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its imposible to have fun playing this game
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>>3906022
>>try to talk it out
>>only way is to mele fight him in the arena
There is no way to "talk it out". The closest thing would be to barter for Tandi and buy her.
You chose the option for melee badasses to duel the leader. Obviously, this was a poor choice for your build.
You could recruit Ian and try to storm the camp and kill all the raiders with his help, aggroing small groups at a time. That's usually my preferred resolution for the quest, you can get a lot of loot that way.
You could also try to sneak in and break her out.
The most obscure way is tofrighten the leader by appearing to be the ghost of his father, which requires dressing like him, and also possibly luck/charisma checks, it's been a long time. He releases Tandi for free to avoid your wrath
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>>3906026
That's also a totally optional sidequest and you could ignore it and fuck off on your quest to Junktown.In retrospect, leaving Tandi to her fate would probably be doing the future wasteland a tremendous boon.
It's not like you're trapped in a fight you can't beat that's required for the main quest, where you can't leave the area or do anything else, effectively softlocked. That's what being "stuck" means.
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I somehow did the final area 'wrong' and missed out on all of the dialogue/storylines/plot. I just went with sneak and killed all of the super mutants that I could. Think I activated some computer and destroyed the base. Didn't have a back-up save to revert to.
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>>3906331
Sounds like you still solved the problem you needed to solve.
You could have confronted the Master and debated him. This would've likely ended in a boss fight, but ifyou gathered certain specific evidence, and had adequate speech skill, it is possible to convince him that his plan to produce a superhuman replacement species is fundamentally flawed, because supermutants are sterile and cannot reproduce. He then kills himself, and you have to arm the nuclear bomb and flee, just like you did.
Did you talk in depth to Harold in the Hub? Did you thoroughly explore the Glow? Those both have a lot of the relevant background, as well.
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>>3906331
That isn't wrong at all. There was always supposed to be multiple ways to finish the game. For sneaky or squishy characters, it's perfectly acceptable to to pick the lock on the elevator and set off the nuke. Yeah, you don't get to talk to the Master, but unless you have a specific plan in mind, it doesn't matter. The fight isn't really that easy, either. It can be with the right character, though.
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>>3906013
glad im not the only one, i got stuck because i couldn't find a rope to go down to the first vault, searched around the map for a few hours, then googled it and found out theres a rope in the first floor of the vault hiding in a locker that i couldn't see because the game looks bad. fallout 3 and NV are the only good fallout things ever made
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>>3906477
>i got stuck because i couldn't find a rope to go down to the first vault, searched around the map for a few hours, then googled it and found out theres a rope in the first floor of the vault hiding in a locker that i couldn't see because the game looks bad.
You could buy or “borrow” three ropes in Shady Sands, not counting the one you can find in Vault 15. I think one of the people you talk to even recommends bringing a rope, but it’s been so long. Games in the 90s just expected players to think to hoard potentially useful items.
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>>3906477
>>3906481
Only need two ropes. I take one from the farms at Shady Sands, and then use the one you find in the lockers. Funny thing about this area (concerning your problems with it) is that there is a hunting rifle on the floor in one of the bathrooms. Probably took me a decade of on and off playing to find it. It loses a bit of soul when you use the patches that highlight items.
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>>3906022
How do people manage to waste enough time around Shady Sands for the Tandi kidnapping to trigger? If you just go to Vault 12, then come back to Shady Sands and do the radscorpions quest, there's nothing telling you there's any reason to hang around SS any longer instead of moving on to Junktown and the Hub. If you get the Tandi quest after stopping in SS on the way back in or out with the water chip you'll shitstomp the raiders.
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>>3906648
I got the tandi quest on the way back from the vault. Did the radscorpions before going to the vault.
I play as Albert so I just trade for her. I don't understand why clueless people refuse to use the premade characters and then complain that they lose a sidequest because they somehow can't fight or persuade or sneak or anything
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>>3906013
Its a great game but the combat can at times feel a bit tedious if there is too much going on on the screen at once. It could have benefited from an even faster speed up option. I had a ton of fun playing it.
