Perception Fallout 4 SPECIAL video

It won't just take the road again, you know that it will AMPLIFY it! :V

Because stupid shit like Gary vaults have (sadly) a lot of potential for derpiness which generates youtube clicks. So I am pretty sure we will see something that is even worse.

NECROPOLIS WAS AN ACCIDENT!!!

My theory because it I prefer it more.
 
It won't just take the road again, you know that it will AMPLIFY it! :V

Because stupid shit like Gary vaults have (sadly) a lot of potential for derpiness which generates youtube clicks. So I am pretty sure we will see something that is even worse.

NECROPOLIS WAS AN ACCIDENT!!!

My theory because it I prefer it more.

Yeah, I tend to think about it like that, too. Long term radiation exposure seems like a good subject of study, but in a vault experiment? What if the inhabitants notice the leak (Geiger counters exist, and radiation sickness is also noticable) and fix it? Better do that kind of stuff in a dedicated lab.
 
It won't just take the road again, you know that it will AMPLIFY it! :V

Because stupid shit like Gary vaults have (sadly) a lot of potential for derpiness which generates youtube clicks. So I am pretty sure we will see something that is even worse.

NECROPOLIS WAS AN ACCIDENT!!!

My theory because it I prefer it more.

Yeah, I tend to think about it like that, too. Long term radiation exposure seems like a good subject of study, but in a vault experiment? What if the inhabitants notice the leak (Geiger counters exist, and radiation sickness is also noticable) and fix it? Better do that kind of stuff in a dedicated lab.

Agreed, it makes much more sense.
 
But guys.

Some of the vaults were experiments.

That means all of the vaults are experiments.

That means we can do the funny with them!

Like that Vault that was just one man and a tiger!

LOLZ WILL BE HAD GUYZ.

SERIOUSLY.

GUYS.

SERIOUSLY.

SERIOUSLY

GUYS

GUYS

LOLZ

GUYS

SERIOUSLY

GUYS

GUYS

SERIOUSLY

GUYS

SERIOUSLY

SERIOUSLY

GUYS

LOLZ
 
I'm curious if the Vault Dwellers in the flyer under each stats are the representations for the actual perks in game... After all, there is the picture for each stat at the top then 10 levels below them in the flyer.
 
I would love a Vault filled only with Furiosos.

I'm not sure if it'd be a Highlander-type scenario where we'd kill each other or if we'd team up and roam the wastes beating ne'er-do-wells with heavy sacks full of doorknobs.

But then again, I could probably come up with some Vault experiments that made sense for the purpose of what the experiments were actually meant to do.

You know, testing how people reacted in different scenarios in order to see how they'd react for the purpose of long-distance space flight.

But nope.

Vault 49: Half the population is clowns and the other half are people psychologically conditioned to be afraid of clowns.

Vault 67: Normal population, but vault replicators can only fashion left shoes.

Vault 28: Vault replicators can only fashion bananas, Vault trash disposal refuses to accept banana peels.

Vault 52: Vault is comprised of multiple isolated units. Inhabitants are able to see one another, but are unable to come into contact or communicate in any fashion other than visually-reliant methods.

WHOOPS, A SERIOUS ONE GOT IN THERE GUYS, SORRY.

Vault 420: Everyone is high, air filters make the air into farts.

Better.
 
I never liked this idea of experiments. But well ... it's canon now. I just ignore it usually and pretend that it doesnt exist :V

Though can't wait to see if SPECIAL in Fallout 4 will actually have some effect on the dialog in the game. But I really don't have high hopes ...

Vault experiments have been a part of Fallout canon since the very beginning, so I am a bit confused by your complaint(s). Bethesda/Obsidian/Zenimax have gotten a bit weird with the latest revealed vault experiments, but nothing outside of Fallout's comfort-zone. Or should I remind you of all of the silly crap that was in the classic games? Not even the "Super humans..." in Fallout 3 were all that outlandish for Fallout, seeing as in how there was a super mutant magician in Fallout 2, as well as Psykers being an established mutation path for humans since Fallout 1.

Fallout is not as serious of a setting as a lot of our collective community would like to believe. The only real thing that I found way too much, was the MZ DLC. Aliens were mostly a cameo appearance, in nearly every Fallout title, and now they are semi-canon, as well as there being a recording that suggests that the aliens had their hands on the launch codes from before the War. I guess none of that has ever settled right with me.
 
