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Fallout Fallout 2 is way worse than I remember it.

deuxhero

Arcane
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Jul 30, 2007
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Flowery Land
I hadn't played Fallout 2 (or 1) in several years, mainly because I remembered it mainly for the awful interface, bad controls (using skills on things requires selecting the skill from a menu or memorizing the hotkey, even though the game has an expandable context menu and most items have only one or two applicable skills) and gameplay slowing to a crawl anytime NPC v NPC combat occurred. I decided to give it another go (with restoration patch) and I've found it's a lot worse than I remember it in basically everything. Just finished up Vault City/Gecko stuff.

To start with, skill checks are fairly rare. I tagged repair and so far I've only had the following uses for it 1: The well in the starting town (just some early XP) 2: Fix the generator in the toxic caves (doesn't actually do anything at this stage of the game), 3: Fix the autodoc in Vault City clinic (doesn't really do anything) 4: Got some ammo from a vent in Vault City's vault (very minor), none of which were significant and from what I can find online, Science isn't much better. Even when you do get checks, the sheer variance in random rolls (1d100) that everything is based on means the results aren't very rewarding because a less adept character can generally do it too with a few more reloads. Skill imbalance is obvious. I've yet to see a single big gun or energy weapon. First Aid has almost no reason to exist as a skill separate from doctor, and the reasons it does have (first aid kits are lighter than doctors bags, you can find a decent number of first aid manuals and have an OK rank with no investment) aren't very meaningful. Gambling and Barter don't matter when everyone runs out of money before you run out of junk (plus the first games you find for a while, those in The Den are bugged, and don't actually use gambling anyways in the unpatched game). Steal, sneak and traps really should have been one skill (which they are in NV). From what I can find, Outdoorsman only increases world map movement speed in Fallout 1 but not 2 (why?), which makes it not all that useful.

The dialog, besides the self-referential shit that's long been mocked about Fallout 2, is generally poor in many parts. You're often locked into one line of real choices (as in, excluding goodbye and pointless questions) as your only interaction with less important NPCs, and many of these lines have significant characterization (for example in Vault City servant center the player character is forced to disagree with it and call it slavery). I forgot how much of an absolute asshole the Chosen One is forced to be if you converse with certain NPCs when "smile and nod" would be a perfectly logical response (Wooz is a good example of this, but not the only). And speaking of player character personality, there's a full scene in vault city where the player character has a full conversation (with unique text color) with no player input whatsoever. That's really weird from a modern RPG prospective.

Sidequests only seem to come in two types 1: The very basic go here and kill stuff/deliver this/etc. 2: A complex "main" quest for that settlement that decides the ending for that settlement... which often isn't even that complex. There's very rarely been any quests between these depths, and there's relatively few quests in general. This might only be the early game though, as I do distinctly remember New Reno and the like had the best quests by far.

Am I missing something, or is Fallout 2 not nearly as good as its successors like Arcanum or New Vegas?
 

Beans00

Erudite
Shitposter
Joined
Aug 27, 2008
Messages
1,717
I fail to see how being bad at the game makes repair checks less frequent.

"I hadn't played Fallout 2 (or 1) in several years, mainly because I remembered it mainly for the awful interface, bad controls (using skills on things requires selecting the skill from a menu or memorizing the hotkey"

I stopped reading there.

323191.image0.png


I had to memorize that for calculus 2 and you have trouble remembering. 1- sneak, 2- lockpick 3- steal 8-repair ect...?

tKIbkEe.png

That's literally a picture of you.
 
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bayoubilly

Novice
Joined
Jul 9, 2021
Messages
17
I've been too busy to play anything at all lately but finally might have some time to start again. The last time I had time, and probably the ONLY time I had left in my life to sit around playing vidya all day was after I was stuck in bed after a big op. Unfortunately I wasted that time playing DOS2. Such a waste. The last hurrah and.... I bought the DOS2 hype.
Is OP correct about being shoehorned into moral positions in dialogue? And is the interface too big of a filter for someone who didn't get into crpgs until Morrowind? If you were severely limited in play time and could only realistically guarantee being able to play one last game, what would it be?
 

Beans00

Erudite
Shitposter
Joined
Aug 27, 2008
Messages
1,717
I've been too busy to play anything at all lately but finally might have some time to start again. The last time I had time, and probably the ONLY time I had left in my life to sit around playing vidya all day was after I had a big op. Unfortunately I wasted that time playing DOS2. Such a waste. The last hurrah and.... I bought the DOS2 hype.
Is OP correct about being shoehorned into moral positions in dialogue? And is the interface too big of a filter for someone who didn't get into crpgs until Morrowind? If you were severely limited in play time and could only realistically guarantee being able to play one last game, what would it be?

Fallout 1-2 aren't particularly hard games but they're slow and require patience.
I'd say minimum 115 IQ and no ADHD.


I did skim through the rest of the lamebrains post after. Most of it is pure fiction or nonsense.
 

