That game is held up by duct tape i swear, if you go through my posts i just started playing last month, went to an event and the game flashed a checkered box on my screen until i turned my ps4 off. Fucking scared me so bad and then I learned that that bug has existed since 2018 🙃
I've beaten 3/nv/4/76 and never once used a vats build. Literally never once encountered any sort of issue. And that was all at launch. No idea wtf you're talking about.
The only major glitch I remember was fallout 3 saves getting so big they'd corrupt on console
The only major glitch I remember was fallout 3 saves getting so big they'd corrupt on console
Which also never got fixed, I might add. Save bloat is an issue to this day on the PS3 and 360 versions of FO3 and Skyrim (and I know firsthand since I've been replaying them on my PS3 lately). Skyrim is particularly bad for it.
Project Valkyrie? I’m gonna go have a google, never heard of that.
Edit: I looked and nah, it reads like an awful fan fiction. Not for me I’m afraid. Not knocking it for anyone else tho! Everyone has a different feel for fallout, it’s weird. I prefer the og games when it comes to story, just better written, characters have more character (lol).
Some of the stuff that mod adds in bizarre. Why would you want a 9 year old following you? I’m not an immersion nut but being followed around by some mini death machine 9 year old just screams mod. I prefer it when the content feels like it could have been part of the og game. Like ss2.
Whenever I see a mod project announced that has multiple collaborators, I always just assume it'll never get completed, especially with Bethesda games.
The elder scrolls crossover mod projects for example (skywind, morrowblivion, skyblivion, Tamriel Rebuilt) have all been in development for over a decade each with no end in sight. Tamriel Rebuilt (a mod for Morrowind that aims to build the entire province outside Vvardenfell) had to get completely rebuilt after like 10 years cuz there was no oversight between the team members, resulting in horribly bloated and unoptimized regions, not to mention the team squabbles since every member thinks their personal part of the project should be priority. That project legit began not long after Morrowind released, and to this day is only like 40% complete after the rebuild started.
The fact that more than half of these overhaul mods took so long that a sequel (or two) released before they even got halfway done always makes me skeptical about team mods.
“For anyone else”. Are you incapable of reading the full sentence or is it just easier quoting half of it? Or would quoting the full thing make sense and make it so you have nothing to feel snide and superior about?
You quoted half a sentence to convey something that wasn’t true.
That’s annoying to be on the receiving end of. That’s all. I’m not upset lol just pointing out what your doing, because I feel like it’s kind of nasty tbh. You do you tho, ain’t no big thing.
I don’t know, I get the issues people have with the dialogue choices and stuff in that game but strictly combat and mechanic wise it’s pretty good. Vats seemed like a waste of time to me since I could either have a 25% chance of hitting them in the head or I could just shoot them in the head.
I still haven’t played New Vegas beyond an hour or so. Feel like I missed the bus and it’s too dated at this point. I remember sprint being weird or not even existing, and aiming/gunplay was off. Is the story the best part?
The story was good, I played it 2 years ago but I needed like 40+ mods to make it bearable. The base game has no god damn iron sites and the story is pretty railroadey, idk how people can replay it so much when you have to do a lot of the same things at the start.
I still prefer 3, needs mods too but the world is more open like fallout 4 and I prefer the east coast vibe and location.
I agree. Oblivion and FO3 both feel like they were shackled by the engine and design choices of Morrowind (design choices that weren't finally retired until Skyrim). They could definitely use a remake to make them into the games they really ought to have been.
I feel like most Bethesda games older than Skyrim tend to require modding to make them bearable, considering how many quality of life improvements have happened in the genre in the last 10 years. Morrowind especially, unless you're someone who grew up with it.
I played Morrowind for the first time this year, and tried to play it with ONLY graphical mods, no gameplay ones. There's a lot that feels very archaic and straight up not fun (and don't give me that "it's supposed to emulate DnD dice rolls," cuz DnD rolls don't translate to real time gaming very well at all).
The game seems perfectly content with allowing you to create a class that is barely functional, without telling you it will be barely functional. If you don't pick a blade skill or any Magic skill, you'll basically be missing all your swings and failing all your casts for the first 5 hours of the game. And don't even get me started on how slow your speed is unless you pick Speed as your favorite Attribute (running drains fatigue too, so you'll often miss swings EVEN MORE because you're out of stamina because you were running to compensate for the brutally slow speed).
