Gstaff clarifies 24-hour town pacification

Better, but I wanted it to be a week before getting back in town safely. Oh well.

And didn't they say if you do another rampage after you get back in, they ban you and try to kill you onsight?
 
I'm pretty sure that in the movie about the Lawbringer perk and the regulators, they mention something about bounty hunters if you have low karma and assassins if you have high.

Edit: Then again that is tied to Karma maybe, and even if you go on a killing spree with very high karma you don't get bounty hunters after you.
 
Matt Grandstaff said:
<blockquote>Here's a clarification I got from Emil. It's actual a 72 hours, not 24 -- so in gameplay time, it's a significantly longer period of time. Personally, I like it, because it doesnt mean I'm going to be shot at every place I go if I decide to mess around a little bit.</blockquote>

Correct me if I'm wrong, but didn't cells in Oblivion reset every 72 hours? Since they are using the same engine would that mean that after a cell reset your "wanted value" is also reset and the NPC's aren't mad any more?


Matt Grandstaff said:
<blockquote>First, not EVERY place you visit will reset after the 72 hour period. Some places never will. Second, in places where things calm down, they will reference the fact that you caused trouble. It will come up in dialogue, etc.</blockquote>

With the level of writing I've seen from Bethesda, I'm going to go out on a limb here and say that all we'll encounter as far as references go will be townsfolk saying to us randomly: "Don't you be starting anymore trouble", and "We're watching you!"
 
I'm sure if you blow up Megaton and wait 72 hours, everyone in Megaton will forgive you.

That or everyone is dead except Megaton's children that rise from the ashes. (or is it okay to kill children as long as it's through an atomic bomb? My guess is that Megaton is absent of children.)

All jokes aside, whatever happened to Bethesda's plan on making the player live with the consequences of their choices? This seems like another option focused on the casual gamer to allow them to make mistakes and go back on them without loading a save game.

That doesn't feel like role playing to me.
 
Don't worry they will put at least one scripted NPC (like the fan of the arena champion), to show you that not everyone in the game don't give a shit about what you just did.
 
Instead of labeling their game as an Action-RPG it should be Action-HHG.(Hand-Holding game)

I think it deserves its own genre.
 
This whole scenario reminds me of a lot of western movies (which is highly compatible with the Fallout setting), where a sheriff, cowboy, wandering gunman, etc. would be on the look out for the guy that killed his brother for months or years even. I can see some people shrugging off you killing the town a-hole or the town beggar, but no one should ever forgive you for killing their brother (possibly a slight chance if their brother is the town a-hole). And as to their fellow townspeople, they should only forgive you for killing them in a way following the town etiquette (ex. He drew first; It was an agreed upon duel; or He was caught trying to steal your stuff). And even then, when it is acceptable, it should be understood that the people might ask you to leave for a while just to let things cool off.

Sorrow said:
IMO bounty hunters should go after you only when you leave some witnesses alive :wink: .
Or if they find all kinds of bodies with railroad spikes in their heads, and then you go showing off your new railspike gun.
 
Gameplan:

Lay waste to a town / village.

Fast travel to a new place, and kill a bunch of people there.

Fast travel to the first town, and be re-accepted into society only to slaughter again.

Fast travel to the second town to be re-accepted and slaughter more.

Lather, rinse, repeat.

Good job Beth. I'm immersed.
 
rcorporon said:
Gameplan:

Lay waste to a town / village.

Fast travel to a new place, and kill a bunch of people there.

Fast travel to the first town, and be re-accepted into society only to slaughter again.

Fast travel to the second town to be re-accepted and slaughter more.

Lather, rinse, repeat.

Good job Beth. I'm immersed.

I seriously doubt that it will work that way. I think that the forgiveness thing will be something like how bandits used to be able to go into town during "old west" those guys were savage killers and in some cases had killed people in the town. Yet if they'd killed off the sheriff and his deputies the people in town were pretty much SOL. They might have hated the guy, but everyone was too afraid of him to stand up to him.

While Oblivion did have some scripting problems, I'm sure they will have corrected quite a few of them by the time Fallout comes out, especially when you consider that Fallout isn't meant to have a global law and order system like Oblivion did.

I think that if you go on a murder spree in the town odds are that even if you are allowed to retun that your gameplay will be radically altered by your actions.

Basically, I think that the game should let people be idiots, but not reward them for it. In the end it might be an exploitable flaw for the minority of players who aren't willing to roleplay and an advantage for those who are.
 
Moester said:
While Oblivion did have some scripting problems, I'm sure they will have corrected quite a few of them by the time Fallout comes out, especially when you consider that Fallout isn't meant to have a global law and order system like Oblivion did.

I always love this "I'm sure they", "they must have" talk. I used to be like that.

Oooh, here's a toughy, relative to Morrowind, Oblivion only added heaps and heaps of scripting problems. So what is the trend?

Moester said:
I think that if you go on a murder spree in the town odds are that even if you are allowed to retun that your gameplay will be radically altered by your actions.

Uh ok how?
 
Apparently the only real consequences of killing townsfolk will be that you won't be able to do the quests that they would have given you if they were not so dead.
 
Grandstaff said:
Here's a clarification I got from Emil. It's actual a 72 hours, not 24 -- so in gameplay time, it's a significantly longer period of time.
For Morrowind, this is referred to as the 72-hour bug.
 
EnglishMuffin said:
Apparently the only real consequences of killing townsfolk will be that you won't be able to do the quests that they would have given you if they were not so dead.
RADICALLY ALTERED
 
IMO it would be nice if cRPGs would allow to terrorize people. Why should townsfolk attack my heavily armed PC and his heavily armed team?
Imagine going to town, killing guards and explaining the people that you're a new sheriff and that they have to pay taxes to you.

I hate how all civilians in Fallout became hostile and tried to die a horrible heroic death instead of begging for mercy and offering their money/items/sons/wifes/daughters for sparing their miserable lives.
 
Brother None said:
Bethesda: turning bugs into design elements.
No shit bro. Remember excuse for fucking pathetic AI in the demos? Yeah, they dumbed it down on purpose. It is supposed to be that way so players won't be overwhelmed by AI's superiority.
 
stupidud8.jpg


Retarded :roll:
 
Back
Top