Switching off the BS

Post » Fri Feb 12, 2016 1:23 pm

yea... they DO add that much/


they can continue to pick up anything looong after they're "full"


just point & click, goober.


I've went home with three dungeons being hauled in Pipers bottomless bag of holding.


:celebration:

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Cagla Cali
 
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Post » Fri Feb 12, 2016 5:14 pm

but i kid, Op, i kid.


The incessant, repeated "sayings" of all the NPCs kill me.


Lord, Piper can be set to "Farming" behind the house, and she will STILL be yakking at meh from 100ft away when returning home.



WORST conversations, i find, are the two Merchants who look like twin sisters.


Chattin about YOU Carla, and YOU cranky-aced Diner woman i forget your dang name.



"If your'e here to traaaade, lets Traaade!"



rude wenchs :flame:

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Blessed DIVA
 
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Post » Fri Feb 12, 2016 8:36 pm


Was there a reason for insulting me in your response (I'm assuming the "goober" was meant as an insult)? I said FOR ME the extra carrying capacity is not a worthwhile trade-off. If you want to drag companions along with you, be my guest. For ME, they aren't worth the effort.

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Connie Thomas
 
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Post » Fri Feb 12, 2016 2:37 pm



Except when he SPRINTS into the next room full of badies alerting them when you were slowly creeping up on them.









///I want my D-Dog now///
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Heather beauchamp
 
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Post » Fri Feb 12, 2016 11:17 am

My shots don't get blocked and I can walk through doorways unimpeded.

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James Baldwin
 
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Post » Fri Feb 12, 2016 10:46 pm


This lol, and the idiots love to jump in front of bullets when im trying to be half way tactical... I can't tell you how many minutemen i killed when i did the institute assault with them... Turning on that teleporter so they could help me was probably the worst idea. I kept getting worried tho every time one ran in front of my while shooting and i shoot them instead, that they would turn on me... At least 10-20 minutemen down because of this and they never turned on me, i actually shot one on purpose for throwing a grenade when i was trying to fist fight a synth lol.

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Richard Dixon
 
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Post » Fri Feb 12, 2016 2:23 pm

Uh, ok... wow... thanks :dance:

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kelly thomson
 
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Post » Fri Feb 12, 2016 7:08 pm



I bring Cait everywhere and her comments are almost always relevant, for instance when I went into that fish packing plant full of ghouls she would comment on how gross it smelled and such. And when I find the occasional monsterless dungeon or location she usually breaks the creepy silence by saying things along the lines of "this is creepy I don't like it".


Although other than her the only other companion I've used for more than 2 hours was dogmeat. A "Please continue, my good sir." would be great for Strong though.
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Robyn Howlett
 
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Post » Fri Feb 12, 2016 11:01 pm

I basically travel everywhere with Dogmeat. I've always liked the "man and his dog" thing, right from the Mad Max days. I think most of the companions are handled buch better compared to prior Beth titles. They're certainly more interesting! I just wish more care was taken to make their interactions meaningful.



I wouldn't mind repeated character elements -- Strong humming to himself, Valentine muttering and taking notes about the details of one case or another, Cait practicing her moves if you come to a stop and talking smack to the air. But I swear, if I listened to Codsworth say, "Please, be careful, sir!" one more bloody time...

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Conor Byrne
 
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Post » Fri Feb 12, 2016 9:32 pm

"Lone Wanderer"

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Christine Pane
 
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Post » Fri Feb 12, 2016 2:37 pm


Congratulations!

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Taylor Bakos
 
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Post » Fri Feb 12, 2016 4:34 pm

You assume wrong. :nod:



And... no, you underlined completely wrong information.



-here's YOUR trophy though. :clap:

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Crystal Clear
 
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Post » Fri Feb 12, 2016 10:29 pm

Again it's not realistic to not have companions talk that's the point of HAVING them. Is to hear their pvssyr. Again i don't understand the reasoning against muting them or wanting to patch them to never speak.



If you've been on hiking trips where no one is speaking unless you rest then you and your friends are simply boring. Sorry but I cannot tolerate not hearing some kind of discussion with people for long periods of time.

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Manuela Ribeiro Pereira
 
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Post » Fri Feb 12, 2016 9:58 pm


Congratulations!



Well done! Everybody!

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Kayla Bee
 
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Post » Fri Feb 12, 2016 4:29 pm


I don't mind the banter, but I hate the repetition.



Compare it to Dragon Age: Inquisition. As you travel overland, characters have actual, evolving conversations. Their relationships actually grow and evolve (or deteriorate). It's not stock phrases -- it's continuously evolving, meaningful conversation and banter that gives insight into each character. They laugh and joke. They talk about their past and experiences. They dig into each other's private business. They express their own personal take on how the Inquisition is evolving or how a quest is being handled.



