Wait wtf is this video new?

Post » Fri Nov 27, 2015 4:54 am

just to add to these points...

We should also be aware is the lore in games is often presented as what people beleive to be true not what is actually true. So all these different references as to where ghouls come from shouldn't be taken as gospel but rather what people think is the truth. So the lore should be read by the player as what COULD be true not what is 100% accurate cuz a computer terminal said it in game.

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CHangohh BOyy
 
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Post » Thu Nov 26, 2015 9:49 pm

Nah, I see where he is coming from in this one instance, Moira was a mistake. Long-term radioactive exposure creates Ghouls, an instant burst from an atomic bomb would just kill you.

That's how it's done IRL. Sieverts from prolonged exposure and Greys for a single, massive dose, which is what she got. I know this is Fallout and all but there is a genuine difference between getting a super-huge dose at once and prolonged damage overtime which seems more consistent with the damage done to the Ghouls in-terms of deterioration.

Hell even Fallout 3 has that old Ghoul that talks about her hair falling out, then skin peeling over time where-as Moria got a single big blast and she's instantly a ghoul?

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!beef
 
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Post » Fri Nov 27, 2015 4:45 am

Ah, up to old tricks again. So anything which contradicts that it's exactly 200 years must be explained away.

What is your damage man? Do you get off on being annoyed or something?

Bethesda always have their sequels set in a later date, that has actually been confirmed by the development process of Fallout: New Vegas. [censored]s sake man, always justifying away everything to fit your preconceived notions.

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Budgie
 
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Post » Thu Nov 26, 2015 7:46 pm

I'd say that. During the character selection screen, the male char was going to a Veterans Hall, suggesting that he's a war veteran, so would probably have PA training already.

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Vicky Keeler
 
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Post » Fri Nov 27, 2015 4:40 am


I agree. Saying "200 years" is just short-hand for "Damn dude, it's been two-hundred and [insert dates] years since I saw you last!" For all we know, this game is set in 2290. Bethesda doesn't exactly go backward in time with their games.
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Emzy Baby!
 
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Post » Fri Nov 27, 2015 7:01 am

True, I do disagree with the instant ghoul thing, but NV used it like 4 times itself.

Now all we can figure is that, in rare cases, sudden and immediate expose to high levels of radiation can cause instant ghoulification, whereas prolonged expose to lower levels of radiation, such as the case of most pre-war ghouls who were hiding in faulty bunkers/vaults with open doors, causes it to happen slower.

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jasminε
 
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Post » Thu Nov 26, 2015 9:51 pm

Ah yeah with the Searchlight Ghouls, also stupid.

Yeah that makes sense I suppose. Guess it's the only explanation really at this point.

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Ann Church
 
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Post » Thu Nov 26, 2015 9:57 pm

No they don't, but don't bother trying to convince him of this. Seriously, all you'll get it "Prove it" and "We don't know" followed, hypocritically with any threadbare arguement that can be thrown together to try and justify his set in stone opinion.

Of-course it's after F3, it's a Bethesda mandate that the games move forward.

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Jade
 
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Post » Thu Nov 26, 2015 7:16 pm

I didn't think Cazadors were worse than Deathclaws. But i also did Old World Blues as one of the first DLCs in my playthroughs and kept the "Heartless" perk, and Grenade Rifles turned Cazadores into a joke. The first shot would cripple the hell out of them.

The problem with Deathclaws being easy in New Vegas, was the fact that you almost always saw them first from a long distance off. The Mojave Wasteland was so flat and barren that you could see anything from far off in any direction basically. You almost always got the jump on Deathclaws with sniping shots at Quarry Junction and Deathclaw Promontory. Only place they were really scary was in Deathwind Cavern, the one that pops up outside the trailer in Lonesome Road, and Rawr. That's because you couldn't see them from a long distance off for a snipe.

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Taylah Illies
 
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Post » Thu Nov 26, 2015 11:14 pm

Yeah by no means did I mean they were better than Deathclaws, I merely meant that aside from Deathclaws, Cazadors are the first and only other enemy to have a reputation for being a pain to deal with. With the right setup they were simple enough, but with a sub-par setup, their damage was pretty respectable; that poison damage was immense.

