Fortunately I'm still able to exercise my imagination even in the presence of a back story.Whitbane said:What character are you guys playing as?
I'm playing the war veteran who's wife was killed and son kidnapped.
Desk Fans. I'm always running low on screws for weapon mods.BloatedGuppy said:Some random items to look out for...dyre said:Apologies for using this thread to ask an unrelated question, but I figured this would be a good place to ask because people posting here have probably played a lot of the game already: could someone suggest some junk items that I should be on the lookout for? I realize that pretty much everything is usable, but most of them yield common resources like metal, wood, rubber, etc. Are there any items/derivative items that you find yourself consistently in low quantities of, and wish you hadn't been ignoring earlier?
1. Anything that gives adhesive, until you feel comfortably done with modding. All duct tape, glues, and...I think it's vegetable shortening.
2. Anything that gives oil. Oil is a shortage that can sneak up on you fast. Gas cans and oil canisters are good supplies of this, as are the light and near omnipresent lighters.
3. Copper if you plan on doing a lot of electrical work. Can be found in fuses, old lightbulbs, and a handful of other tech-style items.
4. Circuitry if you're wanting turrets and the like. Look for hot plates and alarm clocks mostly.
5. Ceramics can run low...I found myself scavenging up every coffee cup and vase I could find for a while.
6. Those are the major ones, but grab anything that gives fiber optics, ballistic fiber, nuclear material, that sort of stuff, when it comes available, as they are rarer components and if you find yourself suddenly needing some it's not as simple as a pop over to the next burned out building to find some.
Alas, I already .ini'ed it to within an inch of its life. It's just a chuggy game.dyre said:Your mileage may vary, but this worked really well for me:
https://www.reddit.com/r/pcmasterrace/comments/3seb6u/fallout_4_performance_and_assistance_megathread_2/
Oh certainly, some situations are going to require excessively more head canon than others to achieve suspension of disbelief, but I'm not sure the simple fact there was a voiced protagonist with a background is sufficient charge to condemn the game for its role-playing possibilities. You mention Fallout 3, which I (oddly enough) found to have one of the most evocative/conducive to role-playing openings I'd ever experienced in a game. Odds are it happened to align well with what I was going to do anyway, but at the end of the day the only real limitation is one's imagination.Johnisback said:It's not just the presence of a back story though, it's how it's written. The more specific and illustrative the back story gets, the less options for believeable role playing you have.
This was one of the main issues I had with Fallout 3, the player character is shown to have a loving father, at least one close friend and a place in a caring community. The only difficulties the PC faces is a gang of bullies who are about as effective as Team Rocket seeing as the player can easily beat the crap out of them 4 on 1.
With this back story attached to my character I find it very difficult to roleplay an evil PC without simply resorting to making a mustache twirling villain.
Now on the other end of the scale you have New Vegas, where the backstory is practically non-existant. It amounts to "you're a courier, you've been shot in the face." This allows more freedom for role playing but requires the writers to add in the old, lazy amnesia plot device, or risk retconning a player created back story further down the line (like Lonesome Road can easily do).
I personally think there's a happy middle ground. Dictate the PC's back story to the character, but give the player significant influence on how it turns out. Dragon Age: Origins would be a great example of this, it goes above and beyond the call of duty by providing you a number of back stories to choose from. But even then, each back story in isolation gives you plenty of opportunities to establish whatever ground work you wish to role play on top of.
Stuff like tone, dialogue, choice, etc can all make roleplaying more difficult, but there is nothing so bad that a good imagination cannot overcome it. Even Bethesda's best blank slate offerings have required a lot of mental gymnastics to make sense of, going straight back to Daggerfall and Arena.Johnisback said:I disagree that the only real limitation is one's imagination, I think your limited by a number of factors including tone of the game, dialogue choices, player choice in general etc. It's no good role playing if the game doesn't respond to that role playing in any way.
I was thinking more of 2, specifically. Your parentage is pre-determined, your family/friends are pre-determined, etc. There's as much "set up for you" as in Fallout 4. In Planescape you're a named character with a rich history and a host of long time companions. All of it is a lot more limiting than "You're an ex army vet/lawyer with a dead wife/husband and missing kid". There's no snark at those games though, they're generally accepted as classics of the genre.Johnisback said:The only game I'm familiar with out of those is Baldur's Gate and I definitely wouldn't call the character bio detailed there. It basically amounts to "you were an orphan, you've been raised in a monastery, now go," all detail outside of that is decided through dialogue choices.
