Weird/Wacky Wasteland Trait

Post » Mon Mar 14, 2011 5:56 am

look at the right side of the screen at 13 seconds in. do you see the sunset saspirilla poster that says FRESHIN UP. look at the picture on it. its an obvious oral six joke
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butterfly
 
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Post » Sun Mar 13, 2011 9:12 pm

look at the right side of the screen at 13 seconds in. do you see the sunset saspirilla poster that says FRESHIN UP. look at the picture on it. its an obvious oral six joke


I was trying to be mature and ignore it but i'm glad someone pointed it out.
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Mistress trades Melissa
 
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Post » Mon Mar 14, 2011 3:09 am

I was trying to be mature and ignore it but i'm glad someone pointed it out.

I did so on the first page of the thread about the trailer already. Finest 50s advert artwork in all its ambigous and slightly sixist tone. ^_^
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Kaylee Campbell
 
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Post » Mon Mar 14, 2011 12:21 am

will it be humor like in fallen earth (simply as a reference) were an npc i talked to thinks a puma was a type of internet?
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kiss my weasel
 
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Post » Mon Mar 14, 2011 7:00 am

It's not so bizarre when you think about why they did it. People always argue about the wacky stuff in Fallout 2. Some people like it, some people prefer Fallout 1's more subtle approach. You get the best of both worlds here.


Best of both Worlds but as long as there is only two traits then it has unintended consequences. I love FO2 humor and the "wacky stuff" so if I want it I have to have that trait. Chances are I am not going to see everything in my first couple of play throughs so I am going to need it for every character. This wastes a Trait Slot. I will not be able to have things like Small Frame and Four Eyes because one slot is taken up by Wild Wasteland. It should have just been a toggle not a trait :banghead:
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Kelly Upshall
 
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Post » Sun Mar 13, 2011 11:40 pm

I am going by this "An odder one, Weird Wild Wasteland, would turn a lot of the game's cheekier jokes on or off. For example, you can play New Vegas with a willingness to come across a refrigerator that contains a bullwhip and hat — or you can play without worrying about seeing them. The jokes are an homage to Fallout 2, which was also full of pop-culture references to the delight of some fans and the consternation of others."

Not having this trait you won't come across the references to FO2. With it you will. I think that svcks. I want to see them and I will for every play through, so I will have to pick it with every character I make. Why not just have the jokes show up no matter what? Is it to keep those that have not played the other fallouts from having their heads explode "Arrrg I don't get the joke... Brain goes Boom!." If anything it should make people want to play the other fallouts so they can get the jokes.

I for one can't wait to find these hidden FO1 and FO2 Gems :D. svcks I need a trait to find them :sad: At least that is what I understand by reading the description of Wild Wasteland.


I agree with this guy. Why not just include them in the game? If people haven't played the game from whence the references/jokes come from, then chances are they won't even realize its a reference. Also, game designers stick in references to previous games, other games, pop-culture, current events and even inside jokes within the development studio all the time. Usually they are subtle and you only "get it" if you have experienced whatever the reference comes from. If you don't get it, then you won't even realize it's there, unless its so obvious it's as if they're banging you on the head with it.
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Danial Zachery
 
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Post » Sun Mar 13, 2011 8:37 pm

Best of both Worlds but as long as there is only two traits then it has unintended consequences. I love FO2 humor and the "wacky stuff" so if I want it I have to have that trait. Chances are I am not going to see everything in my first couple of play throughs so I am going to need it for every character. This wastes a Trait Slot. I will not be able to have things like Small Frame and Four Eyes because one slot is taken up by Wild Wasteland. It should have just been a toggle not a trait :banghead:


THIS.

I get how it's like Fallout 1 in that you have to build your character a certain way to see the pop culture references, but the thing is, even a character with 1 Luck could (very rarely) see these gags in Fallout 1.
The trait route has it so you have no chance whatsoever of seeing the occasional pop culture gag, even with 10 Luck.

