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Seattleite

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Everything posted by Seattleite

  1. Well Ninja, you get points for trying.
  2. I am just not getting enough sleep. I've taken to recording it, and this week I got four hours, five hours, four hours, six hours and three hours. Not just this week, either. It's been about six weeks of this shit. Maybe not my most detailed vent, but I have to go to work and all I want to do is sit in the kitchen and drink coffee until my brain comes back online. Quick! Somebody piss me off, that usually wakes me up! BTG, share your view of the Isreali-Palestine conflict! (Just kidding, already heard it, won't piss me off.)
  3. Except it's not random. If it was random, you might get large variations in small test sizes, but the more you tried the closer it would be to the listed value. 28% should not result in a consistent miss, if you fire twenty shots five or six should hit. That is NOT what happened. There's a vast gulf between the displayed probability and the actual probability. That bugs me. It also bugs me that the melee and unarmed skills are completely worthless.
  4. Na... I'd have to be a moderator for that title. And unless the board gets a lot of spammers, I'd be a pretty useless mod.
  5. Eh... I wouldn't be so sure about the voice acting, Bethesda was never good at that. And I'm sorry to hear you don't like upgrading in games, but it's a completely optional thing. Bethesda's never made you use one of their systems, and while they aren't always totally balanced you can complete their games with any set up you like.
  6. Funny, I remember maxing out everything that would increase my accuracy at all, and having a 28% chance to hit the beginning area rats from five paces. And that's just according to the UI, because actually I fired every bullet I started with and didn't land a single hit, so clearly it isn't actually 28%. With 10 perception, intelligence and agility, and all of my skill points dumped straight into small guns. On another attempt, I came back with a maxed out melee build and hit twice out of twelve tries. But if you're okay with a game that won't let you ever hit anything, where most weapons (and several entire weapon skills) are completely useless with no redeeming qualities, and the only way to hit anything is to fire with a gun at point blank (which, as I said, is counter-intuitive and suicide in real life), that's your prerogative.
  7. Today has been a good day.
  8. Yeah, if only you could shut up and let other people have opinions. But deleting the thread would only serve to hide how you behave, so I'm not in favour of that.
  9. Yeah, sorry to interrupt the one you and Kydure were having.
  10. Well, I have terrible staying power when it comes to bad games, so I can't think of a single game I didn't at least have fun with while I was playing it that I actually beat. The closest I've gotten would either be Penumbra (the first one) or Fallout. Both of these games' combat systems were a complete mess, it was nearly impossible to hit anything, when you did hit something it was only by doing something completely counter-intuitive and suicidal in real life (IE: Walking right up to an enemy to fire a gun at point blank range), and the issues just mounted from there. The story of Penumbra wasn't doing anything for me, and the worldbuilding was iffy, the graphics were terrible and the controls were completely unusable, and the stealth that was the game's focus couldn't be done all the time and was an unfun pain in the ass. Fallout's world was pretty much just a '50s sci-fi version of Wasteland, and pre-war wasn't much more unique. (Put the torches and pitchforks away, I'm only talking about Fallout 1, I never played Fallout 2 because it has the same shit combat system and I'm not willing to deal with it, and I liked 3 and especially New Vegas.) Its story wasn't nearly as intricate or well written (and neither was its dialogue) as the people who pushed me real hard to finish the game kept telling me it was, making me think pure, blind nostalgia is the only reason people could possibly like the first Fallout, because I'm completely torn on whether it or Penumbra is the worst game I ever tried to suffer through.
