kill, Kill, KILL, KILL, ...

Post » Tue Jan 12, 2016 1:35 am

It is indeed possible. I've made several runs without killing a thing, when doing speedruns. There are however, only two options for completing the main quest if going for no kills, and that is the NCR or Yes Man endings (siding with house or legion requires you to kill) It does however, require some know how, and isn't something a new player would think of doing. The earlier Fallout games, could be done with very little killing (no more than a couple of kills)

If in doubt, there is youtube videos of full playthroughs without killing in NV ;)

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Brooks Hardison
 
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Post » Tue Jan 12, 2016 12:28 am

Berry Eenteresting! :)

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Aman Bhattal
 
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Post » Tue Jan 12, 2016 1:23 am

Yea sure...I still stand by my comment...these games are based on two basic things, killing and storytelling...having a few instances where you don't need to kill a lot of enemies does not fully escape that...

Also replay would svck if you had to sit through boring dialogues most of the game, just to get to see how things could have gone...I liked NV well enough, but the dialogues between Mr. House, and YesMan..ugghhh...boring

People also need to be aware of one fact...Violence in video games sell...they are rated M for a reason...if they fell back from that, and had 10 minute dialogue options with every NPC to find ways around violence, Fallout would svck, and they wouldn't need to put so much effort into weapons, armor, enemies, and death animations, and rate it T, and not sell [censored]..they probably will never deviate from how they do things now..and they shouldn't...

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Charles Weber
 
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Post » Tue Jan 12, 2016 5:25 am

Don't you to kill Mr. House at least?

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Lexy Corpsey
 
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Post » Mon Jan 11, 2016 9:41 pm

Let me see if I understand this;

Your non-violent approach is to:

Spoiler

Instead of having a fake fight where nobody gets more than a few bruises, and then shooting up a brewery.

Replacing it with talking your way out of a fake fight where nobody would have gotten more than a few bruises, and then shooting up a brewery.

I did not know that non-violent was a synonym for insane. Thank you for the English lesson.

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Jade Barnes-Mackey
 
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Post » Tue Jan 12, 2016 10:39 am

Well... You don't HAVE to.

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Oscar Vazquez
 
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Post » Tue Jan 12, 2016 1:59 am

Fallout 1 could be completed killing no one. You could sneak past or run from random encounters, find a diplomatic solution for all of the story conflicts, and even convince The Master to sacrifice himself in the end. (This requires max+ Charisma and max+ Speech, though. There was also a story element from earlier on that you had to complete a certain way, or the "sacrifice" option would not appear in dialogue.) The first time I pulled off i couldn't believe I had done it -- completed Fallout with empty hands.

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Amy Gibson
 
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Post » Tue Jan 12, 2016 7:45 am

Hilariously enough, this is one instance where being a killer is more merciful than being a pacifist. Pacifist playthroughs are very possible and even viable in NV. But that doesn't mean you can go that route wiithout ruining lives.
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Chris BEvan
 
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Post » Tue Jan 12, 2016 7:27 am

Three things that you probably have heard before:

1. Timing is everything.

2. Patience is a virtue.

3. Save and save often.

It is quite challenging. You have to be very cautious. You have to be quick at some points in your trip. There are somewhat lengthy periods of inactivity while you are just waiting.

If you are the type of individual who cannot stand to sit in one location with your thumb up your butt for minutes at a time waiting for someone to turn the other way or leave., then just shoot everyone in the face and be done with it.

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xxLindsAffec
 
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Post » Mon Jan 11, 2016 7:05 pm

Ha ha ha! I figured my posts were long enough. The one time I figure I've covered all the bases...

No of course not. There would be some form of diplomatic solution to every quest in the game. Even if it means walking away empty handed, or letting a dangerous element go about its business. (Just like in Fallout 1 and 2.)

Spoiler

You arrive at the brewery and Travis asks you what you're going to do. You have a response option along the lines of "The same thing we did at the bar. Stay calm. Hold your ground."

You enter the brewery and are immediately accosted by the thugs, thinking you've brought ransom. You can then pay it, or go see the leader and negotiate an alternative: food in exchange for the gang's cooperation guarding the road into Diamond City. They can also sell their beer to the Dugout Inn. You get Vadim, they can keep the brewery and the profit for the beer.

In order to build this type of complexity into the plot, however, it would require Beth to spend time/resources on scripting this stuff instead of building bigger worlds. The type of thing I'm suggesting is a coding and scripting nightmare. Story branches such as this become exponentially larger very quickly. At least half of the dev time would be devoted to building in every necessary branch at every joint...and that would mean a smaller world and shorter game.

