Sounds like https://en.wikipedia.org/wiki/Omar_Little.
Sounds like https://en.wikipedia.org/wiki/Omar_Little.
I do think we need to get more bandit/raider related content; they can't and shouldn't make every raider group semi-friendly or joinable, but at least give us some quests and radiant encounters that enable us to be raider jerkholes, or team up with one raider clan. And let us mug people! Like, just make it a radiant thing where we can interact with a non-hostile NPC (like with a contextual activator that gives us [A] Talk and [B] Mug, or just pointing our gun at them) and try to shake them down for valuables. That would really work well in a Bethesda game, I think. Raiders could also use a little more identity, too; like, the Forsworn in Skyrim weren't just a band of raiders. They were straight up terrorists, and they had a backstory that almost made them sympathetic characters.
As for quests being forced on you, I never had a problem with how Skyrim handled it. Just because a quest objective got added to my journal didn't mean I felt obligated to see it through. I could see one of my particularly dikeish characters taking that Laser Musket on the ground, looking at Preston Garvey, and just walking away. Yoink. Maybe if they added an option to hide quests that we never plan on completing? Like I said, it's not a big deal to me.
This request is simply based on "But I wanna..." There should be people that are simply your enemies period because the choice of who is your friend and who isn't, is not based purely on your desires and your actions as the PC. Some people are just not going to like you period for their own reasons that you will never have explained. That is just life. Years ago I got a job and one of my fellow workers hated me the moment I started work. I never even got a chance to offend this person or do anything they simply disliked me from the get go. i never knew why and it wasn't anything within my control. It was my co-workers choice for whatever reasons they had that i never became privy to. That is life.
Secondly games tell a NARRATIVE and gamers have to get it in their heads that they are NOT in charge. That is right you are not in charge. The developer is and the needs of THEIR narrative supersede your desires. Creating a game like fallout REQUIRES that there be enemies that you can't win over. GET OVER IT. The game's narrative is more important than your desire to be a drug kingpin or Immortal Joe from mad Max or becoming the leader of the Enclave or any myriad of other "concepts" you might dream up. It is your responsibility to create a character concept that is FLEXIBLE enough to fit within the confines of the games narrative. As much as i want to be a Umpa Lumpa Jedi master who crashed landed on earth and is spreading the Jedi code throughout the greater Boston area with my Padawan, I can't. The game simply doesn't include a narrative that allows this and the mechanics don't support this. So either I keep banging my head against the wall because the game won't let me, "but i wanna..." do it anyway. Or i simply accept this fact and design a character WITHIN the confines of the game's narrative or one that is flexible enough that i can change it to fit within the confines of the narrative being told.
I don't see why you couldn't take over at least some raiders. I doubt all of them are completely drugged out to the point that they wouldn't recognize impossible odds and act in some manner of self preservation. It would be cool if there was a raider faction that had a "Challenge the Chief" system similar to what the Chairmen had before House civilized them. You challenge their leader, kill them, and assume control of their group.I mean, I wouldn't really do it because I have no interest being that kind of character, but it doesn't seem like such a thing wouldn't fit the world.
I’d be up for it, but it would have to be something that you could do all the way to the end. Inclusion in Fallout 4 is out, but the next Fallout title could implement it. New Vegas’s Powder Gangers just had the two quests and that was it, so being a raider ended a couple of hours into the game.
I view raiders as the bad guy tribals of the wastelands.. the only way to be a raider would be to have been born into the tribe and all outsiders to the tribe would be viewed as a target. I also view each separate group of raiders as a different tribe... all belonging to a different raider faction even though they all dress alike. In Fallout 3 you could actually join the slavers .. who, while dressed the same as raiders, were not raiders. If they all actually roamed around the wastelands I would imagine that raiders would raid other raiders.... (but they are confined to location by scripting and most likely raider on raider battles weren't scripted either.)
Reasons for doing anything in the game?.. Because you are playing a character in the game. This specific mission looks like it might be one that you might be able to skip. Choose to help or not to help. It also might be a bit of a tutorial mission. Get you used to gun play and give you a chance to play around with some power armor before you are able to build your own. Since it's obviously an early mission it's rather unlikely that you'll be able to keep that power armor.
Because 'raiders' fit the generic anonymous bad guy role that gives us someone to kill without moral repercussions or consequences. They're someone to shoot at whilst on the inevitable fetch quests.
