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Fallout 4

I keep discovering new things all the time...

-one of the building options under wood>prefabs>floors is a concrete "shack foundation" which clips into the terrain to provide a level floor for building even on quite rough terrain. Another has stilts that can be positioned into the terrain, if you prefer that over a concrete square.
-there is a quest that gives you the ability to add 'ballistic weave' mod to ordinary or quest clothing and under-armour turning it, at the highest mod level, into pretty good protective gear - I am now playing in my +3 charisma sparkly dress.
-there is a unique weapon that uses unique ammo that you cannot find in the game (other than the batch of ammo you get when you find the weapon). Fallout veterans will guess what the weapon is no doubt, but I don't want to give spoilers. BUT at the cost of a point of damage, you can mod it to use ordinary fusion cells, which are plentiful.
 
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20 hours in an feel I'm just scratching the surface. Spent a frustrating amount of time trying to find the last ghouls in Jamaica something or other to have it cleared.

Also, was hoping for leet epix when I cracked open the treasure room. Disappointed is not the word :(

Also, took me a while to realise there was a difficulty setting and am ashamed to say I'd been playing on "normal". I never play on normal, has to be "hard" as the minimum. Changed it and got my ass handed to me by some super mutants with skull icons :D
 
Made it to level 40!
Think I'll get on with the early bits of the main quest soon. There are a couple of companions that you can't recruit until a certain point in the story, and a companion I have that requires you to be at a certain early stage of the main quest in order to be able to do their quest.
Also time to go look at suits of power armour that I know are laying around in the commonwealth - much better chance of getting the really good shit at a higher level.
 
It'll likely be Monday before I play again. Pity me.

I've just met Piper and entered Diamond City (at 2:45 last night.)

All my settlements are under defended and how do I set up supply lines between settlements. Oh and what's with the robot professor goodfeel!
To setup supply lines you need the first local leader perk, then you open the workshop, defect a settler and press Q to bring up a list of settlements and you select the one you want.
Q is used to bring up vats so on a console it's whatever button does vats
 
My review of the game so far:

I think they've done a superb job overall. The world in terms of interesting exploration and things to do/find is top-notch. I preferred exploration in FO3 over NV, and this game has delivered in terms of the exploration I expect from Bethesda - with the bonus that you can make your way around above ground even in the middle of Boston, so it feels more open (if you recall, FO3 above ground areas in the centre of DC were cells cut off by insurmountable rubble and accessed via subway tunnels - good for performance, but a little claustrophobic).

A plethora of weapon and armour choices and crafting options for modding gear means that you can tailor all sorts of things to your build, there's nothing that I have found so far that is a clear 'the best weapon in the game' regardless of build or anything like that.

Love the settlement building aspect to it, to me it adds so much to the game and I really enjoy it. For those who don't want to do it the good news is it's entirely optional. I wouldn't mind an inbuilt free camera view for building though, I know that sort of thing can be toggled in the command console on PC, but when building in settlements it would be good to be able to zoom out a bit further (this could be made to seem immersive by having something like a 'theodolite' interactable attached to the workbench that you can activate in order to enter a zoomed out free-camera building mode). Settlement and settler management could do with a bit of tweaking to make it easier to keep track of who has what job within a settlement, and to highlight placement of existing items such as defensive structures, crops, water pumps.

Questing - I've always liked the idea of Radiant quests (in Skyrim and here too), but in reality it sends you back to the same few places too frequently. A worthwhile addition on top of a full roster of individually designed and well thought out quests? A way of getting you interested in visiting a location you may not have come across yet? Absolutely fine. I feel there is a little too much 'Radiant' going on here though. The fact that some of them are on a timer where you will auto-fail if you don't complete them quickly enough makes me feel as though I am constantly rushing to get inconsequential things done - it's busywork, and tbh it is starting to frustrate me constantly being hammered with quests.

The way I would prefer it to be done: don't auto-allocate another quest as I turn in the previous one, and don't have a potential companion giving out quests so that it's difficult to tell him to wait without picking up a timed quest. In fact don't have them on a timer. And make me have to ASK for work before being given a new radiant quest. I have a world to explore, don't pressurise me into rescuing kidnapped people within 4 game days or putting up an atmospheric beacon asap when I want to go and spend some time doing settlement building or modding my gear or just wandering around to see what is in that corner of the map I haven't explored yet. This is actually my main problem with the game - I mean I love it and am still giving it 9/10, but I do feel a bit trapped in an endless round of time-sensitive questing, it would be good if I could easily decide to take a break from it without quests auto-failing because I didn't get around to doing them quick enough.

Not keen on the radial dialogue choices, I prefer to see what my character is going to say, it's not always obvious. Also you don't always have the option to explore all dialogue (such as if you pick the persuade option, you can't then go back and ask for more information about the location). Preferred FO3/NV dialogue selection methods.

