Forum Overview
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Fallout III
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Re: Fallout 3 noob
[quote name="Lizard_King"][quote name="Fussbett"]What happens when I get too much bad karma? Should I care? I fucking don't because here's what I need instead of good karma: everything. If you've got it in your pockets or anywhere behind you, then it's going to be fucking mine soon enough. [/quote] No. Go nuts. The worst that will happen is that mercenaries will come after you periodically at either extreme of the karma scale. Think of them as a convenient spare weapon delivery service. And the game includes a number of karma fountains in order to make the whole process less difficult, and then managed to completely fuck up enough of the karma consequences in certain big ticket moments in order to make those that try to play by the rules accept them as a joke. [quote] I found the game pretty hard at the beginning when I waltzed into a town full of giant fire ants immediately after emerging from the Vault. That's when I learned that bullets are precious, precious things, and should not be wasted on... ever. I've completed a couple of random quests and still can't even see a time when I'd have enough caps to purchase the Rock-It Launcher. Is that a mid-game thing, or did you guys grind away to buy it ASAP? [/quote] First, you're on the right track by being a relentless dickhead in terms of making money. Second, it depends on what you mean by midgame, but I would say around level 10 is when the game will start to get a lot easier. The Rock It Launcher, along with almost all other big guns, is purely optional. It's up to you whether the weight and performance ratio is worth the hassle. It wasn't for me, and I just keep them around for novelty value. <u><b>Key things for the Fallout career planner as envisioned by anal retentive stat whores</b></u>: <b>Repair</b>. It makes things you sell more valuable, things you combine more portable, and things you carry more effective. <b>Focus on one or two combat skills.</b> I think Small Guns and Energy are the most cost effective and useful. <b>Lockpick</b>. Obvious why it's useful, and the fact that it's much more broadly applicable and a more tolerable minigame than Science is a big bonus. Finally, I would add Stealth, because when combined with a later perk that lets you move as quickly as you can crouched with no consequences, it turns you into a first hit critical machine. When you factor in a well repaired weapon with a high relevant skill, that's a lot of damage. As far as traits go, Intelligence is the most important by far (determines skill points and a lot of other things), and Dexterity (Agility?) is my choice for second most important. ' The most underrated perk that I completely ignored on my first playthrough is Comprehension. If you get it early and hoard your books until then, that means a possible 25 skill points if you found every book for each skill turns into a possible 50 points. For each skill. Between that and Bobbleheads, anyone can fix a shit build with a little diligence and a FAQ or two. All of the other perks are mostly self evident and up to you, although I would recommend Silent Running because slowly sneaking blows. NOTE: it is entirely possible to have a great time in F3 without doing this. Just not possible for me. [quote] Are friendly ghouls a staple of the Fallout series?[/quote] Yes. In fact, I think the hostile ghouls (or at least feral ones) are the novelty. Otherwise they were just ugly npcs that were mostly harmless. [quote] I wish super mutants weren't green, as it's dumb. Probably a hold-over from the older games, right? [/quote]Yes. If anything, Bethesda went too "brown orc" for purists, so we should count our blessings. [/quote]