  11. Given that, with the exception of the vertibird error (which I hope they fix), ALL of your criticisms are unconfirmed and some of them (like there not being skills) are outright fabricated, I find it hard to believe that you hate it for any actual reason to do with the game itself. You're the worst fucking liar I've ever met. Every single one of these is exactly, undeniably what you said nobody has done. And half of them are from you alone. Oh, really? Despite them making sure all the major questlies had actual stories, unlike a certain previous game (*cough*OBLIVION*cough*), dropped more lore than both of the two previous games combined, and added some meaningful choices to your combat actions beyond your equipment selection? The only system that got shallower was character creation, and yeah I fucking agree with you on that. Convenient how this "observation" is made only when I disagree with you. You're projecting so much you could point your head at a wall and show off powerpoint presentations. I have always been more open to criticism than you, and you're the one who can't handle the fact that people can disagree with you on something as meaningless as their taste in video games. A suggestion made entirely on faulty information, with a level of hostility that showed up in his second post and appeared to be quickly increasing. Also, it's my fucking mod, and I've got a lot of experience working with Bethesda's modding kits, so I know much more about it than he does and you could only possibly say I don't because you don't give a damn whether something is true or not when you want to believe it, which your every word since you started this thread has already shown. When I say something outright cannot be done in New Vegas, overwhelming odds are I'm right. Especially since everybody I've talked to on the Nexus about incorporating these systems into New Vegas back when I was actually trying to do it, several of which are extremely experienced scripters, has told me and explained at length why things like custom resistances and bleed mechanics are impossible in New Vegas. 1. No, he doesn't know what he's talking about. Nobody does, the game isn't out yet and there's been no related official statements. 2. There was no "if" anywhere in there, SC is 100% convinced that if he doesn't see skills, they don't exist. 3. Even if skills are cut, it's still a massive net gain. Losing skills is not bad enough to outweigh gaining extra resistances, bleed mechanics, the ability to do all sorts of crazy special effects (and even add in entire new gameplay mechanics) with hidden perks, home construction, vehicles, what appears to be a totally different system for power armour, more comprehensive weapon modding, part-specific armour, separate defence scores for different attack types and possibly the ability (with some clever scripting) to switch between characters. I'm not on a high horse, and you're a deceitful bitch who outright lies through her teeth when anybody can look back one page and disprove her. If anybody should be leaving, it's you. Nobody needs a brazen, blatant liar who is immediately hostile to any opinion on any thing that differs from her own. Think real hard on that. Because we should just leave that kind of behaviour to you, right? None of us got nasty until you did. And I do mean you, specifically. BTG and I are also contributing to the discussion, and considerably so. We just happen to disagree with you strongly, and aren't being as diplomatic about it as Descriptor. I think Rarity was dead on when she assessed the direction this thread was going. Yeah, it is. Fucking quickly, too, and for exactly that reason.
  12. It's about as on-topic as your fork comment, and keep in mind nobody in that thread was being a dick. It's as on-topic as when you brought it up, so how about you turn that finger you're pointing right around?
  13. I'm sorry to hear that, BTG. Care to bring it to Vent so we can discuss it more fully?
  14. Okay, now to expand on gameplay. But first, did nobody notice the running gag with the cops' names? Let me know, because it's not supposed to be an extremely subtle joke. As a quick note, I have SO little time before I need to sleep that I can outright say that this will be a scatterbrained rough draft of an overview rather than an actual overview and we'll get more done with me answering your questions tomorrow than in the initial overview tonight. So... Sorry, this is what I got. Let's start with the basics. The mod has the same controls as Fallout 4, which I'm going to assume is like New Vegas. If it isn't, I'll change my plans to fit it. The areas outside the cities are a wide open sandbox, but the ruined cities are all metroidvania-type areas, mostly locked when you start but unlocked and expanded as you progress through them, and with multiple pathways opening up really quickly. They also tend to provide items in one section that are useful in other sections, such as providing you a stockpile of antivenom in one area, when another area in the same city has giant spiders. As a general rule, every pathway has something useful in another pathway in that city, and every pathway in a city has items useful for it in another pathway for you to find. And these city sections? They're, like, 90% of the point of playing the game. There's no central plot, instead each area has its own storyline, and the general idea of the game is to just keep making ends meet. And yes, you can get back into Everett eventually and go back to your old apartment, which doesn't have much but has the single best bed (which translates to the best healing while sleeping in it) in the game, you can't buy that for any other home, and it can have any upgrade you could purchase (though not all the ones inherently present) for any other residence. The combat is rather less