Campbell_Trio
kiwifarms.net
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- Aug 23, 2025
Yes but going off starfield all the funny bugs will be fixed before launchDo you think Fallout 5 will be buggy on release?
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Yes but going off starfield all the funny bugs will be fixed before launchDo you think Fallout 5 will be buggy on release?
Not in a Bethesda gameCan we ever have a companion that is a an absolute chad who will be one who tries to do right by others but at the same time absolutely racist as hell towards Muties like Ghouls and Super Mutants?
I forgot that would be a black isles characterNot in a Bethesda game
Not in a modern Bethesda game. In a Morrowind-era Bethesda game? Probably, you n'wah.Not in a Bethesda game
Bethesda hates restricting companion use. It's super mutants, ghouls, and Institute synths were allowed onto the Prydwen without any consequence, or why you could bring essentially bring any companion from opposing factions into the primary base of their sworn enemies without even a word from anyone.Can we ever have a companion that is a an absolute chad who will be one who tries to do right by others but at the same time absolutely racist as hell towards Muties like Ghouls and Super Mutants?
Bethesda hates restricting companion use. It's super mutants, ghouls, and Institute synths were allowed onto the Prydwen without any consequence, or why you could bring essentially bring any companion from opposing factions into the primary base of their sworn enemies without even a word from anyone.
In NV, Arcade would leave you if you had high rep with the Legion, Boone would do the same while also indiscriminately killing any Legion members he came across. Veronica would leave if you had low rep with the Brotherhood, Cass would leave if you had low karma or were hostile to the NCR. Conversely, the non-human companions were all essentially neutral and none of the factions were mutant-hating enough for it to be relevant.I feel it shouldn't be that way and be a way to trigger a companion death or being kicked out of an organization.
Fallout 3 did restrict companions based on your karma rank, but Bethesda kinda handicapped the whole concept by making the near-invincible super mutant be locked behind good karma. Why use any other companion when you can have a walking brick wall just as long as you're a good boy?Bethesda hates restricting companion use. It's super mutants, ghouls, and Institute synths were allowed onto the Prydwen without any consequence, or why you could bring essentially bring any companion from opposing factions into the primary base of their sworn enemies without even a word from anyone.
The whole karma system in Fallout 3 was pretty bad and it definitely contributed to the game having such shallow black and white choices. F1, F2, and FNV had Karma, but it ultimately mattered less compared to faction affiliation and perks affecting reputation. The game tracking choices that were obviously good (freeing slaves, being altruistic) and bad (stealing from average people, indiscriminate murder) added a dimension with who your character could be, which is important in a CRPG. It allowed you to be a good Legion character and bad NCR character, just as a basic example.Fallout 3 did restrict companions based on your karma rank, but Bethesda kinda handicapped the whole concept by making the near-invincible super mutant be locked behind good karma. Why use any other companion when you can have a walking brick wall just as long as you're a good boy?
Which is why it was scaled back to just having an effect on a handful of ending slides and the name of your save slot. It was better as a measuring tool than an actual gameplay device and it would've worked better as a sort of universal faction reputation for public wrongdoing. I would be more critical of the mechanic if it weren't for F4 showing how utterly barren the games were without it, even if F3 showed how retarded the mechanic ultimately wasI too think a fake and gay morality system in a setting that tries to through morally grey choices at you is better in one game than it was in another. If it wasn't for the game giving a pop up telling me the bad thing I did was bad, I wouldn't know what kinda character I was playing.
I too think a fake and gay morality system in a setting that tries to through morally grey choices at you is better in one game than it was in another. If it wasn't for the game giving a pop up telling me the bad thing I did was bad, I wouldn't know what kinda character I was playing.
You literally just described Danse from Fallout 4. You can say a lot about that title, but companions is one part Bethesda actually got right about that game.Can we ever have a companion that is a an absolute chad who will be one who tries to do right by others but at the same time absolutely racist as hell towards Muties like Ghouls and Super Mutants?
Fallout 3 did karma better than any other game. It is barely functional in 1, means nothing in 2 and is an absolute mess in New Vegas. You can not like the karma system fundamentally, but 3 pretty much got the system right as much as it will ever be. Problem doesn't lie with execution, it lies with the system just being flawed even on paper.The whole karma system in Fallout 3 was pretty bad and it definitely contributed to the game having such shallow black and white choices. F1, F2, and FNV had Karma, but it ultimately mattered less compared to faction affiliation and perks affecting reputation. The game tracking choices that were obviously good (freeing slaves, being altruistic) and bad (stealing from average people, indiscriminate murder) added a dimension with who your character could be, which is important in a CRPG. It allowed you to be a good Legion character and bad NCR character, just as a basic example.
