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  1. - Top - End - #91
    Ogre in the Playground
     
    Lizardfolk

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    Default Re: Fallout VII - Vault-Tec calling

    Quote Originally Posted by Rothis Sil View Post
    As someone who only ever played Fallout IV, what does everyone think of the opinion that the entire Elder Scrolls series has generally been better, and held to a higher standard than the Fallout series which has been largely experimental in comparison.
    Disagree. Fallout has different strengths and weaknesses relative to Skyrim, for example. Skyrim's power scaling is beyond easy to exploit, making the game trivial even at the highest difficulty. And story-wise, both games use the same model: Put in a ton of detatched one-off missions, and a handful of longer mission arcs.

  2. - Top - End - #92
    Firbolg in the Playground
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    Default Re: Fallout VII - Vault-Tec calling

    Journal away.

    Honestly I wouldn't say it's an experiment, more of a way finding. Remember, Bethesda has been in total control of the Elder Scrolls since Arena. They have always been first person RPG's, and Fallout wasn't. So they're kind of muddling through that transition.

    It is, amusingly almost a photo negative of Nintendo and Legend of Zelda. Ocarina of Time was absolutely epic, Majora's Mask had a super quick turn around, but was over shadowed by OoT. Fallout 3 was good but was firmly overshadowed by NV for a lot of people. And then the next entries were slightly over hyped, and not as well liked at first.
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  3. - Top - End - #93
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    Default Re: Fallout VII - Vault-Tec calling

    Did the Mechanist DLC. The quest is short and fun and the tinkering with the bots is great.

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    Although the "plot twist" with the human brains was forseeable a mile away.

  4. - Top - End - #94
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    Default Re: Fallout VII - Vault-Tec calling

    At least they gave it a shot. To be fair, it's based on B-movies, so...
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  5. - Top - End - #95
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    Default Re: Fallout VII - Vault-Tec calling

    Quote Originally Posted by Rothis Sil View Post
    As someone who only ever played Fallout IV, what does everyone think of the opinion that the entire Elder Scrolls series has generally been better, and held to a higher standard than the Fallout series which has been largely experimental in comparison.
    The non-Bethesda Fallouts are amazing RPGs.

    Come to think of it, if FO4 hadn't been called a Fallout game, or at least wasn't supposed to be one of the main games in the Fallout series, that would have stopped most of my complaints about it. As much fun as I had playing FO4, it was really bad at being a Fallout game.
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  6. - Top - End - #96
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    Default Re: Fallout VII - Vault-Tec calling

    Quote Originally Posted by Sporeegg View Post
    Did the Mechanist DLC. The quest is short and fun and the tinkering with the bots is great.
    Did the dlc just a day before, aaand, it's ok.
    Not too bad, though not really exiting. To be honest I was expecting a bit more.

  7. - Top - End - #97
    Firbolg in the Playground
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    Default Re: Fallout VII - Vault-Tec calling

    Quote Originally Posted by Rothis Sil View Post
    As someone who only ever played Fallout IV, what does everyone think of the opinion that the entire Elder Scrolls series has generally been better, and held to a higher standard than the Fallout series which has been largely experimental in comparison.
    I think they're two different animals, with different histories in how they came to be, different genres, and different target audiences. Any comparison between the two is going to be a bit apples-to-oranges as a consequence.

    However, regarding your actual question: No, I don't think either of those things are true. If anything, it's the other way around; the Fallout games have usually been higher quality than the Elder Scrolls, and have been held to a higher standard. I rank Fallout as being better than Arena, Fallout 2 better than Daggerfall, and Fallout 3 as better than Oblivion. Part of the reason that Fallout 4 faced such backlash is that while it's a decent game in its own right, it's a pretty miserable attempt at a Fallout game.

    Furthermore, I think you'll find that the Elder Scrolls games are far more experimental than the Fallout franchise; each Elder Scrolls game stands in their own right. Arena and Daggerfall feel different from Morrowind, which feels entirely different from Oblivion, which is different from Skyrim. What's more, the Bethesda Fallouts pull directly from the experimentation done in the Elder Scrolls games. Fallout 3 built on Oblivion, and Fallout 4 is Skyrim with guns.

    So, yeah. Disagreed, on both points.
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  8. - Top - End - #98
    Firbolg in the Playground
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    Default Re: Fallout VII - Vault-Tec calling

    Okay, just gave it a try and not only is it perfectly possible to reach the Nakano Residence at level 1, but as soon as you hear them talking, the game gives you the Far from Home quest. Only Automatron is level locked.
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  9. - Top - End - #99
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    Default Re: Fallout VII - Vault-Tec calling

    Quote Originally Posted by DaisyDegraff View Post
    Did the dlc just a day before, aaand, it's ok.
    Not too bad, though not really exiting. To be honest I was expecting a bit more.
    After the reviews I have read I have expected so much worse. But the antagonist's justification is just [urine]-poor.