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>>3906648
I usually find that it happens after doing shady sands, vault 15, and then returning to shady sands for the radscorpion quest. If I needed to burn a little more time, I’d hop back to vault 13 and do the quests there, and swing by shady sands for the tandi quest before going to Junktown.
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>>3906663
I am an old man that played it on a 486 originally (yes, in 1997) and I can't imagine how slow it must have been back then on a lower-than-minimum-requirements PC. If I play it now I use sfall with hotkeys for 200/300/500% speedup depending on what I'm doing.
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ive had fun just imaging cool fight scenes everytime i get into combat that isnt just shooting rats that want to bite your shins off
game does feel like a chore to play tho even saw some older chuds say the UI was out dated even in the 90s so thats might be a reason
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>>3906822
There is a lot of fun to be had in Fallout 4. Far harbor is great. Building settlements is fun especially after mods. The glowing sea has a great vibe. Its just every other quest blows and it feels like a Fallout theme park instead of a fallout game. But you CAN have fun in it.
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>>3906486
i don't know if i could make it through a full game with my success being so dependent on whether or not i can see stuff on the ground. first person looting is much easier and smoother, especially with a minimap.
>>3906822
3 is still leagues better than 4, but NV is leagues better than 3. i'd call 3 a 7/10 while NV is a 10/10, but 4 is a 4/10
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OP here I actually played more and I got to the hub but then I accidently overwrote the save file I had in the hub with the save file of the decker fight with I can't win.
So yeah fuck this fucking game, the plot is fucking boring to I'm just looking around for the stupid fucking cheap doing dumb fucking quests and having to deal with hard moral choices like "should I kill the good guy or the bad guy". Fuck this fucking thing I'm going to try to play it again in 5 years.
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>>3909682
some people like being chellanged and don't want the solution to everything being handled to them. I recomend playing it normally and only using cheats if you really get stuck but that should't happen if you try.
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>>3909682
Not really, the only "argument" would be to try Fallout as it shipped so you can enjoy getting blocked by NPCs stopping inside a door.
You should eventually play Fallout in its own engine, but feel free to pick Et Tu as your first impression. Unlike many of the mods popular back in the day (for both Fallouts) it doesn't include cringe fan made content.
>>3909704
What are you talking about, schizo?
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OP here I almost finished the game and then it bugged out in the fight with the master. I can't fix it even if I load a previous safe. I'm just gonna pretend I did I guess. I enjoyed the game but this was very disappointing
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>>3906013
It may be harder to grasp by newer players, but I find it much less janky than F3. Man that game was close to unplayable to me when I tried it, the inventory and stat management is even worse than in F1/F, which is fucking something.
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I saw this right before I was going to make my own post on the game.
It feels more like a decent proof-of-concept than an actual complete game.
>5 weapon skills available to use
>only 1 isn't absolute dogshit for 80% of the game
>picking anything other than Speech means you're probably going to be fighting through every conflict.
>every other contextual skill is used sparingly at best (seriously, what does Science even do?)
This was the game I ran into more instances of "well I wouldn't say any of these options. this is dumb" than any other game in the series. Even Fallout 4 didn't have as much of this. Pretty often, picking the wrong dialogue option locks you out of paths that you didn't even know existed because you had no way of knowing where a conversation path would go, and have no way to steer it back on track. This doesn't just happen for stuff like taunting someone into attacking you. It's all the time.
Part of me regrets taking advice to make the game easier on me, because if I were to play it as I wanted to build my character (AKA, roleplaying) I probably would have hated it. I probably would have gone mid-level AGI and CHA to focus more on PER and INT. Then pick Energy Weapons, Science, and Repair as my tagged skills.
All that on top of the fact that the game's only about 15 hours long.