This isn't rewarding people for building their characters a certain way (high Luck and Survival, for example) who want a more Fallout 1-style experience (which would be a good thing), it's punishing people for wanting to play a Fallout 2-style experience, except it's not even Fallout 2-style, because in Fallout 2 you could have 2 traits without having to sacrifice them just so you could be asked questions about the air-speed velocity of unladen swallows by a man in a purple robe guarding a bridge.
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StunnaLiike FiiFii
 
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Post » Mon Mar 14, 2011 7:45 am

Best of both Worlds but as long as there is only two traits then it has unintended consequences. I love FO2 humor and the "wacky stuff" so if I want it I have to have that trait. Chances are I am not going to see everything in my first couple of play throughs so I am going to need it for every character. This wastes a Trait Slot. I will not be able to have things like Small Frame and Four Eyes because one slot is taken up by Wild Wasteland. It should have just been a toggle not a trait :banghead:

I personaly don't see a problem with this trait because i didn't like the positive-negative aspect of the trait system, thou i only played fallout 1 a little, I kinda view them as i got a small bonus for a big negative advantage.
with this, i see no advantage or disadvantage since the trait just unlocks extra stuff, in fact this feels more like a perk to me then a trait.
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Genocidal Cry
 
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Post » Mon Mar 14, 2011 1:15 am

I personaly don't see a problem with this trait because i didn't like the positive-negative aspect of the trait system, thou i only played fallout 1 a little, I kinda view them as i got a small bonus for a big negative advantage.
with this, i see no advantage or disadvantage since the trait just unlocks extra stuff, in fact this feels more like a perk to me then a trait.


Alot of people like them, that's why traits are coming back. If you don't like them just pick the ones like Bloody mess that don't do anything other then make a bloody mess. Another wonderful option the Devs could do is let us not pick any for those that think traits are more bad then good. I think Tactics lets us do that.
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Laura Elizabeth
 
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Post » Mon Mar 14, 2011 3:43 am

I don't know jack about any of this. But I do know that I once spent an hour staring at the tv screen trying to decide which of two perks I should choose as my last perk for my FO3 character.

So I know all about making hard choices when you only have so many slots.


From what I gather, you can choose two traits and ONLY two. These traits will give you certain in game advantages. Some of these traits are combat based, others, like this one, are not.


I can tell you one thing right now. I'll never be able to bring myself to choose this trait, at the expense of losing an ingame combat advantage. I would love to see these references and jokes, but when choosing perks and such, I consider traits/perks like this to be unnecessary when weighed against perks or traits that give combat bonuses.



Should have just been a toggle on/off choice.
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SUck MYdIck
 
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Post » Mon Mar 14, 2011 12:02 am

I personaly don't see a problem with this trait because i didn't like the positive-negative aspect of the trait system, thou i only played fallout 1 a little, I kinda view them as i got a small bonus for a big negative advantage.
with this, i see no advantage or disadvantage since the trait just unlocks extra stuff, in fact this feels more like a perk to me then a trait.
That's the point of traits though. They're essentially a player's way of getting perk-like benefits at the start, but they have a disadvantage with them. Traits should always have a benefit and a detriment otherwise they shouldn't be a trait since there's no real loss (well other than a trait slot).

And traits are completely optional. If you don't want it, don't pick it. For those of us who do want it, if we want a FO2-like experience with the pop culture we'll have to get this trait. Personally I'd rather save my traits for things that matter to gameplay and immersion, but I'd like the pop culture references too.
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Mari martnez Martinez
 
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Post » Mon Mar 14, 2011 12:06 am

they have not said if bloody mess will even be in it, they have been asked but all the interviews they havn't said if it is or not, and if it will be a trait, or a perk like it was in fo3. if they have thou, link request please!

I don't know jack about any of this. But I do know that I once spent an hour staring at the tv screen trying to decide which of two perks I should choose as my last perk for my FO3 character.

So I know all about making hard choices when you only have so many slots.


From what I gather, you can choose two traits and ONLY two. These traits will give you certain in game advantages. Some of these traits are combat based, others, like this one, are not.


I can tell you one thing right now. I'll never be able to bring myself to choose this trait, at the expense of losing an ingame combat advantage. I would love to see these references and jokes, but when choosing perks and such, I consider traits/perks like this to be unnecessary when weighed against perks or traits that give combat bonuses.



Should have just been a toggle on/off choice.


um ....you don't understand right, here: http://fallout.wikia.com/wiki/Fallout_traits

lets see, bruiser gave you +2 str and -2 action points, now in f03 2 action points usualy wouldn't not make much differnce. but if its in NV they may make it more drastic like -5 or -10

heavy handed gave you 4 more points of melee damage but chopped your crit chance by 30%.

jinxed... well unless they add critical failure we probably wont see this unless i could see them do it this way, opponents have a chance to have grenades,mines, rockets or c4 explode in their hands, in exchange your rate or hostile random encounters increases.

ow and gifted made you start with +1 to all special but you began with -10% to every skill, which would probably be equal to 10 skill points, and you had 5 less skill points at every level up, so if you were to get 10 you would get 5 instead. i don't know if fo1 and 2 had level caps, so if you seriously wanted to max everything and there was no level cap i guess gifted wouldn't be so bad in the end.


so like i said i didn't like traits as i felt they gave a bigger penalty then they gave a bonus, thus i never chose any. in a pen an paper game were you actually rp i can see a trait system like this working for a background story perspective, but in a video game were the computer rolls every dice, i see traits as needing to be equal in bolth effects.

and like i said this seems like a neutral trait and your random encounters that are unlocked will be good and bad.
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Veronica Flores
 
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Post » Mon Mar 14, 2011 5:28 am

Nope, don't understand it at all >.>



Let me take a jab at this....they're like perks, but at the start of the game right? And you can only choose two?


