All this talk about New Vegas makes me realize just how shit the dialogue wheel/diversity of it is in Fallout 4. That's going to be the main complaint after the first wave of playthroughs and hype settles down. I just know it is.
Quote from: Luciana on November 17, 2015, 12:24:09 PMAll this talk about New Vegas makes me realize just how shit the dialogue wheel/diversity of it is in Fallout 4. That's going to be the main complaint after the first wave of playthroughs and hype settles down. I just know it is.I am enjoying the chance to be sarcastic at almost everythingbut it's not worth sacrificing all other diversity
^Yeah I saw that picture posted. It's true
Quote from: Luciana on November 17, 2015, 12:36:59 PM^Yeah I saw that picture posted. It's true honestly I really liked the gameplay. The removal of skills and focus on perks did exactly what I expected, by condensing skills in just a bunch of boring shit and removing depth from the game, making mods the main way to create damage instead of a micromanagement, the removal of repair basically just removing more depth, ect.But the gunplay was really nice and the atmosphere was more like fallout 1's, which is better than the train wreck that was 3's.
Quote from: The Waifu Master on November 17, 2015, 12:40:23 PMQuote from: Luciana on November 17, 2015, 12:36:59 PM^Yeah I saw that picture posted. It's true honestly I really liked the gameplay. The removal of skills and focus on perks did exactly what I expected, by condensing skills in just a bunch of boring shit and removing depth from the game, making mods the main way to create damage instead of a micromanagement, the removal of repair basically just removing more depth, ect.But the gunplay was really nice and the atmosphere was more like fallout 1's, which is better than the train wreck that was 3's.Honestly, the removal of skills into this new perk system hasn't been as bad as I would have thought. It still adds some depth to it if you ask me since you still put how much damage something has into something. I like how you can mess with your special too and specialize into something.
There's 70 perks, each usually with multiple levels bringing the total to 270 something
Honestly, call me silly but I like the new system, the old skill system was pretty simple, and it made skills like lockpicking have no difference between having like 25 and 49, so there was a bunch of wasted points as you tried to hit the 25/50/75/100 milestones to unlock the next tier computer or lock
Quote from: Fruitcake on November 17, 2015, 12:56:17 PMThere's 70 perks, each usually with multiple levels bringing the total to 270 somethingoh yeah, I love bringing the percentages of the buff I got from 20% to 40%.Please tell me you're joking.
Quote from: The Waifu Master on November 17, 2015, 12:58:06 PMQuote from: Fruitcake on November 17, 2015, 12:56:17 PMThere's 70 perks, each usually with multiple levels bringing the total to 270 somethingoh yeah, I love bringing the percentages of the buff I got from 20% to 40%.Please tell me you're joking. I was just pointing out the total number of levels, unfortunately most of them are like that yeahAlso looking it up, Fallout 3 had 58 perks
It's not like FO3 didn't have a similar problem. Nine of the perks just added points to stats, seven were simple damage bonuses, five that increased your accuracy, four altered your rad/damage resistances, and most of the rest just offset fuck ups and low skills (25% cheaper bartering, +30 HP, another chance to pick locks, fast sneaking, child at heart, strong back, etc) or extended the use of objects (longer lasting chems, half as likely to become addicted). There are only a couple of "unique" perks, such as Mysterious Stranger, Cannibal, and Mister Sandman.DLCs added more "unique" perks, like Quantum Chemist, and you can get a small amount of unique perks from completing quests (Power Armor Training), but from what I understand Fallout 4 has the latter and will probably get the former when DLC starts coming out.
Quote from: Fruitcake on November 17, 2015, 12:59:40 PMHonestly, call me silly but I like the new system, the old skill system was pretty simple, and it made skills like lockpicking have no difference between having like 25 and 49, so there was a bunch of wasted points as you tried to hit the 25/50/75/100 milestones to unlock the next tier computer or lockSkyrim had the right way of doing it using that system - You could attempt to pick any lock, but the "sweet spot" of higher skilled locks was exponentially harder if you didn't reach the skill level. I.e. Expect to break a shit-ton of lockpicks on a Master lock if you had 15 in lockpicking.Back on topic, sneaking makes the game OP. Crit. Kills on enemies you are [HIDDEN] to, doubling damage (and that's excluding added damage from stealth-oriented perks, or combo-ing it with VATS and it's related perks).Any difficult enemies/clusterfuck of bad guys just require a Doctor's prescription of:-Buffout-MedX-Psycho-(Optional) Jet, for spamming VATS. Apply directly to face.-100 caps for the addiction treatment afterwards.Also, the only custom weapon you'll ever need is the Dart Gun. Doesn't do much damage, but instantly cripples both legs, create for melee enemies such as Mirelurks and Behemoths. Major advantage is it render Deathclaws totally powerless.