Was New Vegas just a fluke? where did the series's reputation come from? Fallout 3 was pretty good, and I know most fans started there, but it seems popular to trash 3 as never being good now.
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>>3909933
>give player choice
>only design around one choice being expected.
The radscorpions quest isn't even required. My issue is really in how you can't have a viable early game build with anything other than small guns.
No one in the vault could spare me a laser pistol and some energy cells? I'm trying to save us all from dehydration. it's kind of important.
And also, it's not even a hot take to say that Agility is far more important than any other attribute. That's rule 1 of CRPGs, having more actions than your opponent is the most effective way to win.
Even fallout 3 understood this by giving you two laser pistols and a bunch of ammo in the super duper mart, and I think there's even one in Moira's store if you don't want to do that quest.
NV did this even better by just having it in Doc Mitchell's home.
I'll ask again, why have five weapon skills you can tag right from the start if the game is only designed to accommodate one? (maybe two if you somehow manage to survive with melee weapons)
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>>3909938
>my noncombat INT/science build should be able to survive the wasteland just as easily as a maxed-for-combat killing machine
The game does respect your choices, by presenting a consistent world and allowing you to make the character you want. Expecting your gigabrain Doctor/First Aid/Gambling character to be able to survive a post-apocalyptic wasteland just as easily as a combat monster would is silly.
Small Guns, Unarmed and Melee are all completely viable in the early game. Small Guns is easiest, but the other two are fine and even easier to build for since all they really need are Strength and Agility. There's barely any difficult combat until Junktown or even the Hub depending on which quests you're doing.
>No one in the vault could spare me a laser pistol and some energy cells? I'm trying to save us all from dehydration. it's kind of important.
What's one of the first things you see on the very first screen of Fallout, as soon as you load into the game world after creating your character?
And again, it's a post-apocalyptic wasteland. Expecting laser pistols and minguns to be as common and easily available as standard pistols and rifles is silly. The game manual even tells you that energy weapons in particular aren't common.
>Even fallout 3 understood this
Fallout 3 is an ARPG where character skill level barely matters for real-time combat and it has far worse balance and scaling problems to worry about besides.
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>>3909938
>>3909940 (me)
>I'll ask again, why have five weapon skills you can tag right from the start if the game is only designed to accommodate one? (maybe two if you somehow manage to survive with melee weapons)
To give the player choice and variety of combat options. Moreover, it's letting the player choose risk-vs-reward in their choice of weapon skill. The idea is that you have two weapon skills which are strongest in the early game and then taper off (unarmed and melee), one average skill which has good availability over the whole game (small guns, balanced by consuming ammunition which melee does not) and two late-game weapon skills which you won't find until the later stages of the game but pay off later by being considerably stronger or having more powerful weapon effects or damage types. In practice it doesn't work perfectly (.223 eye shots are more than sufficient to carry you through the whole lategame) but from a design perspective there's nothing wrong with having skills oriented towards the early game or late game, and Fallout is far from the only game that does this.
Further, you aren't limited to only tagging one combat skill at the start of the game, nor does anything prevent you from putting points into a skill you don't have tagged and using that until you find a weapon for the skill you want to use. There's even a perk that lets you get Tag an additional skill once you hit level 12. Notably, one of the premade characters for Fallout has three combat skills tagged, so the devs were aware of this.
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>>3909938
>how you can't have a viable early game build with anything other than small guns
Melee and Unarmed are viable early game (and until end game). It's a matter of making a character that can actually use melee attacks effectively, just like any other build.
>And also, it's not even a hot take to say that Agility is far more important than any other attribute
Not really. The thing with Agility is that it needs to be combined with other physical attributes to be actually useful in combat. See picrel. Yes, it's an important attribute for all sorts of characters, but by no means is it the only one with that much importance.
>Even fallout 3 understood this
Energy weapons fucking suck in the 3D Fallouts, because they missed the memo about how they're supposed to be extremely powerful against anything that's not Power Armor and good quality metal armor. Hardly any wonder why they're available at the start of the game.
