Sometimes I miss the Slower Pace

Post » Sat Feb 27, 2016 7:28 am


In Fallout 4 when you're breaking the guy out of the Diamond City Jail for the Big Dig quest you have several options. You can bribe the guard, pass a speech check, attack the guard and break him out by force, or try to pick the lock and break him out without anyone noticing.



Your SPECIAL stats do affect some dialog throughout the game. For example, if you have a low intelligence build during the Liberty Reprimed quest, you'll have a dialog option that is basically "what are these actuators I need to build?" With high intelligence, you have a dialog option marked 'actuator knowledge' where you talk about how it makes sense that you'd need to build them because it would take some really powerful magnets to lift the arms up, or something along those lines. At low intelligence, this dialog option doesn't appear. Conversely, with high intelligence the "what are these actuators" option doesn't appear. There are numerous other examples of this throughout the game. It just doesn't have a tag next to it that says 'Intelligence' or whatever the case may be. A high charisma character gets many dialog options that a low charisma character doesn't get. The dialog system in Fallout 4 is a lot more dynamic and has a lot more depth than many people realize. You don't really see this right away though. You see it more in multiple play throughs.

User avatar
noa zarfati
 
Posts: 3410
Joined: Sun Apr 15, 2007 5:54 am

Post » Fri Feb 26, 2016 10:50 pm


Yes, but those moments are so rare. F4 cannot make up it's mind if it wants to give those choices or not.

User avatar
Gaelle Courant
 
Posts: 3465
Joined: Fri Apr 06, 2007 11:06 pm

Post » Sat Feb 27, 2016 7:01 am

That firefight in Vault 95 (I assume you're talking about the fight in that first big open room) is a good example of what you were describing: the enemy has set up a kill-zone, with overlapping fields of fire in three dimensions.


The worst thing you can do is expose yourself to incoming fire unnecessarily. Cover up on one edge of the fire zone and eliminate just the targets on the opposite edge. If you are armed with grenades, they can be used to good effect.


Keep moving, over to kill and back to heal, until the enemy position has broken down. That is the time to cross over to offense, so get that shotgun ready!
User avatar
MISS KEEP UR
 
Posts: 3384
Joined: Sat Aug 26, 2006 6:26 am

Post » Sat Feb 27, 2016 12:19 am


They're perhaps not quite as common as in previous games, but there are still plenty of examples of choice in the game. That was just the most comparable example to the one from NV that was mentioned.

User avatar
Cccurly
 
Posts: 3381
Joined: Mon Apr 09, 2007 8:18 pm

Post » Fri Feb 26, 2016 10:16 pm


Oh I ran like an f-ing [censored]. I made myself a [censored] ton of Moltovs chucked them like the little [censored] coward I was. And didn't even engage the firefight outside of Vault 95. I ran from the entrance completely after clearing the inside with Moltovs.

User avatar
Ysabelle
 
Posts: 3413
Joined: Sat Jul 08, 2006 5:58 pm

Post » Fri Feb 26, 2016 7:22 pm

I'm the problem!? You complained about your character dying a lot and using too many bullets, so I gave advice for alleviating those problems. So glad I spent half an hour on that post. Arrgh.



The ironic thing is that I agree with your overall point, which I think is: "there are just too many "kill everyone" missions in this game with tons of enemies and not enough missions that involve story". Does that somewhat sum it up? I seem to remember more areas in FO3 that were more about story than just FPSing. Seems those missions/areas are few and far between in this game. I'm talking about areas like Vault 81 or Cambridge Polymer. I hope to find more areas/missions like those before I put the game down for good.

User avatar
Isaac Saetern
 
Posts: 3432
Joined: Mon Jun 25, 2007 6:46 pm

Post » Fri Feb 26, 2016 5:35 pm

The game loses a lot of atmosphere by having enemies in every location



I still remember playing the Stalker games... sitting in a completely dark building at night in the city, listening to the howling wind and wondering if there may be some creature watching you, getting ready to attack.