Point was merely to highlight that damage, NOT HP, makes for tougher gameplay. Roboscorpions are an example of an enemy that had HP (or in their case rather, DT), and they just have a reputation of being annoying, not difficult.

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Jenna Fields
 
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Post » Thu Nov 26, 2015 8:01 pm

Deathclaws are killing machines, bred in a time where all out war was a definite concern.

They aren't lithe, stealthy, catlike hunters.

They are mountains of flesh, 9 feet tall, and armed with razor claws.

And you expect an encounter with such a creature to be anything less than a slugfest?

Cazadore encounters being over quickly makes sense; they are short and intense. Someone wins in a few moments.

Having every encounter behave that way leads to very boring gameplay. Something has to be able to take a degree of punishment, and deathclaws are the obvious 'big baddie'.
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Amy Siebenhaar
 
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Post » Thu Nov 26, 2015 11:13 pm

We already know that you CAN play a female and that the protagonist is voiced. So what else in that leak could be an issue?

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TRIsha FEnnesse
 
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Post » Fri Nov 27, 2015 4:09 am

That was a different leak.

The Kotaku leak was only just some mediocre voiced dialog.

The reddit leak is the fake one, with

-Male only protag

-Female PC MAYBE after beating the MQ

-Xbox 360 and Ps3 versions coming out later

etc. etc.

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(G-yen)
 
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Post » Fri Nov 27, 2015 7:34 am

You've not refuted anything I argued from a gameplay perspective. Instead you're just going "hurrdurrr, deathclaws shuld b scurry" without explaining why my argument that HP =/= scary or difficult is wrong.

I'll quote my post again so you can reread it:

I mean it's really not that hard to grasp. It's exactly why bullet-time effects are so stupid strong. For as much as I loved Turbo, I don't want to see it or bullet-time return as they're too strong. Slower pacing = more time to react and adapt, and in a game where using a stimpack is as simple as pausing time to click the damned thing in your inventory, that's bad.

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Tom
 
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Post » Thu Nov 26, 2015 7:58 pm

Why they keeping the date a secret? I dunno what purpose it serves to not just say 210 years. Like I have said, I hope you right, but all we have is 200 years, and I have said it worried me. I more worried today then yesterday when TH himself said 200 years, and I don't get what the big deal is with keeping the date a secret, they didn't keep the date a secret for FO3.

Also, was watching IGN vid and going frame by frame through it. Saw aliens...yuck. Hopefully this is wild wasteland.

Also at 1:26:19 there is pic of the V111 dude fighting with a BoS solider and the dude who appeared in the Microsoft Fallout presentation today.

Also, the same robot who speaking "general" speak, gives exact temperature of the protag coffee. 175.3. So why not exact year? Like I said, I hope you are right, but it bothers me.

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Josh Trembly
 
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Post » Fri Nov 27, 2015 3:48 am

And glass cannon enemies isn't fun or exciting either.

They should be scary because they are deathclaws, not cazadores. Expecting both encounters to behave the same way, despite being two very different enemies is nothing short of a large amount of stupidity.

Your argument relies on damage take and done being somehow mutually exclusive.

That is not the case. They clearly put a hurt on a PC decked out in power armor, and took a substantial amount of punishment.

You can have both, I know that may be hard to grasp but there is no need for one or the other in every enemy type.

Past games had them being fearsome, up to a point. If they are fearsome even in the top of the line equipment, we've got something to fear. It's no longer, let me reload until I get this thing.

It's oh man, I cannot possibly take out this monster, maybe I should flee.
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Ally Chimienti
 
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Post » Fri Nov 27, 2015 6:23 am

An hour and a half long video? Where's that? And where are the Aliens?

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phillip crookes
 
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Post » Fri Nov 27, 2015 8:15 am

Because its fairly common for people to just shorten long periods of time such as "X happened 634 years ago" to just " X happened 600 years ago", simply for the sake of not having to say the whole thing.

It has nothing to do with secrecy of any kind, just basic shortening of words.

Aliens can be seen in the concept art montage Todd showed during the E3 conference.

don't have a link on hand, but I have seen them there.

