More than 10 years ago, people used to ask in mainstream forums: 'Where is Casius Cossades?'
2015 today they are more inclined to ask 'Where do I get Circuity for my defensive turrets?'
RK, why is your baby brown when both you and your waifu are white?
Well, it shows you that you shouldn't have any remorse that they killed your wife.RK, why is your baby brown when both you and your waifu are white?
What? It doesn't give you a quest compass?More than 10 years ago, people used to ask in mainstream forums: 'Where is Casius Cossades?'
2015 today they are more inclined to ask 'Where do I get Circuity for my defensive turrets?'
What? It doesn't give you a quest compass?
Unkillable to preserve the integrity of the main quest line.Can't you just shoot the whiny npcs, or are they unkillable again?
You won't know what works and what doesn't, what the useful stats are and what a system considers to be "dump stats" and what character builds and play styles you like until long after you have lost the ability to course correct the mistakes you made very early in the campaign or even during character creation.
Novice players won't know that strength and luck are both pretty useless stats in Fallout - even in the revamped system of FO 4 or that you should have decent agility and perception for ranged combat.
Which leads to you sticking to a build you realized doesn't work for you or worse doesn't work within the confines of the game world, diminishing the enjoyment considerably, or you throw away hours or days of in game progress thanks to re-rolling. Bethesda Fallout never did the decent thing of at least offering you prebuilt characters to make sure that novice players had at least a chance to not end up with a build that is bad (Fallout 1 and 2 had those).
The souls series at least has low stat requirements for most weapons and basic spells so that you can't screw yourself out of using a weapon you realize you like - the tool you use most of the time - and is in general much less relying on character stats than other games. Even in the souls series you can screw yourself though if you don't pick up on what attributes matter the most early on. The impact is just lessened because you can farm souls and bad stats can be offset by player skil. Which is not always the case with other CRPG's especially if they use the RPG mechanics to establish game outcomes in engine - like Fallout.
Devs know this too and so have come up with two kinds of crutches. The re-roll which allows you to completely reset your character stats and let's you redistribute all points. Or the "master of everything" setup where the leveling curve is designed in such a way that you will end up with max values in all skills and attributes eventually if you grind it out long enough. The way Fallout 3 did it where you could theoretically end up with 10 in each S.P.E.C.I.A.L. stat.
It's a role playing game Jeff, not a min maxing game. Who cares if you don't have the knowledge to min max from the get go. It's a game, explore it and have fun. Explore the mechanics too.
When the number trailing the name of the game is '4' you can tell people to fuck off if they don't understand the systems.
The interface inconsistency that's driving me batshit is weapon modding. Specifically, to back out of a sub menu, it's TAB. So when you're done modding, it's TAB, TAB, TAB, "are you sure you want to leave crafting? press ENTER to leave, TAB to stay." Would it have been that hard to let me hit TAB one more time to leave crafting?
Yes, it's all irrelevant stuff in the face of a great game. Also, it's all things that are easy to work around or simply will go away in a few hours as soon as your muscle memory gets used to it. They are silly and moronic, whoever designed them is an imbecile and whoever approved them is a muppet, but who the hell cares dammit.