Fallout series

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Bethsoft did a FO3 patch years ago, removing GoWL.
But they never touched FNV.
Last time they updated something non-FO4 and Skyrim was Daggerfall. Daggerfall of all things.
 
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?
 
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.
 
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.

I feel it shouldn't be that way and be a way to trigger a companion death or being kicked out of an organization.
 
I feel it shouldn't be that way and be a way to trigger a companion death or being kicked out of an organization.
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.

F4 did have the affinity system, and you couldn't use the characters from factions you were hostile with, but the affinity system had plenty of its own problems and becoming hostile with a faction essentially boiled down to either shooting at them or getting to the point in the main story where they would arbitrarily hate you
 
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.
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?
 
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?
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.
 
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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.
 
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.
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 was
 
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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.

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.
 
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?
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.
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.
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.
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.
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.
 
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.
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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.
 
i know this is about fallout games in general but i just had to rant about the mod Sim Settlements 2
online you'll find nothing but praise for that mod, being told "it is better than the main story" and "it has a unique settlement system where everything runs automated, you don't have to place a single thing"

started a new playthrough and everyone online jerks off about SS2 and how much better it is than the main story so i got it
chapter one is nice, it explains the settlement system and the story, VA and NPCs are fine too.
if you don't care about settlements you can choose a leader and everything builds itself which is neat as everytime you visit your settlement it gets bigger and better.

then chapter two starts and it goes downhill instantly.
in chapter one you raided a gunner hq and chapter two starts with managing said HQ
the dev knew it's shit since you get the option to skip it but only after finishing the tutorial

the HQ has multiple rooms all intuitively named SW ROOMS, NW WALKWAY, NW ENTRY WAY, EAST ROOM etc
you have to run through the HQ to find the right room (it's not labeled) and assign staff to clean it up
once it is cleaned up you assign another set of staff to build a room

next you have to place a power distribution room in the NW BASEMENT ENTRANCE
the HQ and it's basement are independent and everytime you go from one to another you see a loading screen
once you're there you need to clean that room up too and then the "ENGINEERING" category should pop up where you can build the room
if you're lucky it works, if cleanup failed then you're shit outta luck, there is nothing to fix that except load a previous save.

then you have to establish caravan routes to your settlements to get building materials.
before you do that you need to travel to the settlement and ask if it's ok to take some supplies (it's my fuckin settlement)
then you travel back to HQ and pick the right caravan option and the right settlement

then you need to build a security room but again, choose the right room to build in sweaty
nice you built a security room? upgrade it instantly because i said so!
the upgrade option doesn't appear, fuckin around, leaving HQ, waiting several ingame days and running commands fixes it

well done, here's your reward: infestations
for some fuckin reason your staff can get sick or the HQ is infested which means random enemies spawn in it
killing them is easy as it's radroaches or molerats but some spawn outside the room which means console command time yippie!!!

well done, here's your reward: nigger behaviour
if security is low some staff might steal ressources and caps
the solution? hire more security staff (but you can only hire three staff max so the real solution is to hire NPCs with high strength since strength decides your security level, just like perception decides engineering blablablabla...)

you finally get the tutorial done just to advance the fuckin story and now you have to call some NPC via your pipboy radio (or talk to them personally)
don't you remember? the pip boy radio is an item under AID, you click it, exit the pip boy and then choose who you wanna talk to
you're stuck staring at a wall? don't you remember? press V to change to third person to abort the pip boy radio call.

you do that, try calling again, the NPC gives generic voicelines instead of advancing the quest
you try visiting him only to see he is nowhere to be found
you realize you did all that for nothing and quit playing
instead of "settlements build themselves" you get "manage HQ caps, ressources, staff, SPECIAL stats, upgrades, sickness, infestations, caravan routes, hold meetings and so on.
i really want to contact the dev and tell him what a fuckin autistic retard he is, especially since chapter one was such a good start and he had to ruin it with micro management
 
Bethsoft did a FO3 patch years ago, removing GoWL.
But they never touched FNV.
NV didnt have games for windows live
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?
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.
The whole karma system in Fallout 3 was pretty bad and it definitely contributed to the game having such shallow black and white choices.
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 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.
I remember a friend of mine talking about how she used the homeless person at megaton just to cheese the karma achivements and nothing else
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.
Clearly you are just a retarded bethesda fanboy tourist who hates fallout and personally funded the creation of the pitt expedition in fallout 76.
 
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.
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.

The excessive references and tone breaks in Fallout 2 could get pretty bad, but in an isometric RPG emulating tabletop sessions where nearly all the dialogue was just little text boxes made for a much smaller audience of nerds, they were more excusable. The wackier elements don't work at all, however, in an immersive first-person console CRPG, especially when you force them into the main questline via Little Lamplight or canon-affecting story DLCs with aliens and Cthulu nonsense. I point this out particularly because Oblivion, Morrowind, and Skyrim all remain very consistent in their tone even when dipping into humor or horror, yet they've consistently managed to drop the ball when it comes to the tone of their Fallout games, which simultaneously want to be taken seriously while being a parody of itself.

I also don't understand why Bethesda invested all that time into the dungeons of Fallout 3 (aside from just wanting to copy the success of Oblivion). In the original games, there were never more than a handful, all of which had at least some quest significance and/or served as a difficult challenge for some high end gear. In Fallout 3, there's dozens of locations dedicated entirely to just killing enemies and looting.

Unfortunately, killing enemies in Fallout 3 isn't fun. The gunplay sucks and the AI is boring; Point at head and hold left click. Use VATs because your character can't aim for shit even at Small Guns 100. I will concede, however, that the ragdolls and gore are very fun.

Also, looting is pointless because there's nothing good to grab. Guns and ammo? Sure, but after a certain point you'll just end up selling everything for more .44, and 5.56, and shotgun shells (energy cells and microfusion cells if you're using laser weapons for some reason) because those are the only things worth buying. I hope you're patient though, you'll need to wait around constantly because the vendors are all poor. Maybe if you're lucky, somehow by the grace of God if you aren't using a guide, you'll manage to find a 'unique' weapon that isn't worthless to your build or a shitty early game weapon that looks identical to the normal variant except it does 3 extra points of damage and has 50% more durability.

Skill books and bobbleheads? I guess they're cool, but aside from the achievos, completing your Megaton Funko collection, and 100ing all your skills as a meme challenge, they're essentially worthless when you can max all the stats you need easily with skill perks and the generous amount of skill points given per level. Most skills aren't that great, either, with a severe lack of skill checks and quests requiring them, as well the game failing to give you a reason to GAF about making the right choices with how disconnected and surreal the game world and its characters are.

Fallout 3 just feels like it wants the player to explore, shoot enemies and collect loot for no other reason than just the sake of seeing more locations of greenish brown rocks and ruins with a configuration conveniently resembling the layout of a mid-2000's CRPG fantasy dungeon. At least ES games have enchanted items, alchemy ingredients, potion making, skill trainers, and a leveling system that requires you actually go use your skills to get stronger as incentive to explore.
 
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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.
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.

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.
That's a great post, how could anyone dis-
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Oh, the guy who got filtered by Fallout 2's easy early game and nearly had a temper tantrum when he got called out on it has a problem with Fallout 3 being criticized, color me shocked.

The only thing I have to add is that I hate how you get perks every level in 3, it leads to some true retardation like useless perks that give you +5 in skills you don't even care about or are easy to raise(everyone will have 100 in everything by the end). Truly a horribly designed RPG, but at least we can call it one, which is more than anything that can be said about any Bethesda game released since Skyrim.
 
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