>why have five weapon skills you can tag right from the start if the game is only designed to accommodate one?
Because you can very much survive by tagging any one of them.
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>>3909922
>"well I wouldn't say any of these options. this is dumb" than any other game in the series
I disagree.
>picking the wrong dialogue option locks you out of paths that you didn't even know existed
Are you seriously painting this as a bad thing? If anything, more RPGs should have dialogues that actually affect your standing with NPCs.
>as I wanted to build my character (AKA, roleplaying) I probably would have hated it
Seems to me that you already decided that the game can't accommodate for roleplaying for whatever reason.
>I probably would have gone mid-level AGI and CHA to focus more on PER and INT. Then pick Energy Weapons, Science, and Repair as my tagged skills
Then you should've done that. Looking at guides before you even touch a game or read the manual is nobody's fault but your own.
>All that on top of the fact that the game's only about 15 hours long.
It's only a bad thing in that I wished it was longer.
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>>3909922
>Part of me regrets taking advice to make the game easier on me
>Fallout 3 was pretty good, and I know most fans started there
Nice work putting your bait at the end of your post instead of the start, more than you can say for 90% of the posters here.
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>>3909938
>No one in the vault could spare me a laser pistol and some energy cells? I'm trying to save us all from dehydration. it's kind of important.
No one in the vault has a laser pistol, those are exotic military-grade weapons, hence being rare.
You can literally go back into Vault 13, go speak to the security team guarding the armory, and reason with them that you're alone on a dangerous mission to save the vault, convincing them to give you additional weapons, ammunition, and supplies.
>Even fallout 3 understood this by giving you two laser pistols and a bunch of ammo in the super duper mart, and I think there's even one in Moira's store if you don't want to do that quest.
>NV did this even better by just having it in Doc Mitchell's home.
Those games ruined the sense of progression by making every weapon be equally prevalent, even if it makes no sense. Energy weapons are now reduced to just red fireball vs blue fireball.
>I'll ask again, why have five weapon skills you can tag right from the start if the game is only designed to accommodate one?
Again, for a sense of progression, and realism. There's nothing inherently wrong with certain weapon types being exotic/rare/lategame and powerful. Players in the 90s were expected to read the manual, and read the skill descriptions, and think "Hmm, am I likely to find a missile launcher at the start of the game?"
The real trap skill for FO1 weapons is throwing, but you never see anyone bitching about that, it's usually big guns, and sometimes energy weapons, both of which are excellent and powerful. The classic metagaming cheese character for FO1 is the "diplomat sniper" who specs into small guns in the early game and then switches to energy weapons once available.
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>>3910131
>The Laser Pistol is directly called out as the civilian variant with reduced wattage.
OK, you got me there, I haven't read that description in decades. However, the point still stands that there's no one in Vault 13 with a laser pistol who's hoarding it and refusing to give it to you (which was the context of the discussion), and every single laser pistol in the game is exclusively in a military-related location.
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>>3910155
Energy weapons are all over the map, they're rare for sure but not this forbidden archeotech you make them out to be.
Giving the player a laser pistol early on would've been just fine, stat wise they're a sidegrade to the 10mm pistol and almost a pathetic joke compared to the 10mm SMG.
>every single laser pistol in the game is exclusively in a military-related location.
I see it more as an issue of item distribution than anything else. By the time you get a laser pistol you already have a plasma pistol (or rifle) making the laser pistol completely worthless.
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>>3910164
>Energy weapons are all over the map, they're rare for sure but not this forbidden archeotech you make them out to be.
You're halfway through the game before you even see one, except for the RNG alien blaster. They're non-existent in the early game, rare in the mid game, and become more common in the endgame, which I think is fine.
>Giving the player a laser pistol early on would've been just fine, stat wise they're a sidegrade to the 10mm pistol and almost a pathetic joke compared to the 10mm SMG.