straightforward, as enemies get weaker as they get injured in a way that simply didn't happen in vanilla. When a character falls to or below half health, they slow down their movement and all actions to half speed, making them much weaker and more vulnerable as a result. Most NPCs have 20*CON health, so 20-200. You, due to being a tiny child, have 10*CON, so 10-100. Health recovers at a rate equal to your constitution per in-game day. Headshots deal double health damage, leg shots do half and arm shots do 1/4. Enemies can also be killed with body damage if you aim properly and are prepared to hit them many more times. While crippling their arms only disables that arm (entirely, by the way, to the point where they cannot equip any weapons in it) and crippling their legs only slows them 50% (two legs slows them 75%), crippling their body or head causes instant death. Assuming them to be a medium sized NPC, they have 10 integrity on their arms, 20 on their legs, 30 on their head and 50 on their torso. (I do hope I can keep it constitution-independent. If not, then these values are for 5 CON.) Integrity recovers at a rate equal to constitution per in-game week. Aim mode (VATS) works totally differently from the vanilla version. You can go into aim mode infinitely, there is no AP cost beyond that which you already consume attacking, so there's no limit. However, in aim mode you take double damage, and aim mode DOES NOT build the critical meter. Instead, the critical meter builds on its own at 5%/second. There's a series of perks to make it build faster, because of course there is, the last making it 25%/second and letting you crit every four seconds. However, taking increased damage in this mode means that it is ill-advised to use it all the time, instead you should reserve aim mode and the critical hits you can make in it to when it will not put you at much risk. As enemies don't have aim mode, their critical hits are random. Instead of just dealing more damage, critical hits have a special effect. Puncture weapons inflict bleeding (note that bleed is affected by special resistance but NOT damage resistance), edged weapons inflict a weaker version of this effect, blunt weapons deal extra body damage, heat sets enemies on fire for extra damage over time, cold steals AP, electricity knocks enemies down, force causes slow bleeding for a long period of time. A single unmitigated critical hit from a 9mm would deal 160 bleed damage over ten seconds, enough to kill most enemies by itself. As a quick note, most healing items restore very little and very slowly. You will not be popping thirty boxes of instant potatoes to full heal yourself. Also, food cannot be used in combat. As another quick note, in melee you should be blocking as much as possible as, like in vanilla, blocking stops all damage. Similarly, when faced with explosives you should crouch, which cuts damage in half. Magic is a big deal in this game. All magic is sorted under either "weapon" or "aid" for the purposes of the game, depending on whether it's cast on others or on the caster. Each spell has a very small number of daily uses and most are relatively powerful. It takes an hour of rest to restore each individual spell. There are four kinds. Nature magic costs 100 vitae to purchase each spell and takes 10 vitae per cast, is strengthened by charisma and has the "energy resistance", "energy barrier", "physical resistance", "physical barrier", "heal", "cure", "restore", "immunity", "vitriol", "vitriolic burst", "shout" and "sound burst" spells. Next is divine magic, which costs 1000 vitae to purchase and costs 10 vitae and 100 morale when used, has its strength increased by resolve, and has the "providence", "doom", "sun ray", "sunburst", "divine grace", "comfort", "penance", "retribution", "wrath", "fear", "misery", "despair", "sin", "Hellfire", "Hel's Breath" and "summon" spells. Next is arcane, which costs 1000 vitae to purchase and costs 10 vitae and 10 stamina when used, has its strength increased by perception and includes the "fire bolt", "fire ball", "heat ray", "heat wave", "freezing bolt", "snow ball", "cold ray", "cold snap", "lightning", "electrostatic field", "impact" and "blast". Occult magic costs 10,000 vitae to purchase, costs 10 vitae and 10 health, cannot be strengthened by your attributes and includes the spells "magic missile", "disintegration", "wraith's gaze", "vampiric touch" and "reanimate" spells (and mastery is required for the occult enchantment, which is extremely valuable, as well as unlocking the single-use necromantic transformations). These are not complete spell lists, just what I can think of off the top of my head. There should also be a lot of ritual spells, power-up spells and ritual power-up spells available, of course, but most of them I probably can't include in-game for technical reasons. (Doesn't mean I won't try, mind you.) Which is too bad, because ritual power-up spells were AWESOME. Things like the nature magic spell "Guardian Form", which allowed you to imitate the similar power the Guardians (minor deities, direct commanders of the celestials) have, doubling all of your attributes for a short period. Or alternately, the divine magic spell "Decoy", that summoned an illusory copy of you capable of dealing illusory damage, which you would control from a distance. (Note: Illusory damage is as real as you think it is.) Despite the prolific nature of magic in the game, conventional weapons are not only not useless, but are actually extremely effective. A 9mm pistol can repeatedly fatally wound a target in a short time period from a considerable distance, and while plenty of enemies are supernaturally durable, this is handled as just extra armour, and if one weapon can't do it, a better better penetrating one might. However, ammo is scarce and expensive, and magic has its advantages, so