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61  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. >.>
62  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.
63  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;
64  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'.
65  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.
66  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
67  Media / Single-Player RPGs / Re: Fallout 4 on: November 18, 2015, 08:11:55 PM
It took me ages to figure this out too. Part of it is the stuff you pick up in Misc, very very rarely, actually has weight. So that slowly builds up over time and you really don't wanna dump it because that's the quest folder (to be fair I think you'll only ever get an extra 5-10 from it). The other one, that's if it's the same for you, you're gonna kick yourself for.

Store your Nuka Cola.

That stuff eats up 1 PER BOTTLE. X-x

Also build a storage container purely for Chem and Food storage. You don't think about it but every 10 of Med-X, Buffout, ect = 1 carry pound. If you store everything but the Stimpacks, Purified Water, Rad-X, and Rad-Away you'd be surprised just how many pounds that opens up.

But yeah...even with all that pack ratting in this game gets out of control fast. My Aid, Weapons, Apparel, and Misc takes up about 160~ currently. Leaving me with about 120 to pick up other stuff. It fills up usually every half hour or so. This game WANTS you to take the carry weight perk pretty badly. X-x

Edit: Also, you can use your companions for about 100-ish of storage each if you want to minimize trips.
68  Media / Single-Player RPGs / Re: Fallout 4 on: November 17, 2015, 05:47:31 PM
Another anti-frustration tip or two for everyone. I've yet to try #2 personally but plan on it asap tonight.

I'm going to assume I'm not the only one who has had a moment or two of massive frustration trying to find a companion to swap behind in Sanctuary (the place is pretty roomy and when you get 4+ people and 9+ settlers tracking down a specific person can be a pain).

-To easily find Dogmeat, roam around and find the two intact doghouses Sanctuary has. Use crafting mode to demolish that Ruined House right next to your workshop building (if you haven't already). Then drag/drop both houses on that big empty foundation. Dogmeat tends to spend most of his time in those houses. So having them both in one spot pretty much guarantees he'll always be there.

-Under your crafting menu: Resources -> Misc -> Bell. Build Bell, Ring Bell, watch all the people come TO you. <3

Now, into spoiler territory. Revolving around the companion Curie.

Code:
...anyone else think she was better as a Miss Nanny rather than a Synth? >.>;
69  Media / Single-Player RPGs / Re: Fallout 4 on: November 16, 2015, 05:44:09 PM


Okay so I tried this many many times, cannot get it to work, I've got the timing down but not matter what I just get one book every time...

You're only supposed to 'get' one. What happens is the book you pick up is added to your inventory, but the game still thinks Dog properly retrieved the item. So right as you get the timing done there's a moment where you have one in your bag, and Dog appears to have nothing in his mouth. But if you give him about 2-3 seconds to complete the fetching animations another item will be spawned into the world since the game still thinks Dog has an object to deliver. When you pick that one up, you have two.

Drop them both and one of the books (the one Dog generated) gives you the stat bump. Rinse/repeat.

If you're only getting a single book and Dog isn't generating object #2 then your timing isn't right. You're doing it a pinch too early. You'll know also if you're doing it late because the book will temp-gltich and stick to the side of Dog's face. XD I had that trouble too starting out, trust me, your timing is off. Try snagging it right as Dog's paw sound effects stop rather than trying to match when his head dips down.
70  Media / Single-Player RPGs / Re: Fallout 4 on: November 15, 2015, 08:53:48 PM
@Kylde: Ahh, gotcha gotcha. I can see how that would be a bit of a 'Grr' moment in terms of gameplay reveals. Makes me wonder why they just didn't force-set like the first...20 loading screens or so and then bleed in the mechanical information only after reveals like the lore information.

__________________

Apparently there's an exploitable glitch which currently helps remove a lot of the grinding slog I grumbled about.

http://www.gamesradar.com/fallout-4-special-exploit/

To summarize, Dog is currently bugged where you can duplicate any item in the game by snatching it just before he picks it up with the Fetch command. The timing takes some getting used to but once you figure it out it's pretty easy.

