I never really thought about it until I decided to replay this shit, but the railroading for you to have good Karma in a game which is famous for granting 'true player freedom' is crazy. Pretty much every single Bad Karma decision is just a speedrun for you to get softlocked out of playing or enjoying the game at all.1. Retarded plot device about needing to tattoo being slaver on your forehead to justify screwing your interaction favorability with pretty much every single NPC and lock you out of content, in exchange for.... a paltry sum of money. Wow, what a 'choice'. Very realistic wanting everyone to always know you're coming when trying to nab slaves and never be able to retire peacefully too. Never heard of a single slaver outfit that ever felt the need to permanently mark their trade IRL either if we're aiming for 'realism' here. 2. "Coincidentally" both your early talking head companions will leave and attack you for being a slaver, in a game where they're actually crucial depending on your difficulty and build unless you want some autistic unnatural minmaxxed slog. Lose 2 permanent companions, or earn 100 coins by attacking some NPC's in a scripted encounter? Hard choices.3. Get fucked in the ass even harder for 'Childkiller' reputation, even if you killed them in the middle of nowhere with zero witnesses or without your companions in tow. Why? Well, I guess because the developers want to meta-punish you for being a sick fuck. Based??
>>38819454.Lose out on tons of exp and entire questlines because you said something mean to the NPC. The butthurt is understandable, but why the fuck am I not getting the same EXP or alternate quest resolution for playing my role properly? Even Fallout 3 actually took care of that and realized if they're going to give you a Karma system, might as well offer both good and evil routes to most quests.5. https://fallout.fandom.com/wiki/Karma_(Fallout_2) - Blocked from several quests for having bad karma except for one 'unique dialogue option' ( lol ), zero quests blocked for having good karma. Blocked from travelling with 90% of all useful companions who are all 'coincidentally' good Samaritans. All of this in a grimdark wasteland with a fuck-ton of evil factions and evil people. Yep, seems about right.Boy, I sure love being given the 'moral dilemma' of either being a special snowflake altruist or getting softlocked from the RPG elements and just running around shooting everyone. What the fuck were they thinking?
>make obviously terrible choices>theres serious and permanent consequences for your actions>WOOOWWWW talk about bad game designnod rly. wouldve been much worse if you could just continue on as if you didnt just do something unforgivable.now, could it have used some more time in the oven, to give more bad karma options and quests? yea, definitely. but thats also not unique to 2 nor even to this series. 1, 3 and NV and prolly 4 but i didnt play it all have similar problems, where the evil side is half-baked.since you brought up 3, 3 is a great ex of the opposite solution for essentially the same problem. theres still not that much for a bad karma character to rly do. the choices are hilariously black & white, and you have to be going out of your way to resolve everything as terribly as possible to even maintain negative karma. as a stopgap they had to implement a perk so you could manually reset it back to bad karma.but aside from the lawbringers coming after you instead of talon co, what does being the most evil bastard in the wastes do? not much. it allows you to captures slaves, thats kinda fun. but all the other missions, esp the goody-two-shoes missions that an evil bastard would never ever do, even for money? sure you can do em. no problem. todd wants you to be able to play everything on the same savefile. because hes apparently a retard who doesnt understand RPGs, despite playing them and making them for most of his life.
>>3881945Nobody cares, why do you faggots keep writing novels about FO 1/2?
>make decisions>game gives you consequences for those decisions>AAAAAAIIIIIIIIIIIIIIIIIIIII SAVE ME DEVELOPER-SANNobody cares, zoomerkys
>>3881952>Terrible choicesThey're terrible because the devs mindlessly penalize you for them, not because they were actually terrible. In any normal RPG, the only reason why you should all EXP and a full questline is if you just press 'Attack' for everyone you meet, not for being egotistical or expressing cruel viewpoints. A 'terrible choice' is having a slaver lord with INT above 0 who decides instead of branding slaves is branding his own company on the forehead for basically no reason other than decreasing player reputation in other towns. A terrible choice is having 90% of all companions be good-aligned in a fucking Fallout game, once again for no reason at all.A terrible choice is braindead quests like these:https://fallout.fandom.com/wiki/Deliver_Moore%27s_briefcase_to_Mr._Bishop_in_New_RenoWhere you get attacked on sight and lose a whole faction's questlines from the evil New Reno mob because a preacher magically slipped a note right in front of you into a magically unopenable suitcase telling them to kill you for asking him to cough up some cash, and without any possibility of showing your value or impressing the mob boss with your resourcefulness via a speech checkThere is nothing "smart" about a game narrative where the walkthrough is just "Always pick the nice guy option and you'll auto-win all the exp and content". There is absolutely no situation whatsoever in the game where this is not the case.
