So what lore has Bethesda done gone fucked up?

Damn..if only we had companion side-quests to learn more about them in the game! When will Bethesda ever learn??

Heh...

Where have all the skills and traits gone? Long time passing.
Where have all the dialogues gone? Long time ago.
Where has all the Fallout gone? Gone to Bethesda everyone.
When will they ever learn? When will they ever learn?
 
Damn..if only we had companion side-quests to learn more about them in the game! When will Bethesda ever learn??

Heh...

Where have all the skills and traits gone? Long time passing.
Where have all the dialogues gone? Long time ago.
Where has all the Fallout gone? Gone to Bethesda everyone.
When will they ever learn? When will they ever learn?

Never. They're Bethesda!
 
Damn..if only we had companion side-quests to learn more about them in the game! When will Bethesda ever learn??

Heh...

Where have all the skills and traits gone? Long time passing.
Where have all the dialogues gone? Long time ago.
Where has all the Fallout gone? Gone to Bethesda everyone.
When will they ever learn? When will they ever learn?

Reminds me of the "lament for the rohirrim"
Lemme give it a shot
Where now the skills and the traits? Where is the dialog that was written?
Where is the industrial styled armor, and the non steam punk weapons?
Where is the hand on the mouse button, and the turn based combat?
Where is the town and the city and the tall corn growing?
They have passed like rain on the mountain, like a wind in the meadow;
They days have gone down to Bethesda, behind the hills into shadow.
 
Damn..if only we had companion side-quests to learn more about them in the game! When will Bethesda ever learn??

Heh...

Where have all the skills and traits gone? Long time passing.
Where have all the dialogues gone? Long time ago.
Where has all the Fallout gone? Gone to Bethesda everyone.
When will they ever learn? When will they ever learn?

Reminds me of the "lament for the rohirrim"
Lemme give it a shot
Where now the skills and the traits? Where is the dialog that was written?
Where is the industrial styled armor, and the non steam punk weapons?
Where is the hand on the mouse button, and the turn based combat?
Where is the town and the city and the tall corn growing?
They have passed like rain on the mountain, like a wind in the meadow;
They days have gone down to Bethesda, behind the hills into shadow.

Nice...
 
I just love no matter how much you all complain it doesn't change anything, lol. This is perfect:razz:

On the contrary, it makes us feel a little better for having had a rant, and it helps us associate together as we recognize we have similar tastes and desires, I suppose the upside is, it makes us more of a community. A bitter, whiny, moaning, complaining community.

And I like that. If everything was 'perfect' we'd have less to talk about among ourselves. Horay for us! :grin:
 
I just love no matter how much you all complain it doesn't change anything, lol. This is perfect:razz:

On the contrary, it makes us feel a little better for having had a rant, and it helps us associate together as we recognize we have similar tastes and desires, I suppose the upside is, it makes us more of a community. A bitter, whiny, moaning, complaining community.
I just love how well this goes with your avatar.
 
Whenever you search pre-war safes that have been locked for hundreds of years you find post-war drugs, post-war pipe weapons and post-war bottlecaps.
 
Supermutants;
  • sterile (for the vast majority)
  • no real way to effectively mass-produce new mutants
  • already dwindling in number courtesy of events of FO1 and the never-ending BOS extermination on sight protocols
>> Suicide Mutant

What the actual and literal f**k ?


While I'm in rant mode --- Why do ghouls now move faster than Usain Bolt? aren't they all basically suffering advanced muscular dystrophy and brittle bone?
 
