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  1. - Top - End - #151
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Quote Originally Posted by Haruspex_Pariah View Post
    Out of curiosity, how many weapons do people normally roll with? I used to fill up my hotkeys, but with the reduced carry capacity of JSawyer I’ve cut that down to four. A handgun, a high dps weapon/shotgun, a sniper analogue, and a close combat weapon.
    I tend to only roll with one or two weapons. The Riot Shotgun, for example, is good for any situation that doesn't involve sniping. You can either blast away with buckshot or load up slugs for high damage single hits for DT penetration. About the only thing it can't do is snipe. Pair with Christine's... and you're golden. Two weapons, covers every contingency, except the Strip.

    My most recent run? All American, Light Shining In Darkness, Survivalist's Rifle. Three weapons, three different purposes. AA is my general purpose and sniping tool. Survivalist's Rifle is there to bring the big badda-boom when I need to go loud and proud. Light Shining In Darkness is to take with me into the Strip and other weapons-restricted areas. All three are affected by the Grunt perk. While the Survivalist's Rifle technically isn't needed because All American is a semi-automatic carbine and also fills the role of CQB weapon nicely, it does have significantly more punch for those times when Suddenly Deathclaw happens.

    For energy weapons, though, you only need one weapon, and its name is Holorifle, the only excuse for the Dead Money DLC. It is probably the single most powerful all-purpose energy weapon in the game. Sure, the YCS technically does more damage per shot, but not enough more to offset the slower rate of fire. It has better accuracy and durability than Elijah's LAER, however it also has smaller magazine capacity and rate of fire. So I suppose it can do as a backup. The Hyperbreeder Alpha is the undisputed champion of concealable energy weapons, if you want something to take to the Strip.

    So in general? All American + Light Shining In Darkness, Medicine Stick + That Gun, or Holorifle + Hyperbreeder Alpha. Two weapons, one for the strip and one for everywhere else.
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  2. - Top - End - #152
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Quote Originally Posted by Haruspex_Pariah View Post
    Out of curiosity, how many weapons do people normally roll with?
    For me, 2-3 weapons. I finished the game with the Holorifle, a modded laser rifle, and the YCS.
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  3. - Top - End - #153
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    AssassinGuy

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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    There’s this one thing I’ve heard MATN say about New Vegas that I don’t really understand, hopefully someone here can explain it.

    That is, to start at Intelligence 9 and then rush to the Intelligence implant as soon as possible. This always puzzled me. Why not just start at 10?
    Awesome OOTS-style Fallout New Vegas avatar by Ceika. Or it was, before Photobucket started charging money.

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  4. - Top - End - #154
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Quote Originally Posted by Haruspex_Pariah View Post
    There’s this one thing I’ve heard MATN say about New Vegas that I don’t really understand, hopefully someone here can explain it.

    That is, to start at Intelligence 9 and then rush to the Intelligence implant as soon as possible. This always puzzled me. Why not just start at 10?
    Because SPECIAL points are harder to get than skill points, You'll lose a certain amount of skill points from having "only" 9 Intelligence points, but the overall benefit of having the extra point in another stat eventually becomes more beneficial. Plus, if you're already at 10 then you cannot go to 11 by buying the implant.

    Essentially, it's optimization. If there's a way to raise a SPECIAL point in the game world, you don't set the initial stat above the amount needed to reach 10. To do otherwise leaves points on the table.

  5. - Top - End - #155
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Quote Originally Posted by Rodin View Post
    Because SPECIAL points are harder to get than skill points, You'll lose a certain amount of skill points from having "only" 9 Intelligence points, but the overall benefit of having the extra point in another stat eventually becomes more beneficial. Plus, if you're already at 10 then you cannot go to 11 by buying the implant.

    Essentially, it's optimization. If there's a way to raise a SPECIAL point in the game world, you don't set the initial stat above the amount needed to reach 10. To do otherwise leaves points on the table.
    Huh. That makes sense. I’ll give that a go the next time I run an Intelligent Courier.

