Loot RNG breaks immersion, here's why.

Post » Fri Dec 04, 2015 10:13 pm

Since loot isn't contextual with the exception of comics and unique weapons, finding something like a pipe rifle inside of a master locked safe that no one has opened in over 200 years is just plain stupid.

The pipe weapons are post war wasteland weapons. Did they really not consider applying an algorithm for contextual loot placement? I mean come on.

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Katy Hogben
 
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Post » Fri Dec 04, 2015 1:47 pm

I love finding weapons on legendary roaches.
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Valerie Marie
 
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Post » Fri Dec 04, 2015 11:30 pm

While I agree with other cases the safe example rarely works because modern of the post apocolyptical future people pick and relock those all the time and maybe some become a hidden safe cache for weaponry if they need it.

roaches mentioned by the last guy have no excuse though.

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Gavin boyce
 
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Post » Fri Dec 04, 2015 9:01 pm

I love finding a Deathclaw gauntlet in a 200+ year old safe. Chupacabra confirmed.

(edit: To be clear, I'm joking. It's a game, and I'm having fun with it. Mission accomplished, Bethesda.)

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Baylea Isaacs
 
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Post » Fri Dec 04, 2015 6:00 pm

How do you know the safe is 200 years old, you opened it, why can't others?

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Christine
 
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Post » Fri Dec 04, 2015 9:12 pm

But would you really be happier with realistic safe contents? What do people actually keep in their safe? Company and/or legal papers, some pre-war cash or jewellery and maybe (once in a while) a pistol or some "jet". That would preserve immersion and make 90% of safes pretty much pointless to open.

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jess hughes
 
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Post » Fri Dec 04, 2015 10:10 pm

*picks safe*

*finds Bob and Cindy's life insurance forms*

Codsworth liked that.

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Prisca Lacour
 
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Post » Fri Dec 04, 2015 3:36 pm

I agree that finding big weapons on legendary roaches is one of the immersion breaking things of Fallout, along with Mama Murphy with her divine fortune

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Jamie Lee
 
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Post » Fri Dec 04, 2015 8:46 pm

just one of those things good for a laugh once and a while though

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JD bernal
 
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Post » Fri Dec 04, 2015 8:15 am

On container contents: I've yet to find any randomized loot that I couldn't find a reasonable explanation for being there. I'm not sure there are any locations in the game where we can be 100% certain that we're the first visitors since the bombs dropped. Maybe some chump stashed their Jet in that box to pick up later, but got eaten by Mirelurks. Maybe someone with a Pipe Pistol was exploring that place and got jumped by Feral Ghouls. I actually have a lot of fun trying to reconcile these little things and come up with explanations.

On legendary encounters: This is actually where I've got to admit that I don't give a Mole Rat's ass about the game world being 100% immersive, and accept something that's meant to just be a fun game mechanic. This'll break the crap out of your immersion, if it's something that tends to break a lot for you, and I hope you can pick up a mod at some point down the road to tighten it up for you.

Psychics have actually existed in-universe as far back as the first game. Bethesda's not giving us anything new with Mama Murphy, except that hers manifests from getting high as a kite.

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Nicholas
 
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Post » Fri Dec 04, 2015 2:49 pm

Not every safe is from pre-war. Some of them are quite obvious, and contain the usual stuff... ammo, a pistol, pre war money, gold watch. The other ones were probably cracked and locked by raiders or scavengers to store their own valuables.

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Micah Judaeah
 
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Post » Fri Dec 04, 2015 8:03 pm

They also keep their firearms in safes (or weapon lockers, where/if available), along with any related ammo. Which is where the gripe comes in, as there's no way a long-sealed military base would be stocked with jury-rigged post-war weaponry.

There's also the fact that, contrary to the game-play necessity of uniformity in the lock-picking mini-game, safe-cracking requires specialized tools and knowledge if you want the contents to still be intact once you've finally breached the door. Even then you've generally rendered it useless as a safe from then on, since the door tends to be irreparably compromised. Since the seals on safes are still intact (which I'll grant is another deference to game-play necessity), it only makes sense that the contents, including any weapons and/or armor, would be prewar in origin.

Basically, what is being asked is that some common sense be applied when generating loot lists for sealed containers. Note that this also applies to the difficulty of the lock/locking mechanism, as there's very little more annoying than cracking a Master lock and, instead of the top-tier loot normally associated with such security, finding 3 10mm rounds and a can of Cram.

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Miss Hayley
 
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Post » Fri Dec 04, 2015 10:20 am

Welcome to a gripe that has been heard far and wide for over a decade now. Picking a master lock in oblivion only to find a broom and calipers anyone?

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HARDHEAD
 
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Post » Fri Dec 04, 2015 10:17 pm

Hehe.

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Jack Bryan
 
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Post » Fri Dec 04, 2015 4:23 pm

Awsome! :goodjob:

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Scared humanity
 
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Post » Fri Dec 04, 2015 6:47 pm

I am waiting for a mod that completely removes legendary items altogether. I like the legendary enemies and I have my game modded so that I even get more than the default survival. The problem with the special loot items is that they are either useless and can't be broken down so I have to dike around and sell them or they are OP and end up making the game a breeze and once again I have to dike around and sell them because I can't dismantle them.

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emma sweeney
 
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