Update 1.3 Lies

DirtyOldShoe

Some kind of lucky
I thought I was done being butthurt about f4, some thoughts on the latest "fixes"

- Fixed an issue where subtitles would occasionally not update properly
Pretty sure everyone unfortunate enough to buy this game experienced this. Not an isolated issue. I find it hard to believe that this was not mentioned with the 100 testers.

- Robotics expert is now usable in combat
Pretty big oversight on a rpg game, I guess the testers were to focused on 'pew pew' to notice.

Quest Fixes
  • Fixed an issue with "Taking Independence" where the minutemen remaining from the battle against the Mirelurk Queen would not gather in the Castle
  • Fixed an issue where invulnerable characters would get stuck in combat
  • Fixed an issue where Preston would send player to a settlement instead of a dungeon as part of a Minutemen quest
  • Fixed an issue where Synths could attack the Castle while the player was friends with the Institute
  • Fixed an issue where killing a caravan would leave a quest open
  • Fixed an issue where Dogmeat would stay at Fort Hagen after "Reunions" was completed
  • Fixed an issue where the player couldn't talk to Desdemona to complete "Underground Undercover"
  • Fixed an issue where the player could get stuck exiting the cryopod
  • Fixed an issue where the player could no longer get Preston as a companion
  • In "The End of the Line," fixed an issue that would prevent the player from killing the leaders of the Railroad
  • Fixed an issue with Minutemen quests repeating improperly
  • Fixed an issue where the player couldn't get back into the Railroad headquarters after being kicked out of the Brotherhood of Steel
  • After finishing "The Big Dig," fixed an issue where Hancock would no longer offer to be a companion or help with the "Silver Shroud" quest
  • Fixed an issue with obtaining the Dampening Coils from Saugus Ironworks before going to Yangtze
  • During "Unlikely Valentine," fixed an issue where the player could be blocked from entering Vault 114
  • In "Confidence Man," Bull and Gouger can now be killed
  • During "Taking Independence," fixed an issue that would prevent the radio transmitter from powering up
  • In "Human Error," fixed an issue where killing Dan would cause the quest to not complete properly
  • Fixed an issue with "Tactical Thinking" where leaving dialogue early with
  • Captain Kells to reprogram P.A.M. could cause quest to not completely properly
Looks like 1/3 of the quests were broken, 75 quests total and 25 were broken? Those are not good numbers. Pathetic and embarrassing. I doubt many people noticed though, it is a 10/10 game after all. Totally playable.

- Fixed an issue where invulnerable characters would get stuck in combat
Don't have invulnerable characters, problem solved.

- Fixed an issue with Minutemen quests repeating improperly
That isn't a fix Bethesda, that is and overhaul. You saw how many people hate Preston and the shitty quests so you try to cover your shit work by labeling it a fix.

- Player can now build workbenches in their Diamond City house
Again, this is not a fix. You tried to balance your game by selectively removing functions, but it was a stupid idea, claw back your decisions Beth and call them fixes, anything to save face.

- Building wires no longer uses up copper
Magic. You know, the proper thing to do would be to balance you damn game so that a required component isn't impossible to get. Bethesda's quick fix solution. Remove the component from something that would need it. Also not a fix, this is damage control.

Many of your fixes aren't fixes, they are damage control and to make the game less shitty because piss poor development choices, you know the one thing you can't fix Bethesda? Making F4 fun, making the story not shit. One thing you can fix, is smacking Zenimax's hand out of your work, focus on content not on how many caps you will make. Ask yourself, why do people play your games? The answer is what you should strive to build with your next title.
 
I would've preferred they fixed the copper problem by balancing the resource requirements. One light bulb should not use as much copper as ten feet of power line.
 
You want to know what the sad thing is? That those bug fixes probably only take up 5-10% of the total bugs that the modding community will have to fix because reasons. Do you even bug test Bethesda?
  • Fixed an issue where the player could get stuck exiting the cryopod
  • So wait a minute, THAT slipped past them? That's like the beginning of the game?
Fixed an issue where the player could no longer get Preston as a companion
Uh..why would anyone want that boring ass one dimensional character as a companion?