    Next question: is it safe to run mods and then load a save that was last opened in the vanilla state? I have some old files I’d like to continue with my current mods.
    Awesome OOTS-style Fallout New Vegas avatar by Ceika. Or it was, before Photobucket started charging money.

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  6. - Top - End - #156
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Quote Originally Posted by Haruspex_Pariah View Post
    Next question: is it safe to run mods and then load a save that was last opened in the vanilla state? I have some old files I’d like to continue with my current mods.
    Depends on the mods - and the save. If the mod alters some quest plot line, for instance, and the save happens to be in the middle of that quest - then no, it's decidedly not safe.

    However, if your mods aren't plot- and trigger-heavy, and the save isn't sitting right on top of one of the changes, you'll probably be OK. Probably.
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  7. - Top - End - #157
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Quote Originally Posted by veti View Post
    Depends on the mods - and the save. If the mod alters some quest plot line, for instance, and the save happens to be in the middle of that quest - then no, it's decidedly not safe.

    However, if your mods aren't plot- and trigger-heavy, and the save isn't sitting right on top of one of the changes, you'll probably be OK. Probably.
    Well. JSawyer has a total changelog longer than my arm, so maybe I should just play it safe. Even if it is one of the more conservative mods in terms of changes.
    Awesome OOTS-style Fallout New Vegas avatar by Ceika. Or it was, before Photobucket started charging money.

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  8. - Top - End - #158
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Quote Originally Posted by Rodin View Post
    Because SPECIAL points are harder to get than skill points, You'll lose a certain amount of skill points from having "only" 9 Intelligence points, but the overall benefit of having the extra point in another stat eventually becomes more beneficial. Plus, if you're already at 10 then you cannot go to 11 by buying the implant.

    Essentially, it's optimization. If there's a way to raise a SPECIAL point in the game world, you don't set the initial stat above the amount needed to reach 10. To do otherwise leaves points on the table.
    I'll note that if you really want to min-max Intelligence, you shouldn't start above 7. That will let you hit the great majority of SPECIAL checks, and the Intelligence implant and mentats let you take care of the rare intelligence check that requires 8 or 9.

    You also don't need 10 intelligence to max out every skill in New Vegas.
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    New Vegas has 13 skills, each of which runs from 0-100. An "average" SPECIAL distribution will have a starting score of around 15 in each skill; I could go into minmaxing of special placement for best gain of initial skill points, but the maths are easier if we just assume a starting 15 in all skills.

    That means that if we want to max out all the skills in New Vegas, we need to scrounge up 85 skill points in all 13 skills, for a total of 1105 skill points. The three free TAG! skills you get at the beginning knocks that total down to a target of 1060.

    Let's say that it takes us until level 10 to hit the New Vegas Medical Clinic. That means that if we start with INT7, we earn 9*(10+3.5)=121 skill points for the first 9 levels, and then 40*(10+4)=560 for the next 40 levels, for a total of 681 skill points. That leaves us with 1060-681=379 skill points we need to make up.

    Up until now, I haven't touched on skill books, Educated, or Comprehension. Both Educated and Comprehension are perks that can be taken at level 4; Educated gives you an extra +2 skill points at level up, while Comprehension gives you an extra +1 for every skill book read. If you have all the DLC, you have 94 skill books scattered around the world, worth 188 skill points without Comprehension and 282 points with. Educated, if taken at level 4, nets you an extra 92 skill points. Between skill books, Comprehension, and Educated, that means you can pick up a spare 374 skill points. If we then account for the extra five SPECIAL points you get at character creation, that's just enough to push you over into 100 in every skill.


    Now, do I recommend trying to max out every skill in New Vegas? No, not really. I find that it's much more entertaining to have a Courier who can't do everything, solve every problem, than it is to be human. In practice, at least two of those skills are going to be useless for every courier; if you're using guns, you probably aren't using energy weapons, and an unarmed user has no reason to branch out into melee. It's just more fun to play the darn game, instead of pulling out a spreadsheet every time you level up so you can make sure you don't waste skill points.

