Bethesda's Lore Recons

Well, to be fair, no one of us backing down either. We could all collectively just ignore him from now on.

But that is what Fallout can do to you. The old Fallout that is. She is like that girl that you have to defend. Because you love her so much. Even if she's long gone. Or that guy, if you're in that sort of thing. Don't want to rule out any minority here!
 
Its called waiting two minutes before you post instead of rushing into things blindly.

Except they dont behave like ferals. The ferals AI is a creature AI, and the searchlight ghouls that don't use the feral skin are NPCs, and use the same AI as other NPCs. They lack the ferals speed, movements, and attacks, and use the same AI as any non-feral ghoul does if you made them hostile. Have you played the game at all?

And ghouls in Fallout 3 still need a doctor also. One ghoul, Patchwork, keep losing his limbs, and needs Doc Barrows so sew them back on. Radiation can keep them alive, but that doesn't mean they stay in tip top shape that whole time, and don't get other ailments.


I'm only hostile because you either are lying on purpose, and are thus trolling, or you simply haven't played the game, at which point you shouldn't be talking about it, or you haven't played it in so long you don't recall what was actually in it, in which case you should do research before opening your trap.


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You posted at 1:47

So it took you 16 minutes to post that?

Yes. As I said, I'm doing different things at the same time. I have the thread open, start my reply, get distracted by the show I'm watching, get back to the reply and so on.
And yes, of course they don't behave like ferals, they have guns and all. My bad, I was trying to say that they're feral in the sense of the lore (painful ghoul-transformation turning them crazy). They're just hostile ghouls in the end, so no real work needed. My point is that the original ghouls didn't move like humans, and Obsidian would have had to make new animations. So they just ran with what Fallout 3 provided.
So where's the limit to the radiation-healing? Trombosis didn't seem to be an issue for little fridge-kid, and he certainly didn't have atrophied muscles or damaged eyes, and apparently the radation also took care of any waste products his body produced.


[Fun little excursion into the real world:
The background radiation (undetectably low in that area, btw.) supplied him with at least 1000kcal per day, that's ~4000kJ. Of course Fallout-physics doesn't work as it would in real life, so calculating this won't matter, but he'd have to absorb about 1e5 Gy or 1e7 rd per day, if we were to use the classic Fallout-unit. Just as a comparison, in real life bone marrow death occurs after a dose of ~5 Gy. Correctness not guaranteed, nuclear physics and measurements of radioactivity are not my main field.]
 
You saw me quoting you in that post, right? That was the full quote, nothing cut out. I tend to do different things while writing posts, so it can take a bit longer (like right now I was making dinner/now eating it. Writing this post took me about five to ten minutes or so). And then I didn't go over the older posts. Sorry I don't have clairvoyance.

And godfuckingdamnit stop Till-Eulenspiegeling this argument.

New Vegas had to go with many things Fallout 3 established, like running feral ghouls and glowing ones that heal them. And don't pretend you didn't know that I meant exactly that. That whole thing is based on Fallout 3 is my point.

"Studies on the nature of their healing effects on other ghouls [...]" means that they don't know what causes it, not why they do it.
Hitting F5 to refresh the page before you start to post is clairvoyance now?

Literally what?

Yeah, and obviously Obsidian found them ok with the lore, or else they could have easily removed all the feral ghouls and just replaced them with hostile ghouls that use the non-feral ghoul skin like many of the Searchlight ghouls were. So obviously the people who made the originals think its lore fitting.

Except they do know what causes it, IIRC, Doc Barrows himself states radiation can heal ghouls. So no, the question is not "can radiation heal ghouls" everyone knows it does, even the guy who wrote the entry does. Its "why does this happen".



That's just you assuming things. It's not "obvious" to anyone else, and you haven't proven anything by assuming and saying obviously a lot.
You don't know what they think and you're just putting words in the mouths of Obsidian (who aren't the original makers of fallout) in a failed attempt at a "well the founding fathers meant this!" argument.

You can assume they think something from the results of their actions, but there are a multitude of possible reasons for any actions they took or did not.
Your surety about this (for the purposes of continuing your trolling) does not change that fact.


Perhaps Obsidian was busy pushing out a way better game than fallout 3 in a tiny development window, and they didn't have time to bother with ghoul lore.
Ever think of that?

They didn't get to "spend 7 years" making their latter day fallout, so acting like they had plenty of time to "easily" make any change to the game breaks the fuck down right there.
 
Yadda yadda Ferals blah have you simply not played New Vegas? ramble ramble, "straw-man", blah blah blah play the games "are you mentally retarded" yadda yadda et cetera et cetera for the last however many fucking pages.