>>3881957>be retarded>suffer consequences of being retarded>wtf how could this happen to meeeeeeeeI've seen people play Fallout with 1 INT in-game before, but never seen someone play it with 1 INT irl
>>3881956I can go through the entire game blindly picking the top dialogue choice which is always the good karma choice and automatically earn the most exp, rewards, companions and mechanical advantage every single time.I understand this simplicity makes you happy because you're braindead, but this is not good game design. Take some notes out of Planescape Torment.
>>3881960>I can go through the entire game blindly picking the top dialogue choice which is always the good karma choice NopeBetter luck next time, zoomer retard
>>38819590/10 bait, you're not even trying anymore. Go make another youtube video, Don't you have another Youtube rant to make, Tim?
>>3881945I've never played it but I hope your exaggerating because I'm playing New Vegas right now (then 1, 2, Tactics) and there's enough evil options that I'm actually at evil karma somehow kek haven't killed enough fiends or ghouls and quests/companions seem fine. I've failed quests but nothing crazy.>tattoo slaver on your foreheadYeah that's retarded, tats go on the slaves not the owner and you can't hide it with a helmet?
>>3881957being forced to have a tattoo or some other permanent visible mark on you is actually pretty realistic imo. it literally happens irl in organized crime all the time. every prison gang ever involves it. yakuza have full body tattoos and chop a finger. bukele just rounded up all the esses in el salvador based on checking their back tattoos. a lotta hispanic gangs do the teardrop eye thing when they kill for the gang. etcits very common, it might even be the norm.>"Always pick the nice guy option and you'll auto-win all the exp and content"its usually not like that thoa lot of times the "niceguy" option is a lot more involved and youll have to go way way out of your way, and/or within a strict timelimit, to fulfill it. so yea, you get more xp for those. but its definitely not usually just "picking the top option mindlessly" or whatever tf youre on about. ffs even with high speech you can fail checks. theres a lot of dicerolls that are out of your control.it sounds like the problem is that youre playing the game like some sort of completionist. thats not what this game is for. theres random events that may or may not trigger based on luck. resolving one quest one way, can block another quest. youre just not gonna have a good time worrying the whole time about "missing content". youre ALWAYS gonna miss content. thats how they designed it. so you can replay it.unlike 1, the game is plenty big enough that getting a high enough lvl to beat it shouldnt be an issue.>muh companionsfew and far between evil companions is a re-occurring issue in fallout, and RPGs as a whole. 3 has what, jericho? NV has raul and lilly?were in agreement that evil side in RPGs is almost always lacking, but thats because its usually written that way. the good guy first, then the bad guy side second if theres time, which there never is in vidya devhow high is your CHA anyways?iirc you should only be allowed like 1 or 2 max if youre a low CHA slaver bastard
>>3881982IIRC in NV the only companions that leave you when you have evil karma is Cass (maybe Veronica and Arcade as well). Most interactions are based off faction reputation. Arcade and Boone leave if you have positive Legion rep, Boone and Cass leave if you have negative NCR rep. Veronica leaves if you have negative BoS rep. Lily, Raul, Ede, and Rex don't care about your karma value or faction reputation.3 has a few companions that won't leave if you're evil. I remember an army gusty, a ghoul, and I think there's a female raider companion.
