The Influence of New Vegas

Post » Sat Nov 28, 2015 4:06 am

lol, I laughed too, but to be fair, his posts are very...thoughtful. I need to get on his level.

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biiibi
 
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Post » Sat Nov 28, 2015 1:58 am

I love how everyone giving Possum a bad rep for hating on New Vegas and defending Bethesda does the exact opposite with the exact same tenacity.

I do feel like a lot of the stuff they added or brought back for New Vegas was only there to placate the "hardcoe" and "old-school" crowds, without much thought into how valuable the mechanics were in the first place, and what they could do better without them. Some of the new things they added, like skill/STR requirements, DT, different ammo types, and realistic needs, really felt like they added much to the game. Reputations/disguises in particular were really only relevant when they were being arbitrary and frustrating.

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Taylah Illies
 
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Post » Fri Nov 27, 2015 7:16 pm

Oh we're just playin man. I can honestly say, I read his posts, he has a lot to say and he says it well. Not saying I agree on everything he says, but that doesn't matter. We're all going to be sitting down on our PCs or consoles, glued to our screens for hours on end when Fallout 4 comes out, hardcoe Fans and Haters alike. :smile:

edit: Plus it wouldn't be the Fallout forums without him.

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dean Cutler
 
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Post » Sat Nov 28, 2015 2:56 am

you are aware that Pork is Unclean right?

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Bigze Stacks
 
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Post » Sat Nov 28, 2015 3:47 am

I wash the sins from mine. Thoroughly.

Seriously though, it's just as dirty as any other filthy farm animal. Go in a chicken coop sometime. Ugh... gross.

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NIloufar Emporio
 
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Post » Sat Nov 28, 2015 3:04 am

Yep. I don't eat pork, but only because I don't like it.

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Chloe Lou
 
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Post » Sat Nov 28, 2015 10:17 am

Is it because of the way he presents us with a bunch of nonsense just to keep the character and detract NV? One of my favorite posts was when he said that iron sights impairs sight. (????????????????????????????????????????????)

Although I suspect that now that F4 has iron sight, it will be a good thing :)

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Max Van Morrison
 
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Post » Sat Nov 28, 2015 11:06 am

He and everyone here is free to voice their opinion. His posts sound like they contain a lot of thought and seem completely true, but don't take them 100% seriously. Fact check his posts and you'll see double standards and outright lies across the board.

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Alan Whiston
 
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Post » Sat Nov 28, 2015 2:33 am

Cleanest answer would be that BGS would take the strongest elements from both games and deliver the best game in the series yet. IMO that would be the the expansive gameworld design of FO-3, serving as the backdrop for more thought provoking questline/adventure with deeper character development that we found in FO-NV.. Going beyond that it's also apparent that Morrowind's piecemeal armor flexibility is re-appearing, and it also seems very likely that a skills usage perk system like Skyrim's will appear.

As it is, most of what we have seen of FO-4 is akin to a re-make/update of FO3, using Boston in place of DC. Quite a bit of familiar imagery so far. I think ( and definitely hope) it will explore newer terrotory than it's predecessors though. Not sure whether a voiced protagonist really takes us there but it might. Creating your own community physically is probably the biggest change we've seen thus far. More to be learned soon I hope.

OK enough meandering... sleeeppppp

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Kaley X
 
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Post » Sat Nov 28, 2015 9:57 am

Nah. Siding with the Legion, I had to disguise myself as an NCR soldier a few times to avoid combat. Getting a quest from Dr. Hildern at Camp McCarran, for example. New Vegas area has a lot of NCR people as well.

It's not perfect, sure. But it's better having the freedom to use it for whatever you need, depending on how you've played and who you've sided with, than having just a few quests where it's usable. Keep the system, and fix the problems you've mentioned. Although I'd rather have NV's system than nothing at all.

By the way, is your username a Louis CK reference? Or do you just have an Awesome Possum t-shirt?

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jess hughes
 
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Post » Sat Nov 28, 2015 2:57 am

It might become weird for some casual not interested in video-games companies, if they go backwards and not aknowledge FoNV improvements.

For those who don't know or don't care about companies, they saw the improvements from Fo3 toward FoNV and wouldn't understand why those improvements would be removed.

Even telling them that it is a different company wouldn't cut it as they would still see Bethesda name on the box.

They would wonder why achievements disapeared, why there is no hardcoe mode, no branching stories, no RPG features, a huge decrease in writting quality etc...

But i don't know how many of these people we talk about.

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Ludivine Poussineau
 
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Post » Sat Nov 28, 2015 11:03 am

No.