there's a time and a place for everything. Melee is also a big part of the mod. Melee weapons do somewhat more damage than ranged weapons, are capable of blocking, can stagger enemies and you can't use guns or spells all the time anyway. So truly, there isn't much reason not to at least keep a melee weapon handy. Like in Fallout 4, you have a dog available. I can tell you right now that I will make it very much not effective in most combat. The starting dog is particularly useless in battle, dealing no damage and being terrible at holding enemies. On the plus side, they are suspiciously durable and if they die they will somehow manage to return to you in a few days. And this isn't the kind of game where those are just gameplay mechanics, I should note. Something is VERY wrong there. The dog remains with the injured child at all times until they receive their surgeries, and at that point will simply remain with whichever character you're not playing. Despite the dog, the other child is your most important companion. They are more capable in combat (at least, provided they have weapons and you fix their wounds) and will offer an opinion (read: hints) on every quest in the game. You might also be able to switch to them at will if I can help it. They will also receive any major upgrades you do, and their attributes are synced to yours. There's also a few transformations that can happen to you in game. You can become a vampire if you wish, which is a substantial power boost but makes you vulnerable to sunlight and makes it impossible to pass the health check to get into a city without cheating (and if you fail, they'll try to kill you because... well, you're a vampire). There's going to be others, but I'm not sure if I'll be allowing a celestial transformation or not. You can pick up bonus perks during gameplay as well, similar to most Fallout games but also similar to Change. These are granted by completing sidequests, and the better you do the better the effect is. Another important note is that weather conditions ARE a thing, and will be a huge thing. If it gets too cold, you will slowly begin taking cold damage (heavier apparel, especially non-metallic apparel, will help with this). Fog obscures vision and shortens detection range. If it begins to rain, you will be taking area of effect cold damage at a much higher rate, have fun with that. Hail will cause very minor bludgeon-typed damage in addition to rain's cold damage. Snow causes cold damage, and slows movement. Worst is freezing rain, which causes cold damage, bludgeon damage and slow movement. Freezing rain happens a lot in the winter here, and it IS winter in-game, so it will happen every so often. Weather conditions last for an entire day. The first day of the game will be cold, with fog. And for one extremely important fact to remember is that firearms are attention grabbers and can easily make problems worse. There's the obvious issue of noise alerting enemies nearby, and even a suppressed pistol being by far louder than a melee weapon, but this also build a hidden "special encounter" meter. Enemy weapons ALSO build this meter, so enemies going loud can cause problems for both of you. This spawns encounters on set increments, and the higher it gets, the stronger the encounters becomes. This is especially bad at night, where enemies like the pale and wendigos are on the list. 1 spawns a pest, 10 spawns a minor enemy, 100 spawns a regular enemy, 1000 spawns a miniboss (NOT always a single enemy), 10,000 spawns a boss (also not always a single enemy) and at 100,000 it summons what either is or may as well be a vengeful deity. The counter resets daily. These encounters are not always hostile, making a lot of noise can actually bring help if you're in friendly territory. An unsuppressed 9mm pistol is 90 per shot, where a 7.62 rifle is an uncontrollable 260 and a shotgun is 500 points of begging for trouble. Discharging that pistol will only draw a minor enemy, for instance firing it in the woods might draw a curious coyote that you will likely have no issue putting right down. Discharging the rifle or shotgun will draw a regular enemy, like firing it inside a city will bring a beat cop with a pistol. Summoning a miniboss would take only two shotgun blasts, four rifle shots or twelve pistol rounds, such as opening fire on somebody in the woods attracting a wendigo. And if you go so far overboard that you reach 100,000 (remember, that would take two hundred shotgun blasts in a single day, not likely) will usually bring a sentinel, and that is a fight you do NOT want. Similarly, NPCs in this mod are jumpy as fuck. A character with their weapon drawn will frequently attack noises they can't identify the source of, especially if they have a gun. This goes double if they are in a fight, or were in a fight recently. If somebody who hasn't seen you just shot down a couple risen, DO NOT suddenly open a door next to them. That is how accidents happen, they will fire at the noise before they see it's a child on the other side of it. The more threatening you are, the more perceptive somebody will have to be to *not* shoot at you the moment they detect you. You are more threatening when standing than crouching, more threatening with your weapon out than with it away, more threatening with a weapon equipped than with your bare hands equipped, more threatening with a larger weapon than a smaller one, more threatening the faster you are moving and more threatening the closer you are to them. If somebody has a gun in their hands and you come barrelling around a corner right next to them with a sledgehammer, they will not take the time to identify you before they pull the trigger, even if they have very high perception. They will only fire very briefly, unless they would have been hostile anyway, but that can easily be enough.