    Quote Originally Posted by Haruspex_Pariah View Post
    Next question: is it safe to run mods and then load a save that was last opened in the vanilla state? I have some old files I’d like to continue with my current mods.
    That depends on the mod. In most cases, you'll be okay to add mods. Texture mods are almost universally safe to swap in and out. The same can be said of User Interface files like DarnUI. Project Nevada and other overhaul mods are usually safe, but intended for use with a new save. Quest mods that add in quests should be safe, but quest mods which change current quests are probably to be avoided.
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  9. - Top - End - #159
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    AssassinGuy

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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    In my ongoing attempts to shake things up.

    The Novac motel is pretty much the only player housing I use these days. It’s far more convenient than the Lucky 38 room, and you can get it earlier. It’s fairly central on the map and we have Cliff and Gibson not too far away. But lately I’m wondering if it’s time for a change of scenery.

    What other places would be viable places to sleep and stash stuff? Just need a bed, plus a few containers so I can sort my items by category
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  10. - Top - End - #160
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    BlackDragon

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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Quote Originally Posted by Haruspex_Pariah View Post
    The Novac motel is pretty much the only player housing I use these days. It’s far more convenient than the Lucky 38 room, and you can get it earlier. It’s fairly central on the map
    Is that actually an advantage? From what I remember of the NV map there seem to be more points of interest on the north side than the south, so being north of centre (as you are at the Lucky 38) is beneficial.

  11. - Top - End - #161
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Quote Originally Posted by factotum View Post
    Is that actually an advantage? From what I remember of the NV map there seem to be more points of interest on the north side than the south, so being north of centre (as you are at the Lucky 38) is beneficial.
    Oh, I don’t have an issue with the Lucky 38’s location. It’s all the loading screens I have to run through to access my room. With Novac I can fast travel, jog up the stairs through one door, do my stuff, exit the door, and fast travel to wherever.

    With 38, I FT to the strip gate. Cross one loading zone to get outside the 38. Cross one loading zone to get in the casino. And one final one through the elevator. Then it’s back down the elevator and out again before I can FT outta there. That’s a lot of load zones and running.
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  12. - Top - End - #162
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Quote Originally Posted by Haruspex_Pariah View Post
    Oh, I don’t have an issue with the Lucky 38’s location. It’s all the loading screens I have to run through to access my room. With Novac I can fast travel, jog up the stairs through one door, do my stuff, exit the door, and fast travel to wherever.

    With 38, I FT to the strip gate. Cross one loading zone to get outside the 38. Cross one loading zone to get in the casino. And one final one through the elevator. Then it’s back down the elevator and out again before I can FT outta there. That’s a lot of load zones and running.
    You could always grab the mod that lets you fast travel to the 38.

    I always use the 38 simply because that's where I leave my companions, and there's more storage there. I'm on an SSD though so loading time isn't really a concern.

  13. - Top - End - #163
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    I typically use the Underground Hideout, since I can move the entrance and it has a teleporter device.
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Quote Originally Posted by Haruspex_Pariah View Post
    In my ongoing attempts to shake things up.

    The Novac motel is pretty much the only player housing I use these days. It’s far more convenient than the Lucky 38 room, and you can get it earlier. It’s fairly central on the map and we have Cliff and Gibson not too far away. But lately I’m wondering if it’s time for a change of scenery.

    What other places would be viable places to sleep and stash stuff? Just need a bed, plus a few containers so I can sort my items by category
    Once you hit and complete Old World Blues, the SINK makes a FANTASTIC player base. You can get there from literally anywhere on the map with the Transportalponder, and it has more than sufficient storage capacity. It also has the Biological Unit which will passively and continually grow crops for you, Mugsy who can be upgraded to provide you with components on a daily basis, the Toaster to scrap electronics into scrap electronics and other useful things, the Sink (not to be confused with the SINK) to refill your water bottles, the Chute which turns clipboards into duct tape, wonderglue, and scrap, the Autodoc for healing...

    What more do you want?

    With Mods, there's the Improved Transportalponder which drops you back off where you left, and there's the Sortotronic/SINKotronic which gives you a sorting system.

