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Fallout Fallout 4 Thread

d1r

Single handedly funding SMTVI
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Location
Germany
One of the most retarded quests ever created?

You really talked up the npcs in Megaton and didn't come away thinking that setting off the nuke was a public service?
Why would a Vault Dweller, who...
  • just emerged from a vault
  • has no sense of how the overworld looks and acts like
  • definitely needs all the help he can get (besides measly 250 caps)
  • can even easily disarm the bomb with a 25 explosive skill
  • has no idea who the quest giver even is (Tenpenny Tower is not being addressed as another hub)
nuke a fortified settlement of non-hostile inhabitants?

Please give me a reason, besides a psychopath playthrough, why anyone would EVER do the evil path of that particular quest. It's unbelievable how fucking awful the quest design of this quest is.
 

Late Bloomer

Scholar
Joined
Apr 7, 2022
Messages
3,941
One of the most retarded quests ever created?

You really talked up the npcs in Megaton and didn't come away thinking that setting off the nuke was a public service?
Why would a Vault Dweller, who...
  • just emerged from a vault
  • has no sense of how the overworld looks and acts like
  • definitely needs all the help he can get (besides measly 250 caps)
  • can even easily disarm the bomb with a 25 explosive skill
  • has no idea who the quest giver even is (Tenpenny Tower is not being addressed as another hub)
nuke a fortified settlement of non-hostile inhabitants?

Please give me a reason, besides a psychopath playthrough, why anyone would EVER do the evil path of that particular quest. It's unbelievable how fucking awful the quest design of this quest is.

I'll let AI handle this one. It seems best suited for this. Welcome to the Fallout 3 Discussion thread.

AI #1
Curiosity and thrill: Some players might nuke Megaton simply because they’re curious about the consequences and want to experience the dramatic outcome.
Revenge against Tenpenny: By working with Mister Burke and Alistair Tenpenny to detonate the bomb, players can exact revenge on Tenpenny, who is seen as a ruthless and exploitative character.
Gaining an apartment: Disarming the bomb doesn’t provide a significant reward, but detonating it grants access to an apartment in Tenpenny Tower, which might be a desirable perk for some players.
Following a character’s ideology: In an evil playthrough, a player might choose to nuke Megaton as a demonstration of their character’s ruthless and destructive tendencies.
Emotional release: In some cases, players might nuke Megaton as a form of catharsis, releasing pent-up emotions or frustration by destroying a settlement and its inhabitants.

AI #2
Nuking Megaton in Fallout 3 can provide immediate benefits like gaining caps and a penthouse in Tenpenny Tower, but it also results in the permanent loss of the town, its quests, and its inhabitants. This choice reflects a moral decision that aligns with a more villainous playstyle in the game.

AI #3
To gain a significant amount of caps and experience points as a reward from Mr. Burke.
To eliminate the town's inhabitants, which some players may find appealing for role-playing an evil character.
To fulfill the desires of the Children of the Atom, who worship the bomb.
To clear the area for personal preference, as some players prefer Tenpenny Tower over Megaton.
To experience the dramatic consequences of their actions, which is a core aspect of the game's moral choices.
To enjoy the satisfaction of destroying a settlement that they find annoying or unappealing.
 

Silverfish

Arbiter
Joined
Dec 4, 2019
Messages
3,928
Why would a Vault Dweller, who...
  • just emerged from a vault
  • has no sense of how the overworld looks and acts like
  • definitely needs all the help he can get (besides measly 250 caps)
  • can even easily disarm the bomb with a 25 explosive skill
  • has no idea who the quest giver even is (Tenpenny Tower is not being addressed as another hub)
nuke a fortified settlement of non-hostile inhabitants?

1. Moira Brown.
2. Colin Moriarty.
3. 500 caps if you pass a speech check / black widow check.
4. Leads directly into the Tenpenny Tower quest with another big payout.
5. It's hard to feel too sympathetic for people who built a town around an active nuclear weapon.
6. The sheriff withholds information for literally no reason and is so retarded that he turns his back on armed men that he's taking to jail.
7. Prototype version of the street preacher from Skyrim, except without the funny, memorable delivery.
8. Gain the disapproval of loathsome individuals like James and Three Dog.

