I find it funny that people are so past the thought that bethesda could do good ai that they could never see it happening.
Oh, for https://www.youtube.com/watch?v=_9A_1eoyGiM.
I doubt that, since you can't take them all, and you don't have to take any.......
They can't be that essential.
This is part of the reason why I like protected/essential NPCs. The game world has 20-30 NPCs scaled to represent a population of thousands (millions) of people, and each NPC tends to have his/her own flair or unique personality. When they die from some random event a bit of that world dies with them.
In Fallout? The world was devastated; (should be irrecoverably). Basically everyone was dead, and the few people that survived shouldn't be over a million; it took over 100 years for the US to reach a million, and that was with a unspoiled country; the world of Fallout is a bombed out toilet of a world, with the remnant few desperately trying to eek out an existence in it.
Companions can be useful, but they can also be really stupid. I'll take immortal companions over an inevitably poorly implemented system where they can die. The AI often often behaves as if it just read Charge of the Light Brigade and thought, "yeah, let's do that". Like it or not, many characters need to stay alive. I can't count how many times I had to reload a save in Skyrim because vampires teleported into a town and killed a few named NPCs before I could hunt them all down. I don't like it when the whole world is an escort mission. Random chance shouldn't determine how much of the game you get to see. Characters should only be permanently killable by the PC. In fact, watch this video to get a better sense of how I feel about having to protect an NPC.
https://www.youtube.com/watch?v=raIrRERM9OU
If such links aren't allowed, just look up 'Every Video Game Escort Mission Ever 8 Bits'.
This.
Population count is down the drain. Large population centers and industrial capability has been bombed into oblivion. Vast stretches of land should be irradiated and unreachable for humans (and safe spots for ghouls and super humans).
Daily survival should be first priority, meaning clean food and water and medicine. Anything else is luxury at this point. Brahmin are on of the few domesticated animals of note that can serve as beast of burden.
Re-population takes time and frankly is hindered by radiation poisoning of the current generation and malnutrition. Lack of proper healthcare isn't helpful either as qualified doctors should be few.
Doesn't mean there shouldn't be small case progress, especially in larger "towns" (villages more considering the population numbers). Back it's way off from anything resembling pre-war.
So what if the NPC's are stupid and die from glitches or stupidity? We should be suffering from the consequences, furthermore quests NPC's should have quests written so if a quest NPC gets killed we should be failing quests.
Because that's less 'realistic' than immortal NPCs. Why should I be cut off from a good side quest because my supposedly elite 1st Recon companion goes all Leroy Jenkins with a half broken Ripper? Why should I miss out on half the game because mobs keep showing up next to important people? The game is centered around your character, and ceding control to luck of the spawn is not fun.
My statement was a blanket to cover both TES and Fo3 representing millions and thousands, respectively, with a handful of NPCs.
It isn't without any stretch of the imagination that were the figures scaled up, New Vegas would have had bustling casinos with hundreds of people in each one, likewise for the strip. Parallel to Whiterun in Skyrim, the trade hub of the region, and we could have expected well over 100,000 civilians.
As a side note, why even bring this up? My statement was in relation to a much bigger picture completely unrelated to what you're bringing up. The NCR in FNV, a faction with population in the tens of thousands, was represented by a few hundred...
What NPC's being immortal is more realistic than the NPC's being killed by glitches?
For me when I play RPG video games I want to suffer from the consequences when the quests NPC's get killed. Quests need to also be written to take the choices and consequences you make into effect. I enjoy playing RPG video games that have all NPC's killable. I actually have fun playing and not get bored after 30 minutes or after 5 hours.
And the vaults themselves were a thousand represented by tens... but of the world at large, there would be remarkably few, and nowhere near bustling anywhere; probably never again.
I would imagine in a shelled out hell hole like the wasteland, areas that are seemingly secure and protected by well-to-do, armed citizenry would attract people en masse.
Dogs should definitely be replacable instead of immortable.
Also, the seller should sell various flavors/perks/types of dogs...
The dog seems to have a backstory. In this case it wouldn't make sense to replace him with another dog.
Please Bethesda, just make it a toggle so we don't get any more of these threads.
Where are people getting information that the dog has a backstory? I never heard Bethesda Games Studios talk about it or see anything about the dog. Other than the dog going in the house after it was destroyed after the nuclear bombs fell.
The only amount of backstory this dog has is that a male dog stumbled upon a female dog in heat, and that the player character finds the dog at a gas station, possibly, referencing a certain scene from South Park.
While I don't know what damage has been done...
It is estimated that in 35,000 BCE, the world population was 3 million hunter-gatherers, which rose to 15 million, when agriculture finally was introduced in 10.000 BCE. With that... there lived 50-60 mio. people in the roman empire alone.
So atleast there is still potential for somewhat large populations (relatively) with presumably rather basic agriculture knowledge.