Recently some news suggested there will infact be a perk chart, which suggests perhaps we'll see pre-requisite perks like we did in Skyrim. Likewise, I would point out that in the footage we've seen, there's Raider Scum, Raider Psycho, Raider Leader, etc. Sound familiar? Yep, that's the leveling system Skyrim used for bandits. Next, the crafting system. Again while this is pure speculation, Skyrim was also huge on crafting. Infact, there was so much crafting in Skyrim that Daedric artifacts and other legendary items were pathetic compared to crafted stuff. The fact that the crafting in FO4 goes so deep that we see things like Laser Sniper Rifle (implying a laser isn't accurate enough already wtf??) and Plasma Sniper or Plasma Scattergun? I think this shows we can expect a crafting system similar to Skyrim, with there being far too many options that just wind up inferior to whatever the meta will be. Finally, skills. They're gone, people need to realize that. This is not unlike what Skyrim did with attributes and skills; really in Skyrim, skills were more or less EXP. They retained the name "skills," but they were functionally EXP for the most part, as any benefits gained from leveling a skill was dwarfed by perks.

Meanwhile, Bethesda has made no mention of Traits or hardcoe mode. People have asked for this. If a feature exists that people want, it's in Bethesda's interest to brag about said feature and please the fans by acknowledging it. If a wanted feature doesn't exist....? It means Bethesda won't say a word, instead highlighting the features that do exist to distract from any disappointment one might feel from news that a feature you wanted isn't there. Traits is more or less confirmed since we didn't see any opportunity for it amidst the character creation, while hardcoe mode has just been asked about and ignored. Two major features from New Vegas that were well liked simply won't be returning.

In short? Expect Skyrim with guns. Dogmeat might as well be using the Thu'um, as far as I'm concerned.

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Nuno Castro
 
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Post » Sat Nov 28, 2015 6:50 am

Answered above in quote box.

How is pork unclean? It's the other white meat after all.

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Robyn Lena
 
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Post » Sat Nov 28, 2015 12:53 am

I am so sick to death of this asinine phrase. It's not just going to be Skyrim with guns. Just as FO3 wasn't Oblivion with guns. FO3 was a huge departure from Oblivion, as I'm sure FO4 will be to Skyrim.

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xemmybx
 
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Post » Sat Nov 28, 2015 7:40 am

-That doesn't solve the other problem of reputation systems enacting a single, homogeneous, Borg-like, system of ideals upon everyone in an entire faction, where people who should dislike the way you did something are made to like it, simply because they are part of the faction. Faction reputation destroys individuality in NPCs, which is why Bethesda removed it post Morrowind. They should focus far more on individual NPC responses, like Skyrim did, but taken far further, rather then just simplifying factions into one bar.

-Actually, it doesn't. As shown in many other threads, the vast majority of enemies in Skyrim and Fallout 3 had ZERO DR, they were bullet sponges because they simply had tons of HP. And even enemies that had tons of DR, like the hellfire soldiers in Fo3, died in about all of three seconds because they had low HP. The only thing that made something a bullet-sponge or not in a DR system was HP, not DR itself.

And no, DT by itself does not work better, which is why the math below is the way it is, and why even the lead dev of NV disagrees. I still don't understand this need to defend everything Obsidain does, even when they admit it was wrong.

Spoiler

-Max base game HP(without chems/perks) = 445
-Best base game light armor = Vault 34 security armor = 19DT
-Best base game heavy armor = Remnants power armor = 36DT
-10mm pistol = 22damage
-Anti-materiel rifle = 110 damage
-Unlike in Fallout 1 and 2, DT cannot outright reduce an attack to below 20% of its adjusted, pre-DT damage

Going by all these facts we get the following.


10mm vs light armor
22damage - 19DT = 4.4damage taken(since DT can't reduce dmaage below 20%)
-Max base game HP(without chems/perks) = 445
-Best base game light armor = Vault 34 security armor = 19DT
-Best base game heavy armor = Remnants power armor = 36DT
-10mm pistol = 22damage
-Anti-materiel rifle = 110 damage
-Unlike in Fallout 1 and 2, DT cannot outright reduce an attack to below 20% of its adjusted, pre-DT damage

Going by all these facts we get the following.


10mm vs light armor
22damage - 19DT = 4.4damage taken(since DT can't reduce damage below 20%)
445hp / 4.4damage taken = 101.14hits before death

10mm vs heavy armor
22damage - 36DT = 4.4damage taken(since DT can't reduce damage below 20%)
445hp / 4.4damage taken = 101.14hits before death

Compared to light armor, heavy armor allows you to survive 0 more hits from a 10mm.


