UniversalLogic said:
empathogens that give humans glows based on how they feel towards you like life detect in oblivion did... but i bet nobody thought of that at bethesda.
And it was so obvious, too.
Public said:
1. When your hand was crippled, stimpacks didn't heal it! You had to use a Medkit.
The Doctor skill, to be precise.
Bad_Karma said:
The eyebot calling the enclave is either smart or dump...
I mean the eyebot is playing Enclave propaganda as far as i got it, but then it's calling in Enclave troops to kill the people off, who listened to the propaganda O_O
Or maybe someone sat at a screen and suddenly spotted a Vault suit. Of course, that doesn't explain why they'd want to kill you off the bat.
Ausir said:
Another thing that bothers me is this - where the hell did the PC learn to read Chinese?
This was pointed out before by terebikun.
Eyenixon said:
Ohmyfuckingod people it's beensaidsincethefirstpreviews that the fatmanfucking irradiatesyouforchrist'ssake.
Now you have a small taste of what it's like sitting on a website for two years and have people come on every fifteen minutes to inform you that you're an ingrate because V.A.T.S. is turn-based and shouldercam is isometric.
I think Todd held up pretty well here, all things considering. He certainly seemed aware that people have seen the presentation by now and skipped the standard phrases. A few things:
* He said the teddy wouldn't work on the robots. Someone edit this into the wiki entry on teddy bear physics right now!
* I was a bit confused when he said Psycho would up your damage; in the original games it improved your AG and Damage Resistance. Maybe he meant Buffout; it'll be interesting to see if they've managed to give that a tangible effect in combat.
* Glowing Ones are "conduits" of radiation - what does that even mean?
* Green plasma bolts and red laser beams from the Enclave soldiers was a nice visual. Also you get the feeling that if you didn't hack your character, that's dangerous. Also also you get the feeling that there will be little room for tactical considerations.