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46  Media / Single-Player RPGs / Re: Final Fantasy VII Remake on: December 07, 2015, 01:00:44 AM
Makes me wonder if SE's PR department forgot to check the world market before peddling that excuse. Compared to the sheer amount of data in Fallout 4 I sincerely doubt anything in the FF7 remake truly requires 'episodic release because size'. Cash grab, plain and simple.
47  Media / Single-Player RPGs / Re: Fallout 4 on: November 24, 2015, 08:51:45 AM
*Side-Quest Related*

Really starting to wonder if Bethesda fired all of its writing staff that knew how to do Horror-themes. It's really, really bizarre because Skyrim had some really good moments in their side-quests that pulled off that kinda distraction gloriously. But between

The Museum of Witchcraft and Dunwich Borers

everything's been kind of a let down. The first was a fantastic build-up that (quickly) let to a VERY predictable, almost comedic end due to how poorly that particular thing could be cheesed. The second was a meh build up, promising middle, but as soon as that promise peeks its head out *pop*, it all ends.

In this particular case I'd rather they did nothing than present this half-baked mess. XP
48  Media / Single-Player RPGs / Re: Star Ocean 5 on: November 23, 2015, 07:54:41 AM
Starting to wonder if this is just a side effect of facial expressions becoming more 'realistic'.

Because if you randomly pause video of the human face, even during just casual conversation, eventually you are going to find multiple frames where that individual looks deformed, stoned, improperly proportioned, ect. These instances of 'weird face' could simply be horrible timing on the screenshoter's part.
49  Media / Single-Player RPGs / Re: Fallout 4 on: November 22, 2015, 12:42:31 PM
There's a diner mildly south(east?) ish of Concord. Most of the time you'll hit it pretty easily if you're just starting to make a beeline from Con to the old bridge crossing the northern river on your way to Diamond City. Although really your best bet is just going to Diamond City so you have a fast travel point to multiple merchants.
50  Media / Single-Player RPGs / Re: Fallout 4 on: November 21, 2015, 09:26:06 PM
Aside from poking into weapon shops, just keep looting everything, anything, and have enough Lockpicking & Hacking skill to open from Novice-Master level asap. I'm sitting on about 280-ish Shotgun Shells and 300+ .44's just from packratting. Think generally you're just at the mercy of what enemies feel like spawning with though. I have about 1000+ each of 10mm and .308 rounds but can never get Gammas to drop for the life of me.
51  Media / Single-Player RPGs / Re: Fallout 4 on: November 21, 2015, 05:26:50 PM
Little side discovery this afternoon. Apparently one of the most powerful weapons in the game isn't a gauntlet crafted from the waste's toughest beasts, not a (nearly) fully modded unique Laser Pistol, not even a full set quad barreled missile launcher...

It's a freaking switchblade.

Some random drop off a legendary, it gains damage per consecutive hit and only has one mod-slot to add bleeding damage. Mixed with its super fast attack speed and very low AP-per-hit requirement...the output it just insane. I'm pretty much running up to high-end Mirelurks and shiving them to death.

...funny thing is when I finally get around to using Power Armor this will still be my weapon of choice. Ai yah the dissonance.
52  Media / Single-Player RPGs / Re: LR:FFXIII to Steam -- the trilogy is here on: November 21, 2015, 04:28:45 PM
Never understood the disdain for Noel. Wasn't anything special but he was a far, far cut above the derp-muffin that Snow was, in any of his incarnations. Was honestly hoping they'd have the common sense to kill him off so that Serah could go that route instead. Alas, like Lightning, the worst of the cast list gets free passes for everything in that series.
53  Media / Single-Player RPGs / Re: Fallout 4 on: November 21, 2015, 02:55:57 PM
Good to know. X-x

Oh, I also forgot to mention putting people on supply lines requires the first rank of the Local Leader perk.
54  Media / Single-Player RPGs / Re: LR:FFXIII to Steam -- the trilogy is here on: November 21, 2015, 10:25:34 AM
Odd, I actually think XIII-2 is the strongest of the lot and 1/LR would've been much better if they'd been structured around that instead of that super bleh plot it had (LR didn't even had a plot, that was the equivalent of a writer wanking himself over a job (not) well done; even more painfully so than the Russel T. Davis finale of Series 4 Doctor Who).

The comedic approach actually worked quite well, more reminiscent of classics like V and IX. The idea that you need to take a setting 'super seriously' to the point where it just bogs itself down in lore and pointless melodrama is how you wind up with things like LR, or The Dark Knight Rises.

Irritatingly it's one of those things where I 'could' write up pages about where all the faults lie, how they could've been overhauled, ect., ect. but it isn't even one of those things where it's 'so bad you get steamed up about it'. Aside from XIII-2 everything was just...bleh and life sapping. Apathy generating. Couldn't even finish 13-1 and LR was the longest case of "...is it over yeeeeet? ;_; " that I only slogged through because XIII-2 had redeemed the concept so well.

That said, nothing wrong if you do enjoy them though. You enjoy your slushie, I'll enjoy my shake. <3
55  Media / Single-Player RPGs / Re: Fallout 4 on: November 21, 2015, 09:31:56 AM

A shared workbench inventory that extended beyond sanctuary would make tons of sense here.