>>3881975Read the Karma section on the wiki. Having bad karma does absolutely nothing but lock you out of content in Fallout 2 rather than providing meaningful alternative content. Diametric opposite of F:NV or Arcanum or Planescape or Owlcat's pathfinder games or what have you.https://fallout.fandom.com/wiki/Get_a_plow_for_Mr._SmithThe game is also filled with little bullshit designed to punish you with unlikely scenarios for picking the non-good option. Here when you ask a farmer for reward for retrieving their plow, you only get 100$ while having no choice but to pay at least 600$ for the plow. If you do it out of the kindness of your heart, he pulls a desert eagle out of his ass to somewhat recuperate your losses.Sounds 'feasible' enough until you realize every single quest is like that. Zero exp and zero benefits for evil choices and only bonuses for the altruistic ones. In another I was arguing with the retarded troll about, some guy that you try to extort magically puts a note in the suitcase he's giving you in front of your eyes ordering you to be killed, you magically can't open the suitcase, and a whole city faction immedaitely opens fire on you withou any dialogue resolutions as soon as you arrive. Just for extorting one guy.There is never having any benefit to picking immoral options in the game that should supposedly benefit you at the cost of your humanity and good factions' disposition or whatever. It's just pure trash that softlocks you out of everything.
>>3881982Common in gangs but much less so among slavers since they're basically salesmen at the end of the day and want to keep their options open, but even among the gang it's usually somewhere where you can hide it or that most non-criminals might not recognize. > ffs even with high speech you can fail checksFailing a check is vastly different than knowing you'll get the best outcome if you succeed a check on a certain Karma orientation. I have maxed speech and high CHA anyway so I pass all the checks, and the game just treats any 'dickish' dialogue choice as an invitation to either make the NPC uninteractable and lock you out of quests or to have entire towns attacking you.Can you name a single bad karma option in Fallout 2 that is comparable to Cannibal quest resolution routes or Legion atrocities or siding with the Powder Gangers in F:NV? Yeah I didn't think so.Fallout 2 Evil Playthrough = "Hurrdurr you made a terrible choice xDD get fucked" according to faggot superfansNew Vegas Evil Playthrough = Actual branching questlines
Almost all rpgs of that era punish you for picking bad guy choices. That's how CRPGs were back then, you were lucky if you were given a meaningful choice to begin with.
>>3881945You are not locked from any content if you are a slaver, you can even go in NCR and help Tandi but you need to prove that you are relieable. Also, you have to pass some speech checks for some people to convince them that you are trustworthy.The only faction that really doesnt want you is the Rangers and you can kill them without aggro the entierty of NCR since at this are operating largely outside of NCR Jurisdiction.You can also join easily the crime family of Reno since they know you are a bad motherfucker.Being evil gets you:>More money>More XP>More reputation>More content (yes since you can do slave runs and you get hunted by bounty hunters)Its not the most fun stuff, but there are actions to your consequences.It can be better? Absolutely, and back in the day it was a blast to have actions coming back to you.Having this choice this early is only a viable options for players to get fast cash and free Vic if you arent ready to fight the slavers.>Two talking headsThis nigga plays with the Restoration Project lmao, Cassidy never had a talking head.
>>3882003Arcanum gives you a fleshed-out 'evil path' to most of its quests and even goes as far as splitting down the middle into two completely different games depending on whether you choose to start working with the villain or remain with the good guys, but it's pretty unique in the latter aspect.Both Planescape Torment and Baldur's Gate also strive for a balanced companion mix and do the sensible thing of actually rewarding you for the evil choices more often than not, while the Good character gets the knowledge of a deed well done since they are a selfless noble moralfag after all.Baldur's Gate is not as fun as Planescape in that regard but still more or less upholds an understandable formula. Fallout 2... I have no idea what happened in Fallout 2. It's a very stark exception in the field in just how useless evil choices are.
>>3882005>More moneyBullshit, 3/4 of the quest-givers give you some valuable treasure for your bleeding heart generosity rather than the 25 coins you ask for if you pick the good option and the damage you incur from lower reputation in bartering is already more than every blood money in the game combined>More XPI suppose having NPC's turn hostile and subsequently the whole damn town can technically give you more XP after you finish murdering everyone there. Otherwise, no.>More content (yes since you can do slave runs and you get hunted by bounty hunters)kek. Bonking NPC's over the head in a random encounter map isn't really content. This and all the rest of your claims are debunked by the wiki on Karma effects.Can't work for the Temperance Union, can't apply for the Golden Globes, can't do two quests in NCR, hostile reputation, Lose out on 2 companions, for the 'extra content' of a few combat sequences in a field somewhere. What's next, are you about to tell me that the game actually has 'infinite content' because you can run in circles on the world map with random encounters forever? That's not really content.>This nigga plays with the Restoration Project lmaoWhy would I replay an inferior version? Damn right I do.