You always lose something...

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Genevieve
 
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Post » Tue Jan 12, 2016 8:54 am

You people and your complexity. I want BIGGER worlds! I want to wander around aimlessly doing nothing and accomplishing nothing! Oh... wait. That's what I do in real life. You're right. Maybe complexity over huge empty spaces and pointless delves would be a better idea. :)

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Everardo Montano
 
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Post » Mon Jan 11, 2016 10:56 pm

If you really believe that talking someone into suicide is any different morally than doing the job yourself, then you would have to agree that the Sole Survivor who shot everyone in the face didn't kill anyone, the bullets did.

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Jade
 
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Post » Mon Jan 11, 2016 7:24 pm

We do not live in a perfect world. The Fallout universe is a reflection of our imperfect world in a fun house mirror after everything has gone down the toilet.

What you and others are asking for is tantamount to asking that the rules be changed so that you are allowed to spike the football after scoring a touchdown in a chess match.

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Verity Hurding
 
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Post » Mon Jan 11, 2016 8:41 pm

You can decide to let him live, without any power over Vegas. All shriveled up in his pod, forever a vegetable...yes it is indeed a cruel world, but war, war never changes..... :)

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Michelle Smith
 
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Post » Mon Jan 11, 2016 10:40 pm

Kimball, Oliver, Lanius and Ceasar need to win the second battle or else they are finished. Both the NCR and the Legion have poured almost everything they had in this conflict.

The NCR is no longer willing to support the expansionist, warlike, shortsighted politics that Kimball and Oliver stand for. Hanlon will change the politics of the NCR if you let him go during "return to sender" and Mr. House fully expects buisness and relations to return to normal soon enough and I don't see a reason why not. It is not like New Vegas is some weak community that actally needs shelter and can easily be buillied into joining. Letting Oliver live means that he and Kimball will have to (mostly) take the blame. I think Mr House even says this.

The Legion can only live by moving forward at this point. They do not produce much and live mostly from their enemies. The Legion also doesn't accept failiure so whoever is in charge will be in serious trouble because he has to face internal oposition and the legions moral will be destroyed since their "superior" ideolegy has now failed twice. If Ceasar is dead and Lanius survives it get even worse. Lanius can only think in one direction and is unable to make the nessary changes. Ceasar or Vulpus might be able to but they taken can be. Long story short: The Legion is broken with many soldiers dead, their rescources spend, their moral broken.

I think leaving them alive is the strategly best choice.

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Sammygirl500
 
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Post » Mon Jan 11, 2016 8:16 pm

As far as I remember you had the choice between killing him instantly or killing him damn slowly ...

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Katie Samuel
 
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Post » Tue Jan 12, 2016 12:50 am

True.

What I find great about Fallout 4 is that the game is not entirely about all killing now, not with all the settlements and the exstensive game-play now integrated into this Fallout, Fallout 4. It's a welcome change, and at least there are far more dialogue options with the settlers. Though being a 'Fallout', Fallout 4 will also has extensive combat play, it's to be expected, otherwise there would be claims that it would be unjustifed to call itself a 'Fallout' game. Fair enough, players know what they are getting.

However to complain that there is not as much role-play as the likes of say Morrowind or Skyrim, a 'Fallout' will have some, but no where near the same amount. Fair enough again. Though this Fallout, Fallout 4, does at least go quite a way by adding many settlers for a lot more role-play possibilities than before, and I think they have been very well integrated into the overall play of Fallout 4.

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cosmo valerga
 
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Post » Mon Jan 11, 2016 8:11 pm

Actually to convince the Master to end it all you do not need max Charisma or max speech. You just need Vree's Holotape on Mutant sterility. I've done this with a Charisma 2 character. You also don't need to sneak. If you want to do a pacifist run in FO 1 all you need to do is talk to Morpheus and tell him you are the Vault Dweller and he takes you directly to The Master. Game over.

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Tai Scott
 
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Post » Tue Jan 12, 2016 3:34 am

Depends entirely on the player. I also agree with your sentiment. I think Beth should really consider including a "Sandbox Mode" in their next title. Just all the secondary quests and what not. No main quest. Exactly what you're suggesting. Pure, open, world.

Something I've wanted for a long time, actually. I think every TES game so far would have benefited from this. (You can actually do it with Daggerfall, too! Just never respond to the first messenger.)

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Ashley Clifft
 
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Post » Tue Jan 12, 2016 6:39 am

Actually..

