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Humanoid

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Everything posted by Humanoid

  1. It was like that for New Vegas for me. I've only finished the game once. and that predated any of the DLC. I've since started up to a half a dozen other runs, but aside from one clear of Honest Hearts, I never got around to doing the DLC as my games tended to run out of steam around the time I reach Vegas.
  2. Being Bethesda DLC, it'll be level scaled to be doable at any level most likely.
  3. Difficult question to answer. The modding toolkit won't be released until Q1 next year, so modders are limited in how far they can go to fix the game. On the other hand, it's probably more complete a game at launch that previous Bethesda titles and is easily played to completion without any real hassle. But then would you have the motivation to start over once the big mods to rival the likes of "Frostfall" in Skyrim are ready? Personally with the benefit of hindsight I might have waited. I'm burned out on the game already, and I'm barely into the double digits in terms of hours played. As a comparison, I picked up Skyrim quite a few months after release when it was a mature, stable product with a large range of mods I could immediately load up on, and perhaps partially as a result, I feel that it continues to be Bethesda's best game and one in which I've easily put in over a hundred hours.
  4. Word of praise and a bit of a mea culpa: when the game first came out and I heard there were no more critical hits (sneak attacks and activated VATS crits don't count), I reflexively thought "that's stupid", in hindsight for no other reason because it's such an ingrained game mechanic that it seems weird to go without it. But y'know what, after both playing and thinking about it for a bit, I'm completely turned around. Crits are the stupid - or at least badly antiquated - mechanic. I've argued for a while that one of the most important rules of designing game mechanics ought to be that when you design something to be random, you need to go back and ask yourself "does this need to be random?" I'd argue with the level of simulation in modern games - and by simulation I mean things like location/hitbox detection, dynamic line-of-sight and even ballistics modelling - I don't think the crude tool that is random critical chance is no longer relevant. If you need the outcome of an attack to not be absolutely predictable, just use damage ranges which are an equally old but less stupid mechanic: 2d4 or whatever is still plenty of room for variation. So there's my epiphany, and I'm pleased with how it's working out thus far. On the other hand it does make it utterly baffling that, after ditching the arbitrary randomness of critical hits, Bethesda have seen fit to return random mechanics to skill/conversation checks after the strides made by New Vegas. And now for a bit of a tangent: I've been playing a bit of Darkest Dungeon lately which is often described as an RNG-fest, and it's very clear why, and even single actions such as trying to land an attack to cause an enemy to bleed goes through two independent all-or-nothing dice rolls. So in the same vein (no pun intended), it seems more rational to me to suggest that 50% bleed resistance should mean "half damage from all bleed effects" instead of "half chance of taking a full damage bleed, and half chance for nothing whatsoever to happen". So please, game developers, ask yourself that question. Why random? Another game I've recently played, Fire Emblem Awakening, has crits doing *triple* damage, which are almost invariably one-shot mechanics, both to the enemy, including bosses, and to the player's own party members. It's particularly egregious in this game because damage is otherwise completely flat, swing a sword a dozen times and it'll do the exact same amount of damage each time. The existence of critical hits just throws the rest of the game's mechanics out of the window, based on the outcome of a single die roll. On the other hand, another title I think is damaged by its complete lack of randomness is Long Live the Queen, which is purely deterministic and has no random rolls whatsoever. As a result, winning at the game is essentially the result of rote memorisation, or the consultation of a step-by-step walkthrough. You're not anticipating or reacting to some likely weighted occurrence, you just know you need skill level X on week number Y to progress. Imagine if Football Manager was just a case of memorising one certain tactic against each rival team, and if you selected that tactic, you would be guaranteed to win.
  5. Well with a starting truck and a heavy load, speeding is likely physically impossible anyway.
  6. Ubisoft tried it with Might and Magic. It was a competent game but no idea if it was successful enough commercially to warrant a follow-up. The same team was contracted to do HoMM7 which was received somewhat less well I've heard, so that might be the end of that experiment.
  7. Heh, being a Thinkpad user I'm not used to non-serviceable laptops, but at a stretch you should at least be able to get close enough with the 'hose' of an air cleaner.
  8. Played a little bit for the first time since my free month, if only because I was looking for a co-op game to play with my sister. I've heard in the past that the Jedi Consular story was the dullest of the lot, and oh boy, it seems all the reports were correct. Still on Coruscant, mind you, but I really can't get into character at all when compared to my smuggler way back when. Still, it's kind of fun to troll by picking irrational dialogue options during group conversations and I think that's been the saving grace of the game this time around. If I was playing solo I think I'd have already quit again though, mechanically it still feels as clunky as ever - indeed moreso because now I have to settle for near-200ms latency to US servers, as compared to ~10ms when they hosted some in Sydney.
