Ryan muller
Educated
- Joined
- Oct 10, 2021
- Messages
- 437
Oh believe me im not going for bigger = better when it comes to Fo2Bigger != Better
Oh believe me im not going for bigger = better when it comes to Fo2Bigger != Better
Yet you can talk with talking cows that will constantly break the fourth wall by saying "moo, i say" return to V13 and search for things in computers from V13 to have quotes about how you spent time searching for porn videos and cat videos in the internet (even tho the internet is not something in FO, nor Cats in the wasteland)As far as I remember, Fallout's non-special encounter pop culture references make sense in context. "Prime Choice Select is made of people" is a reference to Soylent Green, yes, but it's not out of the ordinary for the character to shout a thing like that in that situation. Likewise the "They killed Kenny" reference when Kenny dies.
It's explained in "the Pitt" dlc for Fallout 3 that the slaves are exported to the Pitt.It's been a long time since I've played Fallout 3, but that Wasteland Survival Guide thing was just really dumb. Megaton in general was really dumb, but the Survival Guide quests were well over the top. The fact you'd leave the vault on a mission to find your dad and get distracted by someone claiming to write a book which involves you repeatedly hurting yourself was just really silly. People building a settlement around a nuclear bomb that's leaking radiation was also stupid. Supposedly rich people living in a standing skyscraper with no plausible means of supporting themselves that want to set off a nearby nuclear bomb to improve their view is retarded as shit.Yeah, but in a lot of ways Bethesda took it even further and piled on way more inconsistencies in the long run.
Little Lamplight was impossibly bad considering it's 200 years after the bombs and it's still populated by kids who get kicked out when they're 18? Makes no sense at all. Other than the replenishing the population thing, the people most capable of tracking their ages to that degree would be the ones getting kicked out. Also, the people most physically able to resist getting kicked out. Also, it's right next door to the vault full of supermutants that are actively looking for people to dip to replenish their population. There's the slavers who apparently sell slaves to no one, since there's no slaves anywhere else in the game. You'd think in 200 years, the supermutants would have found that. Actually, it would have made more sense that the supermutants had found it and the slavers managed to work out a deal with them to catch humans for them, which would explain why there's no slaves anywhere else and why the supermutants didn't attack places like Little Lamplight.
Bethesda bragging about how their designers just do their own writing explains a lot of why things are so disconnected in Fallout 3. They did really lean in to silly shit in that game. I think it's obvious Fallout 2 opened the door for things not making sense because the designers thought it was funny, and Feargus even admits they didn't do a lot of coordination between the designers. It's interesting that what Feargus admits was a mistake, Bethesda gives Ted Talks on how things should be done. But yes, Bethesda did take that ball and run with it.
Bigger != BetterFallout 2 still owns fallout 1
How do they eat? Same problem with nearly all the settlements in Fallout 3.New Reno is great.
Fair enough, but it just seems kind of odd to show slavers and a slaver camp in Fallout 3, only to pay it off two years later in a DLC. It's kind of the problem with Fallout 3 being 200 years after the Great War with very little advancement with civilization. There's not a lot of settlements large enough to have a police force in Fallout 3 to enforce an anti-slavery ordinance, but there's also not too many that also look like they could afford a slave either. Does Rivot City have one? It might, but I don't recall. I wouldn't think Tenpenny would have an anti-slavery edict, they could afford such, yet no slaves.It's explained in "the Pitt" dlc for Fallout 3 that the slaves are exported to the Pitt.
Drug trading and manufacturing (Jet), porn studio and slaves (Mordino Family).How do they eat?
I would like to add on top of necrolord post and say that the families buy supplies from the NCR (biggest brahmin export) and its to the point of Mordinos having a bunch of brahmin to use both as food supply and in order to produce JET.How do they eat? Same problem with nearly all the settlements in Fallout 3.New Reno is great.
Fair enough, but it just seems kind of odd to show slavers and a slaver camp in Fallout 3, only to pay it off two years later in a DLC. It's kind of the problem with Fallout 3 being 200 years after the Great War with very little advancement with civilization. There's not a lot of settlements large enough to have a police force in Fallout 3 to enforce an anti-slavery ordinance, but there's also not too many that also look like they could afford a slave either. Does Rivot City have one? It might, but I don't recall. I wouldn't think Tenpenny would have an anti-slavery edict, they could afford such, yet no slaves.It's explained in "the Pitt" dlc for Fallout 3 that the slaves are exported to the Pitt.
Wouldnt this fuck up Fo1 itemization?One of the best contributions that could be made about Fallout 2 is it's source engine getting ported to Fallout 1.
Does it also introduce Fallout 2 weapons into the game, like the Bozar and the Pulse Rifle?Wouldnt this fuck up Fo1 itemization?One of the best contributions that could be made about Fallout 2 is it's source engine getting ported to Fallout 1.
Fo1 doesnt have a whole lot of big guns for example, so flamer ammo working as it should, means it does less damage than it would do in the base game, same for a bunch of other guns.
Fo2 fixes it by adding a bunch of other options and new ammo types, fo1 doesnt have this luxury
The itemization in that game mostly works because ammo types dont work
Fo2 fixes it by adding a bunch of other options and new ammo types, fo1 doesnt have this luxury
I've seen some screenshots were it also ports weapons and the advanced power armor from Fallout 2. I'd personally prefer to turn them off since it ruins the authenticity of the first gameDoes it also introduce Fallout 2 weapons into the game, like the Bozar and the Pulse Rifle?