So i came on here specifically to have a browse of how the oldschool fallout community was receiving FO4 - lots of great points made on here.

Also about 40 pointless, meandering posts about utter bollocks and arguing the most ridiculous minutiae in a pig-headed attempt to never give any ground, ever, in any discussion on the part of "Someguy", which seems to be a recurring theme on here.

To someguy - I just thought i'd mention, i've signed up largely to state that you are phenomenally irritating - you don't seem to be capable of holding an actual debate or discussing your opinion, instead immediately resorting to ad-hominem attacks and invalidation of the others' opinions (Anybody disagreeing with you, whether on the basis of science, ingame fact or personal opinion is purely doing it due to either being mentally deficient, or not having "played the games enough"). Also , i acknowledge the irony of signing up to criticise you, while pointing out your constant personal attacks, however jesus bloody christ i've just read about 4 different threads entirely dominated by it and i feel personally slighted in a great, meaningful way, as if you have somehow lowered the general quality of humanity, and mine alongside it. You are utterly the most irritating, obstinate person i have ever even Heard of somebody debating with, coupled with just enough ostensible intelligence to be wasting peoples' time without immediately being written off as a troll because it hides under a twisted mask of being an actual discussion on the merits of these games, as opposed to the dialogue equivalent of beating your skull off a steel table in an effort to convince it that it shouldn't, in fact, hurt. It is an absolute exercise in futility, and any of you that are actually interacting with it on a consistent basis are either phenomenally patient, or masochistic.

Also, if you reply to me i won't bother responding as quite frankly i'd rather fuck a cactus than be stuck in something that circular and pointless. You are an utter cockwomble.


Anyway, on-topic!


A lot of the retcons going on in FO4 seem immensely strange to me - Vertibirds, T-60, APA (or, er, X-01), et cetera. There are the other things like non-myron jet, FEV e.t.c. but a lot of my Fallout love is fostered in the bigger military organisations and tech, utter BoS and Enclave fanboy, so i'm pretty focused on those. :grin:

I don't so much mind things like the fusion cores for power armour - It doesn't make any sense Lore-wise, but it's an obvious gameplay concession. Whether PA is such an immediate, early unlock or not (Which i don't believe it should be, it's purely to get the minigun-deathclaw scene in the first 15 and hook the Halo/CoD crowd), without some kind of resource requirement, as soon as you get hold of it there is no reason to ever use anything else. In FO3 and NV the armour simply wasn't that good so it wasn't game-breaking, but power armour should never have been, basically, a suit of metal armour with nothing remotely "powered" feeling about it. That's not the image you get when you see the BoS or Enclave in FO1/2 and their general bulk. Having repair requirements and fusion cores keeps it from simply being the only way to play the entire game from then on. It's an understandable move. Parts mysteriously falling off you and getting weightless when they're damaged is a little odd, though. Not that hard to do an alternate damaged texture to represent that.


Anyway, the T-60 suits. On the whole buildup towards Fo4 and the sightings of it, total assumption would be that they're what it logically would be. A Brotherhood-developed/retrofitted suit of T-45. Not a magical suit of general-issue armour that existed pre-war, completely invalidating T-51. :confused: Tech-wise, it's the most egregious lore misstep and it's there for No Reason. They've got dialogue in there about constructing the Prydwen from the ruins of the Enclave base.

An Enclave base full of their research, and great big piles of power-armoured corpses, all more advanced than T-45. It's a bit much to say that the brotherhood made their Own suit, which is a bit extreme, but taking the advanced materials and technological upgrades the Enclave made and refurbishing T-45 in the same style, to that level of Tech, and being left with T-60? No problem with it whatsoever. It even makes sense in the context of the brotherhood, as it lets them keep the image they held in the East Coast, which is T-45esque armour. Everyone will recognise that gear, and it gives them their unique identity in the region. Some general upgrades based on found technology doesn't harm the lore whatsoever.

Shame it's apparently just been lying around all over the country in military checkpoints nobody's looked in for the last 200 years, really. :wink:


Vertibirds make no sense, not that hard to develop some kind of pre-vertibird, a VTOL/Helicopter vehicle. They can throw in a new tank, they can throw those in for one scene right at the start, then a few wrecks. It's purely Bethesda picking another cool "Fallout" thing, and plastering it absolutely everywhere regardless of if it makes sense, because apparently all that the setting actually means is that there's cool tech, robot armour, big green mutants and lasers.


