While we're at immersion breaking

Post » Fri Dec 04, 2015 10:19 pm

Cant wait to play Fallout 4 fully patched + modded in a couple of months with all the fixes the community feels there needs to be added.

Stuff like enemies mutating even stronger if you crit with a sneak multiplier + Perk buffs + food/chemical buffs just never will be my cup of tea.

And whats with the Diablo loot systems these days in many RPGs? Seriously?

Games are getting more and more shallow these days...

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Lynne Hinton
 
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Post » Fri Dec 04, 2015 12:18 pm

What's wrong with the Diablo loot system? It's all about the grind.
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Ana Torrecilla Cabeza
 
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Post » Fri Dec 04, 2015 8:56 am

:lol: the escalation mechanic in the game is a welcomed change somewhat in my eyes, consider it a...Berserk mode maybe? pretty weird yes, but the possibility of its progeny make me smile a tad, just a tad.

Loot has ALWAYS been svckish since Oblivion, but FO4 does better with unique and roulette style weaps

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Eoh
 
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Post » Fri Dec 04, 2015 9:59 am

I know right! I think this might be one of my bigger gripes with the game. Infinite ammo? And we must use these magic items to have a chance in survival legendary fights, missles and fatmans not withstanding? No thanks.

Noting. It works for Diablo. Diablo however has magic. This game does not, nor does it offer any semi-realistic explanation, be it "reality" or "magic" based for how the items operate how they do. Which is odd considering it's supposed to be an immersive game. Diablo at least can make the claim of "Oh look, magic". That's not present in Fallout. At least not to the point where items with such stats should be lying around. 3 didn't do this and it should not have been 4. Or at least, there should be semi realistic stats on these weapons. Then I wouldn't say a word against it. This is Fallout, not Diablo/Torchlight.

A game like "Hard West" offers abilities like bouncing bullets of certain items to hit enemies. Possible with pistols but not shotguns. That is an example of immersive abilities. That would be a responsible thing to add in this game. Infinite ammo is not reasonable because "Look, magic. Explanation avoided". We get aliens sometimes in Fallout, but at least then we can go "Oh look, advanced tech we don't understand".

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Melissa De Thomasis
 
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Post » Fri Dec 04, 2015 11:23 am

Its not a simulation of reality though. The loot table keeps things more interesting going forward and can add alot in DLC's etc.

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Arrogant SId
 
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Post » Fri Dec 04, 2015 1:47 pm

infinite ammo? You mean no reloading? If so you'll run out of ammo pretty quickly with that. And besides fonv had inifinite ammo weapons 2 or 3 of them.
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Stu Clarke
 
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Post » Sat Dec 05, 2015 12:35 am

Few things, NV wasn't made by Beth. And it was only 2-3 of them. They weren't on half the bosses.

And counter logic me all you like, the fact of the matter is that 3 didn't have magic weapons lying around everywhere. At least not "completely none realistic" ones. And since this isn't a simulator I guess we can go ahead and add deathclaws that barf rainbows and muffins.

The line has to be drawn somewhere. I'm not saying don't have the items, but I am saying the option for them to be there or not could be provided. As well as an in game explanation lore wise. Or should we go ahead and just bin the whole plot since it's not "simulation"?

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Miss K
 
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Post » Fri Dec 04, 2015 1:11 pm

Unless you don't find "magic" loot anywhere near as interesting as "realistic" game mechanics, in which case it just detracts from the Fallout setting.

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Jimmie Allen
 
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Post » Fri Dec 04, 2015 10:38 am

Exactly. Last time I checked Fallout was at least "realistic enough" prior to this point. I have zero issue with the other Fallout game weapons for the most part. Both Beth and not.

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Shianne Donato
 
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Post » Fri Dec 04, 2015 5:50 pm

I feel like a lot of the special weapon abilities could've been special ammo abilities instead. I would rather have found a clip of incendiary bullets or plasma slugs and then sparingly used them for the tough enemies. They should've added a hell of a punch though, and maybe have a "universal" caliber size (a bit of stretch of imagination, but not *that* much and it could be very neat). I also dislike apparel bonuses that are not "logical" to what they're protecting. How can an arm be lucky? I get that it could add perception or strength, but luck? I'd lock those bonuses to locations (luck going to headwear for instance).

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Lawrence Armijo
 
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Post » Fri Dec 04, 2015 9:50 am

That breaks immersion for you? The only thing that messes with my immersion is the voiced character...specifically the male voice.

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Josh Dagreat
 
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Post » Fri Dec 04, 2015 11:12 am

I've yet to find one. Most "legendary" drops for me seem to be melee weapons with boring effects & armor bits with boring effects. I found one "lucky" gun (bonus to VATS crits) and a couple "extra damage to

edit: and again, I'm glad that I don't suffer from this "immersion" thing, so that I can just enjoy games.

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Tammie Flint
 
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Post » Fri Dec 04, 2015 8:17 pm


NV had bosses?...oh the guys at Gamorah..
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Ice Fire
 
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Post » Fri Dec 04, 2015 12:11 pm

there arent any Infinite ammo gun, is just a weapons that dont need reload

u know, every Fallout have "magic" weapons. Since unique weapons act like that. NV have more that 3 play more and u will see it.