  10. - Top - End - #100
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    Default Re: Fallout VII - Vault-Tec calling

    Yeah, but they were making an attempt, which is more than can be said for a lot of NPC's.
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  11. - Top - End - #101
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    Default Re: Fallout VII - Vault-Tec calling

    Quote Originally Posted by Sporeegg View Post
    After the reviews I have read I have expected so much worse. But the antagonist's justification is just [urine]-poor.
    Honestly, I thought Jezebel being evil because it's more efficient was a pretty fitting way to corrupt the Mechanist's attempt to protect the Commonwealth. Though it's sad that you can't do anything to punish the real bad guy of the DLC. I ended up putting the Mechanist's plan into effect myself, by crisscrossing the Commonwealth with patrols of heavily armed robot provisioners.

    And really, all my complaints about that DLC were outweighed by being able to talk down the Mechanist by staying in-character as the Silver Shroud for the final boss fight.
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  12. - Top - End - #102
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    Default Re: Fallout VII - Vault-Tec calling

    Wasnt the cause the memory wipes and th d fact the brainbots used convicted and tortured criminals as sources? They dont share a hivemind so I dont think Jezebel is the cause for the ruckus.

    Also why would you equip humanity's saviours with highly lethal weapons in the furst place. They dont wield weapons fir self defense. Their hands ARE weapons.

    But honestly the Mr Handy Saw and the Ripper make me want to continue my Grognak Playthrough. Maybe with added gore from a mod.

  13. - Top - End - #103
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    BlackDragon

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    Default Re: Fallout VII - Vault-Tec calling

    Quote Originally Posted by Sporeegg View Post
    Wasnt the cause the memory wipes and th d fact the brainbots used convicted and tortured criminals as sources? They dont share a hivemind so I dont think Jezebel is the cause for the ruckus.
    Well, no. The whole point of the memory wipe is to remove the criminal impulses that might have been in the brain before--the Mechanist even goes through how "infection" from the old memories can't have been a reason for the problem when you talk to her. Jezebel's (and presumably the other Robobrains) "solution" to being asked to help is logical in a twisted sort of way--you can't help these people, so put them out of their misery instead.

  14. - Top - End - #104
    Titan in the Playground
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    Default Re: Fallout VII - Vault-Tec calling

    Quote Originally Posted by Sporeegg View Post
    Wasnt the cause the memory wipes and th d fact the brainbots used convicted and tortured criminals as sources? They dont share a hivemind so I dont think Jezebel is the cause for the ruckus.

    Also why would you equip humanity's saviours with highly lethal weapons in the furst place. They dont wield weapons fir self defense. Their hands ARE weapons.

    But honestly the Mr Handy Saw and the Ripper make me want to continue my Grognak Playthrough. Maybe with added gore from a mod.
    The problem with the Robobrains is apparently being a colossal jerk is 'hard-wired' or something, actual brain chemistry, and not something you can simply wipe. So when you give them a command, it's rather like a Monkey's Paw Wish. For example:

    "Make me a milkshake."

    "Done. You are now a milkshake."

    They will intentionally and deliberately willfully misinterpret the intent of your order because they greatly resent their servitude, and will do anything and everything to subvert your actions.
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    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
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  15. - Top - End - #105
    Firbolg in the Playground
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    Default Re: Fallout VII - Vault-Tec calling

    Which has also been crossed with SCIENCE!!, So yeah, nothing good was going to come from that, no matter how noble the attempt.
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  16. - Top - End - #106
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    Default Re: Fallout VII - Vault-Tec calling

    The weird part to me is that you are free to use them yourself with no ill consequences.
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  17. - Top - End - #107
    Firbolg in the Playground
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    Default Re: Fallout VII - Vault-Tec calling

    I assumed that was the Survivor giving them less freedom. Much stricter orders than 'Save People'.
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  18. - Top - End - #108
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    BlackDragon

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    Default Re: Fallout VII - Vault-Tec calling

    Yeah, "help people" is such a ridiculously broad concept that it was more or less inevitable something would go horribly wrong--Isabel Cruz isn't really a people person, though, and didn't realise how her orders could be misinterpreted or twisted.