>>3881946>berserker title>you get this for killing 25 people and at least twice as many good people as bad people>good characters reaction worse, bad characters react better to you>no characters are actually flagged as bad ones, meaning reactions are decreased for all NPCsReading the wiki for these games is funny. So many things just don't work.
>>3882012>BullshitYou realise that playing the bad guy usually get you to kill the quest givers and you get their stuff too. You also shouldnt be bothered by killing and stealing from time to time others too.>This and all the rest of your claims are debunked by the wikiLike what? The only stuff locked from you is working with the Rangers and perhaps the Wright, I dont remember since when I do evil shit they dont like me because Im a child killer.>Temperance Union, a little quest that impact the Wright family who doesnt align with Child killers and degenerates>Golden Globes, a quest with flavour dialogue>Lose out on 2 companions with no contentNothing burger, like really these quests are really nothing big and the quest from NCR you are mentioning are maybe tied to Carlson which is guarding a herd. Again nothing amazing, you are making it a huge deal about this choice when in reality its not that deep.Like I really fail to see where is the "gotcha this game suck at being evil" when me and others on the thread told you that being a Slaver has it pros and cons, sure nothing amazing but it was cool for the time it was released. Since then we have went further in the choice and consequences design and some regressed like another Anon pointing out how dull Fallout 3 is with its choices barely noticing your rep and you in the waste despite being the main actor and agitator driving the plot and world foward. In Fallout 2, you had valid opportunity for a nuanced character to join the Slavers, the Crime Families or helping thugs, gangs and criminals. They help you, give some reward and some arent just like evil but simply product of the wasteland.>Why would I replay an inferior version?Why would you play with a mod to begin with? Btw, that RP patch actually gives MORE content to slavery with you going to hunt Ranger stations. There is even a vanilla patch without all that, you are obviously reading the wiki and bitching about a feature you havent touched.
>>3882020Thats only in Fallout 1, in Fallout 2 there are characters flagged as evil who will respond accordingly to the Berserker rep.Most of them are inconsequential, it is a a flavour rep that doesnt impact much like Champion for exemple. You cant actually see it since no talking head characters are flagged as Evil.https://fallout.fandom.com/wiki/Reaction
>>3882057>Characters marked as "evil" have their reaction modifiers from karma-based titles (except Childkiller) and reputation backwardsLmfao
>>3881945I could understand being disappointed about being locked out of content as an evil character. I was having a similar problem doing a low int run in another thread. However I don't think any Fallout game really had great "evil" choices to do. Part of it is that speech as a skill is 80% of the time used as a peacemaking option. So if your character is evil, that skill is thrown out the window. You should play to the strenghts of being a bad guy like tagging stealing and most combat skills instead. The one thing that makes New Vegas stand out to the rest is that you also had the evil Faction to join. Fallout 1 would force you to be a mutie and nothing would get you to be Enclave in Fallout 2. But even NV also had limitations in this regard. I don't think you get much out of having good rep with the Powder Gangers. You should go for evil options for the towns. Like joining the Mordinos in New Reno, or nuking Geckos powerplant. Being a slaver I think is something you should save to do given the severe consequences.
>>38821313 has the best evil roleplaying by a country mile
>>3882133Mainly because 3 didn't really react to you being an evil character often. Plus certain quirks of the game meant some of the severe consequences didn't exist. No killable children means no childkiller rep. As much as I'd love to strangle every little lamplight shit and stick dynamite in their pockets, I can't do it. But yeah it is the best option to be evil in. Megatons retarded setup almost begs for an evil character really.I think people expect to be Judge Holden in the Fallout games but really being too evil is just begging for most societies to eject you.
>>3882139The only way you should get any 'Childkiller rep' in Little Lamplight hypothetically is if you only killed some of them and then waited like a few hours with the survivors fleeing out of the cell and disappearing into the Wastes. If you go into the cave and kill all of them, you should get no rep at all.Meanwhile in Fallout 2 you get Childkiller rep even if you kill 2 kids in the random wilderness encounters between settlements. A feature that automatically defies all cope about 'sensibility' of evil outcomes in the game and strips away the pretense that the developers aren't under the impression that Evil = Gameplay penalties as their design philosophy, even when totally incoherent or where better branching storytelling is called for.But hey I guess that Vault City or NCR FBI has combed the scene in Mountain #63638 as a stroke of luck on some patrol and found some DNA samples of yours which they crossed with the Vault-Tec medical record database of your grandfather.