  9. Talking to bad guys here is generally a bad idea. Any fight that's part of the story is mandatory with all four options leading to combat, so all that talking first does is place you in the middle of a bunch of enemies when the fight begins. Better off ignoring the opportunity to talk (which will be counterintuitive to many of us) and just start the fight from afar.
  10. Yeah, check your laptop's documentation for how to open it up and clean out the dust. Another thing that may help is a USB cooling pad, but personally I find them a bit bulky and inconvenient.
  11. Did Bioware patent the ability to put six options on a dialogue wheel?
  12. Every single romanceable character is bisexual, yes. Nick is asexual though.
  13. Diamond City is as big as it gets, unfortunately.
  14. I couldn't have a custom avatar on the BIS forums, but this is the first one I used on the Interplay forums back in 2003, which has been carried forward since then with a minor modification to add the Alpha Protocol text. I'm not sure I even have the version of this avatar without the text anymore. And using the GIMP as a gif editor is way too much work anyway. I don't even know what the whole everyone-has-Alpha-Protocol-in-their-avatar thing comes from. I saw all the cool kids using it so I did the same.
  15. Well if you play Privateer or Pirates in peaceful trading mode, sure I can see a comparison. Just instead of shooting things, you navigate traffic jams and the occasional idiot sedan that merges in front of you instead. The devs are currently working on American Truck Simulator. Maybe that'll have guns since it's America and all that.
  16. I thought FO3's worldbuilding was at its most disjointed when they forced you to travel via subway tunnels to a lot of places. It makes the world feel like a bunch of disconnected rooms that don't even exist in the same physical space. It was a crap approach when Ultima 8 did it, and it's worse still to do it 15 years later.
  17. The only IE game with a sensible ruleset, so it has that going for it. (I first came into contact with this community because and during the development of IWD2, so it does have a little sentimental spot in my heart)
  18. It's probably one competent but low-ranking guy that gets assigned to "hey, go fill up this location with some random clutter" and does the best he can with it, but no one ever recognises his work. Random aside: Something I read recently reminded me of the Operation Anchorage DLC for Fallout 3. I watched an LP of it once and it's the all time low of videogame writing. It's as far behind the rest of Fallout 3 as the rest of Fallout 3 is behind New Vegas.
  19. Still completely unable to get into Fallout 4, so I've taken a diversion and picked up Darkest Dungeon. Prior to that I tried a little Long Live the Queen, but that was a short-lived disappointment. I've only done a few easy missions so far, but it's far more engaging than FO4, and very much has that "one more mission" feel to it. Downsides are probably that the short missions feel about the right length for me, and so the longer ones might end as boring slogs, but I'll find out for sure when I actually tackle some of them. The balance of dungeon-delving to town management feels about right with the short dungeons at the moment anyway. It may also be a game that's prone to grinding because of the easy availability of just spamming low level dungeons, and because its enforced ironman saves means playing in an extremely risk-averse way. Another issue is that your characters, despite the good variety of classes and the individual traits and quirks they pick up, end up feeling kind of samey after a while because there's really only one set of sprites for each class, each character of that class just being a simple palette swap. They feel quite a bit less individual than XCOM, which is probably the closest game I have to compare this to. I like the town management here better than XCOM's base building, so far. tl;dr: Darkest Dungeon > Fallout 4 > Long Live the Queen.
  20. I just started a new game and was able to make beds immediately after leaving the vault first time. Granted it was only because I bummed around the starting town for too long that it became night, so I deleted my old bombed-out bedframe and placed a new bed in my old room so I could advance the time.
  21. No no, you have to romance the final boss in a modern vampire game.
  22. Very much a tangent, but being able to walk away from any dialogue any time you liked should be baseline for any game. Of course, scripting the NPCs to properly react to it is difficult, but even if it just resets the conversation it's better than being trapped in one you never wanted to be in. To illustrate with an example, during character creation, you talk to an annoying salesman at the door who just won't shut up. The game lets you just walk away and shut the door in his face. Of course, this is actually part of the character creation so you have to talk to him eventually, but in the hands of a good writer, this mechanic can be accounted for in a better way for some potentially wonderful emergent gameplay. It's like Mass Effect interrupts except you potentially can do anything you like instead of just pre-scripted paragon/renegade actions.
  23. Yes, that dialogue text is verbatim (it's a mod).
  24. It runs for a year, so sometime in July next year.
  25. But do you get paid for this "research"?

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