Fallout 76: E3 Trailer

@ironmask

Mutants on the east coast of the United States are a dumb idea if you've ever played Fallout or Fallout 2 before.

Scorpions on the east coast of the United States are a dumb idea if you've ever gone outside before.

@Gizmojunk I've made my thoughts known. Believe what you like.
 
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Scorpions on the east coast of the United States are a dumb idea if you've ever gone outside before.
Meh, the explanation that was given to them (being pets that mutated) doesn't bother me too much. Maybe the fact that they're in such large amounts (dunno how much real scorpions breed) but their origin makes sense in my mind.
 
Scorpions were the number one thing that bothered me in Fallout 3. Radscorpions made sense in the first two games and New Vegas since you know, they take place in a fucking desert. Where scorpions live. But how the fuck does a relatively rare pet simultaneously become the most common animal in Washington DC? It's beyond retarded. There are like a hundred different poisionous animals that are actually native to the area they could have put in the game. How about snakes? Or spiders? That would have been cool. And followed logic.

And don't even get me started on Deathclaws. THEY LITERALLY ALREADY MADE THE BEARS TO USE. Why were Yao Guai not made to be the apex predator in the Capital Wasteland? Stupid!
 
Radscorpions made sense in the first two games and New Vegas since you know, they take place in a fucking desert. Where scorpions live. But how the fuck does a relatively rare pet simultaneously become the most common animal in Washington DC?
The trope of being flushed? Not realistic, but it's fun —in the sense that it's oddly fitting.

**But I agree that they belong in the games with a desert setting. Bethesda cherry-picked their acquired IP for anything transferable to give their TES-game a good Fallout-reskinning; and that meant supermutants, Enclave, Brotherhood, Bottle-caps, Brain-Bots, Deathclaws, FEV, and Radscorpions.
banghead.gif
 
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And a vault door that opens in the wrong direction ... and the fact that very few Fallout 3 fans actually understood what the issue was ...
 
it's not, sorry. i think it was cancelled or even never was at a serious stage of production (a couple of inconsistent screenshots and no videos or anything are not good signs)
I think the Van Buren project was 50% done but was completley scraped because of the team falling apart.
Well, shit.... oh well, back to drinking booze and swallowing mentats in Nevada.
Meh, the explanation that was given to them (being pets that mutated) doesn't bother me too much. Maybe the fact that they're in such large amounts (dunno how much real scorpions breed) but their origin makes sense in my mind.
Seeing as how tigers have pop-up in the US as pets, I didn't mind the Scorpions being common, or geographically out of place. (But FEV is a different story.)
Scorpions were the number one thing that bothered me in Fallout 3. Radscorpions made sense in the first two games and New Vegas since you know, they take place in a fucking desert. Where scorpions live. But how the fuck does a relatively rare pet simultaneously become the most common animal in Washington DC? It's beyond retarded. There are like a hundred different poisionous animals that are actually native to the area they could have put in the game. How about snakes? Or spiders? That would have been cool. And followed logic.

And don't even get me started on Deathclaws. THEY LITERALLY ALREADY MADE THE BEARS TO USE. Why were Yao Guai not made to be the apex predator in the Capital Wasteland? Stupid!
The trope of being flushed? Not realistic, but it's fun —in the sense that it's oddly fitting.

**But I agree that they belong in the games with a desert setting. Bethesda cherry-picked their acquired IP for anything transferable to give their TES-game a good Fallout-reskinning; and that meant supermutants, Enclave, Brotherhood, Bottle-caps, Brain-Bots, Deathclaws, FEV, and Radscorpions.
banghead.gif
And a vault door that opens in the wrong direction ... and the fact that very few Fallout 3 fans actually understood what the issue was ...
peter-hines-twitter-jpeg.4096
 
Can somebody please give me a similar list of situations when Small Guns or Speech is useful?
I can. In Fallout 1 Speech is only used 15 times in the whole game (and one of those is if you fail a Speech check), in Fallout 2 it is used way more (I don't know the number), BUT at least 1/3 of the times where you can use Speech to achieve an outcome, you can also use Attribute values (CHA, INT, etc), other skills or specific Perks to achieve the same outcome. There are also quite a lot of Speech checks that depend not only on your Speech skill, but also on your Attribute values (not only you have to have a specific Speech value, you ALSO have to have a specific Attribute value). Making more than half the times you use Speech dependent on also having specific Attribute values or doesn't really require Speech and can be achieved in other ways (Attributes and Perks). Speech is useful, but also not that useful compared to the number of times we use ONLY the Speech skill to achieve something.