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Paul Rice
 
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Post » Thu Nov 26, 2015 11:40 pm

I never said they should behave identically, I said that damage - not HP - leads to challenging enemies. Not once was I afraid of a dragon in Skyrim because they're just overloaded with HP while the damage they deal cannot overcome any defenses you're given. Instant-heal potions or stims is especially poor design when it comes to challenge, and if Bethesda is smart, they'll AT LEAST retain the healing over time that hardcoe mode had.

All I said was that for deathclaws to have the HP and defenses they appear to have in that video, it would either neccesitate X-factors being a thing or that they are not mathematically superior to you in combat. If they are mathematically inferior, then it means you'll reliably win every time. X-Factors are the way to go, but these deathclaws pop out of the sewers and eliminate distance as the X-factor, which USED to be the one way to kill them despite their superior stats. Now? Now they have to be inferior for it to work OR you have to spam stimpacks for it to work, which is boring as hell. What sounds more fun: sniping at a target you CANNOT miss or you will die, or getting punched about by something as you open up your pip boy every three seconds to click on your healing item?

How many times are you gonna strawman my argument in a row?

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LuBiE LoU
 
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Post » Fri Nov 27, 2015 6:14 am

https://youtu.be/CKrOoq3LKrw?t=1m57s

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Love iz not
 
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Post » Fri Nov 27, 2015 5:39 am

You haven't got much of an argument if you think those are the only two options.

You're going to heal damage regardless and that is true with deathclaws and raiders and bloatflies.

I'll make your argument for you;what's more fun, sniping an enemy, and killing it in 1 shot because it's health has been lowered.

Or getting into a slug fest with a towering monstrosity? You're going to use a large amount of resources in said slugfest because this thing is going to slap you around.

Now guess what happens if you come unprepared? If you stumble on it without 100 of stimpaks (not very smartto base an argument on such a thing, but I'll teach you about that later). If such an encounter occurs, you can't possibly win without making use of everything at your disposal.

I think the latter is more interesting, but I enjoy thinking so I guess I've got that going for me. I'm sure it's lots of fun to 1 shot such a creature by endgame and call it a challenging encounter though.
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tannis
 
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Post » Thu Nov 26, 2015 8:59 pm

Yep, there we go, on the left hand side.

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Katey Meyer
 
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Post » Thu Nov 26, 2015 6:51 pm

Three times in a row? Is that your answer? Or are we gonna keep this strawman train rolling? I'm telling you: it might be fun to listen to my points instead of inventing ones I never even made.

And I'm amazed you think the slugfest is more fun when you literally cannot fail. You can pause time ffs and heal yourself to full. Of COURSE you're going to win. My success or failures depends on the size of my stimpack stockpile? Really? That's not challenging combat. Hell, it's not even resource management since those aren't a finite source and can be bought and found all over. With sniping, yes the fight is over if you land the shot, but if you DON'T, then you better not miss any more shots or you will die. Your skill is actually being tested. Could it be tested more somehow? Sure, I'd welcome that. But does stimpack spam test your skill at all? Lolno, it's dull and boring.

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m Gardner
 
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Post » Fri Nov 27, 2015 7:53 am

I like the concept of an "Enemy kills me in 3 hits but I also kill the enemy in 3 hits" but I also like an enemy being very powerful too. The Way Deathclaws were handled in New Vegas was pretty good, limited by Fallout 3 but still solid. Hopefully with changes to AI and animations Deathclaws will be even better.

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krystal sowten
 
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Post » Fri Nov 27, 2015 6:09 am

Except you don't lose. At all.

You can miss plenty of times, unless you're taking on the quarry at level 5, in which case yea, you're boned.

Come back with anything remotely symbolizing a decent gun and it's a non issue.

But yea, I guess hitting the game up on very easy and blowing brains out is a lot more interesting? Too each their own.

I'll prefer encounters with towering behemoths to require me to expend resources to defeat (it's kind of what those resources are for).

If you think going into stealth mode and lining up a headshot with no sway on a target that doesn't move is skill.

Well I'm not sure what to tell you, but hitting my stimpak hotkey required a lot more input than that.

You're also basing this off stimpaks being readily avaliable. Have you got knowledge of the game that we don't?

I'm interested in knowing where you got that nugget of information.
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ILy- Forver
 
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