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Fallout 4 |OT| Atom Bomb Baby

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CloudWolf

Member
I kinda don't like how they handled companions this time around. I kinda wish that they had gone the New Vegas route with companions always giving perks as long as you have them and these perks changing depending on your choices for them. As it is now (permanent perks, but only if you max out relations) it's really hurting the little roleplay elements that are left IMO, especially since some of those perks are insanely overpowered. For instance, I've got Preston as a follower now and I find myself every conversation thinking, 'which answer will increase my standing with him?' instead of thinking 'which answer suits my character the best?'
 

Laughing Banana

Weeping Pickle
Dogmeat's continuous breathing hahhahhhahhhahhhahhhahhhahhhhhhahhh annoys me real bad nowadays, holy shit. It is actually the topmost reason why I avoid bringing him with me anymore.

I kinda don't like how they handled companions this time around. I kinda wish that they had gone the New Vegas route with companions always giving perks as long as you have them and these perks changing depending on your choices for them. As it is now (permanent perks, but only if you max out relations) it's really hurting the little roleplay elements that are left IMO, especially since some of those perks are insanely overpowered. For instance, I've got Preston as a follower now and I find myself every conversation thinking, 'which answer will increase my standing with him?' instead of thinking 'which answer suits my character the best?'

Uhh, choice and consequence then? If you want to preserve the roleplaying element of your character, just don't do stuff that may betray his/her character and accept that by doing so you may miss various things/compensations/rewards and only get the rewards that you get by doing stuff consistent to your roleplay. What kind of "roleplay" is it if your aim is "to have it all regardless of whatever"? :) It's more fun for me this way personally.
 

BeeDog

Member
Speaking of companions and perks, do you lose those perks if your standing with the companions drop? Or is it so that when you finally max out a relationship and unlock the perk, it's available permanently regardless of subsequent actions?
 

Sarcasm

Member
I kinda don't like how they handled companions this time around. I kinda wish that they had gone the New Vegas route with companions always giving perks as long as you have them and these perks changing depending on your choices for them. As it is now (permanent perks, but only if you max out relations) it's really hurting the little roleplay elements that are left IMO, especially since some of those perks are insanely overpowered. For instance, I've got Preston as a follower now and I find myself every conversation thinking, 'which answer will increase my standing with him?' instead of thinking 'which answer suits my character the best?'

So like talking with my wife. Say something that suits her or I....
 

CloudWolf

Member
Uhh, choice and consequence then? If you want to preserve the roleplaying element of your character, just don't do stuff that may betray his/her character and accept that by doing so you may miss various things/compensations/rewards and only get the rewards that you get by doing stuff consistent to your roleplay. What kind of "roleplay" is it if your aim is "to have it all regardless of whatever"? :) It's more fun for me this way personally.

Yeah, I don't really aim 'to have it all' (in fact, I started a new game this week because I didn't like how my first character was starting to become a 'master of all' character), but some of these perks are insanely strong and are kinda essential to have for my current character build, like Preston's
+20% damage and +20 Damage Resistance when fighting three of more enemies
, but in order to get it I have to think about how every thing I do is going to affect him.
 
Holy crap this is good

Vp0uAqi.png
 

Ardenyal

Member
I kinda don't like how they handled companions this time around. I kinda wish that they had gone the New Vegas route with companions always giving perks as long as you have them and these perks changing depending on your choices for them. As it is now (permanent perks, but only if you max out relations) it's really hurting the little roleplay elements that are left IMO, especially since some of those perks are insanely overpowered. For instance, I've got Preston as a follower now and I find myself every conversation thinking, 'which answer will increase my standing with him?' instead of thinking 'which answer suits my character the best?'

From my experience you don't need to brown nose to max companions. You can easily max a characters standing just from adventuring with them. Might take a while longer but you don't need to min max every moment :p
 
Ok, I'm confused. I just did the quest Battle for Bunker Hill.

Was I supposed to be able to kill everyone with no negative side effects? I could attack anyone: Brotherhood, Railroad, and Institute. None of them would ever shoot back at me. I ended up just killing everything because it was really good loot and xp lol.
 

danowat

Banned
no you get other chances I failed like 3 times with
Cait
but then wore a high charisma outfit drank alcohol and won the speech challenge

Excellent, I was planning on bashing clams with her :)

You still get the perk when they turn you down though, so not all bad.
 

Auto_aim1

MeisaMcCaffrey
Ok, I'm confused. I just did the quest Battle for Bunker Hill.