Obviously we've yet to see how they are implemented in FO4, but the suspicion must be that they are a copy paste from FO3. Personally, I prefer that FNV at least tried to flesh the 'raider' role out a bit with the Powder Gangers and Fiends.
In Fallout 2 you could join slavers guild and go hunt slaves , and thats true freedom that you will never get from Bethesda.
Hasn't it been said there's more options to deal with things than just shooting/stabbing/blowing it up? I sware I've heard that a more peaceful path will be possible. Likely be perk choices.
I'll have to find the interview, but something along the lines of "you can avoid killing a lot" was said. I think the gist of that article was, they did do a lot for nonviolent paths, but this won't be a game designed around completing without killing anybody like Dishonored or something. Maybe it'll be like New Vegas, where none of the quests explicitly require you to kill anyone, but there's really no robust system of non-lethal takedowns or anything.
I can't understand why some co-worker wouldn't like you. Your posts are just adorable.
Yeah I get that there must be some generic raiders that just do raider things. I do like though in Skyrim where if you approach a bandit camp they would warn you before attacking, they didn't just charge you like crazed madmen. It would seem a little more realistic if my PC, all heavily armed and looking badass, walks towards a raider camp that they first show their weapons and warn you to back off you're on their turf. It least then you have the option to walk away ... and snipe them from a distance.
I think Fallout 4 can approach this subject diferently, and that is atually rther simple:
The player character raids raiders, ad this is done by utilizing the player character as the raiding part whereas raiders are victims to be ambushed.
What this means is that throughout the game world, raiders don't just spawn and run around charging at you. They will attack potential weak targets, and flee when they know you're too much to handle.
What this also means is that raiders will prowl the wastelands but can sometimes be caught off guard by your high perception and hunting skills, so rather than they running around finding you, you end up finding them hiding behind rocks looking at other targets like creatures or civilians wandering around. Hunter becomes hunted sort of deal.
I agree that the scenario is often two-dimensional; raiders will always raid, whereas their victims don't. While some groups like NCR and Legion will fight raiders and eachother, townfolk sould also patrol the wasteland and attack any raiders they see (and if they hate you, they'll attack you a well). The "radier" element that was once focused entirely on radiers, will be applied to all other parties which act similarly. NCR and Legion will fight eachother, just as townfolk will hunt and find Raider camps.
In human history, bandis and vagrants weren't the only agents behind predation; villages often rallied and hunted down troublemakers too.
THis can also be applied to Vaults. If there are multiple vaults with surving communities for example, they can create conflict by raiding eachother as well as being raided by Raiders.
Wait, so I was just imagining going to paradise falls, kidnapping people, enslaving children, and buying my own slave? I need to remember what drugs I was on. Sure, the system was barebones, but it was there.
This is definitely the source of a potential mod to the game, but would likely not work very well (or be VERY complex) in terms of quests in the vanilla game. Very few games I have ever played didn't have at least some creatures or factions that were automatically an enemy of the game's protagonist.
In FO3 there are LOTS of other wanderers you meet that are Neutral toward you when you first meet. Raiders were just always, "shoot first steal your stuff later". types. I do agree some subsets of the generic "Raider" faction that you could potentially interact with beyond target practice would be a nice change of pace.
I'm not sure I would get all worked up about something you find out of place in the footage they have shown so far. I would certainly not consider any of those scenes part of something that might not have been staged just for the footage shots. I'm not saying it's anything deceptive, just that we were certainly never told its footage from an actual continuous play thru (like Beth has done in the past).
In Fallout New Vegas --- you could enter Vault 3, which is chock FULL of raiders --- and they would not attack you if you told them you were delivering some drugs... still freaked me out whenever I'd turn a corner and there one of them would be, non-aggro. Of course at some point I attacked one of them (or they attacked me when I unlocked the prisoner cage, I forget).... and then ~miraculously~ the entire Vault knew that I was shoot-on-sight (I suppose they COULD have radio'ed around ).
But it at least opens the door to a kind of raider community you could theoretically join. Of course they were pretty established with a strong leader and were not generic "raiders" you find out in the wilds huddled around a shack.
In Fallout 3 you could join slavers guild and go hunt slaves , and thats true freedom that you will never from Beth...
oh wait.