It's not every character you travel with saying a version of:



"We should be careful here."



"I wonder where this goes."



"Hmmm...locked tight."



"We should be careful here."



"We should be careful here."



Incessantly...

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u gone see
 
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Post » Fri Feb 12, 2016 11:01 am

I never played DA:I so i can't compare it. I also don't want spoilers :P

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RObert loVes MOmmy
 
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Post » Fri Feb 12, 2016 11:59 am


Me too. I love to hear them talk when i am in the mood for it as well as when am not. It makes them feel like real people and not some robotic puppet that has no personality. Gives me a feeling am not alone in the devastated ruins of the Boston wasteland.

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Enny Labinjo
 
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Post » Fri Feb 12, 2016 3:28 pm


Here's the "flavor" of random NPC discussions, then (no spoilers, all made up!):



Pete, a Thief: "Hey, Jeff, you mind if I ask you something?"



Jeff, a Knight: (Wary, but friendly.) "I suppose...what?" (Pause.) "Well?"



Pete: "I don't mean to insult, but which side are you on?"



Jeff: "What...? Are you being serious?"



Pete: "Yeah. Totally. You're a knight, but you're no paladin. You're not a mage, either. Obviously.



Jeff: "Figured all of that out without help, eh?



Pete: "You don't serve the Chantry, and your house hasn't declared either for or against the Inquisition. How do you decide who gets chopped in half with that shiny sword?"



Jeff: "I kill only when I need to. For now, I fight for honor. And frankly, I'd rather not have to draw this blade at all."



Pete: "Really--? Not the answer I'd expect from a someone who can count more scars than fingers-and-toes."



Jeff: "Not all of us chose to be warriors. Some of us are just doing what we have to. To be honest, I'm dreading the day our house chooses one side or another. Either way, it means people are going to start dying a lot more often. What about you, thief? You don't seem to have thrown in for one side or the other yourself."



Pete: (Laughing incredulously.) "And why would I? It's easy for me. I pick the winner. Or rather, I pick the winner's pockets. War just makes my job easier. I've only myself to look out for, and I lost my honor a long time ago...if I ever even had any. You don't see that many orphans in the big city being raised up on other's shoulder and lauded with 'honors'."



Jeff: "The parades are for show. War gains you only enemies. You don't achieve honor by killing indiscriminately on a battlefield."



Pete: "How then?"



Jeff: "By knowing when not to kill."



Pete: "Well, call a parade! I've got piles more honor than you, sir knight. Never killed a soul until I joined this bloody Inquisition... (Glances at the Inquisitor.) Sorry, sir...



*Conversation Ends*

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Queen
 
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Post » Fri Feb 12, 2016 11:03 am

again i'm skipping the post I want no spoilers even if it's made up. Regardless it doesn't matter if they repeat your character repeats the same thing when they select an option to merchants or such

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Music Show
 
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Post » Fri Feb 12, 2016 9:06 pm

Don't forget Strong Back!

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Mackenzie
 
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Post » Fri Feb 12, 2016 11:49 am


What's a "made up spoiler"??? You can read if you want to -- it has nothing to do with the game.

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Nikki Morse
 
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Post » Fri Feb 12, 2016 2:45 pm

Dog doesn't bark while sneaking, but yeah I'm sure the only possible way to solve this is by removing all companion pvssyr, right? How annoying would it be to never hear anyone talking! People talk in real life. NPCs have free will and you can't just control them! Why are you so mean!!

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Manuela Ribeiro Pereira
 
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Post » Fri Feb 12, 2016 8:37 pm


They're not free people. They're not any kind of people. They do not have feelings. They have absolutely no will of their own. They are mindless automatons created by a few thousand lines of code to simulate a "companion". Then, over days, a voice actor sits in a recording studio and gives 2-3 (often cold) line readings of vestigial dialogue based on a rough overview of the situation in the game.



In-game, you are listening to a robot execute a play command on a sound file based on the results of an algorithm that dictates how it should choose one particular sound file over another from the bank of sound files at its disposal.



I want an on/off switch for the automaton following me around the simulated desert environment so that maybe...just maybe...I can suspend my disbelief a bit and perhaps even begin caring somewhat for the mindless husk.

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lucy chadwick
 
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Post » Fri Feb 12, 2016 8:25 pm


hmm.. How about a mod that will randomize the file played? So instead of Piper re-quipping same thing, all of a sudden she says a line from Danse! or Cait, or Dogmeat! LOL
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Charlie Ramsden
 
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Post » Fri Feb 12, 2016 6:03 pm

Okay. I'm guessing that RP is REALLY not your thing.



Harsh much?



Still, if that's your bag. Go for it Baby!

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Andrew Perry
 
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