The laser pistol has like twice the damage of the 10mm pistol and a better damage type (in the early game anyway, where the 10mm pistol and SMG are relevant). 10mm burst is probably gonna be more damage per AP if you land the full burst at point blank range, but such is life.
>I see it more as an issue of item distribution than anything else. By the time you get a laser pistol you already have a plasma pistol (or rifle) making the laser pistol completely worthless.
Yeah, I suppose you likely could've found a plasma pistol by then. Probably not a rifle, though. In theory, I guess the laser pistol has better range and a marginally lower strength requirement than the plasma pistol? I'm not arguing that every single weapon in Fallout is perfectly balanced, however I don't see any fundamental issue with the existence of certain weapon categories that are intended to be rare and only found later in the game. It gives a sense of progression.
I don't even really like energy weapons personally, I did the metagaming "gifted diplomat 10 AGI small guns sniper beelining for the turbo plasma rifle" thing too many times back in the day when the game was new. Last time I played, I used melee in the early game and big guns in the late game, keeping a super sledge in the offhand. Was a lot of fun, felt good.
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>>3910176
>The laser pistol has like twice the damage of the 10mm pistol
Anon... Ammo.
>Yeah, I suppose you likely could've found a plasma pistol by then.
Found or bought. Plasma pistols are very common, more common than laser.
>Probably not a rifle, though.
Just buy one from the Gun Runners. You don't have to fight the deathclaws, you know.
>I don't see any fundamental issue with the existence of certain weapon categories that are intended to be rare and only found later in the game. It gives a sense of progression.
I see it as an issue because they're not really presented as late game skills by the game (nor the manual). It's a noob trap.
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>>3910194
>Found or bought. Plasma pistols are very common, more common than laser.
I think there's one you can find in Necropolis but that's it. Or the Glow (along with a lot of other toys, including lasers). I don't believe you can buy one before the Boneyard, which is an endgame area.
>Just buy one from the Gun Runners. You don't have to fight the deathclaws, you know.
The player isn't likely to go there early without metagaming and sequence breaking. I like to follow the intended progression.
>I see it as an issue because they're not really presented as late game skills by the game (nor the manual). It's a noob trap.
We'll have to agree to disagree here. I really don't recall this being a point of contention back in the day. I don't think that I personally ever heard this complaint before /vrpg/. Players just accepted that "yup, I probably won't find a flamethrower or a plasma gun at the start of the game at level 1". It was very common for players to use small guns for the early game, and then swap to big guns or energy weapons late in the game, if desired. Some would just use small guns for the whole game.
Like I said earlier, in my opinion, the real trap option is throwing, since there's simply not enough of them to be a primary weapon type to finish the game with. Energy weapons and big guns are, once you've progressed enough for them to be available. But I hardly ever see complaints about throwing being a trap.
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>>3910220
>Boneyard, which is an endgame area.
Who decided that, you? I remember going there with the caravan from the Hub the first time I played.
>But I hardly ever see complaints about throwing being a trap.
Because it's a support skill. You don't expect it to carry you (even tho it will, grenades are extremely powerful).
Trap is the Trap skill.
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>>3910194
>I see it as an issue because they're not really presented as late game skills by the game (nor the manual)
They very much are.
>Energy Weapons.
>The use of energy weapons is not a very common skill in the Vault. Energy weapons had just started to come into actual use in warfare, when the world blew up. Lasers and Plasma weapons are covered by the Energy Weapons skill. Basically, if it uses an energy cell or power pack, and not cartridge ammunition, it falls under this skill.
The equipment list for vault dwellers also do not include any sort of Energy Weapons or Big Guns, and that list is from before they ran out of budget so you know how bad it's going to be.
Also they're certainly not all over the map. You could hardly find one before getting to the Boneyard. First one you find will probably be in Necropolis.
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>>3909940
>>3909941
I've been thinking about these responses a lot today at work (bit of a boring shift. mind had to wander). They've given me a new perspective somewhat.
