R.Graves
Confirmed Retard
Yeah everybody shoulld love her since you can screw her, screwing robots FTW!!!1!!
She's a synth. Not a robot.
But then that definition would make codsworth a synth so nevermind.
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Yeah everybody shoulld love her since you can screw her, screwing robots FTW!!!1!!
It's a robot, Randall. This synth business is totally optional. The so advanced AI is already discussed plot hole.She's a synth. Not a robot.
#RobotLivesMatterIt's a robot, Randall. This synth business is totally optional. The so advanced AI is already discussed plot hole.
That wasn't nice.
That wasn't nice.
He means we've talked about the same problems so much with other users coming to the forums trying to pick apart our points that it has become a sort of "exhausting task" so to speak.That wasn't nice.
I'm actually surprised at how open this forum is to my debating without outright insulting meWell, welcome to NMA @iltt. Be happy that you're not on the Codex. I have heard, they don't even use lube.
Aight aight chill out yall. Lemme tell you why I like those factionsAnd you still havn't answered my question, by the way. Why do you think the factions in F4 are so appealing? And don't be shy! You're allowed to use more than 5 words here.
I like that power armour feels like power armour rather than just another normal piece of equipment.
I also enjoyed messing around with console commands to do ridiculous things, despite the number of crashes it causes.
Then there's the idea of taking a synth and having their memories replaced. Wouldn't that be killing them as a person? Is the very fact that their memories are deleted and replaced makes them more of a robot, and treating them like a robot dehumanizing?
We are sour, cynical, provocative, and sometimes outright stupid - hey! We are all just 'umans! But insulting people? That is usually a no go here.I'm actually surprised at how open this forum is to my debating without outright insulting me
Actually, I also find the new Brotherhood a nice change, compared to the boring white knights of Fallout 3. The Prydwen's arrival is badass indeed, some characters are pretty good and they "feel" xenophobic, which is cool, lore speaking.Aight aight chill out yall. Lemme tell you why I like those factions
Brotherhood of Steel (Fallout 4): Well for starters they had a big friggin zeppelin that came in the Commonwealth, telling the citizens that they are here to help them fight against the Institute. With their power armor, their vertibirds, their advanced weaponry, and their efficiency at dealing with those threats, what's not to like about them? Nothing! Except well, the xenophobia towards synths and ghouls, and their overbearing military presence, and their 'elder' who's an asshole. As far as I know, they're good for killing threats, but because of the implication that this branch of the BOS had made the Capital Wasteland into a feudalistic hellhole, are they really what the Commonwealth need?
Good points. I never played the Railroad storyline because I hate Deacon, but these seem to be interesting elements indeed. A more subtle and morally grey "resistance movement" is a nice change from the standard.Railroad: A rag tag team of guys who specialize in espionage, they're a group of well-intended people who dedicated their lives to the liberation of synths, who they believe to be sentient people forced into slavery. But you realize that their numbers throught the Commonwealth is small, and some members believe that the Gen 1/2 synths should be saved too, but those things seem to show as much human emotion as a regular protectron, so where exactly do we draw the line? Another thing about them is their apathy for humans suffering, and put the lives of synths over humans. Basically, they're the wasteland's PETA. Then there's the idea of taking a synth and having their memories replaced. Wouldn't that be killing them as a person? Is the very fact that their memories are deleted and replaced makes them more of a robot, and treating them like a robot dehumanizing?
I understand why you love them. My problems with them though :Institute: Oh boy oh boy the Institute. You hear the horror stories about how they replace people with a replica, how they tear apart entire towns for a single piece of technology, how they could be anywhere. Then you go and meet them yourself. Their main base is at a technological level never seen in a Fallout game, the scientists are nice to you, and it's ran by your own son. You learn the motivations of the things they do and why they do it, and I personally had a hard time deciding between them and the Railroad. I mean yeah, slavery is objectively wrong, but since the synths were artificially created, would that be any different that using your computer? When they express emotion, are they actually feeling that emotion, or are they executing a command? And since these dudes created even more super mutants because God knows we don't have enough, can we really trust these guys to make a better Commonwealth? And even if we fight against the Institute, can you really turn against our own son like that? What if you become the director? Could you lead the Institute to a better direction(no pun intended)
They are morally ambiguous indeed, and this is refreshing, compared to Skyrim and Fallout 3, I agree.But the thing I like most about these factions is that they're so morally ambiguous, something that I liked about another Fallout game. Y'know, the one that took place in Nevada. In the end, they could all be the right faction, but it depends on your own morals.
Continuing on that point, even if they lack a general shutdown code, they could still just list out the shutdown codes in order. It wouldn't be as effective, but it would be more than enough to defeat the rebellion.-Why on earth would the Synth uprising being a problem ? The Institute has speakers. If there's trouble, deactivate the synths using the safe code and voila. Uprising over.
Oh right, they don't have a general safe code. They'd have to deactivate all synths, one by one. Which broke all interest for them, in my case, because it meant that they were the dumbest people in the commonwealth ^^ hell, even in our world, we wouldn't use robot arms in our industry if we couldn't shut them down in case there is a malfunction, which always happens at some point. A faction made of engineers couldn't possibly have missed that.
But what do you think about these elements, which I find are problems :
-Why on earth would the Brotherhood blow up the Institute after taking full control of the place ? For a lore friendly, realistic brotherhood, that would put Elder Maxson in position of high treason, especially considering that he's surrounded by former outcasts, who straight up provoked a civil war for the same reason. Protect technology, keep it from the wrong hands, that's their creed. Not straight up destroy it. In this situation, it's like witnessing King Arthur melting the holy Graal because it was held by a heretic.
Well even if they did check out the place, how would they know where to find the Institute?-How come the Brotherhood has a scouting campound a minute away from the CIT, and never bothered to check the place ? The place named after their nemesis ?
