Rig your dog ?

Post » Tue Dec 01, 2015 10:05 pm

If the dog is effective I may use him to sniff out traps and things in buildings and to warn of danger. If he becomes more of a hindrance than a help I will leave him in his doghouse at the base.

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Skivs
 
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Post » Wed Dec 02, 2015 6:06 am

Based on the fact that fans make mods, and some fans want hardcoe mode, so some fan will make that mod.

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REVLUTIN
 
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Post » Wed Dec 02, 2015 12:44 am

Yes, we will have a hardcoe mode via mods, but i am not sure about the original game.

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Devils Cheek
 
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Post » Tue Dec 01, 2015 4:11 pm


Yep, that's kinda what lefty said in their original post :-)
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Jessie
 
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Post » Tue Dec 01, 2015 6:51 pm

I thought he meant the original game, i will be surprised if Bethesda implements hardcoe mode in Fallout 4.

As to out topic, what surprised me is that there are many people who do not like followers as well.

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Stay-C
 
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Post » Tue Dec 01, 2015 5:51 pm

Only to find there's a mental health care professional in here sizing people up.

I'm out.

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Euan
 
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Post » Wed Dec 02, 2015 5:23 am

"Be polite. Be professional. But have a plan to evaluate everyone you meet."

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Dylan Markese
 
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Post » Tue Dec 01, 2015 4:05 pm


Maybe people just want to test the limits of the game. See what will happen if player does X or Y instead of Z, you know? Maybe it's one playthru of many trying out various approaches.
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Prohibited
 
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Post » Tue Dec 01, 2015 2:31 pm

Oh it's a possibility. I like to also see it as a way a person tests them self. These games put the player in a very unique situation, and invites them to almost literally live in this destitute, dystopian world. It invites them to ask themselves "Can I do this?" as well as "Can I bring myself to do what I have to do to survive?", and this applies to many situations.

So I find it interesting when people do venture into darker territory, and I love to hear their reasons for doing so. Is it just for survival, for fun, for pay, or for loyalty to a group or faction, or just to themselves?

So when people say their reason is "for the lulz", it gives me reason to think. For the Lulz. To do so for fun. For example, rigging your dog, on topic, to blow. Only a very depraved mind would consider doing this to a furry companion who is loyal to a fault to you as it's master. Are they doing it because they have chosen to disassociate the experience from the immersive reality to follow a whim they desire to see, for entertainment, or is it something else?

I will always ask when someone says "I want to be able to do [X]" why they want that specific thing. The answers are always interesting. Even when off the cuff, even they don't know for sure, but they know for certain they want it.

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mishionary
 
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Post » Tue Dec 01, 2015 7:13 pm

That's understandable
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Krista Belle Davis
 
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Post » Tue Dec 01, 2015 6:07 pm

It's why I love games with moral compasses, inherent or passive. It lets me observe people's choices, and my own, and you really get a feel for people through this choices.

Facta non verba.

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Hella Beast
 
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Post » Wed Dec 02, 2015 1:05 am

I'm actually hoping that enemies will investigate the dead bodies of their comrades like in New Vegas. I love planting mines and putting the bodies over the mine and then watching as some unsuspecting svcker comes over to find out what's going on. Hee hee hee!
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Emilie M
 
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Post » Wed Dec 02, 2015 4:13 am

One major important thing you are forgetting my friend. Video games lack psychological repercussions for your actions due to the fact you are NOT actually killing REAL people. Look at any survival game (Rust, DayZ, H1Z1...etc) all players do in those games is hunt and kill other players even when opportunities are there to work together. I believe it's because the threat of ACTUALLY being killed isn't there and there are no serious repercussions (psychologically or otherwise) for killing people or animals.

Edit: I would have quoted your other post but going back a page is irritating.


I personally always play the good guy and try to help others as even in my personal life I live by the moral golden rule: Treat others as you would want to be treated. Unless I'm purposely making a villain character just to see the outcome the choices have on the games world.


On topic: I voted no followers as I don't use them 99% of the time anyhow. When I do use them I often get annoyed rather quickly with their A.I and end up leaving them wherever or telling them to go back home. Mind you past Bethesda game companions had little actual character. Perhaps this time they'll actually have some personality and be awesome to bring along.
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Ross
 
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Post » Tue Dec 01, 2015 4:28 pm

Voted "I wont have followers" as I wont use any until it is modded in that they are killable. This is essential for my game play and enjoyment.