No, Vault Experiments were an addition of FO2, and then they weren't wacky like having a Vault with a panther inside. I mean, what experiments were even included in FO2 aside from retconning Vault 13's water chip crisis and Vault 12's Radiation problem as planned? Where there wacky Vaults in there? No, and FO2 had more silly content than the others. Fallout new Vegas experiments all were pretty serious.
The issue here is not that people thin kFallout was super serious, but that Bethesda's approach to the Dark Humor of the Franchise is pretty mediocre and mostly consisting of having shit that breaks tension and lore without even thinking about what it would need to properly exist. Just like with their approach to "grittiness" which motly consists of making a completely static setting where nobody does anything to improve their lives and everyone is a cannibal raider without goals or even a name for their faction.
 
Maybe, maybe not.

It'd be a lot of (mostly thankless) work to re-implement skills.

I can see someone doing it eventually, but it's not going to be as quick as the requisite UI fixes and unofficial patches.
 
I take comfort in the fact that mods will come and fix what Beth has done to perks, skills, and SPECIAL.

Not even modders will be able to fix this shit. BCs betty fanboys don't like skills anyway, so unless someone from here attempts to re-add the skill system into the game(most likely impossible with the GECK) I don't see that happening.
 
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No, Vault Experiments were an addition of FO2, and then they weren't wacky like having a Vault with a panther inside. I mean, what experiments were even included in FO2 aside from retconning Vault 13's water chip crisis and Vault 12's Radiation problem as planned? Where there wacky Vaults in there? No, and FO2 had more silly content than the others. Fallout new Vegas experiments all were pretty serious.
The issue here is not that people thin kFallout was super serious, but that Bethesda's approach to the Dark Humor of the Franchise is pretty mediocre and mostly consisting of having shit that breaks tension and lore without even thinking about what it would need to properly exist. Just like with their approach to "grittiness" which motly consists of making a completely static setting where nobody does anything to improve their lives and everyone is a cannibal raider without goals or even a name for their faction.

It has now been suggested to me that vault experiments did not exist in Fallout 1, and a lot is beginning to make sense to me now, in regards to the quality of criticism seen.

I will explain where you are wrong:
  1. Vault 15 was present in Fallout 1, and its vault experiment involved the sociological impact of shoving together various cultures, and seeing how well they would get along with each other. The result was a violent schism, which eventually led to the creation of multiple high-profile raider tribes, and the peaceful Shady Sands village.
  2. Vault 12 was a Fallout 1 vault, which experimented upon radiation exposure, and led to the creation of Necropolis.
  3. Vault 13 was a Fallout 1 that experimented upon long-term isolation, and was one of the few vaults that was to keep its population alive and within it permanently.

These are just a few examples of the vault experiment seen in, yes, Fallout 1. So please do not tell me that vault experiments were added in Fallout 2, because that is an argument that I am not going to entertain. As for the rest, most of that is opinion, in which we all have one. I am not really here to tackle opinion (although there is a lot that I cannot stand, such as there not being any functional farms in Fallout 3) - I am more in line with tackling objective points.

With all of that aside, and to conclude my thoughts, I honestly had more issue with the Fallout Bible than the lore/canon introduced in the Bethesda/Obsidian/Zenimax titles; simply put, contradictions are not a recent invention with the latest two titles.
 
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Any mod that attempts to fix what they did to the Special system would need to basically redesign the whole game and quests from the core. They might even need to rewrite a lot of shit.

I will explain where you are wrong:
  1. Vault 15 was present in Fallout 1, and its vault experiment involved the sociological impact of shoving together various cultures, and seeing how well they would get along with each other. The result was a violent schism, which eventually led to the creation of multiple high-profile raider tribes, and the peaceful Shady Sands village.
  2. Vault 12 was a Fallout 1 vault, which experimented upon radiation exposure, and led to the creation of Necropolis.
  3. Vault 8 was a Fallout 1 vault, and their experiment involved re-population of the post-War wastes, as they were tasked with using the G.E.C.K.
Again, thos weren't experiments in FO1, they were switched to experiments by a Retcon later on. Vault 12 was an accident originally and Vault 15 wasn't an experiment, they just had a diverse population because they did.
Vault 8 also wasn't in Fo1, it's Vault City's original name and it was a Control Vault. The Social Experiment Retcon came in FO2 via the Enclave. Better check your sources before "proving someone wrong". I am having that "This person didn't play Fallout 1 and it's pretending they did" sensation, wonder why.
 
