Fallout 4

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Re: Fallout 4

Post by legoless »

Pretty cool trailer, but I'm not really into the idea of adding even more sandboxy crafting to the game. I guess I'll reserve judgement until I see it in action.
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Re: Fallout 4

Post by Baloth-Kul »

I want to build FISTO Mark 2. :D
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Re: Fallout 4

Post by The SheoDovah »

What's wrong with Fisto 1.0?
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Re: Fallout 4

Post by Rezalon »

Didn't that Mechanist fella appear in Fallout 3?
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Re: Fallout 4

Post by Dohva. »

legoless wrote:Pretty cool trailer, but I'm not really into the idea of adding even more sandboxy crafting to the game. I guess I'll reserve judgement until I see it in action.
Ditto. I'm more excited about Far Harbor, tbh.
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Re: Fallout 4

Post by Kerr »

Hopefully the robot making stuff is good. I wonder if this Mechanist is going to be that kid from the Superhuman Gambit quest in Fallout 3, the one who really looked up to him.

I imagine the questline will be more Fallout 4, what I liked in Fallout 4 I'll like, what I didn't like I won't like. Such as how nothing other than Charisma impacts conversations, and even then it's chance to succeed not the options available to you. So it's not like my character knowing a lot about science is ever going to come up if I'm talking to The Mechanist. Although maybe, just maybe, we'll get unique dialogue options if we are dressed like The Silver Shroud. I can always hope.
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Re: Fallout 4

Post by Dohva. »

Knight Captain Kerr wrote:Such as how nothing other than Charisma impacts conversations, and even then it's chance to succeed not the options available to you.
That's so not true. My character has failed several conversations during quests and ended up getting the shaft/having to fight/having to rethink relationships, etc. Not everyone's experiences are the same and it depends on how you play. But I've failed speech checks even with high charisma because I was either on drugs or drunk with disastrous consequences.
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Re: Fallout 4

Post by Kerr »

I never said you couldn't fail. What I said was your character says the same thing, whether it fails or not depends on a dice roll which is influenced by your charisma. So a character with 1 charisma or 10 charisma says the same thing (and because of the voice acting they say it in the same way,) they have the same dialogue options available to them, the only thing charisma influences is if that thing they say manages to persuade the person or not. High charisma doesn't actually give you new dialogue options, it just makes you more likely to succeed at existing ones. Personally I don't like dice roll dialogue very much. Because then dialogue isn't picking the right thing for this scenario, it's picking persuade and hoping you get lucky.

And you don't get any dialogue options for having high strength, high perception, high endurance, high medicine, high science, etc. Which was my orignal point, My character being really good at science probably won't come up when I'm talking to the Mechanist.
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Re: Fallout 4

Post by Dohva. »

^Fair enough. You're right about such knowledge not coming up in conversation though. In New Vegas, it was nice seeing my character's medical knowledge coming up in conversation. Not the same case in 4, but it still has the potential to make things crap if you fail a speech check.

Like the first time I tried romancing MacCready and was shot down hard (she was rather intoxicated) in front of a room full of people. That was pretty embarrassing. And there's been other times when her speech checks have failed when she's in the midst of attempting diplomacy. Sucks lol.
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Re: Fallout 4

Post by Rezalon »

Rezalon wrote:Didn't that Mechanist fella appear in Fallout 3?
According to a Tweet from Bethesda, the "Mechanist is back", so it just might be the same guy.
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Re: Fallout 4

Post by The SheoDovah »

But why? Couldn't they have come up with a better character to return(somehow) then the Mechanist who may be dead or convinced to give up.

I do wonder if Bethesda is going to go down the crafting route for DLC and only 1 or 2 bits of story content.

It sucks that they have gone back to the percentage speech(going on by what Kerr said) but i can see it being a budget reason or time constraints.

I do expect someone to make Mini-Prime in the first DLC. Or maybe, Optimus Prime. What? We have a prime, we need the original prime.
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Re: Fallout 4

Post by legoless »

The SheoDovah wrote:I do wonder if Bethesda is going to go down the crafting route for DLC and only 1 or 2 bits of story content.
Calling it now.
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Re: Fallout 4

Post by Kerr »

legoless wrote:
The SheoDovah wrote:I do wonder if Bethesda is going to go down the crafting route for DLC and only 1 or 2 bits of story content.
Calling it now.
Based off the prices of the DLC and the price of the season pass I'd say that's exactly what they're doing. It's what the did with Skyrim too.

Just because The Mechanist is in Fallout 3 and can die doesn't mean he can't or even shouldn't be in Fallout 4. Tandi can die in Fallout 1, doesn't stop her being President of NCR in Fallout 2. The Fallout games have canon endings, Fallout 4 establishes the good karma ending of Fallout 3 and Broken Steel as canon. Although something I feel should never be canon is the gender or name of the main character. So the main character was your character, the one you played.

