Jeesmies Posted January 17, 2016 Share Posted January 17, 2016 Maybe karma is working in there but they didn't tell anyone about it :DIn what way is it working? Even if all actions are accounted for, it's not used in anything. Maybe a random raider shoots you in the head instead of misses becuse you stole that sweet roll 2 hours ago?? :D Link to comment Share on other sites More sharing options...
TheGreatEater Posted January 17, 2016 Author Share Posted January 17, 2016 Maybe karma is working in there but they didn't tell anyone about it :DIn what way is it working? Even if all actions are accounted for, it's not used in anything. Maybe a random raider shoots you in the head instead of misses becuse you stole that sweet roll 2 hours ago?? :D Nah, getting hit is more luck and agility than Karma. That and Raiders shoot you in the head because they're a bunch of paranoid boogers. Heck they start shooting you the second they see you even if you didn't shoot them first. Even with the Player Faction saying that the Raiders are neutral to you. So yeah, not really karma. That and they shot me in the head on my good playthrough where I was giving water to the dying, meds to the ill, and mother Theresa-ing up Boston. Link to comment Share on other sites More sharing options...
Jeesmies Posted January 17, 2016 Share Posted January 17, 2016 Of course doing good things doesn't stop raiders but, you never know if they would've shot less accurately if you hadn't killed those dogs in the woods or that poor scavenger who tried to defend himself out of fear and you just murdered him :ohmy: Link to comment Share on other sites More sharing options...
Boombro Posted January 17, 2016 Share Posted January 17, 2016 (edited) Why everyone thinks the only way to have a different moral RP is via karma system? Let say there was a quest about chem trading and you are now known to make some, then it very easy to setup people coming to you for your chems in towns and others. Let say there was a quest about killing peaceful npcs, like an assassin quest of some kind. It easy to make others run away from you in fear after. Same goes for your perks, gear, SPECIAL and more. Again, Beth needs to fire the quest designers and writers for god sake. This time they are so bad, the level designer can write and script a better quest. Edited January 17, 2016 by Boombro Link to comment Share on other sites More sharing options...
Ethreon Posted January 17, 2016 Share Posted January 17, 2016 Well nobody says that karma system is good or flawless, but unless I see a better one developed in next fallout, I'll take the Fallout 1/2 like as the best I can think of so far. Link to comment Share on other sites More sharing options...
Boombro Posted January 17, 2016 Share Posted January 17, 2016 Just wondering about the karma system, not that hate it or everything but I'm the only one that thinks your karma being tracked via the pipeboy is odd? Link to comment Share on other sites More sharing options...
TheValiantSoul Posted January 17, 2016 Share Posted January 17, 2016 I'm guessing it is just code stuck there from older builds or games. I know they have a lot of Skyrim code in there (there are even console commands from skyrim but they don't really do anything because the things they are supposed to alter doesn't exist or is blocked out) and the engien used in Skyrim is an updated version of the one they used for Fallout 3 Link to comment Share on other sites More sharing options...
TheGreatEater Posted January 18, 2016 Author Share Posted January 18, 2016 Why everyone thinks the only way to have a different moral RP is via karma system? Let say there was a quest about chem trading and you are now known to make some, then it very easy to setup people coming to you for your chems in towns and others. Let say there was a quest about killing peaceful npcs, like an assassin quest of some kind. It easy to make others run away from you in fear after. Same goes for your perks, gear, SPECIAL and more. Again, Beth needs to fire the quest designers and writers for god sake. This time they are so bad, the level designer can write and script a better quest. I don't necessarily think it should be done via a Karma system [although with Dialog, being a D-nozzle should have more of an effect than being a goody two shoes]. But let negative dialog, or choices actually do something rather than you spending time stealing everything not bolted down, killing off non-immortal settlers to make your own settlements, and basically being the worst person imaginable and you still end up hailed as a savior / best human ever. Sure I can see the basic same end result [you use X to get into the Institute. Then from there choose which faction you'll side with.], but like in Dues Ex. Being evil, had an effect on game play, in Fable being evil or good not only affected game play but also appearance. With both affecting which quests where opened up or closed off. As is. Be evil. You're the best human imaginable, and loved by your respective factions and companions. Be good. You're the best human imaginable, and loved by your respective factions and companions. Be wishy-washy, same thing. In the end nothing you do ultimately matters. And that kills the RP aspect of the game itself. Sure you can kill off one faction or another. But those not of that faction still think you're awesome. At least with a karma system. Little things add up, and affect how others treat you, or things that you can experience in a playthrough. [Not saying F04 is horrible. Just that lack of actual choice is a bummer.] Link to comment Share on other sites More sharing options...
JuJooGuppy Posted January 21, 2016 Share Posted January 21, 2016 I definitely miss the choice making. I enjoyed the main story myself, mainly because you had to make choices, and I felt they did pretty well of making all the factions fairly grey instead of black and white. That said, there was a general lack of evil options in the game. And overall, your actions had light world effects compared to previous games, it seemed.The only real quest that I can recall a truly a-hole / evil decision making moment is the sick kid in the vault, lol, if you chose "let the kid die" after getting the cure, the way the male player character says it was hilarious and evil .. just a "Yeahhhh, let the kid die. I don't care. Let em die."But that was really the evilest thing I recall.Itll be interesting to see what modders can do with the original content and moral systems. Link to comment Share on other sites More sharing options...
Boombro Posted January 21, 2016 Share Posted January 21, 2016 The only real quest that I can recall a truly a-hole / evil decision making moment is the sick kid in the vault, lol, if you chose "let the kid die" after getting the cure, the way the male player character says it was hilarious and evil .. just a "Yeahhhh, let the kid die. I don't care. Let em die." But that was really the evilest thing I recall. Yeah, if they placed before I go and get back that quest item, okay. But it odd after, like what? You can also kill all RR and decode the chip yourself. There is also a quest in the bar of the upperstand of DC. I'm also sure GN has something. For people who don't know, overlord system is basically this: Think karma system, but you have to work so hard to be evil. You have to destroy a lot of houses, kill a lot of people, there is a quest where you steal a big bag of food, steal an important statue, make people work for you. And here is the upside that makes the game system better than others games. It mostly black and white, but being evil is really useful in the game. It pretty much easy mode. You earn a lot of gold, your armor and tower look cooler, your spells are stronger and the sky of your tower looks hellish red. And it also harder than both past two fallout game to be evil. Link to comment Share on other sites More sharing options...
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