Unfortunately everyone has different ideas about what constitutes the spirit of the CRPG. I just want the damn things to be good at whatever it is they choose to do.Johnisback said:What I will say is that I feel they're straying from the spirit of RPGs if freedom of choice, if freedom to role play isn't considered a priority.
No, Bethesda doesn't write well. If someone wanted to pillory the game for its writing, I would join them on the firing line. I'm frequently seeing the game being attacked for "the wrong thing" though. The fact there's a backstory isn't the issue, the often weird, tonally off and poorly paced story delivery is. The new perk system isn't the problem, improper integration of SPECIAL/Perks with the game world is. Etc, etc. And then, if we're going to snot at Bethesda for writing, we can acknowledge they've NEVER written well, so really...what were we expecting? Fool me six times Bethesda, shame on me. I feel like people should know what they're in for by now. Not that this excuses it, necessarily, but the venom on display is occasionally confusing.Johnisback said:Like I said in the previous post, if the PC back story is written well it shouldn't limit role playing in any significant way, it's just Bethesda don't have a good track record of writing anything well.
I can only partially agree with this. Because I think a lot of it comes down to what individual given storyline we're talking about.BloatedGuppy said:if we're going to snot at Bethesda for writing, we can acknowledge they've NEVER written well, so really...what were we expecting? Fool me six times Bethesda, shame on me.
Yeah, I'm between the two opinions here. Yes, imagination is limitless; yes programmed games are going to be much more limited than non-programmed games (tabletop etc.). Anything that requires "excessive head canon" to work around is...bad - I mean if what you want is really not in the game, then the game can't take any credit for what people bring to it beyond what it can do.Johnisback said:I disagree that the only real limitation is one's imagination, I think your limited by a number of factors including tone of the game, dialogue choices, player choice in general etc. It's no good role playing if the game doesn't respond to that role playing in any way.BloatedGuppy said:Oh certainly, some situations are going to require excessively more head canon than others to achieve suspension of disbelief, but I'm not sure the simple fact there was a voiced protagonist with a background is sufficient charge to condemn the game for its role-playing possibilities. You mention Fallout 3, which I (oddly enough) found to have one of the most evocative/conducive to role-playing openings I'd ever experienced in a game. Odds are it happened to align well with what I was going to do anyway, but at the end of the day the only real limitation is one's imagination.
My policy with role playing video games is that they should aspire to have the same freedom of choice, the same ability to role play a character of your choosing as table top role playing games. I realise that we don't even have the technology for that at this point, but I'm always dissappointed in games like Fallout 3 when they don't even attempt to push the envelope in that regard.
There does come a point where "more difficult" reaches "prohibitive" and I think Fallout 4 is walking that line. I am on my 3rd time through now (doing each faction to the bitter end for perspective) and I have to say that the limitations become more apparent on replay, not less. In other Bethesda games I've found opportunities to do it a little differently, give it another spin on each time around, but this game is really fighting me on that front as well - even with changing up my allegiances.BloatedGuppy said:Stuff like tone, dialogue, choice, etc can all make roleplaying more difficult, but there is nothing so bad that a good imagination cannot overcome it. Even Bethesda's best blank slate offerings have required a lot of mental gymnastics to make sense of, going straight back to Daggerfall and Arena.Johnisback said:I disagree that the only real limitation is one's imagination, I think your limited by a number of factors including tone of the game, dialogue choices, player choice in general etc. It's no good role playing if the game doesn't respond to that role playing in any way.
The writing is quite bad on a lot of levels. I really can't imagine what the issue is in the writing department - maybe lack of inter-office communication, maybe lack of talent, maybe lack of understanding the property they are working with. They'd have been better served hiring competent fan fiction writers for their team - at least they know how to work with something existing and spin up something interesting from what they're given to work with.BloatedGuppy said:Unfortunately everyone has different ideas about what constitutes the spirit of the CRPG. I just want the damn things to be good at whatever it is they choose to do.Johnisback said:What I will say is that I feel they're straying from the spirit of RPGs if freedom of choice, if freedom to role play isn't considered a priority.
