Things we learned from Fallout 4

Also how did the master get from Mariposa to the boneyard into the church unseen?
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Also is it even said why he went to the boneyard?
It's difficult to build an army out in the middle of butt-fuck nowhere.
How did the children of the cathedral find him?
If the apocalypse happened I imagine a few people would cower in a church, they could also be attracted by his telepathy, forced into the church by muties or just accidentally have wander in there.
Also why do they worship him?
Because he's a scary looking super genius with sci-fi powers and an army of Hulk ripoffs?
What the fuck is going on with that game?
'And if all others accepted the lie which NMA imposed – if all accounts told the same tale – then the lie passed into history and became truth. "Who controls opinion," ran the NMA slogan, "controls the franchise: who controls the cynical website controls opinion." And yet the opinion, though of its nature alterable, never had been altered. Whatever was true now was true from everlasting to everlasting. It was quite simple. All that was needed was an unending series of victories over your own memory. "Reality control," they called it: in Newspeak, "doublethink."'
 
It's difficult to build an army out in the middle of butt-fuck nowhere.
But the army was being built in the middle of butt fuck nowhere far away from the master. Why?
If the apocalypse happened I imagine a few people would cower in a church.
with a huge town right above them for decades?

The telepathy point made sense. That could also be the reason they worship him. Is this stated in game?

'And if all others accepted the lie which NMA imposed – if all accounts told the same tale – then the lie passed into history and became truth. "Who controls opinion," ran the NMA slogan, "controls the franchise: who controls the cynical website controls opinion." And yet the opinion, though of its nature alterable, never had been altered. Whatever was true now was true from everlasting to everlasting. It was quite simple. All that was needed was an unending series of victories over your own memory. "Reality control," they called it: in Newspeak, "doublethink."'
What? NV never left this many questions unanswered.
 
But the army was being built in the middle of butt fuck nowhere far away from the master. Why?
You can move the recruiter but you can't move the vats, those things are nailed down.
Is this stated in game?
No but come on, the man/woman/abomination is basically a god, it can move things with its fucking mind! If someone did that and then told me it was a god there's a good chance I'd believe it, especially if I were an uneducated wastelander.
What? NV never left this many questions unanswered.
https://en.wikipedia.org/wiki/Thoughtcrime
 
I thought the hub and boneyard traded with one another? Or did the hub only trade with junktown?
Maybe that is why it is a legend in the other settlement.
1st Guy: "Hey mate, there is some creepy monsters that can rip people apart with their giant claws of death hanging around in Boneyard"
2nd Guy: "Yeah right... *thinks to self* (stupid liar, spreading rumours about monsters)"
3rd Guy: "OOOOH monster stories. I love them! I will better start spreading this one around"
*rumours of giant monsters spread* with time *rumours become legend* ...
 
Deathclaws were practically legendary around the time of Fallout 1, due to the fact that the Boneyard was quite far away from other settlements, and the fact that the majority of population of the Boneyard (The Followers, The Blades, and 'workers' of Adytum who were being bullied by the Regulators) most likely kept to each other, with the Regulators who do all the trades and couldn't be arsed to even bother looking for the Deathclaws.

The Children of the Cathedral was founded after the Master rebuild Los Angeles Vault into his lair, and then like Izak said he attracted the masses using his psychic powers, and then they begin to worship him. You can see this from how the Children, from the lowest member to Morpheus, all of them were blindly loyal to the Master.
 
Actually yeah the master was essentially magic. He could create illusions iirc. So he problem just altered bystanders perceptions on his way through the boneyard.
Damn I forgot to try giving my two cents on this. It's either the Master was helped by bunch of Floaters and Centaurs, or he was helped by the a batch of first generation of Super Mutants. The route from the Military Base to the area of Los Angeles were relatively empty:
latest

Notice how Necropolis was supposed to be south of the Lost Hills Bunker, the ghouls there were practically isolated from the settlements east of the area, so there's no stopping or sighting the Master making his way to LA Vault.
 
Notice how Necropolis was supposed to be south of the Lost Hills Bunker, the ghouls there were practically isolated from the settlements east of the area, so there's no stopping or sighting the Master making his way to LA Vault.
Still odd how they figured out how to move a massive unsightly blob of metal and flesh from one place to another.
 
Still odd how they figured out how to move a massive unsightly blob of metal and flesh from one place to another.
I don't think that detail is important, and get down before Mr Fish post Paris Hilton gifs to that.
 