Lemming42

Arcane
Joined
Nov 4, 2012
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6,806
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The Satellite Of Love
It is a way less tightly-made game than Fo1. The total lack of thought into world map encounters is really something else. Even putting aside You Encounter: Enclave Patrol, parts like the trek from The Den over to Modoc/Vault City are just fucking shit.

The game does tend to force you to play a specific type of character in dialogue, but honestly the shit the Chosen One comes out with and the way s/he manages to alienate everyone within seconds of meeting them is the best thing about the game. The way the conversation with Mason in New Reno escalates into violence is a genuine laugh-out-loud moment, and how many videogames can really claim to give the player an actual laugh? I also don't mind the pop culture references and the "retarded" stuff like the talking deathclaws (which isn't that retarded). I think people tend to forget that a lot of Fallout 1's dialogue is pretty awful too, just not in the tryhard way that Fo2's can be. Stuff like the chess scorpion is dumb but consistently dumb within Fo2's interpretation of the setting. The only thing that's a step too far from what I remember is the actual ghost in The Den, which isn't even explained away as radiation magic or anything.

I'm glad the game constantly refuses to take itself seriously for even a second, though. It could have been an awkward blend of drama and dumb comedy, but they just went all-out, which was the right move IMO.

The main problem with Fo2 though is that it's just too big and has too much content, and a decent chunk of that is boring content.
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
To start with, skill checks are fairly rare. I tagged repair and so far I've only had the following uses for it 1: The well in the starting town (just some early XP) 2: Fix the generator in the toxic caves (doesn't actually do anything at this stage of the game
See, this where your modern understanding on how skills are supposed to work fails you (that and not clicking f1 and not checking any manualz that tell you about hotkeys in the game).
You believe that if you tag a skill it should automatically solve many problems, regardless of what else you pick on a character. But it really shouldn't, from any realistic perspective. Like, it's cool that Repair allows to fix guns and tweak ammo in FNV, but original Fallout approach is not godawful either: how many times one can use science in forgotten postapoc world? well probably only where it could actually kinda matter, like places that have high tech.

What I mean, in these games skills don't work well in isolation from each other, and not all skills are equally useful for fighting the wasteland. However, if you combine them together into, you know, a reasonable character build, you will find new paths open to you.

So, for example, you combine good amount of charisma, companions, barter and gamble. Now you can gamble obscene amounts of cash in casino while bartering for every cool item you see, and then equip it all on companions. You will never run out of stimpaks or whatever, and even with stupidiest or weakest companions carrying endgame gear, beat game that way.
Or you can get some repair and lockpicking and trap disarming and science and go treasure hunting on old military bases instead. Fix generator, open door, get strong gear, then go through another big military base, get a ton of xp for disarming every trap you see, etc.
You can even make Survival useful to get to difficult places or in pacifist build.
And btw, skill books in the game help a lot with skills which aren't that critical.

While there is no argument that F2 has a lack of skill checks for skills, the F3/Obsidian versions where there *must* be a skill check for everything, even if it leads to complete absurdity (dialogue options ala "believe in powah of science" or trying to make every skill a useful combat skill) often makes game feel like not postapoc game, but like Dungeon Master holding your hand.
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
11,971
Location
Flowery Land
To start with, skill checks are fairly rare. I tagged repair and so far I've only had the following uses for it 1: The well in the starting town (just some early XP) 2: Fix the generator in the toxic caves (doesn't actually do anything at this stage of the game
See, this where your modern understanding on how skills are supposed to work fails you (that and not clicking f1 and not checking any manualz that tell you about hotkeys in the game).

I know about pressing F1. That doesn't change how each skill is mapped to a separate number key in no clear order.

You believe that if you tag a skill it should automatically solve many problems, regardless of what else you pick on a character. But it really shouldn't, from any realistic perspective. Like, it's cool that Repair allows to fix guns and tweak ammo in FNV, but original Fallout approach is not godawful either: how many times one can use science in forgotten postapoc world? well probably only where it could actually kinda matter, like places that have high tech.
It wasn't just tagging, it was tagging and dumping heavy skill points into it. The problem is that the only two uses of repair at this point in the intended sequence actually have a benefit, even if my repair skill was 300, and both are super minor.

So, for example, you combine good amount of charisma, companions, barter and gamble. Now you can gamble obscene amounts of cash in casino while bartering for every cool item you see, and then equip it all on companions. You will never run out of stimpaks or whatever, and even with stupidiest or weakest companions carrying endgame gear, beat game that way.

The problem is merchants run out of stimpacks before I run out of shitty guns to liquidate into weight free chems, let alone forcing me to dip into liquid cash. There simply isn't anything interesting to buy that you can't afford unless you sequence break and find NCR early.
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
no clear order
hm? i think it's from top to bottom as they are in skill window

he problem is merchants run out of stimpacks
they restock every 24h (or every morning?) rest. New Reno has some serious things, if you finish 1 of mafia quest lines.
 
Last edited:

Beans00

Erudite
Shitposter
Joined
Aug 27, 2008
Messages
1,717
To start with, skill checks are fairly rare. I tagged repair and so far I've only had the following uses for it 1: The well in the starting town (just some early XP) 2: Fix the generator in the toxic caves (doesn't actually do anything at this stage of the game
See, this where your modern understanding on how skills are supposed to work fails you (that and not clicking f1 and not checking any manualz that tell you about hotkeys in the game).

