Please Fix maccready's perk. It Breaks the Game.

Post » Fri Dec 11, 2015 5:26 am

Even when you link to multiple dictionaries stubborn denial hangs in there.
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Glu Glu
 
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Post » Fri Dec 11, 2015 8:42 am

Indeed. We can only fight the good fight, though.

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Jaki Birch
 
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Post » Fri Dec 11, 2015 3:29 pm

I came in here to agree but mostly all I see is a bunch of armchair English professors arguing over how the original post was worded.

Fact of the matter is that the perk should be providing a 20% increase not a 2000% increase.

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Siobhan Thompson
 
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Post » Fri Dec 11, 2015 1:21 am

There's a big difference between a "gamebreaker" in the context of a sporting event or competition and "game breaking" element in a video game. These are not the same things. A game breaking aspect of a video game would be an element that makes it unplayable, i.e. 'breaks the game.' This would be something like getting stuck in an elevator and being unable to restore to a previous point by loading a previous save. This can and does happen. It literally "breaks the game." We're not talking about the "gamebreaking moment" in a basketball game.

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Penny Courture
 
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Post » Fri Dec 11, 2015 1:52 am

If rewarding different types of characters with different content, based on who those characters are is wrong... I don't wanna be right!
Though, I suppose you could be RP'ing some type of sycophant.
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sarah
 
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Post » Fri Dec 11, 2015 2:23 am

No Vats, and vats criticals break the game instead of having a decent 3rd person camera for shooting, and better gunplay in first.

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Kayleigh Williams
 
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Post » Fri Dec 11, 2015 10:20 am

It's not even necessarily just that. I should have put a bit more thought into that comment.

I like how different companions respond to different actions. This isn't a bad thing, but if they want it to work like that, they need to make it actually work like that. With a lot of the companions you can do all kinds of stuff that they dislike, but do one thing that they like and they're all over it. You can travel with Cait and help settlers out, not bargain for more caps, choose the peaceful dialog options all the time and all kinds of stuff that she does dislike. But you'll still max out her affinity for you because she just loves lockpicking so much.

This doesn't make sense. You can play the game as a character that does basically everything that Cait dislikes, but since you have mad lockpicking skills she's just all over it. If they want companion affinity to be based on who your character is and how you play the game...then they need to make it actually effective.

Of course if they did this I'd probably be complaining about how it's impossible to reach maximum affinity without totally changing your playing style, so I guess I'll just be content with the system as it is. I haven't really had much trouble with it. I'm currently working on getting the MacCready perk. I've picked some unfriendly locks, stolen a few things, and already started the 'Long Road Ahead' companion quest. It sounds like this is a fairly lengthy one though, which is cool.

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Eoh
 
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Post » Thu Dec 10, 2015 11:06 pm

Yea man, Lock picking makes that girl sploosh so hard you could drown a toddler down there.

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hannaH
 
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Post » Fri Dec 11, 2015 2:25 am

VATS is terrible overall, "select target and pull RT to waste ammo". It makes sense there's a perk that makes it work as advertised.

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Stryke Force
 
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Post » Fri Dec 11, 2015 11:20 am

https://www.youtube.com/watch?v=lhckuhUxcgA

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Mark Churchman
 
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Post » Fri Dec 11, 2015 4:09 am

If only it was that simple in real life.

"I know you're not into who I am as a person, and that I stand for the opposite of almost everything you believe, but just wait until you watch me pick a couple dozen locks. You'll change your mind."

Yeah, that doesn't happen...lol

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Alexis Acevedo
 
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Post » Fri Dec 11, 2015 11:54 am


You'd be shocked at just how far you can get with a sharp tongue and quick fingers.
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Mr. Ray
 
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