I assuming that because you're a Brotherhood knight, he's more lenient on who you bring onboard the Pryden.-Why does Maxson is cool with you bringing a junkie ghoul, a junkie rebel, a brutal super mutant, two synths and an actual Institute Courier onboard, openly discussing his orders and witnessing his battle plans ?
Interesting question. I think that because the new Brotherhood is more militaristic and power hungry, they're using the Institute as an excuse to control the Commonwealth. If a big powerful military came by and told you they're coming to protect you from the biggest boogeyman, wouldn't you be trusting them too?-Why does the BoS didn't give a damn about the Institute until now, when they suddenly decide that it's the biggest threat ever ? Let's not forget that ten years ago, Dr.Zimmer gave all the intel and even Institute implants to the lone wanderer, who knew Maxson, fought with Lyons and defeated the Enclave ?
I'd say that because the Fallout world takes place in an alternate 50's Earth where people don't discriminate based on color (as far as I know), I think real world morality is quite applicable here. Yes, BOS members may see that 90% of ghouls should be exterminated, but what of the 10%? Also this argument about them seeing mostly ghouls as bad people is highly and uncomfortably reminiscent of arguments I had with racists about my race, except it's always easier to argue in favor of real life people.-How is their hatred towards ghouls a moral problem ? I know, from the current, real life world POV, yes, it's objectively bad and immoral. But from their point of view ? Look. Almost every Ghoul you meet is either a dangerous, immortal zombie capable of dodging bullets, or a dangerous criminal. From the point of view of futuristic, post apocalyptic fundamentalist knights, yes, they have every reason to dislike ghouls. And this is where the game fails, in my mind : they give you current moral dilemmas, with the point of view of the real life world... In the context of a world where it makes no sense (I'm not sure I explain my point well). Sure, racism is bad. Slavery is horrible. Yes, yes, of course. But in a completely other world, in a different time, with different events and people ? They'd view these subjects differently. The entire moral compass would be completely different. Seeing this new world but with a "real life morality" so to speak, is something that breaks my immersion.
Personally Deacon is my second favorite companionGood points. I never played the Railroad storyline because I hate Deacon, but these seem to be interesting elements indeed. A more subtle and morally grey "resistance movement" is a nice change from the standard.
I agree with this. They should have done a better job providing making the sentience of synths more ambiguous. However one could argue that the case for Curie is that there's an advanced program that makes them simulate human emotions almost perfectly, but that feels like a weak argument. One thing I did like about the synths is that they talked as though they're reading from a script, or just didn't put too much emotion in their voices(at least the obvious Institute synths).In the Institute's case, however, I feel that they do ask the question of Synth's souls, but they immediately answer it. There's PLENTY of evidence that Synths are sentient beings with souls, and zero evidence that they are just machines executing a program. Which, in my case, turned the thematic null, because it answered the question for you and threw it at your face.
I could understand this, but what if Danse was an institute synth saved by the Railroad, who then had his memories wiped? If the Institute were to get a hold of Danse and make him a synth again, he could destroy the BOS from the inside.-Why would they replace Danse ? For what purpose, except for forcing drama in the storyline ? As much as I "kind of" liked the final scene with Danse (even if I didn't like being "forced" to hesitate. Immersion breaking moment, when you roleplay a fanatic who has zero reason not to pull the trigger, but anyway), it felt like it was done because the plot demanded it, which always feel awkward to me.
Now this was an obvious excuse by Bethesda to add super mutants into a Fallout game, so there's not a good enough reason as to why. One thing I do like about the Institute super mutants is that they seem to possess more intelligence, like this one time I heard one of them shout, "You humans created us. Now suffer for your arrogance!" Nice vocabulary for a super mutant-Alright, they made super mutants. Why ? And why did they release them in the wild ?
I believe the Institute even allowing you to be a director in such an unorthodox manner is because of the immense respect they have for your son. As for dieing from radiation or whatever, I believe they would send a Courser to check the last electronic signals from you pip boy and pick up your body.-The player becoming the director is an interesting twist, even if in my case, it felt a bit weird (at this point of the story, I was a scarred, disfigured brute with no intelligence, working openly for the brotherhood while having zero knowledge in science or politics). But when it happens, why on earth would the Institute ever let you roam around in the wild, sleeping in irradiated shacks ? What if, er... you died ?
Since this is a long post about the failings of the Institute, I'll just ask this question: Ever met this one dude who said shit like "I'm soooo smart but just too lazy to do anything," or something like that? I believe the Institute's fatal flaw is just how damn stupid they are, both in a canon sense and a meta sense. Even one of the guys there in the Institute says," So synths are humanity's greatest hope, yet they're not humans?!" or something along the lines of that. It's obvious that some of the scientists there believe that they're sentient(hell, one of them helps the Railroad in liberating synths, which turns out to be bad for him in the long run because the Railroad ends up destroying his home and family. He leaves a final suicide note for the Frozen one, cursing him for what they did. Moe of that good ol' moral ambiguity)-supersnip-
These are moral dilemmas. Simple, deep questions, and the game never throws the definitive answer at you. You have to think, to redifine your own morals and to take a decision. I didn't feel that in Fallout 4. In F4, I had the answer before I even got asked the question. But that's my opinion, not a fact.
Sorry for the long answer. Don't take my points the wrong way, I'm simply debating with you
Thanks for the thought out rebuttal
Umm, last time I checked, Fallout world supposedly takes place in the future as envisioned by the people living in the 50s, not the alternate 50s itself.I'd say that because the Fallout world takes place in an alternate 50's Earth where people don't discriminate based on color (as far as I know), I think real world morality is quite applicable here.
Well to be honest this thread is about naming things you don't hate in Fallout 4.