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1.) Appearance based but still off putting, Deathclaws, also, why are mirelurks more threatening?
2.) Lack of safe-houses (as in already established locations) Lazy development.
3.) The function of jet in addition to it's conception.
4.) Ground zero being a tiny crater. Location in regards to Diamond city and the very small blast radius of such a destructive nuke.
5.) Children of Atom wearing clothing with 25 resistance to radiation. (I don't think that faction should exist at all, but it least don't insult them.)
6.) Raiders not actually raiding. They are very comfortable in there settlements and could easily not be called raiders. Like Highwaymen, because that is what they do now.
7.) What happened to slavery?
8.) Cooking radiation out of food.
9.) Water purification technology. Where did it come from?
10.) Water-lines underground that have pure water everywhere in Boston, sorry Washington, didn't you have a main quest based on that?
11.) Behemoths.
12.) Fatman being the easiest weapon to find. You will find more of these on any difficulty setting than any 3 weapons combined.
13.) Locking a city down to keep one person out that is not hostile. (Not a lore issue, just stupid.)
14.) Bloodpacks. Bloodpacks are now the new Broc Flower and Xander Root as those two things don't exist. You can now nibble on a bloodpack for 50 HP instead of 1 hp or, craft it into a stimpak, because stimpaks are just blood. or as the wiki states;
"Stimpak, or stimulation delivery package, is a type of hand-held medication used for healing the body. This item consists of a syringe for containing and delivering the medication and a gauge for measuring the status of the stimpak's contents. When the medicine is injected, it provides immediate healing of the body's minor wounds." "blood is medicine"
15.) Skills. Repair helps your fusion core usage. Because, there is no repair, why put it in? Product placement.
16.) Ultrajet is now Ultra Jet and is actually Turbo. Also, it was incurable, now it is not, no real penalty.
17.) Speech bobblehead gives all mechants 100+ caps. Not Barter, speech, because there is no speech. It is just product placement. It's Fallout because there is a dog called Dogmeat and Nukacola, yay sugarbombs!!!!.

So if blood is medicine, when I get hit and there is blood on the screen that suggests that I have medicine in my eyes and robots ooze medicine when hit. They should change the folder structure and diffused map name from blood decal to medicine decal and medicine bugs.
 
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Whenever you search pre-war safes that have been locked for hundreds of years you find post-war drugs, post-war pipe weapons and post-war bottlecaps.
Eh, how do we really know they've been locked for 200 years? Same with vaults, I can't remember a single one that is sealed apart from Vault 101. So if they've been open for who knows how long then someone could easily have come there and stored some shit in a safe. So it really depends on the safe and the area surrounding it.
 
Whenever you search pre-war safes that have been locked for hundreds of years you find post-war drugs, post-war pipe weapons and post-war bottlecaps.
Eh, how do we really know they've been locked for 200 years? Same with vaults, I can't remember a single one that is sealed apart from Vault 101. So if they've been open for who knows how long then someone could easily have come there and stored some shit in a safe. So it really depends on the safe and the area surrounding it.

Yeah, he has a point.

Also, IMHO, NMA is a very whiny community, but "very whiny" doesn't mean "as whiny as every other Fallout community." NMA is relatively tame.
 
Does the vegetation count as a lore fuckup by the way? I mean, Fallout 1 and 2 largely took place in a desert and all but you could still find trees with almost black leaves on them and near the sea or near bodies of water there were usually small green bushes. So like, while it ain't all green it still showed that life had continued, even if it got itself a nice shade of brown. But in Fallout 3 and from what I've seen of Fallout 4 it looks like everything's just dead. Charred trees still litter the woodlands. And I mean, vegetation moved on in the fucking desert. There is zero excuse for vegetation not to regrow like mad in a fucking woodland.

So is that a lore fuckup?

No that's stupidity.

I'd say it's stupidity and a lore fuckup. After 200+ years in Fallout 3 plants and trees would defintley start regrowing again even with the massive amount of radiation from the War. At least in Fallout 1 it made sense that there was only a little bit of vegetation starting to regrow since Fallout 1 starts in 2161 which was only eighty four years after the war. Fallout 2 also has more plant life then fallout 1 since Fallout 2 takes place 164 years after the Great War. Fallout 3 also has the stupid green tint smoking vehicles after 200 years and other illogical things. Because Bethesda didn't care about the lore of the series and just wanted to create an environment for players to explore instead of one that made sense. Fallout 4 is somewhat better in this respect but they made the same stupid mistake of having very little trees or plants growing and lots of dead grass and shrubs still sitting around. When they should have decayed long ago. I also agree that the plant life should actually be much higher in Fallout 3 and Fallout 4 since they don't take place in the dessert like Fallout 1, 2, and New Vegas did. Basically logic is thrown out the window with Bethesda. Though to be fair Fallout 2 did have some stupid stuff in it too but no where near as much stuff as Fallout 3 and 4.
 
Neat, a pathetic "lets cry about everything Bethesda does" thread.

I know you're banned now but until Bethesda can actually make a story or world that feels somewhat alive then yes people will complain as much as they want.

Mrs. Bishop saying John got her hooked on Jet when she was in Vault City. Jet hadn't been invented yet.

Interesting I can't believe I never noticed this after playing Fallout 2 many times!
 
