PantsVZ
2715
Agreed, that is usually the case.
Location
It’s the minor quest to find a Hallucigen Canister at the Hallucigen site. It’s just pointing straight at the floor as if the canister was supposed to be there but isn’t. It’s in the room with the locked off cells where you can get a demonstration of their “non lethal” inventions.
The Big Dig quest can bug out at the end, and you can’t just “walk away” and do it later. You’re rather trapped.
Avoid it.
I’ll never understand why an NPC should ever run away and hide in a remote corner.
Yeah, but when it’s bugged, it’s bugged. Talking to the NPC doesn’t help.
I had the same problem, but it was fixed after saving and loading. In fact other times I had that problem in other quests (a npc or a object which didn’t want to be interacted with) which also were fixed doing the same.
I spent 20 minutes fucking with it, reloading more times than I can count. “Fortunately” I had an auto-save from the beginning of the (large) dungeon so I just ran it all over again…
In other news, Bethesda is truly going full amateur hour for some of the quests in this game. Like high-school interns with no interest in RPGs must have done some of this shit. When an NPC has two quests to turn into them, and quest A makes them available as a companion, it doesn’t take 20+ years of RPG experience to know you better damn well make sure you allow the player to still turn in quest B.
But nope!
Fucking. Amateurs.
I wish the game would lock its content a bit more, even if it hampers their dear freedom. I had three quests already which basically meant “go and do this dungeon run… again”, again because I already did it by myself because I went exploring.
Also, the faction division that exist later in the game can make for hilarious scenes. I am doing works for X, but I still can accept works from Z that makes me go and kill X’s minions while I’m escorted by a Z guy. Both Z and X appear me as allies and none can make me damage, but they can combat themselves, while I watch and take the loot.
Well, the game is definitively buggy. I’m in the first “big battle” in the end game, and I killed several of my previous allies, and they still aren’t hostile with me.
This. I have one like this. I can’t turn in her quest because the other quest opened her up as a companion. Yay. Seems like coding 101 but…
Sometimes the game does recognized you’ve already done something, sometimes not. This is problematic in a game with this much freedom, yeah.
Fozzle
2725
I think maybe you mean Covenant?
jpinard
2726
I’m still in the early stages of assigning perks and “Awareness” looks good. But does it make the game less fun and mysterious because it tells you too much about your opponents?
DeepT
2727
Yeah that enemies sees stealth thing really annoys me. It is problem in all their games. It really annoys me that they ONLY react to the player or your companion. For example I am in an area full of super mutants, and I activate a few rob co robots who go stomping around making a bunch of noise. I move up a level and I can still hear these robots because they are so loud. Yet the super mutants are oblivious. I take a step forward and they are like “What is that?” The whole stealth system has to be less than 10 lines of code. It’s probably just a random number that is checked each time you move with some scaling based on distance. I am certain walls, floors and other ambient sounds have ZERO impact on stealth.
As for running back to sell things, just up your weight limit. The whole barter system is totally borked even if you ignore the whole salvage problem.
Let me put it this way. I have a nice laser pistol that sells ( 1 charisma) for 19 caps. The ammo for said laser pistol costs 10 PER SHOT. I am sorry, but that is off by at least an order of magnitude, probably much more.
As far as I can tell, with 1 charisma you get 30% of the value of an object (magazine list a price of 100, yet sell for 30). I have no idea what the markup is. I suppose I could look at how much it is to buy it back next time I sell one. A laser pistol should probably sell for at least 1000 if not a few 1000 caps, and then id only get 30% of that, or 300 caps per 1000 in value. Instead I can sell like 800 pounds guns to get like 1000 caps.
Basically up your weight limit via the console and hoover up everything.
To be fair, if the weapon values were higher you’d be swimming in caps, but that does I think hint at some worldbuilding issues in these games. The economies are, in general, pretty messed up. Which in turn gets at the heart of the whole post-apocalyptic setting and the wonky way in which it’s implemented. But one way of dealing with it is to just accept that it’s Fallout and weird. Another is to freely use the console.
I would love though to see a post-apocalyptic setting that both works as a game and is more or less plausible.
Leinad
2729
Well for gameplay reasons you can’t have both a “real” economy and a loot system with such freedom. A real (more realistic) economy would mean that loot becomes incredibly valuable and thus you kinda have to limit the amount of loot you can get which is very at odds with the whole setting (and not much fun for the player). On the other hand a loot system with so much freedom means you kinda have to put in arbitrary values so it at least works for the game balance.
That’s why ammo is expensive (and the real currency of the game) because that is the only way to somehow prevent the snowballing effect of too much loot (and it’s also the only effective money/currency sink the player doesn’t mostly ignore).
KevinC
2730
Not at all! It just lists the armor values of the opponent you’re fighting, versus things like energy, physical, radiation, etc.
JFrazer
2731
Quality of life request #95: Have 2 outfits, 1 that is auto-worn during conversations and 1 that is auto-worn outside of conversations. I’m getting annoyed having to dump out of my power armor and equip Reginald’s suit every time I need to barter or talk to someone that might have a Charisma check. The charisma difference for prices appears to be a pretty big exponential increase per charisma point. Last night I found a legendary Black Ops chest piece on a merchant for ~7500 caps with 6 charisma. I aborted the buy and swapped to Reginald’s suit (+3 charisma) and that dropped the price to ~3800. Dropping the price by almost 50% makes the suit-swap practically mandatory.
No arguments there. I think there are different ways of balancing things than the path they’ve chosen, but in the end, yeah, you have to balance it for gameplay.
I’d love to see more attention along the lines they’ve started with things like pipe weapons and the hand-cranked laser muskets. Maybe different tiers of weapons–hand-made, post-apocalypse guns that are crude, unreliable, but more or less effective and plentiful; hybrids consisting of pre and post-war parts cobbled together, and at the high end pre-war or post-war machined (by the BoS or Institute or what-not) weapons. Sort of a pyramid, with far more crappy weapons and far fewer high end guns. It has always bugged me that you find wooden boxes filled with advanced military weaponry in the midst of rubble that has been picked over by scavengers a zillion times. It’s part and parcel of the setting and game world, and it doesn’t keep me from liking these games, but it is still wonky.
Of course, the way the game is now caters to the widest possible range of play styles, which is a good thing. If you did something like I outlined above, you’d make a lot of play styles very hard if not impossible, at least early on in the game, and you’d pretty much force everyone into at least a secondary focus on melee.
jpinard
2733
Cool thanks! Going to put a point in it now :)
Murbella
2734
The only time i’ve had it recognize i already did something was when it was to gather an item. IE get the combat armor loin cloth.
Whenever i have a quest to go to X and kill everything that moves, it respawns the area.