In F3, you can be a murderous cartoon villain, a total saint, or inconsistent, and whether someone thought you were worth fighting with depended on if you stole too many pieces of garbage or gave a homeless man 3 bottles of water.
Reputation system is also woefully underused. In both 2 and New Vegas, it mostly just determines if the faction or town will shoot at you and give you free shit, not much else. Outer Worlds also had a similar system(no surprise there, it was made by Obsidian) but it was similarly underutilized and ultimately useless, we never really got a proper game with this system in a same way we got a good karma game with Fallout 3.Well honestly reputation is better given people have a nasty habit to ignore even the worst transgressions if you are pointed at the opposing side.combined I like the fact you can be a hero, war criminal, or somewhere in between.
Fallout 3 did karma better than any other game. It is barely functional in 1, means nothing in 2 and is an absolute mess in New Vegas.
NV didnt have games for windows liveBethsoft did a FO3 patch years ago, removing GoWL.
But they never touched FNV.
Always found it dumb that Fawkes required good karma because you would think freeing him from his cell was enough to make him wanna be your companion, plus i have no idea how he would have learned about our evil deeds from inside a vault in a locked room.Fallout 3 did restrict companions based on your karma rank, but Bethesda kinda handicapped the whole concept by making the near-invincible super mutant be locked behind good karma. Why use any other companion when you can have a walking brick wall just as long as you're a good boy?
It really felt like Bethesda saw the karma system as more important than interplay and black isle ever did since the idea of good and bad characters are all over the marketing and game case/manual.The whole karma system in Fallout 3 was pretty bad and it definitely contributed to the game having such shallow black and white choices.
I remember a friend of mine talking about how she used the homeless person at megaton just to cheese the karma achivements and nothing elseIn F3, you can be a murderous cartoon villain, a total saint, or inconsistent, and whether someone thought you were worth fighting with depended on if you stole too many pieces of garbage or gave a homeless man 3 bottles of water.
Clearly you are just a retarded bethesda fanboy tourist who hates fallout and personally funded the creation of the pitt expedition in fallout 76.Fallout 3 did karma better than any other game. It is barely functional in 1, means nothing in 2 and is an absolute mess in New Vegas. You can not like the karma system fundamentally, but 3 pretty much got the system right as much as it will ever be. Problem doesn't lie with execution, it lies with the system just being flawed even on paper.
I think many of F3's shortcomings come from Bethesda completely misunderstanding certain aspects of the previous games as well as their attempts to clumsily retrofit Fallout into an Oblivion sequel.It really felt like Bethesda saw the karma system as more important than interplay and black isle ever did since the idea of good and bad characters are all over the marketing and game case/manual.
In theory, maybe. In practice, you will never, ever be an evil karma user in either Fallout 2 or New Vegas since both games(made by the same devs) share the same flaws. For one, there is no reason to be evil, all the best outcomes are exclusive for good characters(or at least neutral ones), evil characters get pretty much nothing. 10k is a pittance since you will always have more crap to sell in Fallout 2 than merchants with money to take it. Two, it is much easier to gain good karma than evil karma, New Vegas is a particularly retarded example of that where a max evil karma user can kill a dozen ghouls or fiends and find themselves be referred to as wasteland Jesus all of a sudden, it is not much better in Fallout 2. Unless you are going out of your way to kill every single NPC as a murder hobo, you will never be an evil karma player in those two games, they require a borderline guide to be a proper evil character. In that sense, Fallout 1 and 3 run circles around 2 and New Vegas solely because of how badly they executed the concept.
OK, karma is useless in 1 but then you shit out that it means even less in... 2?
If you play the intended way e.g. a looksmaxxing diplomancer then karma means nothing, yes, because you max out every NPC's attitude anyway. If you don't go the Chris Avellone talk-down-every-problem way, good/bad karma will lock you out of at least some major quests. Marcus will only join you if you have good karma and will brush you off with "y'know I don't want to travel with you anymore" if you tank it in the meantime then try to pick him up again after ordering him to wait for you. The second-best armor in the game (hardened PA) costs 10k in cash each which is a lot even for an endgame PC, but if you have a rep for killing people then you can tell him he can either do it for free or you'll smear him on the wall for funsies. He will not be fooled if you try that as a Johny Be Good.
Tactics is the entry where you can say karma is absolutely useless because it only affect the ending slide you get if you decide to become the next Calculator. Killing these brains in jars tanks your karma a lot, so to get the "good" one you have to pretty much keep it maxed up to this point.
That's a great post, how could anyone dis-I think many of F3's shortcomings come from Bethesda completely misunderstanding certain aspects of the previous games as well as their attempts to clumsily retrofit Fallout into an Oblivion sequel.