Keeping Dogmeat alive through Fallout 1 is a great achievement I'm sure many of us have done and thoroughly enjoyed. :twirl:

And as for Todd saying he didn't want us just reloading if/when our followers were killed. It never bothered me that I had to reload all through many play throughs of Fallout 1, 2, Tactics, 3 and New Vegas. It just made it all the more fulfilling when I got past which ever part it was they kept killing themselves at.

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MatthewJontully
 
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Post » Tue Dec 01, 2015 6:31 pm

Unfortunately I disagree. Some games affect people differently.

From personal experience, I had to stop playing the first Darkness game after your girlfriend was executed while you watched. Immersion and investment happens, and it can affect a person emotionally, and at times mentally. This happens across all forms of media, all in how the brain processes it.

Those who can handle it and are not affected, I call it diassociation. They've managed to separate themselves. Some can do this, others can't. It all varies from person to person in how their own personal mental chemistry reacts to stimuli.

As Morphius says...What is real? How do you define 'real'? If you're talking about what you can feel, what you can smell, what you can taste and see, then 'real' is simply electrical signals interpreted by your brain.

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T. tacks Rims
 
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Post » Wed Dec 02, 2015 5:01 am

Hmmm Convincing argument I suppose. Perhaps I'll PM you to continue this chat as you seem like you'd be an interesting chap to have a conversation with.
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Dezzeh
 
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Post » Wed Dec 02, 2015 3:52 am

I do my best, I certainly do that. If I can't be anything else, I can be entertaining

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Pumpkin
 
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Post » Tue Dec 01, 2015 10:35 pm

You're assuming that there will actually be a hardcoe mode. Nothing has been confirmed yet. The more options the better as far as I'm concerned.

Sorry but the idea of this OP is pretty absurd. I get it, its a game and FO in general is full of wacky and zany ideas but to me this is not something that fits.

Also, there are those who do not like using followers because they want to go the lone wolf route and then there are those who refuse to use followers because the A.I. is insufficient and followers become more of a hassle than they are worth. I use followers but it depends on the situation. I leave them at my home/base depending on what I'm doing. I'm hopeful that the companions in FO4 will be an improvement and actually be of more use this time around. The major qualm I;ve had in the past pertaining to followers is that they tend to make the game easier and a nuisance at the same time, let's hope this time around they are better overall.

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Spencey!
 
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Post » Wed Dec 02, 2015 7:00 am


And as always, i go for the extreme opposite of what the i-word was used for. After all, the only thing better than a meatshield is an unkillable meatshield :happy:
Or alternatively, http://fallout.gamepedia.com/Puppies :lmao:
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mollypop
 
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Post » Tue Dec 01, 2015 5:42 pm

In City of Heroes, /Trap Masterminds had an ability called Detonator which blew up your henchmen. With the Robot/Trap Mastermind and Necromancy/Trap Mastermind, you are only blowing up robots or zombies which is completely fine, but there is the Beast/Trap Mastermind which can blow up wolves and lions. The rest of the choices are Demons, Ninjas, Mercenaries, and Thugs which is not as bad as innocent animals, but a lot worse than blowing up robots and zombies. However, there is one main difference between companions and henchmen. The companion is unique and forms an emotional bond with the protagonist while the henchmen are a dime a dozen and are just with the protagonist for the money.

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Samantha Jane Adams
 
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Post » Wed Dec 02, 2015 6:04 am

I can see it now...

"DD, on my command!"

"WOOF!"

"DD, KILL!"

"WOOF!"

BOOM :bonk:

"Snake? SNAAAAAAAAKEEEE!!!"

P.S. May be the wrong game.

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Eddie Howe
 
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Post » Tue Dec 01, 2015 10:26 pm

Sometimes, immersion has to take a backseat when it comes to enjoyable gameplay.

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Alex Blacke
 
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Post » Wed Dec 02, 2015 1:25 am

Thanks for the miserable trip down nostalgia lane, you silly bit.

:cry:

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lillian luna
 
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Post » Tue Dec 01, 2015 5:34 pm

Isn't it a thing of beauty........http://www.nexusmods.com/newvegas/mods/59557/ *

*Shameless self promotion.

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Glu Glu
 
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Post » Tue Dec 01, 2015 3:21 pm

I'm not intending to role a psychopath so.... no. I won't be rigging my dog to explode.

Now Preston Garvey on the other hand...

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rae.x
 
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