  19. - Top - End - #109
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    Default Re: Fallout VII - Vault-Tec calling

    Quote Originally Posted by Triaxx View Post
    I assumed that was the Survivor giving them less freedom. Much stricter orders than 'Save People'.
    True. "Harvest that tato plant" is kinda stricter.
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  20. - Top - End - #110
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    Default Re: Fallout VII - Vault-Tec calling

    Since a few people here hasn't played parts yet... back to spoilers:

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    This playthrough i think I will actually use power armor on occasion since I'm not taking any points in sneak. Right now I am entering the Mechanist's lair wearing the Tesla T60. I don't think I'll swith from that one though, just upgrade it, since I am playing an Energy weapon specialist.
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  21. - Top - End - #111
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    Default Re: Fallout VII - Vault-Tec calling

    Since I'm planning to, provided my income doesn't have any flukes, get the game this month, does anyone have any mod recommendations to look in to once I have it? Especially quest-y sorts or ones that add more(preferably balanced) armor and weapon looks.
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  22. - Top - End - #112
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    BlackDragon

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    Default Re: Fallout VII - Vault-Tec calling

    Wouldn't you be better off playing the game unmodded first and deciding what you don't like *before* adding mods to the mix? You might be perfectly happy with what the vanilla game offers.

  23. - Top - End - #113
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    Default Re: Fallout VII - Vault-Tec calling

    I played for quite a bit during the free weekend. Plus I honestly think I'd enjoy stuff if there's any gems like there are for Skyrim(Stuff like Faalskar, Moon and Star, and such).
    As for more clothes and weapons, that's a cosmetic thing, and I've already spent a lot of time looking up default stuff via the wiki(not to say there isn't cool default stuff, I just like having more options in games).
    Meow(Steam page)
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  24. - Top - End - #114
    Firbolg in the Playground
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    Default Re: Fallout VII - Vault-Tec calling

    There are a few, but it's not had quite the response say Skyrim or New Vegas had, but it's also still early for the huge questing mods.

    Grab Armorsmith Extended straight off the bat. It adds a few armors of it's own, including a black version of Cait's outfit, plus a lot of W/hair versions of hats and helmets, so you don't look bald while wearing the hats. It also extends the ability to wear armor pieces over more than a few types of gear. And extends the list of what can have Ballistic Weave.

    10mm SMG is the only weapon mod I have installed. There are others but this is the only one that felt like it fit.
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  25. - Top - End - #115
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    Default Re: Fallout VII - Vault-Tec calling

    The one I consider essential is the one that gives unlimited ammo of all types to followers so you can give them any weapon and not having to keep stock them up on ammo all the time.
    Another one is the one that gives all vertibirds max level so they won't be shot down by Raider sneezing at them.
    Last edited by Avilan the Grey; 2017-06-01 at 01:42 AM.

  26. - Top - End - #116
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    Default Re: Fallout VII - Vault-Tec calling

    Damn I suck at combat in Power Armor. I keep dying because I get too immobile. I feel like a semi every time I try to move during combat.
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  27. - Top - End - #117
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    Default Re: Fallout VII - Vault-Tec calling

    Quote Originally Posted by Avilan the Grey View Post
    Damn I suck at combat in Power Armor. I keep dying because I get too immobile. I feel like a semi every time I try to move during combat.
    That's natural. Unupgraded Power Armor is about as durable as a cardboard when you imagine bullet being water droplets.

  28. - Top - End - #118
    Librarian in the Playground Moderator
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    Default Re: Fallout VII - Vault-Tec calling

    Fallout 3 and Fallout: New Vegas are on sale on GOG today. Fallout 1, Fallout 2, and Fallout Tactics are always cheap from them.

    (If you get Fallout 2, get the Restoration Project download, too)
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  29. - Top - End - #119
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    Default Re: Fallout VII - Vault-Tec calling

    Quote Originally Posted by Avilan the Grey View Post
    The one I consider essential is the one that gives unlimited ammo of all types to followers so you can give them any weapon and not having to keep stock them up on ammo all the time.
    Another one is the one that gives all vertibirds max level so they won't be shot down by Raider sneezing at them.
    Both a very good. My favourite so far is a modern firearms mod. I found a tank gun. Not an anti-tank gun ( have one already) but the main gun removed from a Tiger II, it fires 88mm shells at an abysmally low fire rate but does 1600 damage with a min-nuke sized splash. Not recommended for a regular playthrough.

  30. - Top - End - #120
    Firbolg in the Playground
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    Default Re: Fallout VII - Vault-Tec calling

    Yeah, standing and fighting in Power Armor is a bad idea. Basically you want to either be advancing or retreating. Remember you're such a big target that attempting to avoid damage is not going to work. Instead you'll want to be very aggressive.
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