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No, Vault Experiments were an addition of FO2, and then they weren't wacky like having a Vault with a panther inside. I mean, what experiments were even included in FO2 aside from retconning Vault 13's water chip crisis and Vault 12's Radiation problem as planned? Where there wacky Vaults in there? No, and FO2 had more silly content than the others. Fallout new Vegas experiments all were pretty serious.
The issue here is not that people thin kFallout was super serious, but that Bethesda's approach to the Dark Humor of the Franchise is pretty mediocre and mostly consisting of having shit that breaks tension and lore without even thinking about what it would need to properly exist. Just like with their approach to "grittiness" which motly consists of making a completely static setting where nobody does anything to improve their lives and everyone is a cannibal raider without goals or even a name for their faction.

It has now been suggested to me that vault experiments did not exist in Fallout 1, and a lot is beginning to make sense to me now, in regards to the quality of criticism seen.

I will explain where you are wrong:
  1. Vault 15 was present in Fallout 1, and its vault experiment involved the sociological impact of shoving together various cultures, and seeing how well they would get along with each other. The result was a violent schism, which eventually led to the creation of multiple high-profile raider tribes, and the peaceful Shady Sands village.
  2. Vault 12 was a Fallout 1 vault, which experimented upon radiation exposure, and led to the creation of Necropolis.
  3. Vault 8 was a Fallout 1 vault, and their experiment involved re-population of the post-War wastes, as they were tasked with using the G.E.C.K.

These are just a few examples of the vault experiment seen in, yes, Fallout 1. So please do not tell me that vault experiments were added in Fallout 2, because that is an argument that I am not going to entertain. As for the rest, most of that is opinion, in which we all have one. I am not really here to tackle opinion (although there is a lot that I cannot stand, such as there not being any functional farms in Fallout 3) - I am more in line with tackling objective points.

With all of that aside, and to conclude my thoughts, I honestly had more issue with the Fallout Bible than the lore/canon introduced in the Bethesda/Obsidian/Zenimax titles; simply put, contradictions are not a recent invention with the latest two titles.

Yes, those vaults were in Fallout 1. It's called "retconning", making retroactive changes to canon. There's nothing in Fallout 1 to suggest that these vaults were intended as experiments, that's all part of Fallout 2.
Also, Vault 8 was not in Fallout 1. Fallout 1 had 13, 15, 12 and the so called L.A. Vault.

/edit: Damn, ninja'd.
 
Any mod that attempts to fix what they did to the Special system would need to basically redesign the whole game and quests from the core. They might even need to rewrite a lot of shit.

I will explain where you are wrong:
  1. Vault 15 was present in Fallout 1, and its vault experiment involved the sociological impact of shoving together various cultures, and seeing how well they would get along with each other. The result was a violent schism, which eventually led to the creation of multiple high-profile raider tribes, and the peaceful Shady Sands village.
  2. Vault 12 was a Fallout 1 vault, which experimented upon radiation exposure, and led to the creation of Necropolis.
  3. Vault 8 was a Fallout 1 vault, and their experiment involved re-population of the post-War wastes, as they were tasked with using the G.E.C.K.
Again, thos weren't experiments in FO1, they were switched to experiments by a Retcon later on. Vault 12 was an accident originally and Vault 15 wasn't an experiment, they just had a diverse population because they did.
Vault 8 also wasn't in Fo1, it's Vault City's original name and it was a Control Vault. The Social Experiment Retcon came in FO2 via the Enclave. Better check your sources before "proving someone wrong". I am having that "This person didn't play Fallout 1 and it's pretending they did" sensation, wonder why.

You are right about V8 - I had to double-check that, and I replaced it with another vault example. As for suggesting that these experiments did not exist in Fallout 1, that is just you imposing your opinion as fact. What is not opinion, is that these experiments did exist, the effects of which could be directly observed within Fallout 1 itself. While it is true that many experiments were not wholly elaborated upon until the Fallout Bible releases, this still does not detract from the fact that the experiments and results existed in the first place.

Also, thank you for proving yourself a narcissist, and going for irrelevant assumptions towards me in order to make me lesser in your eyes. Nothing like a fallacious argument - especially when you are wrong. Maybe check out my contributions on the Fallout wikis, and tell me again as to how I know nothing about Fallout 1. The article that I wrote from scratch, 'Etymology of Pure and Prime Humans', is a rather good example towards my knowledge of Fallout 1 lore/canon (among other Fallout knowledge through each title).
 
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You are a pretty stubborn fellow. No the Vault experiment being a retcon is no "My opinion man" it's a fact. Like it's an easily6 verified fact that the Social Experiment thing was a retcon.

Narcissist? You don't even know what that is, now do you?

Don't know if I want to read your aticles on lore when you don't even seem to know the basics of it like the Social Experiment retconor Vault 8 not even being in Fo1.
 
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