Didn't see this earlier, sorries. In order to extend your inventory to other towns you have to be a bit silly. First construct a Settlement Recruitment Beacon (don't forget to turn it on after~). Technically you can do this with some of your party members but it just makes more sense to have NPCs do this. Once you have a few spare NPCs laying around (anywhere from 6-7 total population should do nicely) go into crafting mode and hunt one of them down (or just use the Bell). When facing an NPC in crafting mode there will be some button commands at the bottom of your screen.

You use this for assigning them to jobs locally too, but what you're looking for is the command prompt for 'Supply Line'. Once you hit this your map should pop up with a list of other locations you use as settlements. Pick one, send Skippy on their way, and their status should turn into 'Provisioner'.

Now your inventory is shared with that other settlement. Rinse/repeat for each spot you wanna use.

Finally made to Diamond City at level 14. Had to turn a blind eye to a few things on the way. Are any quests missable if I progress like that?

I'm pretty, pretty sure there are no time sensitive quests in Fallout 4. There hasn't been any since the old Water Chip quest in the original Fallout. It used to even have a time cap on the Super Mutant invasion after that but even Bethesda was like "...this sucks." and patched it out in later releases so you could enjoy the game in full. That one particular distress signal quest 'should' still be there as the plot progresses but I believe it's dialog may change depending on how far into the story you get because...reasons. >.>
56  Media / Single-Player RPGs / Re: Fallout 4 on: November 20, 2015, 08:08:02 PM

From, but I'm referring to more of an rpg standpoint where you walk into encounters with enemies far over your level or capabilities at that point. I mean do you stop seeing raiders and super mutants and only start seeing raider wastelanders and super mutant skirmishers later (whichever name is next in the chain), or does that happen in later areas, or do the enemies have an innate level that scales alongside you so you're never that overpowered compared to them?

From what I can tell enemy power in this game is...weird to ultimately determine.

-I know that certain enemy levels/types are particular to certain regions. I.E: Outside of scripted events you're not going to see Raiders in Deathclaw parts of the map because...well...Deathclaws. I believe this applies to enemy hierarchy scaling as well. I.E: You're not going to see anything stronger than a Super Mutant Brute (not counting random spawn legendaries) around Diamond City or stronger than a Feral Stalker around the police station. But as you move farther and farther from the 'core' area of the map enemy types, levels, and hierarchies will go upwards. Fallout games are traditionally organized so that level/powers static the moment you boot up the game. New Vegas for example, that Legendary Deathclaw in the hidden pass will always have the same stats no matter if you're level 1 or 50; but you have to go way out of your way to get into that kinda trouble before it's beatable.

-The difficulty setting appears to randomize this a bit though. Higher difficulties = a greater randomization of 'stronger' hierarchies into the area. Especially when it comes to the 'Legendary' modifier.

-That said...certain things in this game DO scale with level. I.E: There's a certain power armor suit that will only spawn in a certain chest when you're level 20+. And considering I've had areas I've cleared out before suddenly 'refresh' upon game reboot I'm wondering if the enemies in those specific spots behave the same as well in terms of scaling since they seem to act more like MMO Spawns than the rest of the normal enemy set. I'll revisit them every 5 levels or so and see if their hierarchy ever changes.

Short Hand Version
: Generally just treat the path between Sanctuary and Diamond city as 'the starter zone lv 1-10'. The further out you go from that point, odds are the tougher the enemies are proportional to the distance.
57  Media / Single-Player RPGs / Re: Fallout 4 on: November 20, 2015, 09:12:34 AM
For a more generic example your Mirelurk Queen is a Blastoise and the Super Mutant is a Bulbasaur. Even if they're both Level 50 one is going to hurt vastly more than the other because 'higher evolution'.

And thus began the mad dash to "catch 'em all" in the wasteland. ;)


...dang it...I'm going to have to play the intro during random bits of Fallout-combat now...and I just KNOW it's going to sync up...X-x;
58  Media / Single-Player RPGs / Re: Fallout 4 on: November 20, 2015, 08:38:45 AM
From the sound of it the game has told you, you just haven't caught onto the pattern yet. It's all in the naming.

For example. (Not the full chain of enemy types.)

Super Mutant < Super Mutant Brute < Super Mutant Master

Softshell Mirelurk < Glowing Mirelurk < Mirelurk Queen

So something higher up the archetype chain, like the Mirelurk Queen, is going to be vastly more difficult than a plain-jane Super Mutant. The skull is merely there to say 'This enemy is a higher level than you are.' Partly for power labeling, mostly for telling you 'Pacification will not work'.

For a more generic example your Mirelurk Queen is a Blastoise and the Super Mutant is a Bulbasaur. Even if they're both Level 50 one is going to hurt vastly more than the other because 'higher evolution'.
59  Media / Single-Player RPGs / Re: Fallout 4 on: November 19, 2015, 05:57:28 PM
I can see that being useful if you're trying to run with a very specific mindset. Personally though I've never had issues with the dialog system.

X/Bottom is almost always - Paladin answer.
Square/Left is always - Good, but Mercenary.
Triangle/Top is usually - More info? or Medium-Mean
Circle/Right is almost always - Super-mean/Renegade.

I'd certainly not recommend that mod for the first few times through because the surprise factor of using 'Sarcastic' is too great to ruin in advance.
60  Media / Single-Player RPGs / Re: Fallout 4 on: November 19, 2015, 12:50:19 PM
I also forgot about another easy helper tool here for hoarding.

Mod all your Armor pieces with the 'Pocketed' trait. :3
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