AMR vs light armor
110damage - 19DT = 91damage taken
445HP / 91damage taken = 4.89hits before death

ARM vs heavy armor
110damage - 36DT = 74damage taken
445hp / 74damage taken = 6.01hits before death

Compared to light armor, heavy armor allows you to survive 1.12 more hits from an AMR.


In both of the above cases
1. We run into problems such as light armor maxing out damage removed from low level weapons so quickly that enemies using them are never a threat, making low level gameplay a steamroll for the player, and no challenge at all.
2. We also run into the problem of high level weaponry always remaining just as much of a threat as it was at the begining of the game, thus destroying any sense of progression in the game.
3. Heavy armor offers little to no actual effective increase in survivability compared to light armor. When combined with the fact that heavy armor not only slows down movement speed by 20%, but also weighs far more, and costs far more to repair, heavy armor becomes worthless in a DT system.


Now, if we change DT to DR we get different results.

10mm vs light armor
22damage * 19DR = 4.18damage removed
22damage - 4.18damage removed = 17.82damage taken
445HP / 17.82damage taken = 24.97hits before death

10mm vs heavy armor
22damage * 36DR = 7.92damage removed
22damage - 7.92 damage removed = 14.08damage taken
445hp / 14.08damage taken = 31.61hits before death

Compared to light armor, heavy armor allows you to survive 6.64 more hits from a 10mm.


AMR vs light armor
110damage * 19DR = 20.9damage removed
110damage - 20.9damage removed = 89.1damage taken
445HP / 89.1damage taken = 4.99hits before death

ARM vs heavy armor
110damage * 36DR = 39.6damage removed
110damage - 39.6damage removed = 70.4damage taken
445hp / 70.4damage taken = 6.32hits before death

Compared to light armor, heavy armor allows you to survive 1.33 more hits from an AMR.


While these results show a substantial increase in the amount of hits you can take from a 10mm by going from light armor to medium armor, and a minor increase in hits you can take from an AMR going from the same, Fallout 3's best armor did not have a mere 36DR, it had 60DR, when we take those numbers into consideration....

10mm vs heavy armor
22damage * 60DT = 13.2damage removed
22damage - 13.2damage removed = 8.8damage taken
445HP / 8.8damage taken = 50.57hits before death

Compared to light armor, heavy armor allows you to survive 25.6 more hits from a 10mm.


AMR vs heavy armor
110damage * 60DT = 66damage removed
110damage - 66damage removed = 44damage taken.
445HP / 44damage taken = 10.11hits before death.

Compared to light armor, heavy armor allows you to survive 5.12 more hits from an AMR.


With these numbers in mind, we can see several things in regards to a DR system compared to a DT one.
1. Light armor in a DR system no longer maxes out damage removed from low level weaponry, making beginning-game encounters harder, while at the same time making the game more balanced then in a DT system.
2. In a DR system, high level weaponry gets an actual noticeable damage reduction as the player gets a higher DR score, thus giving the game an actual sense of progression. This allows the player to actually survive against high level weaponry, without ever making them totally immune to it.
3. Heavy armor in a DR system actually negates more damage, in actually noticeable amounts, compared to light armor, which makes its reduced movement speeds, higher cost of repair, and higher weight an actual good tradeoff.


In short, DR is mathematically superior to DT in every way, and better for game balance.

-in DT, power armor provided no more damage resistance to something like a 10MM pistol then something like vault security armor does, which is not how it should be. And no, DPS is not the only thing that matters in a DR system, what matters is how you use your guns, something you don't have to think about in a DT system becuase everything works equally fine in all situations, rather illogically.

And I have donet things like shooting a deathclaw with alternate ammo types, the damage gained was laughably small, and basically worthless, since you do so much damage already that it doesn't mater.

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Jonny
 
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Post » Fri Nov 27, 2015 8:30 pm

Which can function identically.

If I do 50 damage vs. an enemy with 100 HP or an enemy with 50 HP that has 50% DR, it's identical. The point is that Bethesda stacks defenses on enemies far too high.

Meanwhile, you yourself do utilize DR, and eventually you can hit 80% damage reduction, at which point Deathclaws are hitting your 500 HP character for 50 damage a hit. That's pathetic, and that's the most damaging enemy in the game...

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Katie Louise Ingram
 
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Post » Sat Nov 28, 2015 8:40 am

You are aware DT had a 80% damage reduction cap as well? and you can hit it for a huge number of the weapons in the game?

