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Lexx

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Everything posted by Lexx

  1. I find the writing bad, not necessarily because the words are bad, but because you either don't have any choices in dialogue or they are fake choices. Also the setup is often just awkward- as example you adress people with their names despite never having talked to them before + nobody ever told you the names. If you ask a question about a quest, the npc will answer and then you can accept. If you don't ask about the quest and just accept it, he will first tell you what you could have asked before, therefore making the choice of asking totally irrelevant. Stuff like this is what I'd already call bad writing.
  2. I really wouldn't call it railroading. It leads you a certain part in the beginning, but it's not impossible to take the straight northern way- in worst case it needs a stealth boy, in best case you simply go via Black Mountain. Games like Gothic and Gothic 2 did this too and they are awesome. Especially the colony in G1 feels very alive despite being really tiny in comparison. Now thinking back to this game, I really think dev studios nowadays should try to concentrate on smaller, well developed wordmaps instead of huge ones stuffed with lots of boring filler content. /edit: Years ago one of the Gothic developers said in an interview that the games didn't sold well in America because Americans didn't liked how you can't go wherever you want from the beginning and that certain enemies can't be defeated as soon as you meet them the first time. I think it was pretty spot on and still applies today, especially to Obsidian, who's games usually get better reviews in Europe and russia than in America...
  3. Time to digg out that thread again. Few days ago the alpha test for the new PTU 2.0 has started. That means, a few 1000 chosen people can already play in the first iteration of the persistent universe: Walk on stations and interact with people, get into space ships and fly around wherever you want (including multi-crew ships), visit other space stations, do dogfights in space, do FPS combat outside of the ship, etc. It's still super buggy and crashes all the time, but it's already pretty much what they have promised for the full release. Videos are surfacing all around youtube now, like . There is lots of more, with some really cool gameplay scenes. While still being very rough, I think it looks already awesome... and it should help convince people that this thing really can work and isn't necessarily going to fail in a way someone like Derek Smart won't stop preaching (unlike the game from Derek Smart, which looks hilariously bad in comparison with anything else).
  4. ^ Yeah, this is the point. You can do some stuff with the Assembly Kit, but as far as my knowledge goes, you are still limited to the existing worldmaps. If I remember correct, 3ds max plugins were released for Shogun and people expected the same to happen with Rome 2 after all the DLCs are through... it has yet to happen and it probably won't happen at all. No idea how modding is with Attila (probably the same as Rome 2, because the games look nearly identical). I've been so disappointed with the little stuff they did for Rome 2 (mostly shovelware DLCs), that I still haven't touched that game. Maybe I'll buy it when it costs like 5€ in a sale... or maybe not even then. This thing should have been a big expansion for Rome 2, really.
  5. Maybe, just maybe the SJWs are but a small and very loud minority.
  6. Then don't use a gameworld like that. I am certain it is possible to design around that without forcefully trying to add interesting locations every 10 meters. It's the same thing I hate in the Mad Max game- if it's a big empty desert, then show it as that and don't add "points of interest" around every corner. The player can see it's a big desert, no need to disproove that with "we NEED to add content to this area!". Same with any other open world game. They all try to shovel stuff into my face, because the designers think I need action every minute, without keeping the setting / current location in mind. The games already offer a fast travel function... so why not use that for something useful and stop unnecessarily bloating the gameworld.
  7. But this isn't true. If I remember right, the way from the north of the map to the south is basically half the length it takes from Vegas to the Hub. E.g. if you would double the total map height and follow the Long 15 this far, you'd arrive at the Hub. If my memory serves me right, from a "real life point of view", New Vegas' map is more compressed than Fallout 3's Washington D.C. /Edit: New Vegas is basically Vegas + surrounding, while Fallout 3 is only a part of Washington D.C. + a tad wasteland in the west.
  8. And I see it exactly the other way around. I find the Fallout 3 gameworld to be completely random. There is a settlement in a bombcrater (with an unexploded bomb, cool), around the corner is a raider infested ruined town, around the corner is a settlement on a bridge, close by is an old baseball field with raiders, behind the next mountain are bloatflies, a bit further you get dogs, then at some point you find some supermarket with raiders, and then there is this town with super mutants, I think it was rather close by as well, etc. etc. we got these points already so, so often. Like so many people already said before, Fallout 3 is a theme park, while New Vegas is not. I find the gameworld of New Vegas to be much more coherent, because it feels real and connected. In Fo3 everything is somewhat isolated from each other. Everything is living in their own small world(cell). Vegas is connected with different town parts. There might not be so many skelettons with whisky and guns, but we have West Side, Freeside, North Vegas Square, the Strip, even the Vegas Sewers are filled with (non-aggressive) refugees, etc. all separate locations similar to Fo3 locations (small quest hubs), yet they feel belonging to each other. Sorry, but this simply doesn't exist in Fallout 3. In Fallout 3 you have these small isolated non-gunplay areas with a few talkative NPCs, surrounded by combat zones. And that's exactly what I hate so much, and what is once again present in Fallout 4.