>>3881957>A terrible choice is having 90% of all companions be good-aligned in a fucking Fallout game, once again for no reason at all.First game is about saving your Vault and then ending up having to save pretty much all of the world.Second game is about saving your village and then ending up having to save pretty much all of the world.Tactics is about establishing your base by saving the locals from various threats and ending up having to save pretty much all of the world.From what I remember of the synopsis of Brotherhood of Steel it's kinda like Tactics only not as cool.Third game is about finding your dad and then ending up having to save at least the capital wastelands.New Vegas and 4 are kind of different but you CAN save many things and people from evil retards in both.I wonder what you imagine Fallout is about.
>>3881957>A terrible choice is having 90% of all companions be good-aligned in a fucking Fallout game, once again for no reason at all.What you want is something like Wasteland 3, which makes absolutely zero sense with the companions>a psycho larping as the joker>raider cannibal>raider boss that keeps talking about how he will lead a crusade to massacre the wastelandIt just ends up being dumb, non-sensical and cringe.
>>3882203>Helping your own Vault/Family/Tribe avoid extinction means you are automatically a tolerant altruistic person who wants to help everyone else they meet as wellYou can literally euthanize the majority of the Wasteland in the Enclave ending and not even necessarily because you believe it's the 'right' thing, but only because you want to side with the 'winners' or any other reason, you absolute retard. Same for Master Ending in Fallout 1 and various Endings in 2.You must be having fun while baiting this hard, I'm sure.
>>3882204>Blatantly Chaotic Evil characters are the only possible non-Good charactersDo I even need to address this? There are a million factions and backgrounds in Fallout to make someone at the very least not care if you're a slaver or have bad karma.
>>3882285You can side with Enclave? Or you mean F3 where there's an idiot computer President hated even by his subordinate? Which means your "winner" still wants you to single-handedly (or with BoS unwitting help and hoping they don't fucking end you if they figure out what happened) push through an army he supposedly is the head of? That's blatantly chaotic evil character behavior I'd say, nothing pragmatic about it.
>I never really thought about it until I decided to replay this shit, but the railroading for you to have good Karma in a game which is famous for granting 'true player freedom' is crazy. Pretty much every single Bad Karma decision is just a speedrun for you to get softlocked out of playing or enjoying the game at all.That's because 99.9% of the "people" saying "FALLOUT 2 IS LIKE THE BESTEST GAME IN THE FRANCHISE, NO, IT'S THE BESTEST GAME EVER!!!!" have literally never played it. Literally every single settlement in the game has bugged/unfinished quests, the game does nothing Fallout 1 didn't do, it introduced the gauss rifle completely invalidating energy weapons, the story is shit and Avellone has publicly stated it's a black mark in his resume and he's ashamed of it, etc etc etc.Fallout 2 is a lazy copy&paste cash-grab shat out in less than a year in order to try and keep the company from going bankrupt.
>>3882536Which is funny since they pushed out the fallout 1 dev team. “Let’s try to make a cash grab but push out the team who made it a success in the first place!” And not even just Tim. The other guy who came up with a good chunk of story and mechanics quit before fallout 1 even launched for getting shit on for releasing a massively successful project. For some reason every time they had a big hit they’d push out the creator of it.
>>3882550I forgot to mention, Fallout 2 is also the game that started the whole "mutants are a poor, misunderstood minority hated by RAYCISS humans who hate them for literally no reason :(" when it's literally the exact opposite;>The Master literally indoctrinated the super mutants to believe they are the MASTER RACE and told them to genocide humanity>some people in Broken Hills are concerned that the mutants that consider themselves the master race and tried to genocide humanity have taken over the town and Marcus ALWAYS favors the mutants>they organize a secret meeting where they discuss whether to revolt or just run away in the night>mysteriously they all go missing and if you investigate they were murdered by a super mutant>the first choice to resolve this quest is to lie to a man whose wife got murdered in the meeting that the murderer is also after him and he should leave town, then pin the murders on him, letting the real murderer off scott free>the second choice is to confront the murderer and convince him to leave town, letting him off scott free. If you tell him to turn himself in, the entire town will go hostile
>>3882610Fagout 2 is woke?!