And wow
>Getting the best armor in the game makes high end enemies do little damage
You mean like basically every game ever made ever? That is kinda the natural result of progression, something DT lacks sorely in the high end weaponry range.

Power armor was deployed against TANKS, it should be a [censored] invulnerable wall against basically everything except EMP devices. I would argue that its DR cap is too LOW given the lore, but raising it any higher would be too game breaking, like DT was in Fallout 1/2 when it had no cap, and could reduce damage to zero.

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kirsty williams
 
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Post » Sat Nov 28, 2015 2:17 am


Honestly, if ya jumped through the hoops and done the work of getting the kind of heavy end game armor that absorber that much, ya kinda earned the right to even have deathclaws have trouble denting you.
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sunny lovett
 
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Post » Sat Nov 28, 2015 3:59 am

Beat me to it. Every single system undoubtedly has room for improvement and flaws, but I really don't think any of them are broken.

  • Remove the mystical powers of the NPCs and you're set. Killing a group of Minuteman or whatever out in the game world with no one around to see shouldn't cause a reputation shift, I agree. And I hate when random wastelanders seem to know what I'm doing all of the time. Like with killing Benny discreetly and then everyone seems to know, that's an irritating incongruity. So fix it. No omniscient NPCs and reputation shifts. Bingo. I actually don't mind if reputation is tracked in the background, too, but keep the system.
  • People in the world should react to what you're wearing, so long as they react the logical way. The system should take into account distance and whether your face is covered, or who you're talking to or passing by. Even if there aren't any quests that use it, it was intended as a realistic feature to improve the logic of the gameworld. Fix it, don't scrap it.
  • Make food and water more scarce, unless it makes sense to be abundant. Modders will always want to tweak all sorts of stuff in the game, the fact that they will use mods for their intended purpose is not a good reason to leave a good system out of the game. People always change game systems. For example, if there is a classic skills, perks, and traits mod, I will undoubtedly be using it. Anyway, hardcoe mode also included more than food and water, ammo weight and healing systems, that make a noticeable difference. The most frustrating thing about it is that it's so freaking simple and inherently optional. So why not?
  • They should remove the bleed-through and include both DT/DR. I made a personal tweak mod that removed the bleedthrough, increased global weapon damage, and fine-tuned the DT values to how they should be realistically, and it worked really well. Power Armor shrugged off small arms completely, and I needed to either have high-caliber weapons or use appropriate ammo types, and it was a beautiful thing. If I shot a wastelander wearing a t-shirt, they would either take just a few hits or go down instantly with headshots, depending on the weapon. Also satisfying to see them hold their arm when you shoot them in the arm, or stagger backward when shooting the torso from one shot instead of ten. It made the game easy in that I could dispatch enemies very quickly, but difficult in that powerful enemies were extremely powerful and the character was subject to the same system. Balanced for my own taste, but I think a testament to how DT can be used to good effect.
  • Even in the base game, ammo types did have a noticeable effect and were an extremely enjoyable feature, at least for me. Playing a self-sufficient survival character with the ability to make my own ammunition fits the setting. Standard ammo types function just fine, but if you care to invest effort into using the different types of ammo it is actually rewarding. Kind of like how the settlement building will be rewarding but apparently optional.

In short, what I want from Fallout is complexity, depth, choices and consequences, and a good narrative. I think looking at every single previous game equally and with due respect is a good way for Bethesda to achieve that. I'm not saying they didn't, but with how much they seem to have taken out, I am not happy with their decision. That's not to say I'm not still excited for the game, because I do think it looks fantastic, but it likely won't be what I want in a Fallout game. It will probably hit the mark in some areas and miss it in more. The only thing that will affect is how long it holds my interest. I was able to spend 125 hours playing Skyrim which I considered vapid as hell, even with mods that improved RPG systems. I'd be happy if Fallout 4 gives me that amount of quality playtime, even if I am disappointed in the game as a whole.

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Agnieszka Bak
 
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Post » Sat Nov 28, 2015 9:12 am

You have this great habit of leaving very important details out of your posts when they don't suit your narrative.

DT only provides the 80% reduction in cases where you would otherwise fully negate or mostly negate their damage (aka they're hitting less than 20% of their base already). Is it petty damage? Yes. Would it be worse otherwise? Yes.