"Things we learned Fallout 4"

I learned not to trust Bethesda and not waste my money on their "Fallout" spin-offs.
 
Still odd how they figured out how to move a massive unsightly blob of metal and flesh from one place to another.
Maybe the mutants used a bucket? The metal only seemed to have come about once he got integrated into that Overseer command chair in the LA Vault.

This was probably the only thing that I could not figure out while playing Fallout 1. Perhaps he used his psychic abilities to make his followers transport him (either in pieces or in a large container in one go) while using said abilities to make any nearby individuals who saw the transportation effort to forget the sight of such a thing like R.Graves said.

Now to get back on topic:
381/382 (there seems to be two 378s here): Any mods made for modern Fallout can be taken by Bethesda and claimed as their own without providing proper credit to the original makers.
 
383. Writings, themes, and product of pure intellectual work is now part of the GECK and liable to the rules written in EULA.
 
Ya'll keep bringing her up and I'm gonna start using her again.
(kiss off).gif



Anyway.

384.
I learned from Fallout 4 that I am tired of games that are designed in a way that they go on for longer than they are supposed to. Think of a humorous moment you've seen on youtube or some film or tv-show, right? And that humorous moment starts of funny or at the very least gets a chuckle out of you. But then it drags on and on and it starts to just become annoying to watch. I've felt this way about a lot of games I've been playing for a couple of years now but it wasn't until Fallout 4 that it 'really' hit me what the issue was. And that is balanced design. Moderation. A fucking structure to the damn games progression.

See the problem with a lot of games is that they are so desperate to squeeze out those hundreds of hours of gameplay time that they completely forget how many hours of are actually going to be enjoyable. Yes, using Survival Mode and getting a few settlements up and running did take me 20 hours to do. Was it fun though? Was all of those 20 hours 'fun'? And the answer to that is no. No they weren't.

We can loot tons of shit and now it all serves a point for the crafting! Great! Except that means that instead of just giving a room a once over for a few seconds you'll spend maybe a minute in each room, just going over each item to see which ones you need to craft better stuff.

But that's fine, right? At least the combat will break that monotony! Well, at the beginning, kinda. But as you gain levels the enemies start scaling to you in some ways and the bullet sponges emerge. So clearing out a room takes way longer than it should. It wouldn't be such a problem if sandbox world game designers would get it through their god damn fucking heads that we need VARIETY. Jesus, variety is the spice of life.

I mean how many sandbox games haven't ya'll played where the enemies start to repeat themselves over and over again and you begin to wonder whenever something 'new' is gonna pop up only to see that the answer to that is "fucking never" by the time you're done with the game?

But okay. You beat the enemies and you got the stuff. Now let's go back to the crafting stations. Let me ask ya'll, do any of you actually find it 'fun' to craft items? I don't necessarily find it boring but.. Well... It's not fun either. I felt apathy.

And Fallout 4 really encapsulates this issue. It is a game that was built of maybe enough content for 30 hours of gameplay and tries to stretch it out into hundreds of hours of content.

But instead everything just feels hastily thrown together. The looting takes too long, the combat takes too long, traveling in survival mode takes too long and crafting shit, especially settlements, takes too long. And what is the payoff? Bugger all.

I think it is important for a game to be designed more... Tightly. Not every game needs to be this colossal blob of content that sucks hundreds of hours out of the players time. It is important for the person in charge to understand what they are capable of with the resources at hand.

But there is no structure, there is no moderation and there is no balance to any design in the game. Everything is just drawn out, padded, constant breaks in the pacing, just so that the game can squeeze those extra hours out of the player.

Honestly, if Fallout 4 had like 2 dozen more enemy types, stopped with the imbalanced looting system (a typewriter should have more than 2 screws...) so that it isn't as much of a hassle to go over every little fucking thing you find, paced out enemy encounters and shit so that they didn't happen constantly, toned down the bullet sponges to a minimum (Behemoths and those giant mirelurk queens are fine IMO) and made the crafting systems pay off with actual rewards then I think that Fallout 4 could have been an amazing game on its own merits in terms of its gameplay.

Instead, I'd say it is everything wrong about a sandbox game that is designed, not for the players enjoyment, but to just squeeze as many hours as possible out of you so that they can claim that they designed a huge game with lots of content.
 
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