It's still not a game that aligns to my personal tastes (hence why I still prefer 3) but I can understand the design a bit better.
Your character at creation is less of a blueprint, more of a starting point. The roleplay is in how easy or hard your vault dweller adapts to the various challenges. Mine had no issue fixing up the powered armor, or discussing science with the computer in the glow, so he dedicates most of his time learning to shoot guns better. There's still a very clear optimal path, but there's some leeway to how you achieve that, and whether you make it easier or harder on yourself is just part of roleplaying.
(why are energy weapons and regular guns any different in terms of skill level? Just point and pull the trigger.)
Now that I think about it, Intelligence as a stat is sort of the same way. You forgo immediate advantages so you can gain long term benefits of more skill points.
I should also say that I didn't dislike Fallout 1. I just think it did some things in a very 1997 style, and design expectations have improved since then.
It definitely feels like a many playthrough style game, and you don't really see too many of those any more. All those little details that you can remember to slightly optimize your next run, or try something different to see how it goes. I guess that's why the game is so short.
It's a concept that's been tried, and mostly disliked because people tend to be overly attached to their character ideas if they're into RPGs. Oddly enough, it's similar to Dark Souls in that aspect. Magic is way easier than anything else, and Bows are stupidly weak. You could call that a difficulty setting if you want.
I'll try making a medium agility character and see how it goes. (probably not well, but whatever)
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>>3910436
You should take at least 8 agility. That gives you 9 ap. You can take Action Boy at level 12, which lines up nicely for how the late game can be more difficult. As long as you tag small guns (highly recommended) and put some points into it every level (or buy and read some small guns skill books), you can manage most of the early to mid game just fine, just don't be afraid to spend money on better weapons and armor. I would also suggest picking up Tag! at level 15 (or you can get it at 12 and AB at 15) and select Big Guns or Energy Weapons. You can finish the game with small guns, but it can be harder. You'll eventually get one, too, so don't worry about that either.
I would suggest something like 6, 9, 6, 5, 7, 8, 6, with the gifted trait. I usually pick good natured, too, but it'll be your start harder. On the other hand, you'll be able to heal yourself easily at the level where those skills matter most. Late game, first aid and doctor aren't that useful, but early game they are awesome.
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One thing I always thought was cool about this game, but no one ever really sees, is the stuff that happens at Vault 13 before you return the waterchip. Most people don't think to go back, especially since they lock you from going back in once the game starts. There's a few quests there, and some cool mechanics, such as one of the vault citizens is giving out water rations to all the other npcs. They'll run from there spot to meet him, get there water, and go back to their spot... when it doesn't bug, but still. Always thought it was cool.
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I played this game, made a character that specialized in 1-handed small arms, and had tons of fun being a post-apocalyptic gunslinger. Then I got to a part of the story where I had to fight guys in power armor, and my pistols didn't do shit against them, so I pretty much gave up after that.
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>>3910870
Yeah, that's how I do it. Just did it again for old times sake. He actually starts handing out water on level 3 at 8am or whatever, then walks to the elevator and goes to level 2 and 1 to hand out more water before going back to 3.
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>>3909682
There are some small changes and bugfixes. I played through 1 without it recently and I personally like seeing the game how most of the people that played it did, including the flaws, as to better gauge it in my mind. It will give me extra appreciation and understanding for the mod's changes when/if I do replay the game with it.
That said, if you aren't a purist there isn't a downside to the QoL and bug fixes, just disable the optional content (Doesn't get rid of all the changes however). The trading is painful, I got stuck a few times due to being blocked by my companions and some bugs are pretty bad, like how some ending slides aren't achievable at all in game due to their requirements referencing cut content. Whoops.
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>>3909938
>No one in the vault could spare me a laser pistol and some energy cells? I'm trying to save us all from dehydration. it's kind of important.
This was one of the changes Tim Cain mentioned in a video as one of the changes he would've made to the game. Not being handed one but more early game energy weapons.