Strangely, Fallout 2 kind of did that but then didn't. The Vault Dweller's memoirs from the manual doesn't mention gender and their spouse was called "Pat," so it seems like they might have kept it ambiguous, but then you get to NCR, there's a big statue of a man in Vault Suit and I think Tandi talks about him using gendered terms. It's like they started out with the plan for it to be ambiguous and then changed their mind at some point down the line or it was never agreed upon before they started. Which given how Fallout 2 was made (the different areas were given to different designers who didn't interact much in terms of what they were doing, which is why say New Reno was designed so differently from San Francisco in terms of just about everything) might very well be the case.
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Re: Fallout 4

Post by all_freed »

it's probably not the same mechanist, it probably a guy who was his sidekick or greatest fan that took the mantle
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Re: Fallout 4

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Re: Fallout 4

Post by Argonanza »

This Build-A-Bot Workshop stuff is pretty nifty, if I do say so myself. I advice you all to hoard coffee cups and surgical trays.

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Re: Fallout 4

Post by legoless »

I'm actually incredibly surprised by Automatron. Don't care for the crafting but that questline was very competent and the loot is awesome. Way more character than most of the vanilla game.
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Re: Fallout 4

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Re: Fallout 4

Post by Argonanza »

Yo lego, did you try
Spoiler:
confronting the Mechanist while wearing the Silver Shroud outfit?
Yeah, for a small add-on, they sure crammed it full of neat stuff. My only complaint is that the endgame radiant quest is completely pointless.
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Re: Fallout 4

Post by legoless »

Argonanza wrote:Yo lego, did you try
Spoiler:
confronting the Mechanist while wearing the Silver Shroud outfit?
Nope, haven't even done that quest. That would've been interesting though.
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Re: Fallout 4

Post by Kerr »

Vilhelm Valhalla wrote:Automatron is a lot of fun, I think I may be close to beating it. The new locations are great, and so are the new enemies and assets, but the robot crafting is amazing. I'm currently trying to build a Sotha Sil lookalike out of Assaultron and Mr.Handy bits, I might try a Dwemer Centurion next when I collect more resources.
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Re: Fallout 4

Post by Baloth-Kul »

Y'remember how NV had the, uh, intercom thing to dismiss all companions and whatnot? I think FO4 needs something like that. Nick got glitched, and is kind of...gone, right now. (He got crippled but couldn't get up and I couldn't stimpak him. I dismissed him and sent him to Spectacle Island, but he isn't there just yet.) Hoping he reappears, man, I don't want to have to restart this save file.

Automatron is downloading, yay :D

Going to have to take some pictures and such, share them on here. Pretty proud of some of my settlements. Murkwater's got shacks built atop those stilted foundations, look real purdy. Oberland has a big watchtower. Greygarden has a cozy shack on the cliff edge. Sanctuary is fully wired, got my tradehouse/restaurant thing looking spiffy. Hangman's Alley is a cozy shanty town. The Airport looks very BOS-y; I have uniform metal walls to block the gaps in the walls and such, and wooden bridges directly behind the walls, so it's like a...I wouldn't know what to call it. You can climb onto there, aim over the walls, take cover behind them.

Major wood shortage from all my building, though. To once again revisit a lovely quote from Union (though now with some actual context)...
Unionhack wrote:Wood is very, very nice to have. And when you don't have it, you miss it.
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Re: Fallout 4

Post by Kerr »

I've felt Bethesda need to make organising your companions easier since I first played the game and lost Dogmeat. He was somewhere in Sanctuary Hills, who knows where?

Going to be starting up a new playthrough of Fallout 4 probably next week, the week after that. I know I'll want to do Automatron with my first PC before I do. I think I might go for a Pistol/Melee kind of character, it should be different from my first character who just used rifles. Although I can't see it comparing to rifles, rifles are great and there are loads of them. From what I remember there wasn't as much variety in pistols, especially if you are limited to non-automatics. So Gauss Pistol, add it in Far Habour please. That Gun would also be pretty sweet. You can hunt down androids and you can't use Deckard's gun from Blade Runner? What is this?

I only ever bothered building up The Castle a lot, I focused a bunch on one settlement and mostly ignored the other ones. I might go for Red Rocket Cafe or that Drive In Cinema in my next playthrough, build it up instead. I'd rather fully ass running one settlement than half ass a lot of them. I wouldn't have enough resources to build up that many settlements the way I want.
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Re: Fallout 4

Post by Kerr »

Wasteland Workshop Trailer - Coming out April 12.
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That's nice, by the time I play Fallout 4 again I'll have Automatron and Wasteland Workshop. Should make building up The Castle and wherever I decide to build up with my BOS character more enjoyable.

And aww yes, cats.
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Re: Fallout 4

Post by Baloth-Kul »

Sweet, planters. Makes the barren settlements a lot more sensible. And I am eager for more creature trophies.

The new building/foundation options simultaneously makes me happy and...slightly miffed. Different options means I might want to tear some stuff down to rebuild it with the new stuff. We'll see when it rolls out, though! For now, I'm content building my super crazy death robuts.
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