  15. I am listening to some kickass folk metal, drinking heavily and typing up a post for Gaming In General. Yeah, this is what I chose to do when I'm not working, right up to bedtime. I find it more productive than the usual pastime.
  16. They just hate that it isn't being made by Black Isle, hence them outright fabricating things to hate. Ignore them, Rarity. They aren't worth your energy, my energy, or anybody else's. That's why I haven't posted here again.
  17. I may only be the metalhead of the day, but dammit guys this is awesome, listen to this: rvH2r-nEkWM Seriously, this song is awesome. It kicks up at about 0:40, and the guitar solo that is the highlight of an all-over awesome song starts at 3:43. If you like metal *at all*, give this a listen.
  18. More or less, BTG. More too it than that, but that's pretty good for you to have from that little bit on information. After I get off work today I'll have a lot more to post, though it'll be mostly gameplay stuff. EDIT: I also edited the intro slightly, to allow the kids to be cousins or just friends, if the player wants.
  19. The intro has been rewritten.
  20. Bullshit, and here's why. 1. Fallout 4 is not made in Gamebryo. Saying Fallout 4 is made in Gamebryo is like saying Half-Life 2 is made in the Quake 3 engine. 2. I literally cannot make this game in New Vegas at all because too many of the systems it outright requires to operate are *impossible* to do in New Vegas. I can't make a working bleed system in New Vegas, I can't make custom resistances in New Vegas, I can't make as good of a penetration system in New Vegas, I can't do penetration for melee weapons at all and I can't do gradual healing nearly as often or as well in New Vegas. All of these are absolute essentials to this mod, and all of them can likely be done just fine in Fallout 4, because I know exactly what functions I'd use to put them in Skyrim and the modding kit is built off of Skyrim's. 3. You know basically nothing about my mod, and not much more about Fallout 4. I'd still say you don't. And as for your questions: Yes, it's a standalone like Nehrim, I've spent more time in the GECK than you've likely spent playing the newer Fallout games and have two very large and extensive mods for Fallout 3 and New Vegas, the former is relatively successful on the Nexus and the latter you can ask BTG about because he played it back when it was still a beta. I'm still entirely convinced you're too biased by your hate-on for Bethesda to actually provide any feedback other than "I HATE FALLOUT 4, DO IT IN NEW VEGAS!", but if you can provide anything meaningful, I wouldn't be disinclined to give it proper consideration.
  21. SC, shove off. It's clear to me you are only against it because I'm using Fallout 4, and you hate Fallout 4. And it's also clear you really just hate it because Bethesda is making it. You have nothing of value to contribute, and I'm tired of indulging you. Take your hate-on for Bethesda somewhere else.
  22. I had a heart attack today. I am 22, and in (mostly) good health. So how in the fuck was that a thing?
  23. I agree with BTG. My biggest disappointment is that the armour system appears to be a Skyrim-style one, if the values on the power armour are any indication. At least the armour is part specific like it always should have been. Also, Todd is right. Your base is a shit source of critiques and information. No matter what you do or don't do, there will ALWAYS be a horde of screaming cunts declaring the franchise to be ruined forever. Flat ignoring them is bad, but take everything they say with not just a grain, but an entire shaker full of salt.
  24. I had a heart attack today. I might not get to it. Edit: I am 100% serious. One might say I'm serious as a heart attack.
  25. Okay, I can buy there not being traits, and if there aren't, I'll axe that part. But there not being skills just doesn't sound like Bethesda, with how much emphasis they put on skills in their RPGs. What's more likely is that you've either heard a rumor about them acting completely out of character, or you saw some gameplay footage and skills didn't come up. Ignore rumors, and unless Bethesda says there's no skills, don't assume there aren't. Maybe there's just no tag skills, so the menu didn't appear in character creation. And even if there are no skills, I can safely axe that too. So I don't see how this makes my job harder other than me having to reconfigure a few systems and cut some content. Edit: I have now watched the E3 gameplay. I am going to rewrite the intro today, as to make better use of the new features. In particular, the dual character creation. (Wonder if I can find a way to let you switch between them...)
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