VATS - make it a settings option whether entering VATS pauses the game for 100% turn-based combat, or just slows it down (or make it tied to difficulty level) - there are easy ways to keep everyone happy, and this would be one.

Overall, an excellent game though.
 
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"Ive been trapped in an auto save outside a building for 2 days and keep getting fucked by this suicide super mutant" difficulty.

Ouch - you know if you can somehow shoot the nuke before they reach you, you get to watch them go up in a mini-mushroom cloud?

Also don't rely on autosaves and quicksaves, because of what you have described - make sure to do a new manual save regularly, save files do not take up a lot of disk space so save frequently.
 
I cleared out (read: moved to a backup folder) 4.53GB of saves last night.

I save (fresh manual save) constantly. About to go through a door? Save. Get through a door? Save. About to talk to someone? Save. Finished talking to someone? Save. Going to barter? Save. Finished bartering? Save. Going to use a weapons bench? Save. Used a weapons bench? Save. Exploring, and taken 5 steps? Save. Rounded a corner? Save. Killed something? Save.

I never quick save. I never save over a previous save. I never rely on auto saves.

If you want to make it easy to remember a particular important save in case you need to go back to it, you can bring up the console and type: Save [your save name of choice] and it will save it under that name for you.
 
Simply wondering Epona, nothing more than that :)

Just interested to see if anyone was going full hardcore and choosing Survivalist, or if most people went normal/hard. Am intrigued as to just how hard the hardest level is.
 
I mostly play on normal, but if I come to something where I get stuck I have no problem dropping it down to very easy to get through the encounter. It seems clear to me that if someone finds something too easy to be fun then turn up the difficulty, if it's something too hard to be fun then turn it down - it doesn't matter what the difficulty level you choose is, as long as you are having a good time :)

Sorry if I came across defensive, scouring the gaming sites on the internet as I tend to do I come across a lot of "I'm more hardcore than you" type of juvenile shit - including people complaining that it's "too hard on survival mode but I won't turn the difficulty down" - my response to that tends to be "whatever" :D
 
I'd expect hard and whatever is above that must be pretty solid. Most people seem to be pretty wow'd by how difficult it can be on normal, so I shudder to think of the amount of deaths someone would have on higher difficulties.
 
I ran away from a suicider earlier and let dogmeat bite it (in both senses). We both lived to fight another day, although he did a whimper for a few moments :( :D
 
Epona No worries :) I just know we have people here who play the full spectrum from full on easy/hack mode (*cough Orang Utan) to those that want to make it as hard as possible! I tend to gravitate towards the slightly harder setting, just so I don't end up rushing through to the end - I have little patience for replaying games, even with different builds etc. Was just interested in people's experiences on the different settings and if we had any nutjobs that went full Survivalist! :D
 
I ran away from a suicider earlier and let dogmeat bite it (in both senses). We both lived to fight another day, although he did a whimper for a few moments :( :D

To begin with, I was really concerned about Dogmeat's well-being. When I realised that no matter how much of a beating he got, he still came back for more, I started sending him into all kinds of near death situations @D
 
I'd expect hard and whatever is above that must be pretty solid. Most people seem to be pretty wow'd by how difficult it can be on normal, so I shudder to think of the amount of deaths someone would have on higher difficulties.

I've found the best build for me so far is going fairly long-ranged with a good sneak skill - I've now maxed out my sneak perk so I can re-engage sneak to lose distant enemies and make them stop looking for me, which is very useful in places like around the Corvega plant where there are a lot of enemies spread around the catwalks.

I say fairly long-ranged, but I don't tend to use a sniper rifle except for the first couple of shots, because it's too damn slow (and this isn't FO3 where you could pick off an entire settlement of raiders by headshotting them from half a mile away without them coming after you) - I have a 10mm with some modifications that has a decent range and a far faster fire-rate than any sniper rifle, in FO4 I find that more valuable in 90% of situations than the slightly higher accuracy and range of a sniper rifle.
 
I'm kind of the same. Sneak around a lot, but find the sniper rifles too slow for dealing with charging super mutants. Not sure if you've got it yet, but the laser given by the Brotherhood makes for a great weapon that works across most distances. Got to admit, I am usually making a lot of use of the VATS exploit to highlight if their are any enemies ahead of me. No need to comment, I feel dirty enough as it is.... ;)

I'm still clueless as to what perks really make a difference, I'm randomly choosing as and when I level. If I was a bit cleverer, I'd have had a build in mind :D
 
I've been moving around almost entirely in stealth, and I have some muffled and shrouded(?) armour, as well as a legendary piece that turns me invisible when I stop moving. I only have the first 2 perks in stealth, but I'll max it out eventually. My pipe pistol now has a suppressor in the hope I can pick people off in interiors without alerting too many others -- while the pipe pistol isn't the most lethal I get 2x damage for shots while hidden, and its fast fire rate means if I do end up being swarmed I can get enough shots off to kill them before they get me.