And just like perks they give you bonuses in one area while giving you penalties in another?


Wow...that was difficult. No, I still haven't read the wiki.




I don't think you got MY point, but if you didn't, oh well. I'm not going to spoonfeed it to you.
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sara OMAR
 
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Post » Mon Mar 14, 2011 9:23 am



And just like perks they give you bonuses in one area while giving you penalties in another?



no, perks give you a bonus and no penalties (usually)
small frame, +1 agility, carry weight become 25 +15x per str. you wont carry much gear with this.
so if you have a char with 1 str, that means you can carry 40.
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Crystal Clarke
 
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Post » Mon Mar 14, 2011 1:23 pm

I give up.
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Miss K
 
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Post » Mon Mar 14, 2011 10:45 am

I give up.
Basically a trait is an early-game perk before you start the game, but they have a disadvantage too as a penalty for getting them. Like in New Vegas, if you pick Small Frame your agility gets bonus, but your limbs can break more easily.

Perks themselves (the ones you get from leveling up) have no disadvantages.
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suzan
 
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Post » Mon Mar 14, 2011 3:01 am

I'm sure the devs didn't cripple the experience by doing this.... Like I said, I'm with you that I don't want to have to toggle the random encounters, but I have a little more faith that the game won't be severly lacking wihtout choosing it.
It's probably worth pointing out that traits are supposed to have a negative to go with the positive, and the fact that you need this trait to get ALL the random encouunters could be considered the negative.


Well put. Maybe that is the downside and people [who use that perk] will have to grind a lot longer to get something equivalent to the Firelance Encounter.
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Marquis deVille
 
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Post » Mon Mar 14, 2011 12:00 am

I agree with this guy. Why not just include them in the game? If people haven't played the game from whence the references/jokes come from, then chances are they won't even realize its a reference. Also, game designers stick in references to previous games, other games, pop-culture, current events and even inside jokes within the development studio all the time. Usually they are subtle and you only "get it" if you have experienced whatever the reference comes from. If you don't get it, then you won't even realize it's there, unless its so obvious it's as if they're banging you on the head with it.


Well you see that's the thing; subtle references I don't care about, there were subtle pop culture references in Fallout and Fallout 3, and I didn't mind. Fallout 2 went way too far though; there was an encounter where you stumbled across a crashed Star Trek shuttle with dead red shirts lying around it, and it was hard not to find this encounter no matter your build. The game also repeatedly broke the fourth wall.

This isn't rewarding people for building their characters a certain way (high Luck and Survival, for example) who want a more Fallout 1-style experience (which would be a good thing), it's punishing people for wanting to play a Fallout 2-style experience, except it's not even Fallout 2-style, because in Fallout 2 you could have 2 traits without having to sacrifice them just so you could be asked questions about the air-speed velocity of unladen swallows by a man in a purple robe guarding a bridge.


I think you and Styles are blowing this way out of proportion. How do you even know you'll be limited to two traits, has this even been stated? Even if it has I'm sure there are many cases in the previous games where you picked several traits and wished you could pick another... do you feel that was a punishment? Pop culture encounters and the breaking of the fourth wall are not particularly important for a Fallout game since they're not a defining factor, unless for some reason, you consider Fallout 2 more of a Fallout game than the original. Ultimately these encounters were just tacked on flavor material that amused some, and garnered hate from others. If you want them bad enough you'll sacrifice a practical trait, if you don't care about them or don't want them you won't have to put up with them. It's no more of a punishment than forcing those who hate the encounters to constantly put up with them even in settlements ALA Fallout 2.
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Ilona Neumann
 
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Post » Mon Mar 14, 2011 3:21 am


I think you and Styles are blowing this way out of proportion.


100% agreement there.
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Jeremy Kenney
 
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Post » Mon Mar 14, 2011 6:19 am

100% agreement there.