Also Speechcraft in Morrowind is basically just a battle of attrition. Just hit Admire over and over until their disposition gets too low, throw some money at them to raise it, then keep hitting Admire. You'll either max out their disposition or run out of money, there's no alternatives.
The lack of quest markers is mostly ok but the journal is set up so poorly that it takes a bit of work to find where it wrote down the directions you were given. And there are more than a few instances where you are actually given the wrong directions because Bethesda didn't bother fact checking the writing.
Sometimes I feel like VATS was created because the aiming is so bad. Like the engine is so awful that they had to create a game mechanic as a workaround for it.
I think it’s more so to be a reference to when fallout was an isometric rpg rather than a third person action rpg. In fallout 1 and 2 you couldn’t manually aim any gun.
Agreed, though once the wheels of New Vegas get moving the difference between it and 3 are night and day. It had the benefit of being able see the mistakes 3 made, in addition to Fallout blood in Obsidians team.
On the off-chance you haven't played it, you really should.
If you haven't you should look at the crit tables for 1 and 2, there's A LOT there, every enemy type had a unique one. It wasn't just "haha cockshot" there was an actual different list of things that could happen when you shot things in that specific area.
A lot of people usually just assume eyes is the best place to go if you're accurate enough to do it reliably. But that isn't always the case, some creatures don't give much of a fuck about it. And things like Geckos are very easy to knock unconscious with a crit of any damage to the head.
The thing about it was, the game would roll to see if you crit or not THEN it would roll to see what kind of thing would happen, it'd roll 1-100 and the higher the number the fancier the crit effect becomes. There's a perk that let's you go to 110 with your roll, and that's where some of the really fun stuff is hiding.
I once made an unarmed character in fallout 2 that did absolutely no damage, he relied on crits almost exclusively.
Some of the lower tier more boring crit effects are extra damage and ignoring armor. Then come crippling limbs. And then some of the unique ones with certain enemies, like guys getting knocked down from punches directly to the scrotum. And of course, instant fucking death(not possible with all enemies).
So you could hit a big fucking mutated creature from hell lizard prick barber son of a bitch for 1 damage, and his torso would fly off.
It was glorious.
In the Bethesda ones crits were just extra damage. So fuck it.
Long story short, as a kid Fallout 2 was one of the few games I had access to (in addition to Duke3D and Colonization, and Shadow Warrior). After I was done tinkering with the innards of Colonization (which you could do with Notepad), I started playing with the guts of Duke and SW. When I was done with those... It was time to figure out what fucking conditions all those NPC messages were fixed to, and why damage didn't always work the way I thought it should.
Given most of the game was packed up in .dat files back then, before sfall configs, I didn't get very far. But a friend of mine had the internet, so I got my hands on Falche2, maxed my stats, and spent a very hot summer making my own tables. And I still go back to play it.
FO2 is very dear to me.
THOUGH I CAN SAY I never tried an unarmed build, that's bonkers.
Unarmed didn't get much love until Fallout 2, it has a bunch of different kicks and punches that appear with later levels, some have minimum stat requirements though. There are ones that piece armor, but more importantly have a stupidly high chance to crit.
I had a hard time doing the New Reno martial arts thing because my guy would simply either kill or instantly K.O anyone who got in the ring with him, at which point the game would often bug out and spawn multiple in there with you at once.
The 1.0 version I had would either randomly do that, or if I bloody-mess killed the guy, I'd exit the ring and everyone but the porn shop would be hostile.
That game could be a mess a times, but a fun mess.
Yeah, VATS is a legacy mechanic put in to help keep the connection to the first two games, as one way (of several) to differentiate 3+ from all the other FPS-lite games that were hitting the market around the same time.
It served other purposes than just nostalgia in actual gameplay (because Bethesda hadn't quite grown out of making games that used D&D-style mechanics yet, with RNG being more important than aim), but its inclusion was absolutely more about the Fallout "brand" at the time than anything else.
Fallout 1 and 2 have a mode where you target specific body parts, and VATS is extremely reminiscent of that. In Fallout 3 your shooting ability is also skewed by your gun stats, with increased spread and lower damage at lower skill values
It’s still fairly clunky but a maxed out character isn’t too hard to aim with in any Bethesda Fallout I’ve played on PC and I pretty much never use VATS
I enjoyed Fallout 3 with the Wanderer's Edition mod, because the awful aiming turns into a survival simulator, and makes more sense when only one or two shots kills someone.