Fuck Megaton, Mr. Burke did nothing wrong.
 

Late Bloomer

Scholar
Joined
Apr 7, 2022
Messages
3,941
Here is a question concerning Fallout 3, since we are in the Fallout 3 thread now. Thanks d1r for the idea.

What makes Fallout 3 a timeless classic, despite its dated graphics and mechanics, and how does its unique blend of exploration, combat, and role-playing elements still offer an engaging and immersive experience for players today?

This question encourages consideration of Fallout 3’s enduring appeal, beyond its initial release in 2008. It invites discussion about the game’s strengths, such as its open-world design, engaging storyline, and character customization, which continue to attract players despite the passage of time. The question also acknowledges the potential drawbacks of outdated graphics and mechanics, making it a nuanced and thought-provoking inquiry.
 

Late Bloomer

Scholar
Joined
Apr 7, 2022
Messages
3,941
One of the most retarded quests ever created?

You really talked up the npcs in Megaton and didn't come away thinking that setting off the nuke was a public service?
Why would a Vault Dweller, who...
  • just emerged from a vault
  • has no sense of how the overworld looks and acts like
  • definitely needs all the help he can get (besides measly 250 caps)
  • can even easily disarm the bomb with a 25 explosive skill
  • has no idea who the quest giver even is (Tenpenny Tower is not being addressed as another hub)
nuke a fortified settlement of non-hostile inhabitants?

Please give me a reason, besides a psychopath playthrough, why anyone would EVER do the evil path of that particular quest. It's unbelievable how fucking awful the quest design of this quest is.

Thought you might enjoy this.

 

d1r

Single handedly funding SMTVI
Patron
Joined
Nov 6, 2011
Messages
4,326
Location
Germany
Why would a Vault Dweller, who...
  • just emerged from a vault
  • has no sense of how the overworld looks and acts like
  • definitely needs all the help he can get (besides measly 250 caps)
  • can even easily disarm the bomb with a 25 explosive skill
  • has no idea who the quest giver even is (Tenpenny Tower is not being addressed as another hub)
nuke a fortified settlement of non-hostile inhabitants?

1. Moira Brown.
2. Colin Moriarty.
3. 500 caps if you pass a speech check / black widow check.
4. Leads directly into the Tenpenny Tower quest with another big payout.
5. It's hard to feel too sympathetic for people who built a town around an active nuclear weapon.
6. The sheriff withholds information for literally no reason and is so retarded that he turns his back on armed men that he's taking to jail.
7. Prototype version of the street preacher from Skyrim, except without the funny, memorable delivery.
8. Gain the disapproval of loathsome individuals like James and Three Dog.

Fuck Megaton, Mr. Burke did nothing wrong.
It doesn't matter if it's 200 or 500 caps. You're still trading in a measly amount of money, WITHOUT any information for what might come next, for a fortified settlement, whose bomb can easily be disarmed. It's ABSOLUTELY retarded to do so, even if the people living there are not the most likeable. But that's called making a (temporary) compromise.

The introduction of the quest would have made much more sense if the main character was at a much higher level, being way more independent, knowing the ins and outs of the region.
 

Silverfish

Arbiter
Joined
Dec 4, 2019
Messages
3,928
What makes Fallout 3 a timeless classic

It aggressively doesn't make any sense and is fascinating and engaging as a result. It's Plan 9 for gamers.

It doesn't matter if it's 200 or 500 caps. You're still trading in a measly amount of money

500 is a lot in the early game. Especially if you want to focus on combat skills or medicine initially and have to pay vendors for repairs.
 

Cerulean

Arcane
Joined
Aug 29, 2015
Messages
861
Because thread drift is only natural for a nine year old game.

My God, has it been that long?

orzO70M.gif
 

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