Was I supposed to be able to kill everyone with no negative side effects? I could attack anyone: Brotherhood, Railroad, and Institute. None of them would ever shoot back at me. I ended up just killing everything because it was really good loot and xp lol.
Yeah, they don't do anything to you. Deactivate or free the synths to end the mission.
 

bjaelke

Member
at this point it's accepted the settlement aspect is bugged whenever you leave.

I hope that whenever they patch it they also make it clear whether food/water can be shared if one place has an excess and is in a trade route. I keep seeing conflicting info.

Supply lines only works with crafting material. I did some testing last night by putting food, water, stored items, weapons and ammo in the workbench at two different camps. I was even able to transfer stuff between two places despite not having a direct line - they were both connected through a third settlement.
 
Gaf, I need help stuck on The First Steps sidequest, I'm trying to reach the top floor of the interior to kill all the enemies but the place is a maze and I just keep getting lost.
 

Laughing Banana

Weeping Pickle
First game breaking bug last night. Lost about 3-4 hours play.

Make sure you save your game before starting the 'Confidence Man' quest.

pissed_off_house_of_cards.gif

Was it some enemies turned basically immortal and you can't kill them? Was it
Bull?

I basically always adhere to the rule of making a hard save every time I finished depositing stuff in my Sanctuary's house, before I began a mission, and at least one time at the middle of that mission--of course with numerous quicksaves interspersed throughout.
 

Replicant

Member
Fucking raiders are so fucking annoying. Spamming molotov all the time. I probably should use mine too since I have about 18 of them at this point in time but I thought I'll save them for bigger enemies.

It was so satisfying when at one point I used a sniper rifle and blew their heads off to smithereens:

https://youtu.be/7uzk2QsjvHY?t=58s
 
Is there a mod that lets you see details about an item before you pick it up? Preferably I could at least see weight and caps value but even better would be what materials I could glean from it.

Really a bummer that I can't see that before picking something up.

I apologize if this has been asked but the thread is a bit massive.
 

Corpekata

Banned
I'm not really sure what the gamma guns are for. I've used them on humans too and it feels like it's just a more roundabout way to kill things than just using bullets. I guess really armored enemies maybe? Haven't fought anything yet where it was more worthwhile than shotguns to the face.
 

Zocano

Member
I see people making cool structures but making structures have power inside of them seems like a mess.

It would be really cool to make a bar in Sanctuary, like I've seen some people make, but

TONDq.gif


____


edit: Also I *just* found the "Your Special!" book after like 60 hours but I picked the wrong skill cause I couldn't back out and check my perk tree and the game was locked in on the "PICK AN ATTRIBUTE" menu (thanks Bethesda for being smart!). My last save is like 3 hours ago because I fell in the "well I might as well try and see what this settlement shit is all about" hole and I'm not redoing all that shit again.
 
Supply lines only works with crafting material. I did some testing last night by putting food, water, stored items, weapons and ammo in the workbench at two different camps. I was even able to transfer stuff between two places despite not having a direct line - they were both connected through a third settlement.

it seems bugged then,

Because if it doesn't share food and water then that makes supply lines extremely simplistic. Also why would they add water purifiers that add like 40 water to a settlement if the max number of people in a camp is like 20-21. That's extremely overkill.

I really do hope they mean to fix this, because if supply lines are only meant for crafting materials you essentially made a perk that works only for superficial aspects where it could be something really cool.

Imagine having a settlement that deals with farming/water supply for the rest of your settlements, then having another one that works as a central hub and a quick connection to settlements in other locations, and another one that is almost exclusively meant as your commercial settlement.

I wanted to make this crazy Las Vegas-type settlement, with make-shift hotels and everything, that would get its food/water from other camps. If they don't share food and water though I don't think I'll put too much effort into making my whole network of cool commercial camps. And I guess this also means I won't be putting any effort into the system. I already have my central hub and a second settlement. That's good enough for now.
 
I wanted to make this crazy Las Vegas-type settlement, with make-shift hotels and everything, that would get its food/water from other camps. If they don't share food and water though I don't think I'll put too much effort into making my whole network of cool commercial camps. And I guess this also means I won't be putting any effort into the system. I already have my central hub and a second settlement. That's good enough for now.

I know for a fact that food is shared(I don't think water is though, but (big but) the people don't acknowledge shared food. The settlement wont be red but the people will still constantly complain about food. It was too frustrating for me, so I just keep 24 Mutfruit trees in every settlement now.
 
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