    Of course, with Mods, there's also Underground Hideout, which is a lot of fun. HEIDI is everything GLaDOS might have been if she hadn't gone 'round the bend.
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  15. - Top - End - #165
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Aye, the Lucky 38 is just too inconvenient to use as a player base. If you're like me and prefer not to fast travel, getting to the Lucky 38 suite requires going through Freeside, then Freeside 2: Electric Boogaloo, then the strip, then the casino, then the final load zone to the suite itself. That's entirely too many load zones for my liking. That's especially true for my modded-to-the-nines game where--even with the game installed on an SSD--each load zone represents ten to twenty seconds of waiting and an opportunity for the game to throw up its hands in disgust and crash to desktop.

    No, my preferred player home is usually either the Nipton motel or the Sink, depending on whether I've done Old World Blues or not. Both player homes have easy access to all or nearly all of the crafting stations, and a vendor nearby. With Sink-o-matic and Improved Transportalponder installed, the Sink goes from a moderately inconvenient player home to one that's only a trigger's pull away from instantly being at your house from any place in the Mojave, where you can push a single button to auto-sort all the junk you've picked up into its designated container. Love it.
    I run a Let's Play channel! Check it out!
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  16. - Top - End - #166
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    I keep wanting to use Sortomatic to create a sorted version of the NOVAC room. Then I realize that the tools needed to do this are a pain for my OS.

    There's also A World Of Pain that gives you a player house in Goodsprings for 5k. If you have Sortomatic installed, the player house you get is sorted much like the Sink-o-matic is.

    There's also a shack... I'm wanting to say the counterfit cap shack... over by where the Tech Raiders spawn north of New Vegas on the road to the Boomers. It might make a good player base.
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    If you can keep it from melting your game, the Lucky 38 Reloaded mod also has a teleporter and robot butler who can strip your gear. (All of it.) And store away anything vanilla for you.
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  18. - Top - End - #168
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    PirateCaptain

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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    If convenience of location is a priority, I'd suggest Old Lady Gibson's van. Don't worry about getting home; bring home with you.

  19. - Top - End - #169
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    AssassinGuy

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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Question of the day: does anyone ever go for Luck lower than 5? For some reason I always feel like something bad will happen if I do. Maybe it was the critical misses in Fallout 2
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  20. - Top - End - #170
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    In New Vegas, the only explicitly bad thing that occurs when you have Luck less than 5 is that the Luck-based cheat factor for the casino games (most noticeably Blackjack) turn against you.

  21. - Top - End - #171
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Quote Originally Posted by Haruspex_Pariah View Post
    Question of the day: does anyone ever go for Luck lower than 5? For some reason I always feel like something bad will happen if I do. Maybe it was the critical misses in Fallout 2
    Well, the good thing to know is that there's no critical misses in New Vegas. What's more, if you're not going for a critical hit build, a sniper, or a character that gambles a lot, then luck doesn't really do a lot for you besides providing an additional 3ish skill points in every skill.

    Then again, crit builds, snipers, and gambing are three of the easiest paths to success in New Vegas. So, to answer your question, not yet.
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    I created a low-luck build once. He was focused on automatic weapons, whose crit rate was so abysmal anyway that crit fishing was essentially meaningless, and avoided gambling. So, instead of nearly maxing Luck, I made it a dump stat at 1. The other points were distributed between Strength and Stamina. He was a very Loud n Proud sort of person. Sneaking was fundamentally dishonorable, only good for those so broken they can no longer put up a fight, or that damn coward Vulpes.

    Tactic? Tactic is simple. Kick in door, push the button. Continue holding button until nothing is left. Loot, repair, continue. Is simple life, but I am simple man with simple pleasures. I take care of gun, and gun takes care of me.
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    So how's the ganking in 76? As prevalent as people feared? A trifle? How's it playing out?
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    I just finished my playthrough of New California. I'll be typing up my thoughts, and hopefully should have my full thoughts up later.
    I run a Let's Play channel! Check it out!
    Currently, we're playing through New Vegas as Gabriel de la Cruz, merchant and mercenary extraordinaire!