As much as I love the Boston map they created... I miss this 'lost, empty, abandoned' feeling when exploring ^^

User avatar
Keeley Stevens
 
Posts: 3398
Joined: Wed Sep 06, 2006 6:04 pm

Post » Fri Feb 26, 2016 5:34 pm


Yeah, I guess we'll agree to disagree, or more accurately say we'll disagree to agree. Hey I sezd FONV gave you a little more options than F04, but not much more really. Yeah, you get to press a different button to intitiate some dialogue if some attribute was high enough... not really all that and a bag of potato chips if you ask me.

User avatar
Monika Fiolek
 
Posts: 3472
Joined: Tue Jun 20, 2006 6:57 pm

Post » Sat Feb 27, 2016 6:46 am


I flubbed with the comma, it's suppose to read:



Problem is, Mdelp,



^But I didn't grammar right.



Yes, too many killing things. Less story. Like for example, I was totally jipped with the Witch Museum

User avatar
casey macmillan
 
Posts: 3474
Joined: Fri Feb 09, 2007 7:37 pm

Post » Sat Feb 27, 2016 4:24 am

https://www.google.com/search?q=commas+save+lives&rlz=1CAACAJ_enUS674US675&espv=2&biw=1366&bih=657&tbm=isch&imgil=HmQLq1yaGvtSrM%3A%3BpLS5PkW05s6_8M%3Bhttp%253A%252F%252Fwww.snorgtees.com%252Fcommas-save-lives&source=iu&pf=m&fir=HmQLq1yaGvtSrM%3A%2CpLS5PkW05s6_8M%2C_&usg=__t0u82X9p9RE6FcKDzcffNaeLjb8%3D&ved=0ahUKEwiJuvvSi5PLAhUDPiYKHaiBATUQyjcISg&ei=DAvPVomEPIP8mAGog4aoAw#imgrc=HmQLq1yaGvtSrM%3A



Actually, I wouldn't use Witch Museum as an example. They did a great job of building atmosphere and story for that one with the string of dead bodies leading up to it and the stomping on the roof. And then there's only 1 monster instead of a bunch of lesser enemies and a monster. And then they had an actual decision to make afterwards with different consequences. So I think that's more of a good story example, but literally any other mission would suffice. For example, they have an insane asylum, and then its just filled with raiders (for the most part). Perhaps that's a consequence of setting the story 200 years after the apocalypse but it gets a bit tedious

User avatar
Blaine
 
Posts: 3456
Joined: Wed May 16, 2007 4:24 pm

Post » Fri Feb 26, 2016 9:36 pm

I guess for me I disagree with your viewpoint because Boston is so devoid of life. If maybe we got more.



I mean, so near Pickman's Gallery, is a Boxing Gym.



Wouldn't it have been cool to find a Fight Club scenario in the Boxing Gym? Or a Rocky Ghoul? Oh my god that's hilarious.



You have so little to speak to it feels like in this game. Which is ironic because people would claim there are settlers and people living, but they honestly aren't. Because all we get pretty much is a thank you for helping and a uh yeah no problem.



Also, why do my settlers act like the Red Rocket is owned by them? Artair is getting a little annoyed they are treading all over his hardwork like they did anything, other than produce food.

User avatar
C.L.U.T.C.H
 
Posts: 3385
Joined: Tue Aug 14, 2007 6:23 pm

Post » Sat Feb 27, 2016 7:14 am


What level were you? If you have the combat rifle and combat shotgun with the right perks you should be ok . In this particular situation you can't expose yourself to multiple enemy fire. If you run around the corner you get cover and wait for the most dangerous and take them on one at a time. It's not stealth but strategy.

User avatar
Chloe Lou
 
Posts: 3476
Joined: Sat Nov 04, 2006 2:08 am

Post » Fri Feb 26, 2016 6:08 pm

Me, I'd use the Combat Zone as the example. The outcome there just bummed me right out. :sadvaultboy:

User avatar
Baby K(:
 
Posts: 3395
Joined: Thu Nov 09, 2006 9:07 pm

Post » Sat Feb 27, 2016 3:52 am


Well, yeah. The whole idea behind it was developing your character while also reinforcing what he was also good at. Too many passed speech checks with Dean Domino, for example, did the opposite of make him your friend.