If u dont like those weapons dont use it. IS A SINGLE PLAYER GAME NO ONE FORCE U TO DO NOTHING U DONT WANT:

where u dont reload. -.- ppl make post with so little information that i wonder if the actually playing the game.

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Wayne Cole
 
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Post » Fri Dec 04, 2015 10:53 pm

All games are immersive. If they weren't, we wouldn't play them, because (unlike washing the dishes or doing the laundry*) there's no practical point to games except for immersion. Or entertainment. Or fun. Or whatever term floats your personal boat. They all boil down to the same thing.

Spoiler
*- Though I suppose both of those activities are "immersive" in their own way...

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tiffany Royal
 
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Post » Fri Dec 04, 2015 5:53 pm

Explosive bullets are a thing in real life. They're difficult to use safely, but they do exist. And Incendiary rounds are also real. And the Junk Jet does have the option of getting Electric damage by electrifying stuff as it leaves the barrel, so that's an in-game explanation. These, at least, are covered. Other things I can see the issue with: Extra damage against particular creatures, extra projectiles, more Damage at night, etc. But not all of the effects are "magic".
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Lily Something
 
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Post » Fri Dec 04, 2015 8:45 am

This statement means nothing. There's no reason to ignore things that are really there. It's not because he does what he doesn't what to do, or what he doesn't like, it's because he thinks it can be better. Is it against the rules to criticize?

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Emilie M
 
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Post » Fri Dec 04, 2015 11:18 pm

no, u are right, isnt, but the saying is the first time we get it on the game is a lie, like i point out Magic weapons haven been on Fo3 and FoNV. Now they just work different. Bc if u notice the "unique" weapons on the game are just Legendary one with a name on it.

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djimi
 
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Post » Fri Dec 04, 2015 10:44 pm


It's not against the rules..however he is right..if you don't like something that is OPTIONAL..don't use it..if they were forced on you, then there's room for arguments
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joseluis perez
 
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Post » Fri Dec 04, 2015 8:16 pm

Obviously, but it doesn't mean you can't say anything about it.

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Albert Wesker
 
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Post » Fri Dec 04, 2015 6:15 pm

His complaint isn't that he's forced to use it, it's that it's immersion breaking. Simply seeing a Legendary enemy or weapon/armor piece with magic qualities is enough to break immersion. Doesn't matter that you can ignore them, because that isn't the point. It's still immersion breaking.

Fallout 3 and Fallout: New Vegas all had semi-realistic explanations for things. Ghouls are explained, Super Mutants are explained, Power Armor was explained, etc.. there wasn't really anything that was "magical". Sure, there were weapons that had "infinite ammo", but that's because they had recharging fusion cells.

Double-Barreled Shotguns that you need to manually reload having infinite ammo capacity? That makes no sense. There is no explanation for them. None. Zero. It is completely immersion breaking and there was no reason to add that stuff to Fallout.

This is not Borderlands. It isn't supposed to be cartoonish in an absurd way.
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jadie kell
 
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Post » Fri Dec 04, 2015 9:23 pm

Oh look, Star Wars has lightsabers. I guess I can not use those.

... Now what do I use that's just as effective?

See the problem? "Magical weapons" will always be superior as well as immersive breaking. I use it or I'm at a disadvantage. I don't use the weapons, but look, they're still showing up in my face as loot. They're still in the game without a explanation, be it "scientific" or "magical".

As for infinate ammo and reloads, it's BOTH! I had a weapon that never reloaded, and never ran out of ammo. I said what I meant and I meant what I said.

And to those that don't "suffer from immersion" then good for you, you're not losing out on anything. But that doesn't mean those that like immersion (which we ALL suffer fun considering CapnCrass's last statement) should be left in the dust. I don't go saying "remove it from the game altogether". If you want it, fine. Just give it a reason to exist or make it an option or something. It's nothing more then an obvious extra that adds nothing to the game lore wise and feels out of place because of a lack of explanation or realism. doesn't have to be both, but at least make it one or the other. We're playing a game with plot and story, not Team Fortress.

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gandalf
 
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Post » Fri Dec 04, 2015 7:55 pm

yes I know it wasnt made by bethesda but made by obsidian the developers who have such a high standing with fallout fans and yet they put in a gun that had unlimited ammo. And crossing the line means different things for different people I have no problems with the guns in the game the comical way radiation is taken in the fallout universe is one of those reasons and thats why I say its a video game if you like it fine if you dont....well there are a hell of a lot of video games out there with only a limited amount of time no need to stick to the ones you dont like.
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helliehexx
 
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Post » Fri Dec 04, 2015 2:06 pm

Immersion breaking how??? Fallout is surround on magic. Hell how the hell u explain the Mystery man perk. where from no where a random NPC shows up and kill the target on VATS. -.- and we never get a explain for that on Fallout 3 or NV.

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Steven Nicholson
 
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Post » Fri Dec 04, 2015 9:03 pm


So the OP must think chems and armor boosts are immersive breaking as well?
And please stop referring to things being magical...there is tons of stuff in all FO games that are 'magical'..like all the crap you carry around..where's that being stored? A little shot after getting shredded by gunfire, heals you?...the list goes on..is all that immersion breaking..
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Charlotte X
 
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