>>3881945Fuck games that do this. Kingdom: Come Deliverance does it even worse. Practically every quest in the game has an evil choice. If you pick the evil choice a single time, you're fucked. You have to reload a save because the game is soft-locked. Villagers will not talk to you anymore because your reputation is low. In KCD, there is no difference between murder hobo and being rude. It's so infuriating how faggots on here defend such dog shit quest design. It's not even an illusion of choice. You can actually choose to help the bad guys, and that will spawn a path. The illusion comes from thinking you could continue playing the game after.Speaking about Faggout 2, Brian Fargo did the same bullshit in Wasteland 2. If you take the evil route, the companions will quit and NPCs will shoot on sight. Fargo should make JRPGs because he seems to love linear gameplay.
>>3882610> Fallout 2 is also the game that started the whole "mutants are a poor, misunderstood minority hated by RAYCISS humans who hate them for literally no reason :(" when it's literally the exact oppositeGood thing that ended at 2. All following games including spinoffs have Super Mutants back as a high-level "enemy race" of the series with possible good natured and somewhat intelligent companions being an exception to the rule.
>>3882757>Good thing that ended at 2
>>3882610Have you considered that it's been 80 years since The Masters army dissolved? Plus the vats being destroyed means that yes, mutants are a minority now and that a bunch of angry humans would come and try to genocide them. Them being sterile literally means no more supers are possible. Doesn't help that even in Fallout 2 itself, you still do have muties that are remnants of the Masters Army. Then on top of that you add Vault City's anti-mutie stance, The Enclaves whole agenda going beyond even just super mutants, and most other human settlements rejecting mutants. I think it would stand to reason that Broken Hills was the only real haven for Super Mutants that weren't still following the Masters agenda to actually have somewhere to just rest for a bit. Part of the quest with Francis was to exile him as to keep an outright race war brewing in Broken Hills. You could find his actions tasteless but then you could also have a scenario in which Broken Hills gets completely trampled by humans. Its not like Broken Hills was ever setup to last anyways. Every ending has it become a ghost town in one way or another. Just depends on whether it lasted peacefully ot not. Marcus's vision for muties and humans to get along completely fell apart.
>>3882869>yes, mutants are a minority now and that a bunch of angry humans would come and try to genocide themStopped reading here
>>3882882Thanks for the concession.
>>3882774Sorry, haven't played NV that much and these guys aren't often mentioned. I remembered only the Nightkin enemies and Nightkin companion.
>>3882869Have you considered that it's been 80 years since the Super Mutants were viable means of human genocide? Not just dipping people in the vats and hoping they survive and then hoping that the lucky survivors are beyond lucky and actually have working brains only to get sterile "supers". Judging by their treatment of unarmed Vaulters in the bad end cinematic (the supposed prime material for the transformation, mind you, the best of the best they could hope to get) humans would be "lucky" to have a try at "leaving humanity behind" in the first place and not get murdered by the violent brutes.Now you are excusing a violent brute for murdering people for being wary that he and his buddies might murder them and calling that "tasteless to some".
>>3882536>FALLOUT 2 IS LIKE THE BESTEST GAME IN THE FRANCHISEThe only "people" saying that are either posers that haven't touched the originals or faggot Codexers and NMA troons trying to justify NV and push the idea that Fallout needs to be a "perfect" trilogy when really Fallout: A Post Nuclear RPG is the only game in the series.
>>3882959>excusing a violent brute for murdering people for being wary that he and his buddies might murder themMany such cases
>>3882959But not all supers are violent brutes. You're attributing the Masters ideology on all supers which isn't the case. I think its reasonable to say that most supers were victims of The Master and his Lieutennant. It's both being drafted against their will and transformed into a horrible disfigured mutant. Plus the high likelyhood of losing your memories and cognitive function due to radiation not mixing well with FEV. The muties that aren't literally retarded like Harry or a cartoon villian like Lou likely just wanted to stop fighting all together, hence when Marcus and Jacob started to get exhaused from battle they just gave up. Marcus might be an exception to most mutants, but it shows that they aren't all just literal orcs.Other factions have this too, you think all Enclave soldiers stationed at Navarro believed in gassing all mutants or that all Legionnares are just violent tribals looking to crucify.>Now you are excusing a violent brute for murdering peopleNo, I'm saying that Francis had a "ends justify the means" method of thinking, which given how almost the entire wasteland views supers would track. What he did was wrong and compromises Broken Hills attempt at supers and humans getting along but if you had humans willing to go after mutants anyways because they can't let go of the past then is a no winning scenario. Marcus probably had too much faith in humans frankly given how Broken Hills would end up.