On the other hand, PA finally feels like PA and is frankly fantastic. Best iteration they could've done, even if it should be a bit more limited. Just have to wait for Obsidian to fix that last bit. :grin:
 
A lot of the retcons going on in FO4 seem immensely strange to me - Vertibirds, T-60, APA (or, er, X-01), et cetera. There are the other things like non-myron jet, FEV e.t.c. but a lot of my Fallout love is fostered in the bigger military organisations and tech, utter BoS and Enclave fanboy, so i'm pretty focused on those. :grin:

I don't so much mind things like the fusion cores for power armour - It doesn't make any sense Lore-wise, but it's an obvious gameplay concession.

....

On the other hand, PA finally feels like PA and is frankly fantastic. Best iteration they could've done, even if it should be a bit more limited. Just have to wait for Obsidian to fix that last bit. :grin:

Yeah I don't mind this retcon either. And I have to agree 100%. Power Armor feels so right in Fallout 4 I'm completely willing to forgive the retcon.

Anyway, the T-60 suits. On the whole buildup towards Fo4 and the sightings of it, total assumption would be that they're what it logically would be. A Brotherhood-developed/retrofitted suit of T-45.

It's stated in game T-60 was made pre-war during one of the loading screens:
The T-60 series of Power Armor saw extensive use by the United States Army after the Battle of Anchorage. In fact, soldiers in T-60 Power Armor were among those trying to retain order on October 23, 2077 - the day America fell to atomic war...

Operation Anchorage ended in 2077. So there's a little over ten months for this armor to have made its way to the West Coast - even D.C but there's none to be found.

Either way, it's not too major of a retcon.
 
It's not an enormous retcon, but it is completely pointless. There's no merit to them having developed it pre-war, over it being a brotherhood upgrade. 10 months time difference is lovely, but it's still odd for it to suddenly just pop up after so long maintaining T-51 as the best around. There's an entire DLC for FO3 dedicated to hammering into your skull that T-51b armour is totes amazeballs and the best gear the army had pre-war.

There's also no design reason for it - Why would the upgrade from T-51 veer off so drastically in design? It's obviously an improved T-45, to the point where frankly they could've blagged it as just being a modern(er) redesign of the older T-45, no different to the shift from Fo2 APA to NV Remnant gear. Similar enough, but obvious tweaks. Passable stuff. But with the insistence to represent it as a shiny new suit to play with, they've gone with the least likely explanation. There is no reason that the U.S. Military's development of PA would (A jump a good few Mk's right up to T-60 in less than a year, and (B seemingly abandon the T-51 basic design in favour of what was basically outdated rushed-production gear like the T-45.

There's no real explanation for it being so similar to T-45, or for why it even needs to exist, under Bethesda's fluff. Whereas if it was a brotherhood upgrade, it'd make a ton more sense as they'd want to keep the rough visual recognisability they have after basically saving the CW. It's part of their identity. Whereas the U.S. military's identity at the time, and all of the in-world propoganda, shows T-51. They'd be much more likely to stick to that aesthetic.

There's just a staggering lack of thought put into it considering it's such a small, but obvious, thing.
 
It's not an enormous retcon, but it is completely pointless. There's no merit to them having developed it pre-war, over it being a brotherhood upgrade. 10 months time difference is lovely, but it's still odd for it to suddenly just pop up after so long maintaining T-51 as the best around. There's an entire DLC for FO3 dedicated to hammering into your skull that T-51b armour is totes amazeballs and the best gear the army had pre-war.

There's also no design reason for it - Why would the upgrade from T-51 veer off so drastically in design? It's obviously an improved T-45, to the point where frankly they could've blagged it as just being a modern(er) redesign of the older T-45, no different to the shift from Fo2 APA to NV Remnant gear. Similar enough, but obvious tweaks. Passable stuff. But with the insistence to represent it as a shiny new suit to play with, they've gone with the least likely explanation. There is no reason that the U.S. Military's development of PA would (A jump a good few Mk's right up to T-60 in less than a year, and (B seemingly abandon the T-51 basic design in favour of what was basically outdated rushed-production gear like the T-45.

There's no real explanation for it being so similar to T-45, or for why it even needs to exist, under Bethesda's fluff. Whereas if it was a brotherhood upgrade, it'd make a ton more sense as they'd want to keep the rough visual recognisability they have after basically saving the CW. It's part of their identity. Whereas the U.S. military's identity at the time, and all of the in-world propoganda, shows T-51. They'd be much more likely to stick to that aesthetic.

There's just a staggering lack of thought put into it considering it's such a small, but obvious, thing.