User avatar
Kay O'Hara
 
Posts: 3366
Joined: Sun Jan 14, 2007 8:04 pm

Post » Sat Feb 27, 2016 5:40 am

I wasn't a fan of the "time slowed down" version of V.A.T.S., but I have found it useful for targeting an enemy that moving out of cover running from one point to another. For example, an enemy is in the trees and then I start V.A.T.S. while he's behind one tree and aim at an arm, by the time he's in the open I am ready to fire.

User avatar
NIloufar Emporio
 
Posts: 3366
Joined: Tue Dec 19, 2006 6:18 pm

Post » Sat Feb 27, 2016 12:48 am

I kind of love the "time slowed down" version. Though I suppose its a little OP, and I think I've taken jet only twice.

User avatar
Stryke Force
 
Posts: 3393
Joined: Fri Oct 05, 2007 6:20 am

Post » Sat Feb 27, 2016 4:40 am

If you want slow, play the Witcher 3...I did a quest that took me an hour to track down a guy by talking to a bunch of people all over the area only to end up at the same place I started. I haven't drew my sword in the past 2 nights I've played. I left off last night on a quest to set up a drama play to lure a guy out of hiding.



For the record, I haven't enjoyed these quests....give me fetch quests over that boring crap any day.

User avatar
Susan
 
Posts: 3536
Joined: Sun Jun 25, 2006 2:46 am

Post » Sat Feb 27, 2016 5:24 am


I brought this up before in another thread. I play different games for different reasons. I play games like Withcer 3 because I want to play Garret. I want to play the Witcher. And the dialogue works for that game because I am already playing the game for an established roll.



I play the TES series or the Fallout series, for their use to be intended purposes. I like making my own characters backstories. I play these games to fulfill a story for a character I create. I play these games for my creative expression, but I am still a storyteller player.



Even Skyrim still allowed me to express my character. I have a whole bunch of backstory thingies in the fiction section of TES.



If I wanted to play Witcher, I'd play Witcher.



But I want to be able to be given the creative freedom as the previous titles have had before. To allow me to express my character. And to allow me to be a part of the worlds story through a character that I have created and want to express.



I don't want to watch Fallout or TES go in the way of Mass Effect or Dragon Age Inquisition because I play the titles for different reasons and Bethseda has to realize this with their fans. They don't need to be like everyone else. I have different reasons why I like their games.



And I want those options back. And if they don't or aren't willing to give them. Then sad days.



I won't be buying the next TES game till it drops in price. They won't be making that 60 dollar drop from me any more. After turning around on the other reasons why people played their games.

User avatar
ANaIs GRelot
 
Posts: 3401
Joined: Tue Dec 12, 2006 6:19 pm

Post » Fri Feb 26, 2016 8:52 pm

I can only imagine that some aspect of being in cage matches was too buggy for the release date. But it seems clear that they originally had the goal of allowing cage match fights there. Especially since they have cage armor. I was pretty surprised that wasnt one of the first DLCs, but Id bet it will be one. 3 more days to spend 30 only on the season pass!
User avatar
David John Hunter
 
Posts: 3376
Joined: Sun May 13, 2007 8:24 am

Post » Sat Feb 27, 2016 7:26 am

Wow, that sounds kind of awesome to me. I should pick that game up! A quest where u stage a play...what!? Thats dope
User avatar
Riky Carrasco
 
Posts: 3429
Joined: Tue Nov 06, 2007 12:17 am

Post » Sat Feb 27, 2016 4:04 am


No harm done, friend.



I on the other hand get why people would see it that way. But again, I remember having been really worried about FO3 when I saw how it looked at first glance, since FO1 and FO2 were turn-, field-movement-based (or whatever you properly call it), so I was relieved to see V.A.T.S. being a big part of combat. I especially like little things such as sprinting draining AP rather than a dedicated stamina bar like most shooters those days, given earlier, moving one field cost one Action Point.



So to me, it's a constant nod to it's clear-cut RPG past, and I like that. Also, my beloved sawed-off shotgun John Woo "melee gun brawler" char wouldn't work at all in real time :)

User avatar
Mari martnez Martinez
 
Posts: 3500
Joined: Sat Aug 11, 2007 9:39 am

Previous

Return to Fallout 4