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Discussion in 'NMA News and Information' started by Kilus, Sep 24, 2015.
I don't remember being able to pacify cacodemons by pointing a gun at them. :p
Well you could pacify them if you clicked a lot while pointing at them.
That's a different kind of pacifism. :p
How does the Sole Survivor pacify his/her baby?
Yeah, a "point a weapon at someone and they have a chance of becoming non-hostile" would be an interesting perk when applied to humans. Less so animals. Animal Friend was more a convenience perk than anything else; the second level of that perk was really not worth taking since it doesn't come up much and most of the reason to take it was to avoid meaningless combats. I want a way to get out of Raider ambushes without sneaking or fighting, and "convincing them you're too hard a target to be worth the risk" through some sort of mechanic would be a positive addition.
There probably should not be that kind of perk for insects and abominations though.
It might actually work. I've seen an aggressive wild dog stop mid-lunge and take off the moment a guy made a swinging motion, as if he was about to throw a rock. In a world where dangerous animals are shot on sight, aiming a gun might have the same effect.
Alcohol. Drugs. Performance enhancing chems or something like that.
But turning the Legion's dogs against themselves is so fun.
Nope, the Chem Resistant Icon is on the Endurance Row so the nxt ranks can't be Chem related. It's called Party boy so maybe the next ranks will just boost how long Booze effects last, maybe remove the INT drop (if there is any) or turn them into healing items. Why is this perk even Charisma related? Shouldn't it be also an Endurance perk?
Nah, everyone knows that the amount of alcohol your body can handle is determined by your social abilities.
Everyone or just Dean Martin?
I love this forum haha.
Most of these perks are pointless. Guess it's off to Kickstarter folks.
Help me Obsidian, you're my only hope.
But really, there are many developers that could handle Fallout much better than BGS. That sappy intro to the debut trailer for Fallout 4, where the dogs sniffing around the protagonist's house, is a testament to what is wrong with Bethesda's approach.
I don't think Obsidian is going to do anything else with this project to tell you the truth. I'd be surprised, they would have to make a completely new game with a pigeonholed skill/perk system. It just doesn't seem like they have the "broader options" they had with FO3. And they wouldn't dare try to reorganize the system.
Bethesda has the Halo/COD/AC kiddies in their sites... I'm not interested in FO4 at all, and will be having fun replaying 1-NV..
After showing Beth that they can make a better game in less time, I don't think they will be too eager to hire Obsidian again. Also, Avellone left.
Again, bears repeating, Avellone didn't have that much involvement with the main New vegas game or mechanics, he wasn't the reason New Vegas was good.
Hhe was more involved in the DLCs.
Yeah, the sad thing about Obsidian making another Fallout is that they would be forced to use all the shit in FO4. New shitty perk system, no skills, no traits, voiced protag, etc.
I wonder if that nerf can be justified.. Would be pretty useless if it was nerfed just because tbh.
This one actually has me really interested. I've always felt that either the addiction system wasn't sensitive enough, or that the bonuses you got from using alcohol and drugs were never worth it. I haven't had a character with addiction problems since they stopped making RadAway addictive in Fallout 3. That one never made any sense to me in the first 2 games. So maybe they've upped the attractiveness of using drugs and alcohol as buffs.
I loved the old perk, but it was a teeny bit broken. I can't find myself arguing with it getting nerfed in some way. I'd love to see it in action though. The version that makes sense to me would be if you aimed your weapon (it says weapon, not just gun) at the animal, say a spear or club, and then shouted down the animal. I've seen people do it. There are some people who just have a force of presence and command who can shout/stare down a guard dog and dominate them. It literally a moment of zero fear and 100% conviction in what you're saying towards the animal. So if they did something like that it'd be pretty awesome.
I'll be very disappointed (but not surprised) if you just hover the cursor over the animal and it suddenly switches from aggressive to neutral.
The oddest thing is that the "point a gun at someone and they decide not to attack you" mechanic makes sense with humans, but not really with animals. If a person points a gun at a nother person, through use of language or shared culture the second person can understand the gesture as "they can shoot me, but have chosen not to shoot me right now, so I had best not antagonize that person." Certainly some animals will understand that a gun is something to avoid, but it stretches credulity to suggest that every dog in the wasteland will understand how guns work and that "a gun is pointed at me is an offer to become friends". For the most part, interacting with animals is mostly about body language and tone, so the old perk was just "you know how to act around animals so as to convince them you are not a threat to them, so they don't attack you" and made much more sense.
Well, Fallout 3 didn't have traits but New Vegas did, and New Vegas combined two skills and added another. So it's not like Bethesda would necessarily say "no" if whoever makes the next Fallout game decides to mess with the character generation system.