Does this remove all challenge from the game? No. Why? Because the only weapons and enemies that will ever be subjected to this are already hitting too low to be a long-term threat to you. This effect can be seen fighting Powder Gangers with 9mm pistols, but will absolutely never come into play versus Deathclaws, Yao Guai, or any enemy wielding a Brush Gun or some other end-game weapon. With the best DT loadout in the game, you would only notice godlike resistance vs. a decent amount of firearms, but never versus most animal enemies like nightstalkers, cazadors, yao guai, deathclaws, tunnelers, etc etc etc.

Adherence to the lore also means two things:

1) The game would be boring as hell if we made power armor adhering to the lore you're claiming exists. Have fun being unkillable and knowing how fights end before they start, while also lacking any and all motivation to use anything but power armor, meaning no character diversity in gear.

2) The same lore will blatantly state that power armor only resisted everything under a certain calibur. 5.56mm? I forget. Either way, it's not invincible.

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Stacy Hope
 
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Post » Sat Nov 28, 2015 1:58 am

I get the strangest feeling I've read this conversation weeks ago. Or was it days ago?

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Judy Lynch
 
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Post » Fri Nov 27, 2015 11:50 pm

I never mentioned animals in my post, and I never claimed DT did otherwise. I only refrenced guns, and no one should have thought I meant anything other then guns.

But that is a good point you brought up..... why the hell is a wasp stinger, or the fangs of a coyote mixed with a rattlesnake, doing damage against power armor made to go against tanks? Deathclaws I can understand, because they are pre-war monsters designed for war, and then later supposedly mutated and improved by the Master using FEV, which is why they have claws sharp enough to ignore armor, but other anmals?

1) To you maybe. Plenty of people find it fun to work your way to near invulerability, which is why finding ways to exploit armor smithing to get every armor up to the damage cap is done, and considered fun, by so many people.

2) All I recall, the 51B model was made to outright absorb anything at or below 2500 Joules of kinetic impact, which people found equates to roughly that ammo size. However, even T-45d armor was also designed to go against tanks.

http://fallout.gamepedia.com/Fallout_Shelter_outfits

T-45d power armor +2 Strength, +4 Perception Deployed pre-War against Chinese tanks. That's right – tanks.

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Claire Jackson
 
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Post » Sat Nov 28, 2015 6:57 am

Double this. F3 was a fun and innovative game, but F3:NV was exponentially better in terms of quality of story(s), sheer volume of different stories, and quality and variety of questlines. Just... writing. Good writing. Don't know if Beth can put out as well as Obsidian in that department, guess we'll see. I don't expect that stuff in F4 to be the equal to NV, considering Obsidian's epic writing staff isn't involved- but one can hope they'll step up their game :happy:

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Misty lt
 
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Post » Sat Nov 28, 2015 7:55 am

Pretty boring indeed, but the guy says any liar?

For example, I always wanted a craft system in Fallout 4 and I'm happy it will have, but simply can not be the same as Skyrim. A lot of work to make your equipment, but after that, the whole thing becomes so broken that simply annuls a lot of things in the game.

Loot? For what? It's not like I'd find something better than I already have. Money becomes useless, alchemy pointless. Lockpick as well. I love the Dawnbreaker, but I have no use for it. Black Star and that skill book is the only daedric artifacts that are useful.

I hope he's wrong about the traits and the hardcoe mode.

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Joe Bonney
 
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Post » Sat Nov 28, 2015 3:43 am

No, you have, which is probably why I'm going to bow out. I merely popped in to highlight how he conveniently leaves out details that don't suit his narrative. The fact that we've walked down this road before and he's going through all the same steps again speaks volumes about how valuable his points of discussion are.

Oh joy, your source is incredibly new. Arguably couldn't be newer!

At best, it's an exaggeration on your part (though not trying to say an unreasonable one on your part given how little we're provided with) where all Power armor did was offer a strength of the US military in a war vs. the Chinese while one of the Chinese military's strengths was their specialized tanks; not actually implying power armor is designed to destroy said tanks, merely that their effectiveness for the war effort could go toe-to-toe with that of the effectiveness of a tank. At worst? Bethesda is changing the lore and catering to the "power armor makes you Jesus" crowd that never wanted to acknowledge that no, plenty of ammo and force can still penetrate power armor and power armor is still plenty vulnerable, because yeah, dunno if you know this but a tank is definitely gonna be outfitted with something stronger than 2500 joules of kinetic impact.

I could go on and give you a rather lengthy and detailed explaination for why 2500 joules of resistance isn't all it's cracked up to be and why armor will block flesh wounds but will not provide complete resistance versus good ole fashioned force provided by the bullet impact itself, but as I said above, I'm really not interested in continuing this discussion.

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Mel E
 
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