I know about pressing F1. That doesn't change how each skill is mapped to a separate number key in no clear order.

You believe that if you tag a skill it should automatically solve many problems, regardless of what else you pick on a character. But it really shouldn't, from any realistic perspective. Like, it's cool that Repair allows to fix guns and tweak ammo in FNV, but original Fallout approach is not godawful either: how many times one can use science in forgotten postapoc world? well probably only where it could actually kinda matter, like places that have high tech.
It wasn't just tagging, it was tagging and dumping heavy skill points into it. The problem is that the only two uses of repair at this point in the intended sequence actually have a benefit, even if my repair skill was 300, and both are super minor.

So, for example, you combine good amount of charisma, companions, barter and gamble. Now you can gamble obscene amounts of cash in casino while bartering for every cool item you see, and then equip it all on companions. You will never run out of stimpaks or whatever, and even with stupidiest or weakest companions carrying endgame gear, beat game that way.

The problem is merchants run out of stimpacks before I run out of shitty guns to liquidate into weight free chems, let alone forcing me to dip into liquid cash. There simply isn't anything interesting to buy that you can't afford unless you sequence break and find NCR early.



fallout-vault-15-skill-repair-computer.jpg


They're literally listed in order..

Sneak is 1
lockpick is 2
steal is 3
traps is 4
ect..

Literally dude are you a literal lame brain? Were you dipped in vats while playing fallout 1?
 

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,777
I hadn't played Fallout 2 (or 1) in several years, mainly because I remembered it mainly for the awful interface, bad controls (using skills on things requires selecting the skill from a menu or memorizing the hotkey, even though the game has an expandable context menu and most items have only one or two applicable skills)
I sure miss the times when this was a forum for actual PC gamers...
Joined: Jul 30, 2007
Wait, what.
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
11,971
Location
Flowery Land
To start with, skill checks are fairly rare. I tagged repair and so far I've only had the following uses for it 1: The well in the starting town (just some early XP) 2: Fix the generator in the toxic caves (doesn't actually do anything at this stage of the game
See, this where your modern understanding on how skills are supposed to work fails you (that and not clicking f1 and not checking any manualz that tell you about hotkeys in the game).

I know about pressing F1. That doesn't change how each skill is mapped to a separate number key in no clear order.

You believe that if you tag a skill it should automatically solve many problems, regardless of what else you pick on a character. But it really shouldn't, from any realistic perspective. Like, it's cool that Repair allows to fix guns and tweak ammo in FNV, but original Fallout approach is not godawful either: how many times one can use science in forgotten postapoc world? well probably only where it could actually kinda matter, like places that have high tech.
It wasn't just tagging, it was tagging and dumping heavy skill points into it. The problem is that the only two uses of repair at this point in the intended sequence actually have a benefit, even if my repair skill was 300, and both are super minor.

So, for example, you combine good amount of charisma, companions, barter and gamble. Now you can gamble obscene amounts of cash in casino while bartering for every cool item you see, and then equip it all on companions. You will never run out of stimpaks or whatever, and even with stupidiest or weakest companions carrying endgame gear, beat game that way.

The problem is merchants run out of stimpacks before I run out of shitty guns to liquidate into weight free chems, let alone forcing me to dip into liquid cash. There simply isn't anything interesting to buy that you can't afford unless you sequence break and find NCR early.



fallout-vault-15-skill-repair-computer.jpg


They're literally listed in order..

Sneak is 1
lockpick is 2
steal is 3
traps is 4
ect..

Literally dude are you a literal lame brain? Were you dipped in vats while playing fallout 1?

Yes you can find the order easy enough, but there's no clear REASON for the order. It's not alphabetical or anything. It's memorize it or bust.
 

Cunt Dickula!?

Guest
F2 is okay for what it wants to be but clear decline coming from F1.

-Post apoc tribals with shamans and shit?
-30s Chicago mobsters?
-Chinatown martial art movie stuff?
-Scientology?
-Talking Deathclaws?

Come on, guys.
 
Self-Ejected

underground nymph

I care not!
Patron
Joined
Jun 9, 2019
Messages
1,252
Strap Yourselves In
Fallout 1: grim atmosphere, brilliant soundtrack, fight for your and your fellow vault-dwellers’ lives, well-written antagonist, violence that works for the story, sense of discovery.
Fallout 2: pop culture references, comical violence, caricatural antagonist, unclear reason for the Arroyo tribesmen not to go to the neighboring cities and settle there, music is still good partly because of reusing the previous soundtrack.
 

Oberon

Learned
Joined
Feb 26, 2021
Messages
369
Location
Helheim
F2 is okay for what it wants to be but clear decline coming from F1.

-Post apoc tribals with shamans and shit?
-30s Chicago mobsters?
-Chinatown martial art movie stuff?
-Scientology?
-Talking Deathclaws?

Come on, guys.

idk man all I remember is I played a ninja character and it was fun as fuck :cool:
 

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