Yeah it doesn't make any sense at all does it? That's just how Bethesda is in the year 2015, though. They don't even care to fact check things with lore established by even their own older games.

Can't wait til TESVI comes out and triggers a complete community meltdown of Bethesda's userbase due to them retconning stuff established in previous titles and giving TES the fancy dialog wheel treatment..
 
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I fully agree on the T-60, I said basically the same things before, too. My guess is that the T-60 is supposed to be their "signature" armour for Fallout 4, and that they wanted it to be better than T-51 while looking like their own original T-45. Which is fine, if it were a BoS improvement. But they also wanted it in their pre-war scenes that were heavily featured pre-release, so it also had to be pre-war... Fun thing is that one loading screen still describes T-51 as the pinnacle of pre-war power armour technology. But as we all know, writers are allowed to have fun.
 
It would make sense if there was actually a reason for following a previous design, like if the appearance gave some advantage. Think about choosing a tank design with angled front armor over a design with flat armor.

Thinking about how many prototypes and tanks saw the battlefield in WW2, this T-41; T-60; T-51 etc. doesn't come to me THAT much of a surprise, albeit I do agree, explaining the T-60 as upgrade by the Brotherhood, would have been a lot better and more logical.

I can't say that I know every detail here about the PA lore and what F1 and F2 say about it, I am probably missing a lot of it. But one explanation, might be some kind of upgrade-kit for the T-41 that could be done on the battlefield even. With the resource war the idea might be that instead of wasting the older models, you try to keep them in combat with upgrades. This is actually rather common with military equipment. See the many versions of Panzer IV with the Wehrmacht, the changes to the Sherman, T34, IS heavy tanks and Panthers. Same with planes.
 
Like in real life, people adapt in warfare.

Although Wasteland 2 might have taken it too far, they had the right idea.

It makes sense that PA, would stop most small arms fire/weaker kinetic energy based weapons. PA would also protect one fairly well against non energy, chemical and maybe, bio weapons. Gas and flame attacks won't do shit.

But what about high velocity, anti-armor weapons like AP missiles, designed to knock out tanks? Gauss weapons that propel their ammunition at sickening speeds, to achieve the same effect as above. Energy weapons designed to fuckup the complicated electronics inside PA like an EMP, or 'pulse'.

Beth could have easily figured out better ways, obviously others have. Yet they choose to turn everything into a lewt/grindfest, justifying it as 'balance'.
 
Like in real life, people adapt in warfare.

Although Wasteland 2 might have taken it too far, they had the right idea.

It makes sense that PA, would stop most small arms fire/weaker kinetic energy based weapons. PA would also protect one fairly well against non energy, chemical and maybe, bio weapons. Gas and flame attacks won't do shit.

But what about high velocity, anti-armor weapons like AP missiles, designed to knock out tanks? Gauss weapons that propel their ammunition at sickening speeds, to achieve the same effect as above. Energy weapons designed to fuckup the complicated electronics inside PA like an EMP, or 'pulse'.

Beth could have easily figured out better ways, obviously others have. Yet they choose to turn everything into a lewt/grindfest, justifying it as 'balance'.

Of course there are better ways. We already know them, too: Damage threshold, armour piercing ammunitions, it was in all main Fallout games except 3 and 4. I seriously don't understand why they removed DT again.
 
I seriously don't understand why they removed DT again.
For the same reason Josh Sawyer added DR to all medium and heavy armors in his personal NV mod. Because DT doesn't work.

The problem with DT is that a straight damage subtraction system leads to several fundamental problems. Either
A. You use Fallout 1/2 style DT, which lets you literally negate all damage from many sources, which in turn breaks any concept of balance in the game as you become a walking tank immune to most forms of damage. Which is one of the most mocked faults of Fallout 1/2's gameplay balance, and is something no sane game dev will do anymore. Which is why even Obsidian did the below.


B. You use New Vegas style DT, which only allows you to negate up to 80% of damage, but this in turn leads to most armors becoming worthless against type of weaponry.

The problem with New Vegas's DT armor system that that due to the damage negation cap, it was trivially easy to reach maximum damage negation of all low tier weapons in the game with even light armor like the vault security armor. This in turn made getting supposedly better armor, like Enclave PA, totally worthless against the lower tier weaponry, due to its inability to actually negate any more damage. This removed the entire system of trade off of "heavy armor weighs more, makes you move slower, costs more to repair, and makes you unable to sneak, but gives you far better damage resistance, whereas light armor weighs less, takes up less inventory space, allows you to sneak, is easier to repair, but gives you less resistance"

On the reverse side, when going up against high tier/end game weaponry like the AMR, those guns did so much damage that getting more armor was totally pointless, because even going from Vault security armor, to Enclave PA, which has double the DT of Vault security armor, you still only ended up negating only a fraction of one hit. This also made the entire system of armor trade off negated because, while PA did negate a little more damage, it was so trivially small that it wasn't worth all the reduced move speed, the lack of sneaking, and the man times higher repair costs.