Use this with the 'You're Special' book found in the rubble of your house at game start and bam, you can have up to 10 in every stat even before heading into Concord.

I did the quick math, you literally save 41 Levels of Perk grinding doing this. (You can set every stat at 4 in creation. 6x7 = 42 - 1 from the normal You're Special boost).

Before anyone points out the Bobbleheads, lemme counter point for perfectionists that supposedly (from what I've read in casual passing) that if you gain a Bobblehead at 10 in a stat, it'll push it to 11. And this is the ONLY way to break the old 10 cap. So if you want a true maxed character I hope you haven't touched the Bobbles pre-10.
71  Media / Single-Player RPGs / Re: Fallout 4 on: November 15, 2015, 12:15:05 PM


- Some bosses are atrociously cheap.


I'd honestly take this a step further and say Enemy 'Set-piecing' is the game's second major weakness.

-Super Mutants used to be a major threat of the Fallout universe. You were scared when you ran into one. Not quite Deathclaw level scared but you knew if you weren't packing a higher level of firepower that you were in serious ****. If you saw a Brute or above you better be in Power Armor, AGI 10, or running for it. In Fallout 4 there's about as common as zombies in Resident Evil and squishy as a Las Plagas host. There's nothing special about them anymore. Between their slow speed and high HP but terrible defense they literally fill the zombie niche. Even the
Code:
Suiciders
are about as threatening as
Code:
Dynamite Villagers
from RE 4...and have the same weakness that devoids them of all threat.

-Speaking of Deathclaws...so far I've yet to see one placed in a area where the game doesn't completely trivialize them. There's the obvious first-meeting where you get a free Power Armor, minigun, and multiple distractions for a 'free kill'. The Alpha, which I still praise as a very well built up encounter, technically wasn't any threat because Deathclaw + barred windows = how-to-walk-your-Deathclaw. And it doesn't even spawn until you're at the top of this tower to boot so it has no chance at all of touching you. Not going to spoil which quest it is or where, but there's a third encounter with another one you'll get access to pretty easily that's set up to be something dire, deadly, stalkery, and...all tension drained right away when I realized I could just stand in the door frame and rat-tat-tat it to death.

There hasn't been a SINGLE Deathclaw encounter where I've been in any danger of even injury... And coming off of New Vegas where if you even dared to set foot into their territory you were horrifically mauled is just the sugar of disappointment.

-Ghouls of any kind have a weakness that literally takes away all of their threat value. Not going to ruin it for anyone here but once you figure it out you'll be shaking your head at any future encounters.

-Power Armor (haven't tested this against BoS level PA yet, just Raider armor; I assume it's the same though) Enemies are jokes. All they have to do is turn their back once and 'pop'. Fusion Core ejects, suit collapses on itself, crunch goes the bad guy. I don't care what the reason is. Fallout Power Armor should never be able to be 'one shot' taken out with a hand-pistol. Kinda invalidates the lore too because how did the Chinese lose to this stuff when they specialized in Stealth? They should've been taking out whole corps of Suit-wearers with just one guy and a 9MM.

___________

Out of all the fights in 4 so far there have literally only been TWO threats in the entire game worth mentioning.

-Not going to even spoil the name openly or what it looks like, but if you wander out northeastly of Diamond City a ways odds are sooner or later you're going to find a little robotics store for picking up some quick goodies. When you get into the repair bay you're gonna find one of the new additions to the Fallout universe there...and my gosh is it glorious. And threatening. X-x

Code:
Hi there HK, er, Assaultron...please stop firing that Big-O style face beam indoors. ;_;