Small Guns in Fallout and Fallout 2 is only used in combat, there is no Small Guns skill check in the entire game and there is no content that is only accessible if the character uses Small Guns. But in contrast, Unarmed Skill in Fallout 1 has one exclusive use (you can make an unarmed attack on a particular character and immediately knock him out if you also pass a Sneak check) and in Fallout 2 there are quite a few instances and quests that you can only access if you have good Unarmed Skill (Temple of Trials final fight, Several boxing matches, a few Martial Art fights, etc) there are a few Unarmed skill checks in dialogue too.

EDIT: I forgot to mention that in Fallout, only 4 out of 15 Speech checks are dependent on Speech skill alone (4 requires INT of at least 6, 1 requires INT of 5 and night time, one requires INT 7, one requires INT 8 or Berserker trait AND you have to FAIL the Speech check, 1 you have to have a weapon in the active slot, 1 you have to spend a night in a specific building, 1 you have to have killed a specific character and 1 you have to have an item or read that item or have INT 7). So basically, in Fallout 1 if you have INT 5 (average) you are automatically locked out of 1/3 of all the speech checks in the game, no matter how much Speech you have.

In Fallout 2 there are only a very small % of Speech checks that give anything significant, that you can't get in another way (like getting the same result by paying a bit more caps or get paid less caps for a job) or that you can't get by using other Attributes, Skills, Perks to achieve the same result.

The games do give a good illusion that Speech is really OP, and it makes the players feel rewarded for investing in Speech. But Speech is rarely used to get any significant, unique rewards that can't be achieved in other ways.
 
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All about world design and what monsters look like and shit. Lowbrow as you can get, the series has become.
 
Best part:

Howard said that Fallout 76 was originally to be the multiplayer component of 2015’s Fallout 4. So this game’s development dates back at least as far.
n the Noclip documentary, Bethesda said it planned to support the game “for years” with new content and free updates. There will be microtransactions, Bethesda said, but purchasable items are limited to cosmetic items only, which allows them to support dedicated online servers. Any purchasable cosmetics can also be earned through gameplay, Bethesda said.
 
There will be microtransactions, Bethesda said, but purchasable items are limited to cosmetic items only, which allows them to support dedicated online servers. Any purchasable cosmetics can also be earned through gameplay, Bethesda said.
That's... not particularly terrible.
 
I forgot to mention that in Fallout, only 4 out of 15 Speech checks are dependent on Speech skill alone (4 requires INT of at least 6, 1 requires INT of 5 and night time, one requires INT 7, one requires INT 8 or Berserker trait AND you have to FAIL the Speech check, 1 you have to have a weapon in the active slot, 1 you have to spend a night in a specific building, 1 you have to have killed a specific character and 1 you have to have an item or read that item or have INT 7)
are you checking these facts somewhere or you have it all memorised


That's... not particularly terrible.
todd howard is a trustworthy man who never broke his word ;)
 
are you checking these facts somewhere or you have it all memorised
Just trust him, the Old Bloods definitely memorized everything about Fallout 1&2 by heart.

But yeah, I'm also curious if there's any information available somewhere regarding the required amount to bypass all skill checks, whether it's dialogue or environmental skill checks (like Lockpicking, Repair, Science, etc etc). It wouldn't be surprising if the game consistently checks for INT, though, since while it may not seem like it, the game's content was actually tied to how many INT a character has. It's why there's even the certainty of getting completely locked out of 80-90% of the game's content when you play with a below-average INT characters (a.k.a. dumbasses).
 
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