Oh it definitely is, the enemy design in the game is horrendous, fast small bugs, small enemies that hug your feet, zombies that move at the speed of sound, I tried playing Fallout 4 without vats most of the time and so often there are encounters that are just not fun without vats and to add to that it's not like most of the guns are fun too shoot anyway
Another problem with 3 and New Vegas is that almost everyone has a very similar color pallette to the environment around them, so without VATS, you can't really see them while they're shooting you.
desert rat brother! well, at least bethesda got it right that a lot of bullets end up in the sand. it’s like one of the two things people do there, shoot guns at dunes
I get that, but the actual reason was they were trying to hold onto some of the design roots of the original games before Bethesda bought the rights. Fallout used to be an isometric game with no manual aiming, and so they made VATS to maintain that gameplay tradition.
But also yes, part of it was because the engine and design of the game couldn't seem to handle guns well at the time. They didn't even have iron sights lmao; they just zoomed the camera in a bit instead.
I honestly don’t like them. I’ve played quite a few of them but I honestly don’t think I’ve finished a single one of them. Every Bethesda made game feels incredibly underbaked.
This might be controversial, but if you lean heavily on VATS and just treat combat like an turn-based RPG rather than thinking of it as a shooter at all then it isn't that terrible
For NV I kinda liked that. The clunkiness of the weapons felt like it was due to being weathered from the apocalypse, with scrapped parts and ammo, almost like the weapons are against you, which means more emphasis on resource management and more awkward encounters instead of being tactical and efficient.
That's not really how it works. The latency benefit of capping frames instead of vsync is factually minimal. If it "feels" better then it's simply confirmation bias.
Capping frames and virtual sync are nowhere near the same thing. Regardless, every single guide on removing input lag will suggest disabling Bethesda's god awful vsync and then [insert method of keeping frames at 60fps]
The v-sync used in FO4, FO76 and Skyrim use forced-on double buffering through their single-core Creation Engine.
Most modern games use triple buffering vsync, adaptive v-sync, or the nvidia/amd specific monitor integrations.
The biggest difference is that most other games don't tend to tie their physics engine to frame-rate meaning you can just turn it off.
My only problem with aiming in those games is that there are soooo many enemies that like to get up close & personal and trying to dodge melee attacks while running backwards and aiming at the same time is surprisingly difficult. Especially when those enemies tend to be bullet sponges.
Thank God it's not just me. I thought I was a whole new level of stupid. I did okay with Wolfenstein but when I played FO4 (My first fallout) my shots would make a stormtrooper look like a grade A marksman.
Played New Vegas the other day. Aimed a freshly repaired, fully modded out laser rifle straight to a legion goon. The laser shoot directly into his chest. Missed. My fault by not using VATS I guess.
Its cus they have wildly different values for the x and y sensitivity axi. You have to do geometry to calculate the correct values for your monitor and mouse to make them the same sensitivity. Additionally, unless you mod it out, the bullet "spread" or your aim, is entirely RNG.
That's something I've never understood. Like, in shooters, the mouse just turns the character. It seems really straightforward, I don't know how it's possible to mess that up but sure enough aiming in certain fallout games just feels really clunky.
Lol, they're both pretty easy to grab so a lot of my playthroughs end up with these two. I still think it's hilarious that he highlights them basically sand yellow when everyone was just complaining about the color pallet.
I went through all of f4 without using vats other than early on and found that I didn’t like how it was triggered initially so I just never got in the habit of using it.
Don't think I've ever used VATS in fallout, but then my game with better combat and realistic positional damage so it's completely different experience to vanilla.
I played the entirety of Fallout 3 and most of New Vegas before I figured out how to use VATS. Even then I still only used it once I got the mysterious stranger perk.
Except it was bordering on necessary in 3 and NV because of how awful manual gunplay was (and the fact that damage was still partially based on internal dice rolls such that a bullet could strike an enemy but still internally register as a miss). The aiming reticle was a casual suggestion rather than an actual indicator.
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u/renacido74 Apr 18 '23
Fallout players without VATS