-So you remember those bloodsuckers attacking a Brahmin on the way to Concord at the very beginning of the game? The coastal-region variety has more HP than a Super Mutant, hits harder than a Legendary Super Mutant Skirmisher, sports pretty hefty levels of physical and energy resistances, inflicts heavy rads per hit, is hard as crap to hit out of Vats, and tends to come in pairs... Lemme just scream this for frustration's sake here...THE MOSQUITOS ARE SOMEHOW FAR, FAAAR MORE THREATENING THAN ANY OF THE BIG 'ICONS'. ....*huff* *huff*...the hell Bethesda? ;_;

(As an aside, Mirelurks deserve an honorable mention for being 'just right' on the threat scale.)
72  Media / Single-Player RPGs / Re: Fallout 4 on: November 15, 2015, 01:08:07 AM
Am quite curious which ones are giving you grief.

So far none of the base loading screens at all I've seen count as spoilers. Even if you're new to Fallout they're all equivalent to saying 'Chocobos are in Final Fantasy. Chrono Trigger involves time travel.' Anything that 'is' a spoiler-ish one seems to appear after you've been somewhere that they exist already. (Spoiler Free Phrasing Example: After you visit a certain type of 'bed' in Good Neighbor it starts showing up on your loading screen rotation.) So I'm wondering if perhaps it's something you've bumped into/passed by and just didn't realize it.

Speaking of, forget Diamond City being the 'kicking off point' for this game. (Not to mention a middle finger to bug-lord Abbot and his 'Always busy.' quest error glitch.) Good Neighbor is what finally sold me on this finally feeling like a Fallout game.

Also as another aside, so far my only major complaint about this game is starting it is...horrifically slow. If you focus on all the perks needed for making your own stuff, you're spending 20+ levels with virtually zero investment to back up your play style. If you go after your playstyle perks then you get jack squat for crafting and are at the mercy of drops (since caps come in at a dire trickle and sell back values in this game are pants on head terrible). Unlike any of the other Fallout games, where it feels like you can experience a fresh build/perspective even within the hour after a new game (New Vegas for example, I can feel the drastic difference between a talker and a derp-puncher as early as Primm), Fallout 4 feels like it'll take DAYS to establish a new foothold.

...that's pretty wretched for convincing me to replay this thing ever.
73  Media / Single-Player RPGs / Re: Fallout 4 on: November 13, 2015, 12:54:37 PM
just started the game...oh god the giant roaches make me....i desperately looked for a path to avoid them....the fact i had to fight them with punches was making my skin crawl..

It's easy enough to miss, but if you check the table tops shortly after you enter that section of the vault there's a nice little Security Baton that auto-equips. :3 Sure it's just a stick...but better than hands right?
74  Media / Single-Player RPGs / Re: Fallout 4 on: November 13, 2015, 12:53:48 AM
So...that was quite a chain of events that just happened. Restarted my game for the fourth time now (mixture of the initial gender flub and a series of builds I just wasn't happy with early on; I still haven't seen past early Diamond City). Got bored of trying to speed through the early story stuff leading up to it so decided to roam out East of the starting point.

-First was just a bit of amusement. Dug through some random underground satellite dish base and deal with a raider nest. Much to my surprise after clearing the area, getting the needed key, and poking the 'treasure room' I found a Mini Nuke sitting smack dab in the open. Took me a bit by surprise because this isn't even 30 minutes into gameplay. Pretty sure this qualifies as the fastest non-cheesy way in any of the Fallout games to get access to that type of ammo this early on.

-And then, not 10 minutes of walking further east, stumbled across a mini-raider camp with a named mob. A power-armor clad psychopath named 'Boomer'. Learned how he got his name real quick. Took a shot at me with what looked like a Missile Launcher for pretty much an instant death. Reloaded, figured I could maybe sneak a shot off at the reactor core (which is instant death for any armor wearer it seems). But after the first volley, which lit up the bridge behind me like an eruption, he stopped using the thing. Guess he only had one shot. Since he went pure melee after that I just Benny Hilled his rear (got the other raiders with some Molotov's) and finished the fight.