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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Quote Originally Posted by Brookshw View Post
    So how's the ganking in 76? As prevalent as people feared? A trifle? How's it playing out?
    I've not played it, but as far as I've heard it's actually effectively impossible to kill another player in 76 unless they accept the fight by shooting back.

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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Quote Originally Posted by Brookshw View Post
    So how's the ganking in 76? As prevalent as people feared? A trifle? How's it playing out?
    It's been a while since I played (it doesn't hold my attention well), but PVP is largely irrelevant. With ammo being relatively rare (and heavy), it is an incredible waste of time to PVP outside of consensual combat. If you don't want PVP, turn on pacifist mode and your friendly fire will neither hurt players nor challenge them to duels. Even a fatman is a mosquito bite until return fire is acknowledged. So, yeah, the complaint that PVP is pointless holds very well, unless both sides decide to participate.

    The real problem with the game is that there's no framework holding it together. The gameplay is "good", on any scale where Fallout 4's gameplay is considered good, and I enjoyed it, but that alone is only fun for so long. There are some missions I found really interesting (Mistress of Mysteries being my favorite), but... well... you can't repeat them on the same character and you have to get to level 25 on a new character to play it and there really isn't anything meaningful you can do in it - all the players in the story are already dead. And that continues everywhere. A few robots add personality, but most of them can't pass the Turing Test and/or are stuck in "happy mode", where they don't recognize the bombs fell. Add in gear only levels from 1-50, and you very quickly reach a point where hunting for or crafting new gear (one of the highlights of Bethesda games for me) becomes obsolete. In the end, there's very little to do beyond dropping bombs and farming rare materials from an irradiated golf course.

    That said, the game can be fun to just explore. The guys who put the game together do have the classic Bethesda knack for environmental storytelling, where the layout of debris and bodies can tell some great stories. Using that golf course as an example, there's a hole where a group were using golf carts and golf flags to hold their own jousting tournament. After the Mistress of Mysteries questline, the most fun I had in the game was wandering around, using the camera feature to snap screenshots of the funnier things I'd happened across - be they intentional or bugs run amok. The fact that said screenshots then became loading screens for the rest of the game let them bring a smile to my face again and again.
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Quote Originally Posted by Brookshw View Post
    So how's the ganking in 76? As prevalent as people feared? A trifle? How's it playing out?
    Backfired to the point of impotency.

    Shoot someone, they get chip damage. Then they take their Psycho, Buffout, whatever else they want, pull out their shotgun, shove it up your nose, then start firing until you are dead.

    However, that still doesn't solve some of the tricks griefers have managed, including constructing tall buildings, convincing someone to come up for trade, then deconstructing a platform underneath them. Shooting them? Chip damage. But fall damage is still full effect. Similarly, pushing someone out a tall window or off of a narrow ledge is quite effective at ganking someone, even if the weapon damage itself is minimal.

    Training, however, is by far the most efficient means of trolling someone. Often times, enemies are bullet sponges, and bullets are expensive. So you run by someone, go into stealth, and let the things on your tail target the other person instead. Surprise!

    But the most likely source of griefing are the massive bugs. From the many still un-patched dupe bugs including many crash bugs, the most likely source of frustration will be the game engine itself.
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Re: FO 76

    Haven't touched the game, or had the desire to do so, in over 2 months, and its only been out for 3.

    As others have said the exploration bits are fun, particularly with friends. Sadly there's way too much bullet sponge, surprise dragons, and/or ludicrously fast respawns to explore for any significant amount of time without getting bogged down in combat. Which is then followed by having to go do supply runs to replace/repair your stuff, further halting the fun bits of the game, for more needless grind.
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  29. - Top - End - #179
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Quote Originally Posted by ShneekeyTheLost View Post
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    So are people seeing those methods of griefing frequently? Or is is fairly rare?
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Fairly rare from the sound of it. Most of the stories I hear about the rare encounters with other players tend to be along the lines of "A guy in full power armor ran by, and stopped for a moment to point me to where he'd dropped a pile of items that were worthless for him but 20 levels higher than anything I had." And if you do have annoying players around, all you need to do is log out and back in and you'll almost certainly end up in a different instance.
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