Quote from: Prime Megaten on November 17, 2015, 01:29:26 PMIt's not like FO3 didn't have a similar problem. Nine of the perks just added points to stats, seven were simple damage bonuses, five that increased your accuracy, four altered your rad/damage resistances, and most of the rest just offset fuck ups and low skills (25% cheaper bartering, +30 HP, another chance to pick locks, fast sneaking, child at heart, strong back, etc) or extended the use of objects (longer lasting chems, half as likely to become addicted). There are only a couple of "unique" perks, such as Mysterious Stranger, Cannibal, and Mister Sandman.DLCs added more "unique" perks, like Quantum Chemist, and you can get a small amount of unique perks from completing quests (Power Armor Training), but from what I understand Fallout 4 has the latter and will probably get the former when DLC starts coming out.yeah, I forgot about this. Todd was never very good at designing interesting stuff for his game.
Quote from: The Waifu Master on November 17, 2015, 01:34:15 PMQuote from: Prime Megaten on November 17, 2015, 01:29:26 PMIt's not like FO3 didn't have a similar problem. Nine of the perks just added points to stats, seven were simple damage bonuses, five that increased your accuracy, four altered your rad/damage resistances, and most of the rest just offset fuck ups and low skills (25% cheaper bartering, +30 HP, another chance to pick locks, fast sneaking, child at heart, strong back, etc) or extended the use of objects (longer lasting chems, half as likely to become addicted). There are only a couple of "unique" perks, such as Mysterious Stranger, Cannibal, and Mister Sandman.DLCs added more "unique" perks, like Quantum Chemist, and you can get a small amount of unique perks from completing quests (Power Armor Training), but from what I understand Fallout 4 has the latter and will probably get the former when DLC starts coming out.yeah, I forgot about this. Todd was never very good at designing interesting stuff for his game.Granted, New Vegas did a much better job with making perk choices matter than FO3 or FO4 (seems to), but Bethesda doesn't really seem to give a shit about whatever changes Obsidian made in their installment.Petition for Chris Avellone to be brought on for DLC assistance when?
Quote from: SuperIrish on November 17, 2015, 01:17:49 PMQuote from: Fruitcake on November 17, 2015, 12:59:40 PMHonestly, call me silly but I like the new system, the old skill system was pretty simple, and it made skills like lockpicking have no difference between having like 25 and 49, so there was a bunch of wasted points as you tried to hit the 25/50/75/100 milestones to unlock the next tier computer or lockSkyrim had the right way of doing it using that system - You could attempt to pick any lock, but the "sweet spot" of higher skilled locks was exponentially harder if you didn't reach the skill level. I.e. Expect to break a shit-ton of lockpicks on a Master lock if you had 15 in lockpicking.Back on topic, sneaking makes the game OP. Crit. Kills on enemies you are [HIDDEN] to, doubling damage (and that's excluding added damage from stealth-oriented perks, or combo-ing it with VATS and it's related perks).Any difficult enemies/clusterfuck of bad guys just require a Doctor's prescription of:-Buffout-MedX-Psycho-(Optional) Jet, for spamming VATS. Apply directly to face.-100 caps for the addiction treatment afterwards.Also, the only custom weapon you'll ever need is the Dart Gun. Doesn't do much damage, but instantly cripples both legs, create for melee enemies such as Mirelurks and Behemoths. Major advantage is it render Deathclaws totally powerless.New Vegas had the problem of drugs too, as well as sneaking. Best way to ignore it is just don't go into those skills/use them. A lot of games hand you the tools to make it easier for you. Up to you as a player to handicap yourself. It makes for good roleplay too.
I'm pretty sure I read somewhere he refuses to work for Bethesda because he really dislikes what they did to the series which is understandable since its basically his baby that he built from the ground up.He's working on Divinity: Original Sin 2 right now