That Missile Launcer? It was a Fat Man. So now I have nuclear combat power less than 2% of the way into a Fallout game...this feels wrong.

-So I felt trecking east. Mauled some Mirelurks, found a key-locked bunker, then came upon the remains of a little town called Lynn Woods. Looked like the sight of a raider hit and wouldn't you know it...no sooner had I thought this than two elites and one regular show up to cause trouble. Being only level 8 or so there's only so much the old shotgun can do. Thankfully there's a pretty handy watch tower up here I can scale and form a little chokepoint. Especially since more of these guys are showing up. Decide to beat it to the top, see if there's any goodies up there, and if all else fails I can start chucking Molotovs down the steps. There's some decent, but common supplies up top and a funny little switch tower. Being my normal curious self, I poke it...

Turns out my little switch connected to a pre-war air raid siren. That sucker goes off and sends a shrill yelp across the wasteland they probably heard all the way down in the capitol grounds. Didn't figure it would be much of a problem. After all every raider this side of the river already knew there was a lone idiot and her dog causing trouble. I head back down and get ready to play a few rounds of pot-shot when suddenly there's this growl. Not the mutt's growling either, something more than a little feral. The kind that shakes old windows out of their aged seals. Raiders start dropping like flies and soon as I turn to look out the barred portholes I get my answer.

If you guessed 'Deathclaw' you'd be half right. But that electric banshee didn't summon just any garden variety reaper lizard...it brought in the twice-damned Alpha Male of all things. With a little 'regular' sized buddy to boot. As if having an Alpha dropped on my head wasn't trouble enough. Mercifully a body as powerful as that tends to be far too big to stick anything but a head through human-sized entry ways. Watched them from the top of the tower for a while, after shutting off the alarm so I didn't bring down a ghoul-nado right after, knowing my luck so far. Persistent things paced back and forth across the length of the town, showing no intentions of taking off and giving me a clean exit anytime soon. So what can you do? I settled in, took stock, weighed my options...and formed a crazy idea.

I had one giant bullet devouring problem on my doorstep. But I also had one little Fat Man who liked to consume problems of any size. Aimed, prayed...and the devil actually took the shot head on; albeit not without serious consequences to his own well being. And a dead compardre to boot, leaving me with a mostly dead and all pissed off hellsnake. Minigun versus the harbinger of death itself. You might recall tales of vexation and nightmares of rookie travelers pitting their critter guns and peashooters against Blowflies out in the Mohave. For every buzzer someone downed about twenty or more bullets paid the cost. A tiny, swift target that God put only on this earth to make mankind burn through his copper and lead reserves all the quicker. You'd think a building high beast would be an easier target...you'd be wrong friend.

You blink and suddenly it's ten feet to the side of where it was before. Moving in unpredictable, diagonal bounds; covering massive tracks of land in a single stride. And this is AFTER it's taken a bucket-load of processed uranium straight to the forehead. Any closer and I'd probably have another line of manged flesh crossing across the old nose line. ...but somehow, mercifully, good old Mini held more than enough ammunition to pay the 20:1 trade tariff. Can't say I ever beat a faster trail back to home after that.

So if you decide to roam out east in the Commonwealth, bring your finest Power Armor, bring your artillery, bring enough stimpacks and Radaway to survive a trip right through a reactor's heart.

But unless you've got yourself a desire to see your insides turned out and discover that, yes, 10 Tons of muscle CAN outrun a speeding bullet...

Don't. Trigger. The Siren.
75  Media / Single-Player RPGs / Re: Fallout 4 on: November 10, 2015, 02:53:05 AM
Only about 30 minutes in. I derped and didn't realize the last character you edit at start locks in the gender. XP More clarity would be nice.

Three impressions.

-Holy *horn* Radroaches are finally threatening.

-...where the hell are all the bobby pins?

-Oh *bark* me, that stupid computer password game is back. ~.~
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