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The one thing I love about New Vegas is that, while the Mojave is a desert, it actually has flora.
You can even eat parts of it through the game's Survival system.
 
The one thing I love about New Vegas is that, while the Mojave is a desert, it actually has flora.
You can even eat parts of it through the game's Survival system.
Avellone implied that was the result of Vault 22, and big MT., and may have indirectly made most of the western U.S.'s flora from there as well.
 
The one thing I love about New Vegas is that, while the Mojave is a desert, it actually has flora.
You can even eat parts of it through the game's Survival system.
Avellone implied that was the result of Vault 22, and big MT., and may have indirectly made most of the western U.S.'s flora from there as well.

I had presumed that it was because the Mojave was a relatively intact desert ecology, owing to fewer bombs having been dropped on it.
 
I had presumed that it was because the Mojave was a relatively intact desert ecology, owing to fewer bombs having been dropped on it.
Radiation inhibits plant growth in the Fallout unvierse, as seen in that one New Vegas quest dealing with the sharecropper farm and the Vault leaking radiation. Even if it wasn't hit, most of the plant life would have died off due to the resulting radiation blanket covering the earth. We hear about this happening in Zion as well, with Randal Clarke mentioning plant life slowly coming back when the radiation died down, since the radiation had killed everything outside.

Here's the article where Avellone mentions the DLC explaining were all the plant life came from.

http://www.gamebanshee.com/intervie...tem-interview-part-one-v15-105836/page-2.html
rafting self-contained stories within the scope of four downloadable add-ons to an already massive game was quite ambitious, but it also must have presented you with certain limitations. Dead Money, in particular, was based around a myth that "everyone's heard about", yet it had never before been mentioned in a Fallout game. Is integrating a self-contained storyline into the larger Fallout lore a challenge for you, and is it a conscious decision to bring in new ideas rather than working within the world that's already been established?

It's a combination of both. With the narrative structure of the DLCs, we made an effort not only to introduce new gameplay spaces, but also links to the Mojave and the larger world as well. For example, regarding the narrative hooks in New Vegas, some overt, some subtle:

- We seeded the world with Sierra Madre posters and graffiti.
- Nash mentions the Courier who didn't take the job, establishing the mystery there.
- I worked with Eric Fenstermaker (who wrote Veronica) to make sure Elijah's history was fleshed out and explained, as well as integrating the defeat at Helios One into the Brotherhood of Steel backstories.
- Eric also set up the bomb collar hints in the Mojave that suggested Elijah's path.
- The Burned Man is mentioned extensively throughout New Vegas (even in loading screen text), all the way until the final confrontation with Lanius. Knowing the Burned Man's history is a weapon you can use to cause the Legate to turn back (as long as you don't use the word "retreat").
- Cass off-handedly mentions the Divide during her speech.

Some of these narrative hooks we did in reverse, and I feel they worked well, here's two:

- We decided that the ghoul singer in Dead Money would be great if he was actually Dean Domino from the Vegas show posters (idea courtesy of Travis Stout).
- The Cazador connection and Nightstalker connection - where the hell are these things coming from? How did they come to be? Who would mess with tarantula hawk wasp DNA and blend coyotes and rattlesnakes? Can we explain it?
- Where did all the plants in the Mojave come from?

A lot of the DLCs also refer back to events in the Mojave (Vault 22 refugees in Honest Hearts, resulting in Spore Carriers), Cazador and Nightstalker research labs in Old World Blues, etc.

We didn't just limit it to Vegas, however, we went back pretty far for some of our reference hooks: When doing God/Dog in Dead Money, I wanted to reach as far back as Fallout 1 with more explicit references to the Master, and show how that history is causing repercussions in the player's present.

In conclusion, we made sure that every DLC at least had narrative hooks that players who had played/were playing New Vegas would pause and remember the connection. Then we took care to make sure there were narrative connections across all the DLCs as well to reinforce the "things that came before" and how all these signature characters' paths changed the Mojave and the DLC space.
 
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Wut? I don't see him explicitly stating that. From what I see it sounds more like he's talking about dlc/main game connection with the fungus zombies from Vault 22 rather than vegetation as a whole. As to Sharecroppers, it wouldn't have to be because of the radiation yknow. Look at the vault and the state it is in. It is very possible that some other shit's gotten into the water that is messing up the Sharecroppers farm. I mean have you seen the water in Vault 34? It looks like all kinds of shit is in it. It has a really disgusting tint of green to it.
 
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