything.) Unsavory characters -- sure! The violent option makes a simpleton's sort of sense and is surely the shortest distance between 2 points, but is that really the only option they could have provided? Can't do this without details, so:

Spoiler

You are basically told to stage a bar fight to give Travis some confidence...make him into more of a man. However, the idea that this needs to be done like 10-year-olds on a school playground is so boneheaded that it's laughable -- it will hardly impress people looking to role-play a mature character. There were dialogue options that seemed to encourage Travis to talk it out with them, but even that results in the thugs picking the fight anyway. Here are a number of other options:

1.) You talk to the thugs before talking to Travis. Ensure them that the fight isn't necessary, and convince them that when Travis takes a real stand and tells them to back off, they will. Obviously, they will react stupidly to this, as they're spoiling for a fight. At that point, you can reason that they were being paid to throw the fight anyway, put some fear into them yourself with a threat, or drop them some caps to buy their cooperation. Later, encourage Travis to take a stand and continue taking a stand while also refusing to fight. The thugs will eventually give up and leave the bar. Scarlett is really turned on by Travis' display and approaches him on her own. Since there was no fight, Vadim later refuses to pay and is taken hostage. Quest continues as scripted.

2.) Speak to Travis ahead of time, and let him know Vadim's plan. Travis whines and panics about the upcoming fight, and you give a good lecture about taking control of his life. Encourage him to confront Vadim instead, and say you'll be there to back him up. You head to the dugout inn, and Travis argues with Vadim to call it off. Every time he gets whiny, you encourage him to stand up for himself, and eventually, Vadim apologizes for trying the stunt. But he also tells you to get the hell out of his bar. Scarlett likes how he confronted Vadim, and flirts with him. Vadim later refuses to pay the thugs, and they take him hostage. Quest continues as scripted (and Vadim is willing to forgive you after you rescue him).

3.) You follow Vadim's original plan until the confrontation begins in the bar. Right before things go south, you have a dialogue option to step in and pull a gun. You stop things in their tracks, and the thugs leave. Vadim is furious that you interfered like that and nearly started a shootout. He tells you to get out. Scarlett rushes over to see if Travis is okay, and Travis says something about being impressed with your display -- even though...you never shot anyone. Later, Vadim refuses to pay the thugs and the quest continues.

Bethesda has always been more about exploration, open world, and player choice being the crux of their games, rather than crafted narrative being the driving force. Fallout is a bit of a different beast. I think both their narrative and script (meaning dialogue and character development) has improved greatly in FO4! But the overall feel is still a bit ham-fisted. Plus, Fallout is a series that was originally guided by powerful narrative. Even in the '90s, the writing was impressive for the limited technology. Characters held weight, and NPCs were not black-and-white. I think the amount of work done on the Fallout games needs to be split more evenly between world creation and story elements. It can't simply be a cut-and-paste of the Fallout universe into The Elder Scrolls mechanic.

And I loved the conversation about how baseball is played! I tried two different responses on two different playthroughs and laughed both times. That's the sort of tongue-in-cheek fun that used to pepper the original Fallout games!

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Rachael
 
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Post » Tue Jan 12, 2016 1:54 am

I really support this mechanic, actually. Some people have decent luck with RNGs. It adds flavor and spice. Others (like myself) are quite literally cursed when it comes to any sort of "chance".

I once lost 12 rolls in-a-row during a game of Risk while on the attack. And not only that, I rolled at least one "1" every time. Every. Time. I thought that was amazing, until the next time I played...when I lost 17 rolls in a row...rolling at least one "1" every time. In games that require chance, even with "skills" upwards of the 90th percentile, I will normally lose every single random check. People are often amazed watching it. I've been told numerous times that it's not possible, that I'm using trick dice, that I'm doing it on purpose somehow -- it's hilarious.

When it comes down to it, the things games "roll dice" for are really not up to chance. (I'm living proof of this. I know I can't take chances -- so I don't.) When people have a skill, they just get things done. It's not "trying", it's "doing". People who don't know how to do something "try". I think it was Knights of the Old Republic 1 that introduced the "automatic win" concept with force powers or persuasion in dialogue. If you had the skill, the dialogue option appeared. If you didn't have a higher skill than the NPC, you could not convince them; if your skill was higher, you could. Simple as that. This immediately felt more realistic to me.

Plus, as a game mechanic -- it works better. After putting hard-earned points into a certain skill, I expect so see my gameplay permanently change, not occasionally get what amounts to a surprise bonus at random times for random reasons with no direct control over it. That's...not how things work.

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Heather Dawson
 
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Post » Tue Jan 12, 2016 8:58 am

I was playing yesterday and suddenly I saw a merchant (Trashcan Carla lol) on the road. Damn, almost threw my hands to the sky and thanked God for seeing anything but an enemy.

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R.I.P
 
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Post » Mon Jan 11, 2016 9:49 pm

I found an injured mongral who didn't attack me so I healed it with a stimpack and he started following me ^_^ best day ever
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Stacy Hope
 
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Post » Tue Jan 12, 2016 2:23 am

Awesome.

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Jade Payton
 
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Post » Tue Jan 12, 2016 4:56 am

Yeah, I think I confused TW3 and ESO.

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Sara Johanna Scenariste
 
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Post » Tue Jan 12, 2016 1:08 am

How is that even possible?

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Angus Poole
 
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Post » Tue Jan 12, 2016 9:04 am

You better go and revisit that ending. They aren't submitting. They are picking up their marbles and going home with a promise to return to the game tomorrow. They haven't been defeated, it is just their nap time. They aren't cooperating, They still hate each other, and now they both hate you, also.

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ILy- Forver
 
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Post » Tue Jan 12, 2016 8:03 am

You cannot be a pacifist in NV. Not possible.

And I've yet to run in to an Indie game that doesn't look like it was animated by a 5 year old with dislexia and the plots... oh, wait, there are plots?

Just had some bad experiences with Indie games. Too many platformers, Goat Simulators and ones with graphics that look like they came from 1983 (and I was there in 1983, so I know that they're even worse, actually).

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Alessandra Botham
 
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Post » Tue Jan 12, 2016 4:56 am

Well... my characters in both games have purple hair and shoot things? Oh! And I'm drunk. :)

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Sabrina Steige
 
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Post » Mon Jan 11, 2016 8:37 pm

Maybe not pacifist, but you often had several options on how to solve a quest, something I miss in FO4. Beth had done a lot of things right, but quest design is something they should improve in the future

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Ashley Campos
 
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