I like my 10mm the most though. It's fully upgraded how I want it now. Most of my current weapons are, in fact, except the laser ones because I only have the first perk of Science. I don't like scopes, I find them too fiddly, so I opt for reflex (and glow reflex) sights. It doesn't help that because I'm playing downsampled and in a custom aspect ratio my hud is shifted to the left, so scopes don't work for me anyway. I don't have the crosshairs enabled for the same reason -- I rely purely on the iron sights. I have a nice .50 gun, slow to fire and reload but packs one heck of a punch. I use it at distance to pick off things outdoors mostly, while I'm still in stealth. The game calls it a pistol but it looks more like a rifle now.

I very definitely recommend taking the ammo perk (and its subsequent levels). Even if you don't need all that ammo, you'll have enough to sell that you can barter for whatever you need with merchants and hardly ever spend any of your own caps.
 
I do like how they've revamped combat yet kept it largely the same. They've made me genuinely terrified every time I hear the ticking of a bomb nearby or coming towards me. And I'm yet to meet another deathclaw other than the one in Concord, which is good because I'm honestly scared of stumbling upon one (or several). I just found them amusing in FONV (the fuckers would stalk me for miles even when I wasn't anywhere near them to begin with), but they're terrifying now. I preferred their design before though.

And the ghouls, the ghouls! I've only met two glowing ones and that's two too many.
 
Yep, no matter what setting you have it on, if there are moments of pure terror (and I've had a few), then it is doing what it should! I don't like playing games where you think "I'll get out of this no matter what".

Vintage Paw, I'm definitely feeling it not getting the ammo perk early on - I felt I had enough ammo in a few different weapons to deal with anything it could throw at me. After a few Supermutant and other legendary bad guys, I've found I've sprayed, prayed and run like a pansy with all my ammo expended a few times. You can't craft ammo, right?
 
My favourite weapon for dealing with deathclaws (also mirelurk queens and super mutant behemoths) is a quad-barrel missile launcher, it was a drop and I can't recall where I got it (I think you can mod a normal missile launcher though), but I can fire 4 missiles in quick succession before having to reload, which is just awesome - took down an Alpha deathclaw with that before it even got near me. It is heavy, but well worth toting around just in case! It makes a good "oh my fucking god what the fuck is that" weapon.
 
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I have a triple barrel missile launcher, which is ideal for initiating fights from a distance. Then, switch to the legendary ghoul sniper for mid range engagement and then shotgun for close quarters. Not an ideal set up as I invariably use 3-4 stimpacks to just keep alive, but it all works out ok in the end. Have actually found Molotovs pretty useful, as well as the mines, but still haven't got a fool proof takedown system in place.
 
I tend to use a lot of frag grenades as they are plentiful (there are some respawning locations with frag grenade traps that if you disarm the trap you can loot the grenades, so pretty much an infinite supply if you keep going back).
 
I tend to use a lot of frag grenades as they are plentiful (there are some respawning locations with frag grenade traps that if you disarm the trap you can loot the grenades, so pretty much an infinite supply if you keep going back).

Actually just on a different note - this is what some people don't get about the game (not any of us here, just commenting on stuff that I have seen around the internet).

Saw a comment somewhere else along the lines of "CD Projekt is a small developer, and Witcher 3 has amazing graphics and none of these glitches, why can't Bethesda do it?"

Now don't get me wrong, I adore the Witcher games, and they are pretty much top of the league in terms of narrative storytelling and set piece battles against large monsters. BUT they don't have 100+ individual items laying around on the floor or on shelves in every indoor location - that have a mesh and textures and light reflection and physics and can be picked up and moved. In Fallout, you can pick up that aluminium can and put it somewhere else, and it reflects light according to its new position, it will roll if it is on a slope. You can throw it at something and it will bounce. If you find a trap, you can disarm and loot every single part of the trap. An NPC will try to find a route through the existing rubble or anything you might have dumped in his/her normal path. A companion will run towards a dropped weapon and pick it up and use it in combat (even if you don't want them to).

This is, to me, what makes Bethesda games special, and worth playing - if they sometimes glitch, so be it. I want some games that are very polished with great graphics, but I also want some games where I can try to make a mini-fort out of the 100+ individually rendered and physiced (is that a word?) cans I found on the floor - even if that is at the expense of my dog sometimes glitching and getting stuck in the lift doors (or even if I stacked up so many cans that my CPU cannot handle it) - there is room for both in the games market.
 
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Saw a legendary Deathclaw last night, did not engage, it was asleep, I sneaked past.

Playing on normal settings.
 
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