200%. It's not like every kind of humour will be cut and the game made a serious drama or anything. Just look at the whole "Lou Tenant" debate, that is not caused by WW at all.
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Connie Thomas
 
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Post » Mon Mar 14, 2011 10:23 am

Fallout 2 went way too far though; there was an encounter where you stumbled across a crashed Star Trek shuttle with dead red shirts lying around it, and it was hard not to find this encounter no matter your build. The game also repeatedly broke the fourth wall.
I personally thought Fallout 2 was a misunderstanding of the setting; I also think so of Fallout 3 as well.

Fallout 1 had the PC stumble upon a few outrageous things in the wastes ~but always in the wastes and it served not just for a mood breaking laugh, but also to caricature the wild weirdity of the new wasteland itself ~"You could come across anything out there; who knows what's out there now...".
(but not twice)
Its all open to interpretation... Was the PC hallucinating, or did he actually see what he thought they saw ~or did it just look like that... Or he just found some nutcase out there. [I don't really view it that way myself though]. I can actually accept that those two aliens with the Elvis portrait are the only two aliens in the whole Fallout universe that were ever there (or ever be there again) ~or maybe they weren't there at all on those few times that the PC did not leave with something :shrug:.

Fallout 2 may have taken these encounters as symptomatic of "general wackiness and pop culture references" being intrinsic to the setting; and mostly, I don't mind any of it... but I do think it was based on a mistake. I do think the biggest mistake was to have some of those encounters in towns, instead of isolated out in the wild strangeness of the radiated wastelands. Brain was cool, but Brain could be visited twice ~Brain was real in a very wrong way IMO.

Fallout 3 [IMO] stepped even farther off the court, and quite suddenly EVERYTHING was pop 50's and generally wacky as a feature of the setting (a feature that I've yet to see in the old games) ~Absolutely everything 50's style in FO1 was pre-war remnant junk. Technology & design was with a 50's aesthetic (and always should be), but its applied to Plasma weapons and anything else you'd expect in a futuristic setting. Fallout's world is different (we know). The laws of reality are skewed into a caricature of the 50's fear & (popular) ignorance of some things like radiation ~and so Radiation can make you turn into green ugly monsters or glowing goop can turn you into a freaky mutant... Create giant bugs and reptiles...

It always seemed to me that the Vault Dweller stepped out into a world built on the remains of a 50's idealized future gone wrong; and the only one stuck in the 50's was him and the rest of the vault dwellers canned up with nothing but holotapes from a past age to keep sane. :shrug:
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suniti
 
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Post » Mon Mar 14, 2011 8:45 am

-Snip-


One of the amusing things about all of this, is how dead serious the original Fallout was most of the time. The humor was at a minimal in the original game, there were a couple moments of dark comedy in the introduction, and the Vault Dweller could be a sarcastic jerk with some amusing one liners in the game itself, but for the most part the game world wasn't wacky. Fantastical yes, but wacky and campy? No.
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Lynne Hinton
 
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Post » Mon Mar 14, 2011 3:06 am

200%. It's not like every kind of humour will be cut and the game made a serious drama or anything. Just look at the whole "Lou Tenant" debate, that is not caused by WW at all.


No not all the humor will be gone, just the Humor of Fallout 2. Love it or hate I don't care, I love it. Most people that say "it's not a big deal" have never played FO2 or at least only played parts of it after playing FO3.
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Roberta Obrien
 
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Post » Mon Mar 14, 2011 3:14 am

Basically a trait is an early-game perk before you start the game, but they have a disadvantage too as a penalty for getting them. Like in New Vegas, if you pick Small Frame your agility gets bonus, but your limbs can break more easily.

Perks themselves (the ones you get from leveling up) have no disadvantages.

I said "I give up" because even though I said repeatedly that yes, I know what a trait is, everyone insists that I have no idea.


It was sarcasm. Really. I deduced that much myself, read my earlier posts. I don't need someone to bash me on the head with the information.


You: "dude, they have this new food down at the place, its a hot dog, with breading on it, and deep-fried!!"

Me: "sooo...it's a corn-dog without a stick?"

You: "noo man its not that, its a hot dog, but with fried breading on it!!!1"

Me: "yea....that would be a corn-dog, just without the stick."

You: "you're still not getting it"



What you just said explaining traits is pretty much the same thing I just said a couple posts back. And yes, some perks do carry disadvantages, even if its only the fact that taking them would waste a slot you would be better off filling with something more useful.
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sw1ss
 
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Post » Mon Mar 14, 2011 10:47 am

Most people that say "it's not a big deal" have never played FO2 or at least only played parts of it after playing FO3.


Well I played Fallout 2 extensively and I hated those types of encounters, especially the ones that broke the 4th wall.
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Romy Welsch
 
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