Controversial opinion. Out of the three, I deem Fallout 76 the best. xD
It’s all the wackiness of Fallout made into a game and I love it, and it’s goddamn beautiful.
Fallout 3…I finished it but it was more out of obligation to myself. Fallout 4 is lukewarm, like, all parts of it are okay…ish…but the amount of lost potential hurts. And fuck dialog circles. And shallowing R in RPG.
And I guess due to that, there wasn’t much to overcome for F76. It has fuller building system than F4. While it lacks depth in quests, it does lore building quite well, and is goddamn beautiful.
And no, I don’t really interact with the online part too much except collecting and selling furniture schematics to newbies at a discount.
My issue with 76 is that due to the nature of it having to be on a multiplayer server at all times, there was no permancence to anything.
For example, when I would base build in FO4, I could spend some time clearing out the surrounding area of hostiles and be confident that it would stay clear for a least a good while. It’s how you survive. If I complete a quest, I get the reward and move forward in my plotline.
The first time I tried 76, I popped my base down without realizing I was accidentally within trigger range of one of the random quests that exist (Robots taking over a greenhouse or some shit), and literally every time I loaded up into the game, the exact same quest would trigger, because it has to. That’s how 76 works.
So I moved my base, except this time I cleared out a small group or raiders that had set up camp just a little ways down the road, and wouldn’t you know it…they respawn every…single…time I load the game.
That’s just how 76 is designed to work. Other than the main plot quests that are “instanced”, meaning that you complete them and it goes away, literally everything else, from fetch quests, to raider camps, to robots and monsters, to clearing out buildings all respawn and there’s nothing you can do to have some sense of permanence in your little settlement.
However, Fallout 4 also worked like that, unless you dislike it for that too. Clean the quarry near Sanctuary, boom, they move back in. Clear bandits on the entrance to Boston, boom, they move back in. I found that irksome and never did the quary quest due to that xD
Fallout 3 and New Vegas were more permament…or I remember wrongly. ^^’
But personally after I learned that I adapted and I don’t find this that irksome, if anything, I find it adding some weird quality to the game. Like yeah, you cleared the bandits but even lorewise everywhere are notes suggesting that bandits also clear bandits all the time. Bots you mentioned have literally auto message cause Responders couldn’t get them to work properly. But again, I do feel ya ^^’
Overall I would absolutely love if Beth made a Fallout with the views and building depth of F76, with building scope of F4 and story depth of F:NV.
Yes. It’s natural that in a vacuum, raiders would eventually move in. But not the same raiders. And not every time you boot up the game.
It would be akin to in Fallout 4 clearing out the wreck of the USS Riptide so that you can secure your path across the bridge (I think there’s something like 6 or seven raiders including one in power armour). And then having to clear it all again, including the guy in power armour, every time you boot up the game and want to cross the bridge.
I would expect eventually, a new raider or two might try to make the Riptide their home, but not immediately, and not the same exact spawn.
The first was the camera and its quests. You had dailies and weeklies for like 6 weeks before you could even find the camera in game. Once they added it the camera was nearly impossible to find.
Well, that’s early part of it, no? When they released it, I steered clear - bought it relatively recently, what, maybe year ago? Everybody knew it was dogshit early ^^’ Hell, let’s not remind ourselves about their launch xD
Right now they rework a lot of it and goddamn I love the reworks. Fun seeing them iterate through feedback. I mean, one would think that Bethesda isn’t one to learn yet here we see it in real time xD
Looks like a cool game, but considering how many reviewers bring up complaints about the platforming I think I’m going to steer clear to protect my sanity.
A minor note: in the name Doai-eki (土合駅), the eki (駅) part means “train station”. So “Doai eki train station” in English is a tad redundant. Kinda like The La Brea Tar Pits.
Wpadła mi ostatnio taka ciekawostka - kreatyna zmniejsza deficyt koordynacji spowodowany brakiem snu w takim samym stopniu jak kofeina pubmed.ncbi.nlm.nih.gov/21324203/
Szklanka zimnej wody, może być nawet z lodówki działa pobudzająco. Wyjście z rana na zewnątrz też jest pomocne, wystarczy się nawet wywlec na balkon.
Oj tak kreatyna bardzo spoko, ta z Biedronki ma jeszcze taurynę i jest do tego smaczna, ale czystą kreatynę można znaleźć na allegro za 28 zł (duży słoik). Kreatyna nie tylko wzmacnia fizycznie, ale też zdolności poznawcze (według badań, których nie dam rady teraz przytoczyć).
Kreatyna spoko. Próbowałem różnych odżywek, np białko mnie dość szybko uczulało, a kreatynę jem regularnie od paru lat. Ostatnio też cytrulinę próbuje, podobno pomaga przy długim wysiłku i na pompę mięśniową, wydaje mi się że tak, ale może to być placebo.
I bounced off of this game initially because I didn’t care for the mascot management aspect. I think I need to revisit it with adjusted expectations as most people love it so I must be missing something.
I much preferred their prior game, Paradise Killer.
I’m sure the fact that Ghibli movies and BotW are best-in-class examples of their respective mediums has absolutely nothing to do with anything.
Looking forward to the metric shittons of open world ghibli knock-off garbage being currently greenlit by frothing execs hoping they have at last found the blueprints to the dopamine machine.
3D platformer with some interesting mechanics and boss fights. Enjoying it so far. There are some mild collectathon elements, but nothing tedious. I like the art style a lot.
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