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How you came to that conclusion? Explain please :)
I mean, sure, she likes it when you negotiate better rewards, and she looks out for her own survival, but that's just how you have to BE in a post nuclear survival game.
Face it, the way a "good" character behaves in Fallout is damn near suicidal. You walk out of a Vault with nothing but a 10 mm, a goofy blue suit, and your shiny almost-not-bloody pipboy, and people ask you to take on raiders, deathclaws and a secret organisation with a bag full of murder bots?
Any sensible person that is a mortal flesh and blood being would flip you the bird. In a real life situation where one bullet to the head kills you, clearing out hordes of ghouls for some ragged squatters for no reward is asking to become an all you can eat intestine buffet for zombies.
Radiation SHOULD be a silent killer that murders you if you don't run at the first tick of the geiger counter. Contrary to how Fallout works, there is no handy dandy rad away in a plastic bag that can simply "cure" acute cases of radiation poisoning. Every exposure harms you permanently, too much too often kills you.
So if the local shop clerk gives you a teary eyed story about the ghouls desecrating the local radiation tainted library, you ask for a reason WHY you should crawl in there, maybe get permanently crippled, and certainly acquire new scars just to clean them out.
The only reason the vault dweller can get away with it is ♥♥♥♥♥♥♥♥ save/load, plot armor, and "anything more than zero hp means I'm good to go" mechanics.
Fake example: (to avoid spoilers)
Me: I like Pies.
Cait: I dinnae know what I expected you teh say, but I dinnae expect it teh be yeh be likin' pies.
Well its not that it gives you such a big advantage if you barter out some more caps. If being selfish in fallout 4 really would increase your chars power above others to a noticeable degree it might be worth considering it..but so far it gives you you only negatives as you will loose settlements if you refuse to help defend them..and less exp if you refuse to help people..stuff.
There is no gain in being over carefull about risks in the game.
Yeah, but that is a mechanics argument, and not a roleplaying argument. Cait isn't unhappy you negiotiate over caps because she doesn't want you to get experience for free when you can get paid, but because as a character she is living in a harsh, unforgiving world where 100 caps for a stimpack or treatment may mean you live another day - or don't.
She's not a player who can reason that your damage resistance and the many stimpacks mean you are an indestructible master of war, but a recovering drug addict that sees her only means of salvation throwing him/herself into the maw of death for no gain.
The fact that you have no reason to DECLINE going from a game mechanics standpoint just means that the devs messed up GIVING you a reason to fear fighting man eating monsters or drug addicted psychopaths.
Imagine if everytime you got shot, you had a risk of permanently losing stats or even perks. Say a raider hits you in the ellbow joint of your dominant arm, and the stimpacks are not sentient and thus healed the joint wrong, costing you the use of that limb and making you incapable of using any weapon that requires two hands (such as bigger melee weapons, rifles and big guns).
Suddenly, saving those squatters for free seems to be not worth it because your perks for rifleman became a joke due to the crippling injury.
They didn't add ♥♥♥♥ like that because it would ruin your fun if you had to reload everytime a raider got lucky.
Or imagine the "crippled legs" from a mine actually BEING crippled or amputated. Becoming a legless beggar while "freeing" a site for settlement ending your game permanently.
That's what COULD happen in the roleplaying world of Fallout 4 and only DOESN'T happen because it isn't a roguelike. But that's what Cait, a fictional character IN that universe, has to take into account while making decisions.
wait... piper is supposed to be cute?