  9. "Saw" lel.
  10. I'm not buying it either. Modding tools don't need to be "click & done" content created and release-ready. Interested people will figure out how to use the tools, there is no need for hand holding. If the necessarily files are open and possible to edit, it's already good enough. That's how we did it 10 years ago, that's how we could still do it today... if at least we had basic tools and file access.
  11. Just finished the first season of The man in the high castle. It was awesome. I didn't expected the season to be already out... only found out about it by accident. Really was under the impression it wouldn't air before early 2016. In any case, it's a really good adaption of the book. Of course things are a bit different here and there, but all in all I think it's awesome. Years have passed since I've read the book, so I am not 100% sure about every detail. The ending is slightly different, most likely for story purpose (to better allow a season 2), but yeah... really liked it. Curious to see how they would setup a second season, because for that they don't have any source material anymore.
  12. Yeah, well, the writing is still bad, though. In case of Fallout 4, it felt so bad to me, I am not at all mad about not being able to continue playing the game. Everyone is like woo, woo, Bethesda is so great in environmental storytelling, but I just can't feel / see it. In fact, oftentimes it seems more like super lazy to me as well- yeah, there is a skeletton with whisky and a gun, cool story bro. I'd like to have cool interactions with npcs, and do quests the way I want, and have it all tied together with a narrative that isn't setup in a way I can totally feel it only exists to justify sending me over the whole worldmap over and over again. That's pretty much why I prefer New Vegas over Fallout 3. While FNV also has a great deal of fetch quests, it isn't made up in a way I feel it only exists to have me "accidentally" stumble over skelettons that "tell stories" and give me fat loot and stuff.
  13. Maybe you need the perk. No idea which one this had been... maybe local leader or something?
  14. Man, I wish there would be a game where you play as an imperial soldier in a WW1-like trench fight scenario. Less comic world, more "real" feeling and stuff like that. The above shown space marine mashing looks somewhat boring to me. Maybe something based on the early Dan Abnett Gaunt's Ghosts books.
  15. Heh, man... this plain text mod is really bad for Fallout 4. It pretty much shovels into your face how non-existing choice is.
  16. Not my screenshot, but lel. Like I said, Bethesda should have removed dialogue options alltogether. They already removed skills and made perks feel useless, so why not go all out here. Would probably make for a better game under such conditions.
  17. But are they really evil or are they just stupid because "androids, man!"?
  18. Speaking of mods, since you seem to be on top of the matter, is there any easy way to add some better textures to freshen up the look. I'm such a two-left-handed with these things that I can't make this or that about mod managers and the like... It used to be that you just had to download and put stuff in the dedicated folder, but now it seems that you are directecd to other mods that require other mods that require other mods that require some sort of tool feature I can't make anything of to work. The Nexus Mod Manager is pretty easy to use, actually. It does all the work for you. Regarding textures, you can try this one- makes many of the NPCs look better than in Fo4, imo (stiff animations remain, though). This one is for weapons and this one for clothing / armor. This one here is for power armors- the mod name is stupid and the screens are kinda bad (imo), but ingame it looks pretty good. All these texture mods are lore-friendly. They look good AND keep the vanilla feeling of the game (which is very important to me personally). Try out the Nexus Mod Manager- download the files via the program ("Download with Manager" button on the mod page) and then activate them. That's it, no additional manual work needed. If you don't like something, you deactivate the mod and all the related files are removed- means again no manual work needed. /Edit: Two screens out of my game just for show. Not all NPCs look this good, but most of them. All in all, it's a huge improvement over the default, though. I kinda got them while talking, so they look a lil dumb on the screens.
  19. You should at least use New Vegas anti-crash and the 4GB ram patch. To fix your savegame, try to start a new game, then quit back to main menu and then reload your savegame. Based on various reports, this should get your savegame working again.
  20. What exactly happens? I've played New Vegas easily between 500 to 900 hours (due to modding, duh), and I've never had a savegame corrupted. Are you using any mod that might do deeper changes or is the savegame "locked up" in loading screen?
  21. I played it for 4 days straight on a relatives computer via Steam. I thought this would qualify me for posting in here- after all, some folks seem to want this be a requirement. But maybe I'll have to post a steam profile for proof or whatever. /Edit: Then again, it could be anyone's steam account, so still no proof. Damn, I better record a video next time.
  22. Yeah, we can just hope they don't outsource a spin-off to someone totally different. When it comes to creating true RPGs, I don't have much trust in anyone else.
  23. Please explain.
  24. Wasteland 2 really isn't like (the original) Fallout, though.
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