No, Bethesda doesn't write well. If someone wanted to pillory the game for its writing, I would join them on the firing line. I'm frequently seeing the game being attacked for "the wrong thing" though. The fact there's a backstory isn't the issue, the often weird, tonally off and poorly paced story delivery is. The new perk system isn't the problem, improper integration of SPECIAL/Perks with the game world is. Etc, etc. And then, if we're going to snot at Bethesda for writing, we can acknowledge they've NEVER written well, so really...what were we expecting? Fool me six times Bethesda, shame on me. I feel like people should know what they're in for by now. Not that this excuses it, necessarily, but the venom on display is occasionally confusing.Johnisback said:Like I said in the previous post, if the PC back story is written well it shouldn't limit role playing in any significant way, it's just Bethesda don't have a good track record of writing anything well.
Y'know I'm going to say that the concepts for what you listed off here were interesting and promising and fun to play and absolutely higher points in the game in general for most people -- but they weren't written much better than any of the other bits when you get down to what dialog you encountered, how events unfolded, ect. That they had quirky or neat or fresh subject matter and scenery were their main points of "wow" I believe.IceForce said:I can only partially agree with this. Because I think a lot of it comes down to what individual given storyline we're talking about.BloatedGuppy said:if we're going to snot at Bethesda for writing, we can acknowledge they've NEVER written well, so really...what were we expecting? Fool me six times Bethesda, shame on me.
True, Bethesda has a bad track record for main quest line story writing. It was bad in Morrowind, it was horrendously bad in Oblivion, it was bad in Skyrim, and it was bad in Fallout 3.
However, if we consider some of the sidequest storylines, I would think a lot of people would hold a somewhat different opinion. Such as the Dark Brotherhood or Thieve's Guild questlines/storylines, and especially some of the DLCs such as Shivering Isles, The Pitt, Point Lookout, etc.
I guess what I'm saying is, it's a little unfair (and also untrue) to blanketly label Bethesda as poor writers across the board and in every facet, because they actually *are* capable of decent writing.
I knew someone else was thinking it.DanielBrown said:
Well, Interplay going bankrupt is the reason those games don't exist any more. Bethesda is the reason the're getting any Fallout games at all. I don't blame the company for using the engine they already had and a style of game design they were comfortable with, nor for buying a famous old IP and actually making games with it, instead of squatting on top of it like a malignant toad (cough, EA, cough).Johnisback said:I think the reason the venom is so much more potent in this case is that Fallout 3 and 4 aren't just games that some people don't enjoy, they're games that are a direct result of the games these people did enjoy not existing anymore.
Long time Ultima fan here, from the very earliest games in the series. I'm glad for your disclaimer, because comparing Fallout 3 and 4 to Ultima 8 and 9 is doing Bethesda a massive disservice. The new Fallouts have their problems (lord do they ever, I actually ran into something like nine consecutive broken quests last night), but Ultima 8 was a calamity, and Ultima 9 is a strong contender for the worst game ever made. And yes I include ET and Big Rigs in that. If all EA had done was change isometric games into over the shoulder 3D games, I'd have been perfectly delighted. And we might still be getting Ultimas today.Johnisback said:Ask a long time Ultima fan what they think of Ultimas 8 and 9. They'll tell you they're an evil blight upon the planet and the most compelling reason for the extinction of the human race. Now the games are bad don't get me wrong, but the reason there's such bile and hatred for them is because EA bought Origin Systems, took charge of development of the Ultima games and ended up releasing two games that looked like Ultima games superficially, but were completely different in action and spirit.
Old Fallout and Fallout 2 fan here as well. I'm super happy the series STILL EXISTS, and that I can still buy and play games set in that milieu. And to be perfectly honest, having recently played through Wasteland 2, I'm quite happy that I'm not still playing "old Fallout games". Do I wish Bethesda didn't make such a canned ham out of the writing and story delivery? Yes! But the original games were hardly titans of story delivery. Hell you could accidentally finish the main quest in the first game in less than two hours by traveling to the wrong spot. I got exhausted during Fallout 2 and never even finished it. Other than Planescape, I do think we occasionally overpraise the 1998-2001 crew for their story and content as compared to modern games. There's some serious rose colored glasses at times. People praise New Vegas as being a "true successor" to Fallout 1 and 2 (something we again wouldn't have if not for Bethesda), and I understand why (even if I don't necessarily agree with them), but New Vegas shares about 95% of its DNA with Fallout 3 and 4, and very little with Fallout 1 and 2.Johnisback said:Fans of Obsidian's Fallout games are constantly reminded that the games they want aren't being sold and that a series they once loved has changed into something they dislike.