>>3909973
Agility is so, so powerful for any combat character that deliberately not raising it to an adequate amount is crippling yourself. Unarmed and Melee are decent, since the game's enemies just bumrush you it encourages more close quarters fighting but melee ends up feeling a bit lame with all the knockback making you waste AP to finish enemies off if you didn't kill them. Certainly viable if riskier.
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The game has a lot of that D&D 3.5e ivory tower design. What I mean by that is that there's basically few builds and most other options end up being trap options. There's a "correct" way to play (with some leeway).
There's no point in tagging Energy, but it is extremely useful later on as small guns lose their power against the beefier enemies. There's no point in raising Charisma as the checks are few, with only a couple of them being more than flavor text but still inconsequential. Most of the traits are worthless, even if you exclude Gifted as most of them are inconsequential or subpar. Intelligence and Agility are extremely valuable and so is Speech and (to a lesser degree) Repair, not investing into these makes you much weaker and restricts your options. Speech is one of the most commonly checked and useful skill in the game.
Raising Repair and Science with a large amount of your skill points is a waste since you can buy infinite books for them, which you can afford by the mid game even without any barter skill, without any gambling, without any special encounter giving you cash.
Meanwhile skills like Sneak are never useful even if you put over 100 skill points over it due to how the engine checks for detection, meaning that you still rely heavily on RNG. I never needed to turn on Sneak even when doing the thieves guild mission or sneaking past Super Mutants, no Stealth Boy either. Outdoorsman in 1 doesn't matter at all and can also be raised by books, you're far more likely to get better encounters (ie Special) by having high luck. I ran into the Alien Blaster not long after arriving at the Hub.
In the RPG aspect it really fails heavily, there's not enough skill checks for many skills, they're either not useful or you don't have to specialize enough. A char with at least high INT, AGI low CHA and END char that tags Speech and Small Guns with Gifted can do and access almost all the content in the game with no trade off.
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>>3911030
That isn't to say the game isn't beatable if you do this, it's not a very hard game, but there's little incentive to create a "subpar" character. There aren't any different routes that open up, roleplaying options, situations where you have advantages over another build. I appreciate the slim stuff that is there (Such as bedding certain characters when you have high CHA) but it isn't worth it.
I would say that a low INT build is definitively worth it even if it's not as fleshed out as in 2. It still comes up frequent enough and the dialogue unique to it can be pretty funny, even if it basically forces you into a combat challenge run.
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>>3911030
Another issue compounding this is how the game uses skill checks/rolls instead of thresholds. This makes characters less distinct with each other as ones that have low skills can still roll high while ones with high skill can roll low.
I tend to save before talking to what is a seemingly important NPC and reload to exhaust their dialogue options before deciding to go forward. Even with high Speech I noticed that when picking the same option it would sometimes lead me to the "fail" branch of the dialogue tree where the outcome is to fight. This means you can't be always sure if you said the correct thing since the game can still roll low and fuck you over. Imagine having 90%+ Speech and failing the Master's Speech skill check, never realising that was an option in spite of meeting all the criteria.
Save scumming is a player issue, but it can be aggravated by certain design choices. I personally try to stick to poor choices I made (Gave 50 caps for a "tip" to the junkyard hotel lady and she just scammed me? Dogmeat and Ian got mulched by minigun fire? Did I fuck up by not looting this before the corpse vanished when revisiting the area?* Oh well) and set certain rules like never saving mid combat.
However when any character can successfully steal by just reloading it does devalue the skill. Worse would be if you happen to invest heavy amount of points into said skill and still fail, are you really gonna take that? Personally never used the skill besides for trading with my companions, but here something like the failure being tied to the savefile (Thus it wouldn't change on reload, but if you raise your skill you would be able to give it another shot) would be somewhat helpful.
*I know items from corpses that disappeared get dropped on the ground, however due to them overlapping into 1 tile and not being able to scroll between them it meant I would have to do inventory weight juggle/dropping and moving items and I didn't really need those items enough.
