Skip to main content

Gear, Junk, And Garbage

Another week gone, full time job inclusive, and that means barely a dent in my Fallout 4 DLC-complete survival mode replay.  Fallout 4 is a big, big game, and all this survival mode death retread does not make it go any faster.

My character is now level 28, and I have settled my decision on which of the major firearm perks to specialize in first.
  • My character is leaning hard on the Luck attribute since I thought the perks there were the most fun.
  • High luck means a greater reliance on critical hits to succeed in combat.
  • Critical hits recharge from each time you hit in V.A.T.S. mode.  
  • Pistols have the most efficient use of action points to generate the most hits in V.A.T.S mode.
So it seems my character's build had already decided that the Gunslinger Perk is what I should take.  This perk has an added benefit that it can boost range, something no other weapon perk does, which also addresses one of the biggest problems with dedicating a character to pistols.

Another form of Fallout 4 progress, perhaps bigger than my character's, has to do with my continuing to unlock and improve my settlements.
  • I have added GreyGarden and the Taffington Boathouse to the outer range of my settlements, and this extends the "safe" range to operate in Survival Mode to about 33% of the upper left of the entire Commonwealth map.  
  • I have earned level 2 of the Cap Collector perk and level 2 Local Leader perk, and this allows me to get the "Emporium" level trading stations that are the best player-built stores in the game.
  • I just unlocked enough Gun Nut perk ranks to install rocket turrets at my settlements.  My settlers no longer need concern themselves about safety.
Furthering my settlements' agenda, my next big step is to drag all the scrap out of the city blocks south of the Corvega factory.

In that endeavor, I have lost as much progress stumbling over mines as I have bugs locking up the game.  It was quite a frustrating three hours spent clearing the Cambridge Polymer Labs, twice, only to have the game lock up both times when I fought some bloatflies on the way back to GreyGarden.  Survival mode makes no exit saves when the game crashes.

Aside from that, hauling scrap just got a lot easier thanks in part to having outfitted Codsworth with storage-boosted Sentry Bot legs, an unexpected benefit of the Automatron DLC.  Good thing I didn't bother investing in the Strong Back perk, as it turns out you hardly need it when you have a robot capable of carrying 450 lbs of junk even in Survival Mode.

I spent most of Friday taking a vacation from Fallout 4 and instead playing the newly-released Diaries of a Spaceport Janitor.  The less said about that game the better... not because it is a bad game so much as it is a surreal experience best played completely unprepared.
My first playthrough did not go well.  I got to the final, toughest leg of the first (only?) major quest and it did not work due to a bug.  A patch was released which might have fixed it, but it broke several things with my save game, including all progress made on that quest.

So I think the best thing to do is restart playing the game entirely.  It should be easier now that I know a spaceport janitor's routine.  I heard that the city was procedural generated in some distant past developer log, in which case I wonder if I will end up with a different spaceport layout?  If so, that would make a replay that much more interesting.


Popular posts from this blog

Resonant Induction Really Grinds My Gears... In A Good Way

From about 2pm yesterday until 8pm today, I've been dabbling with my latest custom mod mix for Minecraft 1.6.4, which is this time very much Universal Electricity focused.
Aside from the usual GUI enhancers and Somnia, the primary contenders in this mix were:
Calclavia Core - Of course: this is the base of the Universal Electricity system.Resonant Induction - This seems to be largely focused on increasingly more advanced methods of refining ores divided across 4 ages of technological progression.  It also includes some really cool things such as assembly lines.  I'll primarily be talking about just a few blocks out of this mod today.Atomic Science - A mod dedicated to generating more of those lovely universal electricity volts via the power of splitting the atom.  Build your own nuclear reactor!  Deal with nuclear meltdowns!  You maniac!ICBM - A mod dedicated to generating more destruction using those lovely universal electricity volts (and more than a little gunpowder), it cer…

Empyrion Vrs Space Engineers: A Different Kind Of Space Race

In my quest for more compelling virtual worlds, I have been watching Empyrion: Galactic Survival a lot this bizarro weekend, mostly via the Angry Joe Show twitch stream.  What I have concluded from my observations is Empyrion is following in Space Engineers' shadow, but it is nevertheless threatening the elder game due to a greater feature set (the modding scene notwithstanding).

Empyrion is made in Unity, whereas Space Engineers is built on a custom engine.  While this does put Empyrion at a disadvantage when it comes to conceptual flexibility, its developers nevertheless have a substantial advantage when it comes to adding features due to a savings of time spent that would have gone into developing their own engine.  Examples include:
Planets.  Empyrion already has planets and space to explore between them, whereas in Space Engineers planets are in the works but still awhile away (so you just have asteroid fields to scavenge).Enemies.  Space Engineers' survival mode boasts onl…

Greasing The Grind: Adding Lasting Appeal To Virtual World Sandboxes

Game design, being about entertainment, is not as much science as art.  We're coming up with interesting things that the human mind likes to chew on that "taste" good to it.  Different people find different things, "Fun," and a game designer is tasked with coming up with fun, appealing things.  As pertains to virtual world sandboxes, I identified three of them.

Challenge Appeal.

Dwarf Fortress and Fortresscraft Evolved have the same end game appeal preservation mechanic: wealth equals threat.  The more money your Dwarf Fortress is worth, the bigger the baddies who will come for you, including a bunch of snobby useless nobles who do nothing but push dwarves around and eat.  The more energy you make in Fortresscraft Evolved, the more and bigger bugs come to shut down your base.  Rimworld does something a little different based off of which AI Storyteller you choose, but it generally adds time to your wealth accumulation when deciding what kind of threats to throw a…