So lemme ask you a game mechanics question. Is there a way to get a duchy returned to you after you granted that duchy title to someone else? I tried right clicking on the title holder and selected ‘revoke title’ but all that appeared to result in was the duke’s son took over the title. I want it so that all the counties inside that duchy belong to me and not some vassal.
Inheritance stuff is really tricky and I don’t think I ever quite wrapped my head around it. The answer is probably some variety of “throw him prison and do a bunch of murders.”
Those are the only types of options I can think of too. I was hoping there was a tech or a menu option I just missed.
Loved AC on the Playstation back in the day.
I would be except I am still working on Diablo IV. Then Baldur’s Gate 3 drops in a couple weeks and then Starfield a month after that and then Cities Skylines 2 a month or so after that.
I think my dance card is full for a while.
So I’m trying out some of the dozens of free games I’ve claimed but never played from Epic. I’ve never played any of the Fallout games, so I installed Fallout 3 and have been playing it for a few days. So far it’s been about 90% talking and 10% somewhat clumsy action. Does that ratio change? I can deal with the clumsiness of the combat, I just wish there was more of it.
How far in are you? Everything in the vault is essentially an extended tutorial, IIRC.
Sorry, I’m in Megaton meeting people and going through voice trees. I went straight there after escaping the vault.
If you’re tired of talking for now, go visit Moira at Craterside Supply. She’ll give you plenty to to.
Fallout was originally an RPG series. Fallout 1, 2, 3, and New Vegas are very much RPGs, so there is a lot of talking that you can do. Fallout 3’s combat is a lot better than Fallout 1 and 2, where combat was basically turn based RPG style combat. But it is still extremely clunky by modern combat standards. Fallout New Vegas uses basically the same game engine as Fallout 3, so its combat is just as clunky.
Since they are open world RPGs, you can go off-script and just go around and see what kinds of fights you can get into, if that’s what you want to do. There’s no law that says you have to follow the plot of the main quest. Moira in Craterside Supply wants some help creating a guide to the wasteland, so she’ll send you off to do all sorts of things. Even if the task she is sending you on doesn’t involve combat, you will usually be attacked just traveling from one place to another.
You can also just go exploring. You’ll be attacked by all sorts of things as you go around from place to place. You will also find a lot of places that aren’t on any major quest lines.
If you want something close by, there’s a school on the other side of Springvale (the little abandoned town / neighborhood you went through to get from Vault 101 to Megaton).
Fallout 4 angered a lot of its fan base by switching genres, and it is the first game in the Fallout series that is primarily a shooter. For role players, it’s a horrible game, but for people like you who like combat, it’s a dramatic improvement from the older games. The combat is a lot less clunky. Power armor is a lot better in FO4 as well. In FO3 and New Vegas, power armor doesn’t really feel like anything different. It’s just armored clothing. Fallout 4 is where power armor really starts to feel like power armor.
After reading a few different people praising Dave the Diver, I downloaded it.
Holy shit it’s a delightful time sink.
The premise is that you’re a rotund dude named Dave who’s hired for two jobs:
- During the day, you scuba-dive in the mystical Blue Hole, whose geography and ecosystem changes from day to day; you fish with a spear gun and other equipment and collect random treasures from the ocean floor, and fight off sharks and the like.
- At night, you manage a sushi restaurant with a brilliant but eccentric chef. With the money you earn, you can hire staff, upgrade your equipment, research new recipes, build new weapons, and more.
These two separate games form the meat of the super addictive experience. But the game keeps piling on additional ridiculousness. As one small example, I just got done fighting a
Giant hermit crab whose shell is a discarded dump truck, in order to earn an ultra-rare trading card to give to one of my in-game buddies
The cut scenes are short, frequent, and sublime. The graphics are Stardew-Valleyish. The plot is bonkers.
If you’re looking for a new game and this sounds fun, definitely check it out!
No spoilers, but it gets… weird in the later game. Still fun, but I was really not expecting that.
Thanks. I’m further along now, I’m talking with “The Family” at the moment and things have improved.
Just one quick question - there’s an awful lot of specifically named junk to pick up. I know there are weapons plans in the game (Moira offered me a rocket launcher plan once I finish her tasks, and I’ve run across a workbench I can’t use yet). Should I be selling all the junk as I find it, or should I be saving things for later workbench use?
Fallout 3 does have some crafting stuff, but it’s fairly limited and I personally never found it to be of much use. Fallout 4 incorporates workbenches into their settlement building system, which makes all of that junk a lot more useful. If you try to save a bunch of stuff for future use in Fallout 3, you are probably going to be underwhelmed at the results of your efforts.
If you do choose to try it, Fallout 3 has a bunch of workbenches scattered all over the place. They aren’t that hard to find once you go exploring.
There are a few NPCs who are looking for specific junk items and will pay a premium for them. Sugar Bombs and scrap metal are two items to look out for, don’t recall if there are any others.
Also it might be a bit early to run across them, but Chinese AK-47Ss are worth holding on to until you find a specific buyer, if I recall.
IIRC, it’s a “Rock-It Launcher” plan. There are four plans in the game. You need at least one to build the weapon. Additional plans collected before you build the weapon will increase how good you are at repairing it, thought that benefit caps at two additional plans. In other words, collecting a fourth plan doesn’t add any repair benefit.
And with the Rock-It Launcher, all that junk you are collecting will act as ammo. (Killing things with Teddy Bears is amusing.)
Granted, the weapon is more for amusement than anything else. The damage is dependent upon what “junk” you load it with (heavier things do more damage, naturally), but even with heavier junk, you’re likely better off using a different weapon for most circumstances.
Still, it’s fun to play with.
I finished Dave the Diver this morning. Steam says I played for 49 hours, but that feels long; I suspect I left it on in the background on a few occasions. Feels more like 20-30 hours to me.
I loved the first 10-15 of those hours. The basic gameplay loop was superb and easily worth the cost of the game. But once you reach the
sea people village
the game starts to slog, IMO. And there are all these required minigames where new controls are introduced with a time limit, and I did not care for that at all. And the number of systems, requiring so many different daily chores, bogged it down.
I think it should’ve been about a third shorter. The first bit, though–perfection!
OK the much-discussed new engine for vampire survivors came out and was there a difference I was supposed to notice from the co-op offer? or was it all under the hood stuff?