I agree.Fo2 fixes it by adding a bunch of other options and new ammo types, fo1 doesnt have this luxuryI've seen some screenshots were it also ports weapons and the advanced power armor from Fallout 2. I'd personally prefer to turn them off since it ruins the authenticity of the first gameDoes it also introduce Fallout 2 weapons into the game, like the Bozar and the Pulse Rifle?
Your entire reply was retarded, but this is such a huge BS that i refuse to even take it seriously.Also, will never let anyone forget. FO1 replayability >>>>>>>> FO2. Only reason to replay FO2 is to play a retard, which infact is better written, funnier and even makes much more sense for the premise.
i rest my case.Fallout replayed, Fallout 2 only once and never again, didn't waste a second with the rest, no need to.
I know that Fallout 2 was rushed, and yes, the Wrights would have to have fields somewhere in order to get the grain to make their alcohol, but the problem is that you don't see any of that in the game. And yes, the Mordino family does have the brahmin farm outside of town that you get to see, but New Reno is entirely a commercial entity. So the question is how would they have gotten to be such without having some type of agriculture going on in order to get to that point? Also, you have to wonder where the Wrights get the vast amount of clean water they'd need to make their alcohol.Drug trading and manufacturing (Jet), porn studio and slaves (Mordino Family).
Alcohol production and distribution (Wright Family).
Casino and chemical trading with the Enclave in exchange for extra firepower (The Salvatores).
Casino and political power plays (The Bishops).
My unwind ritual late in college was to come home after class and spend four to five hours replaying Fallout from start to finish before doing my homework if I was off that day.Seriously, anybody who thinks Fo1 is more replayable than Fo2 should try and replay both before spreading this shit.
We should be glad that the Fallout 2 developers had sufficient restraint not to make the entire city an anachronistic caricature of a gambling town, unlike a certain later game.Theres nothing wrong with New reno, a few people dressing themselves as mobsters for guarding specific cassinos for rich families isnt implausible or completely out of place.
a bunch of places export water supplies alongside their caravans, Vault city being one example and the problems with the ghouls being in their way because of it. Its not enough for everybody there. Which is one of the reasons why nobody aside from the families have enough to live well, while people on streets are feeding on rats and begging for resources, money or more jet.Also, you have to wonder where the Wrights get the vast amount of clean water they'd need to make their alcohol.
Reno is a tourist trap entirely maintained by the families, its less of an entire functional society and more like their little gallery of goods and production, yes, they had more of it at some point, however The city isnt the same since they were attacked by the unity, which is the reason why the families hate mutants and jules outright tell you about it. as it is in the game, they either have to maintain production outside of the city or buy supplies from water caravans and merchants like Vic. "How many tourists they get" many. its implied that most of the people living there were tourists to start with. considering how many places will tell us they often made excursions to New reno and sold things to the town by using caravans... well, not difficulty to guess. its also the same logic used for the BoS bunker in Fo1 that has a bunch of people in there and they all survive from caravan trades.So the question is how would they have gotten to be such without having some type of agriculture going on in order to get to that point?
you can tell me that one of the problems would be that they mostly tell more than show, however they go out of their way to explain how a good part of the societies work and how their economy and trade route system is functional, if you get to those questions in Fo1 you will certainly have to think a lot more, for example, where Gizmo got electricity to power up his cassino in junktown? where did this come from? How the water merchants and people around the wastes got clean water? they dont? why the vault 13 citizens would refuse to drink water that isnt clean to the point of choosing to die from thirty then? How did the master moved from the military base and went all the way to the cathedral while not being noticed by anyone if he can barely move? where did the gun runners got enough tech to produce guns and the schematics to make them and how they even started their business? how they can even be there if the place is highly exposed to radiation and deathclaws are close to the fort? caravans? they wouldnt cross the place knowing that theres deathclaws in there, the bladers explictly say they wouldnt contact them because of that,so on and so on...but the problem is that you don't see any of that in the game.
I know that, i replayed Fo1 13 timesMy unwind ritual late in college was to come home after class and spend four to five hours replaying Fallout from start to finish before doing my homework if I was off that day
Power is one thing that it would have been nice if they explained in Fallout since later on, it doesn't quite make sense at all. The only power generators I remember in the original games were in the vaults, military bases, Broken Hills and the NCR with several of them being quest points like the guy wanting to blow up the Shady Sands' generator. Fallout 4 added the fusion generator that runs on fusion cores, which kind of makes the whole point of the resource war moot.where Gizmo got electricity to power up his cassino in junktown?
I'm pretty sure what you see in Fallout isn't what he was when he moved. Even if he was the blob you see in Fallout, he was only in the Cathedral for ten years before you blow him up. He was around for decades before that, building up his army. Supposedly he found Mariposa in 2102 and got mutated, and got blown up in 2162. So, he would have had supermutants by then to carry him. Possibly even Nightkin at that point.How did the master moved from the military base and went all the way to the cathedral while not being noticed by anyone if he can barely move?
You can see the water machinery near their headquarters, with the tanks that store the fresh water, including the giant tank beyond the three smaller ones. How does it work? Don't know, but it's there. Could be a well pump with a Water Chip.How the water merchants and people around the wastes got clean water?