  • Fixed an issue with Minutemen quests repeating improperly
  • I thought this was a feature? :lol:
Anyways they should put out a patch to fix this soulless husk of a game.
 
- Player can now build workbenches in their Diamond City house
Again, this is not a fix. You tried to balance your game by selectively removing functions, but it was a stupid idea, claw back your decisions Beth and call them fixes, anything to save face.
The workbenches are literally right outside the door, this should have been a fix to dismiss companions to the house since it's the only one to live in if you don't want to build settlements.
 
It's closing in on a month since I stopped playing this game, and this is the next update? None of the promised new features and content? And the DLCs not out until March. Good luck getting me to give a damn by that point. Seriously, this game's greatest issue is how boring it is.
 
Seriously, this game's greatest issue is how boring it is.
Yeah, you're right. Usually I can squeeze a bit of enjoyment out of making mods for a Bethesda game at least, but I'm already so bored of this one that I wouldn't even care if the tools were released.
 
So Preston deciding to not follow you if you don't sound the evacuation signal was a bug? In Bethesda games Consequences are bugs apparently, I guess I gave them too much credit. I thought the Bug was that he lopped the same dialogue with the four options and all while walking away instead of just giving you some randomly selected dismissive lines (Like the Companions in New Vegas did.... 7 years of development).
Hell this "Looped dialogue" shit might just be a feature as far as we know, it's the default of every NPC that doesn't just stop existing regardless of importance.

The Hancock bug was just pathetic and mostly born out of their shitty "4 dialogue options at a time" system, I was trying to complete The Silver Shroud to get Piper like points but Hancock wouldn't progress the quest, I had to go through a loop of dismissing and recruiting with Piper and Hancock to get the options for the quest and then Hancock fell through the ground, good times.
 
So Preston deciding to not follow you if you don't sound the evacuation signal was a bug? In Bethesda games Consequences are bugs apparently, I guess I gave them too much credit. I thought the Bug was that he lopped the same dialogue with the four options and all while walking away instead of just giving you some randomly selected dismissive lines (Like the Companions in New Vegas did.... 7 years of development).
Hell this "Looped dialogue" shit might just be a feature as far as we know, it's the default of every NPC that doesn't just stop existing regardless of importance.

The Hancock bug was just pathetic and mostly born out of their shitty "4 dialogue options at a time" system, I was trying to complete The Silver Shroud to get Piper like points but Hancock wouldn't progress the quest, I had to go through a loop of dismissing and recruiting with Piper and Hancock to get the options for the quest and then Hancock fell through the ground, good times.
I just used the console for the silver Shroud quest, because fuck that shit.
 
You guys are just dumb dinosaurs, the bugs are features they enhance the game by forcing you to quick-load that way the player is kept on their toes you dumb dumbs.
 
For what I've seen of the engine from the GECK, it's notoriously buggy but I can see how Bethesda likes to keep using it. It's pretty easy to modify at its core, and considering how simple it is to create levels within the game and how I guess the actual dev tools have even more features, ease of use and making the engine easy to mod plays a lot into the factors.

Let's ask, though, would you prefer a broken game you can mod to your wildest desires of a functional and good game you can't mod all that much? And before you say it, YES, at this point in technological progress, those two are mutually exclusive. Even the Source engine proves that to be easily modifiable you have to sacrifice large-scale worlds.

If they're sticking with Creation then I believe Bethesda would've to make their games a collection of hub worlds instead of an open-world instead, like Deus Ex but not linearly set (you can go back to previous hubs). This would mean rather than an open-world with loading screens before entering any building, there would be loading screens for entering every town, but each town would be much larger and expansive and each building wouldn't have a loading screen. This would be much closer to classic design and would be more efficient for an RPG.
 
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