New Vegas style DT had no balance or curve to its armors, medium and heavy armors weren't better then light armors against 2/3rds of the weapons in the game. And it also made getting things like armor piercing rounds for more heavily amroed foes worthless, since their armor wasn't really doing anything to reduce damage anyways.

Even Sawyer admitted DT didn't work, which is why he gave all medium and heavy armors increasing amounts of DR in his mod, it was the only way to make them actually better then light armor.


DR works on a curve by design. The % based system means medium armors will always have more resistance then light armors, and heavy armors will always have more resistance then medium and light armors. And at the same time, no armor can make you a 100% walking god of immunity, keeping game balance, while preventing silly tings like PA not resisting more damage from a 10mm then a Vault security jacket does, while also giving you such a resistance increase against high tier weaponry like NV's AMR that using heavy armor is actually a worthwhile trade off.
 
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Damage threshold, armour piercing ammunitions, it was in all main Fallout games except 3 and 4. I seriously don't understand why they removed DT again.
They removed it because it makes you do basic math to determine how good your armor is.

Who do you think they made this game for? The target demographic can only count to potato.
 
@SomeGuy
But the thing is, that power armor *should* make you immune to small calibers. You can't hurt a tank with a rifle, no matter how many times you shoot at its armor.
Real life armor rarely does just reduce damage, most of the time it either stops it completely(save for blunt trauma) or reduces it only slightly. It holds true to both vehicle and personal armor going as far back as antiquity.
 
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@SomeGuy
But the thing is, that power armor *should* make you immune to small calibers. You can't hurt a tank with a rifle, no matter how many times you shoot at its armor.
Real life armor rarely does just reduce damage, most of the time it either stops it completely(save for blunt trauma) or reduces it only slightly. It holds true to both vehicle and personal armor going as far back as antiquity.
"Power armor doesn't understand it's own physiology."
 
But the thing is, that power armor *should* make you immune to small calibers. You can't hurt a tank with a rifle, no matter how many times you shoot at its armor.
Real life armor rarely does just reduce damage, most of the time it either stops it completely(save for blunt trauma) or reduces it only slightly. It holds true to both vehicle and personal armor going as far back as antiquity.
Games are not real life, and gameplay balance > realism.

No dev is going to let you become immune to small caliber weapons, which are what logically 99% of the wasteland's inhabitants would have, because then all challenge would be removed from the game.

This was a much complained about problem in Fallout 1/2, the devs even back then admitted it was a problem, and in future titles they sought to resolve it by limiting how much damage you can negate through various means, be it by DR, or DT with a damage cap on it. This is basic gameplay balance design literally every other game uses.

I don't see why you would expect Fallout to be any different.
 
PA is meant to be godly against small arms fire. Raiders are meant to be chump change anyways. Lastly, theres always that chance for a crit to kill you.

PA can be fun and still not OP. I mean, who the fuck likes dying from radscorps and mirelurks.

We had Deathclaws, Wanamingos, Pulse and Gauss weapons. These kicked your ass, PA or not.
 
I've never died from radscops or mirelurks in PA. Even in Fo3, NV, or 4, its basically impossible unless you just stand there and let them kill you.


Also, who REALLY has pulse and gauss/pulse weaponry in mass in the wasteland? Even in Fallout 2 gauss/pulse weaponry was rare, basically restricted to the Enclave, and like, the highest of highs of the NCR, with it being rarely sold by the Shi. NV had like... one pulse gun? And it was a super secret prototype locked in a vault.

I mean, Fallout 4 has guys that carry gauss rifles, but that's still less then 1% of the wasteland population, and deathclaws are still in the game.

Not really great balancing trying to rely on pulse/Gauss weapons to get through PA.
 
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That's kind of the point, isn't it? When it's relatively late in the game and you get power armour there's only few things and people who can still ruin your day. Is it necessary that a band of dirty raiders can still pose a threat to you when you're on your way to deal with the Enclave?
It's just not good when you get this kind of late-game-gear too early (which was a problem in Fallout 1 and 2 as well, although you don't really get it unless you know exactly what you're doing).
 
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