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.
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.
Based on the fact that fans make mods, and some fans want hardcoe mode, so some fan will make that mod.
Yes, we will have a hardcoe mode via mods, but i am not sure about the original game.
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.
Only to find there's a mental health care professional in here sizing people up.
I'm out.
"Be polite. Be professional. But have a plan to evaluate everyone you meet."
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.
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.
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.
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.
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.
I do my best, I certainly do that. If I can't be anything else, I can be entertaining
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.
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.
I can see it now...
"DD, on my command!"
"WOOF!"
"DD, KILL!"
"WOOF!"
BOOM
"Snake? SNAAAAAAAAKEEEE!!!"
P.S. May be the wrong game.
Sometimes, immersion has to take a backseat when it comes to enjoyable gameplay.
Thanks for the miserable trip down nostalgia lane, you silly bit.
Isn't it a thing of beauty........http://www.nexusmods.com/newvegas/mods/59557/ *
*Shameless self promotion.
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...