Fallout 76

Go for it.

Fashions rotate, and people generally do seem to tag along with whatever the loudest voices shriek about. I am afraid I am a bit too cynical to be of any help here, though I will admit that as the opinion--the one that Fallout 76 is a far cry from a good project, continues to be poked around, it may well catch enough fire to become relatively noticeable. To me Todd and Co. look like they've taken a more rhetorically exploitative qualities, not unlike demagogues, and because of those they have to appeal to public opinions. So long as they can influence them in order to reap more cost effective benefits for themselves, they will do it. But there is no better time than now to try to stir people's doubts.
 
This is a FANTASTIC idea for a faction, way better then The Minutmen. Only what remains now to be a good faction is to have good writing and interesting npcs .... oh wait ¯¯\_(ヅ)_/¯¯
Toddy wants all human characters a PC :P but one secret exposed that Raiders do have a living HUMAN leader (and there's a quest whether to join them by approaching that leader peacefully, or eliminate them along with its leaderships), while The Responders were no longer an active faction except that a player may choose to restore the said faction (A 3-hour demo did explain how, but who knows how will the whole Responders faction changes (or recruitment/restoration quests will do).

F4 Storyline were also considered incomplete. If Commonwealth of New England is chosen as a background, along with shadows of the pasts. Puritan Pilgrims (or anyone themed after them) are left off completely, nor anyone themed after renaissance - era New England. Minutemen deserves better enemy/rival than just a group of mercs (who happened to be a clone to Talon Company). Better should the Renaissance-themed factions (The Ironside, or the New Model Army) be their rival/enemy? (And they're more discipline (And religious) than Minutemen)
 
I went to the (terrible) forum of bethesda read the thread .... is it possible not to hate those bethesda zealots?

""Bethesda owns this IP. They are making semi-rational retcons to the lore that aren't 100% implausible""

Fucking retards.
 
Honestly, the Responders don't sound like a half bad idea for a faction...to bad 76 isn't a typical single player game to actually explore the faction.

"who happened to be a clone to Talon Company"

This. That is all the Gunners where, a reskin of the Talon Mercs and just as under developed too.
 
Yep and in Fallout 5 we will have another high tier of paramilitary raiders with good equipment for the player to loot.
Lets call them The Shooters.
 
I think there was one thing in all of Fallout 4 that showed any story with the Gunners. There was probably more but it was so lackluster and uninteresting that it didn't even stand out.

Also, I get why you guys are going to the Bethesda forums but there's no way I'm discussing Fallout there. They'd be right back to the old Bethesda Defense Force once they get a sliver of what they want.
 
I went to the (terrible) forum of bethesda read the thread .... is it possible not to hate those bethesda zealots?

""Bethesda owns this IP. They are making semi-rational retcons to the lore that aren't 100% implausible""

Fucking retards.

Nope, when parallel universes and time travel are introduced in Fallout it will still make sense because in Fallout 2 we went back in time through the Guardian of Forever thus making it clear that the designers always had in mind that time travel is possible in the Fallout universe.
 
Nope, when parallel universes and time travel are introduced in Fallout it will still make sense in Fallout, because in Fallout 2 we went back in time through the Guardian of Forever this making it clear that the designers always had in mind that time travel if possible in the Fallout universe.
Fallout: Infinite when?
"There is always a Vault, there's always Supermutants, there's always the Brotherhood of Steel"
 
Yeah, how's about a Vault, Super Mutants, and a Brotherhood chapter that went back in time to the age of the dinosaurs?

Imagine Super Mutants riding dinosaurs. How cool is that!

See Bethesda, you need to hire me. I can come up with far more outlandish ideas than the bunch of monkeys you have employed now. I'll take it to the next phase.
 
Yep and in Fallout 5 we will have another high tier of paramilitary raiders with good equipment for the player to loot.
Lets call them The Shooters.
Why ain't there a neo-feudal kingdom in Fallout Universe? or anything similar to Chinese Warlords of the Republic of China of 20s-40s? an overlord who ran an organization that's an offshot of either US Army or NG (Or any unit of either that became a military government after the Great War destroyed the Feds and no legitimate successor showing up yet.) ... Apart of Enclave which was the Old Gang's work.

Didn't Betty like this idea?
 
Why ain't there a neo-feudal kingdom in Fallout Universe? or anything similar to Chinese Warlords of the Republic of China of 20s-40s? an overlord who ran an organization that's an offshot of either US Army or NG (Or any unit of either that became a military government after the Great War destroyed the Feds and no legitimate successor showing up yet.) ... Apart of Enclave which was the Old Gang's work.

Didn't Betty like this idea?

In Fallout 3 it is said that Republic of Dave was once a Kingdom of Tom, so it was a kingdom... I guess a joke is the best Bethesda can do.
 
But I'd argue making psykers into a late game perk would not make much sense in-universe...Plus I doubt psychosis would be a trigger for psyker powers. If that's the case, many yahoos in Bethesda's settings would be psykers by now.

We never find out how most characters with psychic powers get theirs, so we don't really need to know how the pc does either per say. The trait itself would imply something about the characters past, but it could include dialogue options about that. Ideally the pc backstory remains open, as with the Courier and Lonesome Road. Where you can just deny that you had any part in it.

Who said psychosis was a trigger?

So you just like New Vegas and Tactics?

That's not a rebuttal, or a salient point.

Regardless, I can enjoy things I didn't want (or have any opportunity to anticipate and therefore want. I have played and enjoyed Fo and Fo2 since that post. I still don't like turn based combat or the isometric style though, but I can deal with that if it's a particularly good game. So I'll be playing them more than once eventually. Though I still have to finish my Fo2 run. For some reason I couldn't bring myself to continue once I reached the Poseidon Oil Rig for some reason...
 
We never find out how most characters with psychic powers get theirs, so we don't really need to know how the pc does either per say. The trait itself would imply something about the characters past, but it could include dialogue options about that. Ideally the pc backstory remains open, as with the Courier and Lonesome Road. Where you can just deny that you had any part in it.

Who said psychosis was a trigger?
You kinda did when you said that psyker abilities appearing due to a potential psychotic break in a PC.

We do know how the psykers in 1 developed their powers though. The Master tried to induce psychic powers in some humans but all failed to produce functional individuals (they had some powers but were functionally stunted).

Plus from how few psykers there are in 2 and New Vegas, I don't think it is a good idea to introduce the idea that one can spontaneously become a psyker. It seems nonsensical for a normal and stable individual to suddenly awaken to psychic powers one day without warning and would come across as the PC getting New Powers as the Plot Demands (https://tvtropes.org/pmwiki/pmwiki.php/Main/NewPowersAsThePlotDemands).

If anything, psykers should be a starting trait. You start as a psyker but have debilitating effects on your character (like all SPECIAL scores are set as 1) until you find a rare working psychic nullifier. You'd essentially be a useless person more akin to a NPC rather than a PC.
 
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