>>3883143>But not all supers are violent brutes.Stopped reading here
>>3883160this wasn't even true in 1
>>3882610How are mutant not the master race?
>>3883485>t. didn't play fallout 1
>>3881945It's the second game in a series. So, based on 1 game, you claim it's famous for open choices and max free will...Ok. Maybe RPGs aren't for you, Junior.
the fallout fanbase has daddy issues so they’re kinda fucked up in the head
>>3881945>in a game which is famous for granting 'true player freedom'Where is it famous for that?Did you make something up in your head to then get autistically angry about?
>make evil choices>nothing changes>WOOOOOOOOW nice reactivity LOL->make evil choices>actual reactions>midwits like OP complain
>>3887448Noooooo I’m locked out of “content”“Content creators” please help meeeee
>>3882610Reminder that this shit was written by Colin McComb, same nitwit that did San Francisco.
>>3882610>literally details why the mutants aren't meant to be the good guys>still manages to miss the point this badlyThat's almost impressive
>>3887635>let me ask you something boy>how much do you hate super mutantsA TON>so our criminal conspiracy is...don't give broken hills any benefit of the doubt, it's genuinely morally alienating and written by the same retard that did San Francisco. And worst of all it's unfunny
>>3887463its this desuits just a stupid game to be playing if youre worried about """missing""" content. so much of every quest involves decisions/outcomes that are mutually exclusive.the trick is to just fucking roll with it. who cares if you dicked around too much in the hub and accidentally got the slags and by extension, lil johnny killed? who cares if you let slip to vault city how efficient the gecko reactor is? prolly shouldntve done that since they were lookin for an excuse to kill em all anyways. but does it matter? no. gecko just gets wiped out in the end. nbd what kinda bleeding heart cares about muties anyways?
>>3887646It's dumb, but it's dumb because it's overly simplistic and tries too hard for forcing the player into a bittersweet ending like the westerns it's trying to homage, not because muties are supposed to be muh oppressed minority or whatever the fuck that retard was going on about.
>>3887646>>let me ask you something boy>>how much do you hate super mutants>A TON>>so our criminal conspiracy is...Life was simpler before the modern internet
>>3882007Ultimately Planescape does force you into some level of good. There is no option to go "Eh it's fine that my buddies are occasionally getting killed by these shadows, immortality is a sweet gig. Let's go to the brothel." or anything to that effect. You're compelled to fix the problem.
>>3883485Dick don't work
>thought about playing Fallout 2 again>been 8 years since I've played through it>thought about a throwing build>go for itholy fuck it's awful. these weapons wont' do shit for damage, don't work with bonus rate of fire and other perks, cost a ton of AP to throw, have a range limit tied to strength but there's at least the perk Heave Ho! to fix that but no, all the throwing items have strength requirements anyway. Resorting to spam throwing plant spikes at groins until it gets a knockout then weakly dropping spears on their eyes for a dozen turns until they die.
>>3887655Not being able to give Marcus the retarded ass plot device self-incriminating note of a mass murderer is over the line.
>>3887747>have a range limit tied to strength but there's at least the perk Heave Ho! to fix that but no, all the throwing items have strength requirements anyway.>Range is calculated as (3x Strength). Since grenades have a maximum range of 15, this perk is pretty useless with a Strength above 3.
>>3887882why did you just randomly greentext from the wiki, what does that accomplish?
>>3887747yea for throwing, theres just not enough there to rly work withive used nades and whatnot before, but never as a primary attack. just occasional crowd control.id try to pair it with something like melee or unarmed both of which you can get pretty high without even tagging in the beginning. that way you can still be a dumb brute tribal that just throws rocks/spears/raw uranium ore at ppl, but also not be totally helpless once enemies get in melee range
Fallout 2 is ass. I played it. The tutorial was also horrendous.