Spoiler
Every single main quest path in the game demands that you personally destroy one faction or another. By your own words this means it's impossible to complete the game without killing anyone. Three of the four endings demand that you nuke the institute, some involve destroying the Railroad or BoS. In any case every single ending demands that you kill people

So regardless of how you want to label it, it is, in fact, impossible. :shrug:

From the moment we're conceived, we're slowly dying. That's almost like saying that if you pull a gun on someone and don't shoot them, then you're killing them slowly (well more like putting a prisoner in isolation for the rest of his/her life).

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Ben sutton
 
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Post » Tue Jan 12, 2016 5:34 am

Actually it's not only a few instances.

Besides you think dialogues are boring, I think it's what makes the game interesting.

Well, for NV at least, as I'll do a minecraft/tower defense playthrough of Fallout 4 in about one year, when there will be a lots of mods.

The problem is not violence.

The problem is not having to kill things.

The problem is almost never having the choices of killing or not.

The problem is being unable to interract with most NPC other than shooting them in the head, even when you could logically avoid it and have reasons to do so.

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luke trodden
 
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Post » Tue Jan 12, 2016 7:25 am

Well -- not exactly, but you're also not far off the mark.

You have a preference. You think your preference is the best. The game happens to match your preference. Why would anyone want to change it?

Others have different preferences. The original Fallout 1 and 2 modeled ALL preferences...and in a pretty believable way, too! (Great writers!) It was possible to go through the first 2 games as a psycho maniac mass murdering devil-worshiper. It was also possible to go through the games as a flower picking cuddle faced hippie pacifist. Or...anything in between. But not everything at once. You had to pick a path and stick to it to be effective. The game remembered your actions, and reacted accordingly. (The old Karma system.)

This is one of the things that made the game so popular when it was released. You could literally do almost anything, even though the tech was far more limited back then. If you had a preference, the game had a path for that. The mark of a true, golden RPG.

Personally, I don't play as a pacifist, but I mostly play as a character that tries to avoid violence. If 3 bandits start shooting at me on the road, I'll bury 3 bandits corpses before they learn my name. But if I see a situation that could be mediated, I like to have that option. To put it into my own perspective:

Spoiler
I would have definitely played through the bar fight as peacefully as possible. But when they kidnapped Vadim, on my first playthrough at least, I would have kicked in the front door of that brewery...and everyone might have detected a distinct, metallic taste to their beer afterwards.

That's the way I chose to play my characters:

"I'll give you one chance to settle this. I recommend you take it. If not... (He flips the safety on his rifle off.) ...conversation's over. Make a choice."

It would be nice, however, if the game allowed for the full pacifist route as well. (Plus, the no killing thing in Fallout 1 was hard as hell.)

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Joanne Crump
 
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Post » Tue Jan 12, 2016 9:44 am

I think that was chance. The option relied on the storyline matching the correct sequence for the dialogue to appear (including possessing the tape), and you had to pass a Speech check. You could fail the check, and The Master would shout about it being a lie...did you think he would be so easy to fool...no, no -- everyone would pay... That sort of thing. I think if you had Charisma and Speech at 101%+, you automatically succeeded in the check.

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Taylor Thompson
 
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Post » Mon Jan 11, 2016 10:52 pm

Trust me, you don't need Charisma. You do need Int 7 to get the dialogue options, which if needed you can pop a mentat, but speech doesn't have to be 100% or higher, and you must, no matter what, have or have read the holotape, because the Master will demand proof, being a scientist and all, at which point you give him the holotape or tell him to ask his female mutants if for some reason you ditched it. I would guess Speech around 50-75 is sufficient, but it doesn't have to be 100+ and I know Charisma doesn't matter, I've never had a FO 1 character with greater than 2 Charisma after gifted. However, speech 100+ may auto succeed, but it seems like in FO 1 there always a chance at critical failure. I've never failed it though and had to reload, so it is hard to say what % is actually needed. That would require keeping a low speech skill and a bunch of saved up skill points to test :)

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Ana Torrecilla Cabeza
 
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Post » Mon Jan 11, 2016 11:05 pm

I know I failed it repeatedly the first time I tried it. had to reload and go through the whole dialogue like 10 times before it worked. I originally thought it was because I was selecting the wrong dialogue options. The second time I tried it, I maxed Speech (to like 120%) and (I think you're right about) Intelligence (instead of Charisma), and I couldn't lose. I know I reloaded the second save at the end a few times to show the game off to friends...plus I loved the closing cinematic -- so awesome.

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FLYBOYLEAK
 
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