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>>3910819
That's basically what I did for my first playthrough.
I initially tagged Small Guns, and kept it at 99 until I scrounged enough ammo to feed my plasma pistol. Then I started putting points into Energy weapons instead. when I got to level 12, I picked Tagged, and was relieved to see that it works retroactively, so I ended up going from around 50% to 200% in energy weapons immediately.
I ended up getting rich pretty quick just by picking up as many spare guns and ammo as I could carry. (thanks, Ian)
I think my stat spread was 4, 8, 4, 7, 9, 10, 5 with Gifted (and fast shot).
I'll probably be going 4, 9, 3, 5, 9, 7, 5 next time with just Small Frame, tagging energy weapons, Science and Repair just for roleplay reasons. probably trying to study sneak over stuff like speech when possible.
Or, I could pivot entirely and make a completely different character. Maybe even trying one of those INT<=3 runs people love to meme about. my favorite NV character I ever made was a stealthy Black Widow sniper seductress. I'm sure that'll be broken in Fallout 2 from what I've heard about it.
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>>3911053
If you want to have two very distinct runs try a dumb low INT char (try to avoid using Mentats to circumvent it) high STR melee/unarmed brute and then a complete combat potato that maxes out primarily Speech and Sneak, no companions, basically avoiding any combat possible.
These are gonna be decently harder and the latter probably not gonna be that much different in terms of content but it will be interesting seeing how/if you can circumvent certain encounters and quests.
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>>3911042
There's got to be a good middle ground between having it be completely random so that any skill level 1 character can get any speech check with enough savescumming, and the New Vegas strategy where it just tells you what level you need, and you click that button for an instant "good outcome" reward (except for only one, 1 singular point in Dead Money)
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>>3911057
Another, which I don't think could work for Fallout, is to not have skills graded in 1 to 100 (Or over 100) as missing the threshold by one or two points feels bad and encourages hoarding your skill points.
You really don't need this fine gradation when realistically you're gonna have certain common thresholds that you check instead of using the whole range of numbers.
Say if the skill was numbered from 1 to 5, or 1 to 10 each point invested can be made distinctly useful by making sure there are checks that require that level. Of course the amount of points or however you're gonna balance this has to reflect that 5 or 10 would be heavy investments.
Likewise if you manage to miss the required amount by 1, some interactions could give a lesser success/reward. You could implement that one into Fallout.
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>>3911057
I think it'd be cool if the RNG for dialogue was on it's own seeded sequence set from the moment you start your game. Each skill check could be given an ID, and whenever you access one, it just pulls from that sequence. This can be easily determined through math when you begin the dialogue, or when you select that option. it wouldn't take much computing power and practically no ram.
This way, you can't just save scum because you'll roll the same way every time. Instead, you need to wait until you can level up more skill, find a skill book, or just live with the failed check (that I agree, you shouldn't be able to see)
So just because I don't know exactly how it works, let's just say that you roll from 0-99, and your speech skill is added on top of that, and if it's greater or equal to a threshold value, you pass. The NPC has a 50 speech check. you have 20 speech skill, and you roll a 25. Not quite enough. That 25 is always going to be a 25 every time you load, so to a layman, it might look like it isn't random at all. Go and find a magazine or something to raise your skill, and try again, or just pick something else.
don't take these exact numbers seriously, you know what I'm getting at though.
As long as thresholds are capped at 100 so you can't be soft-locked out of certain choices through bad luck as long as you completely max out the speech skill.
Maybe Charisma can even help to broaden your possible roll. at 1, it might limit you from 0-9, but a 10 could be the full 0-99 roll, which means it isn't just a dump stat for everything.
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Since we're shitting on fallout 3 I think super mutants being unable to reproduce kind of ruined the game, otherwise you would have to consider if maybe master is right and we need to evolve but he's just wrong and fucking stupid for not checking first.
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>>3911406
>he's just wrong and fucking stupid for not checking first
He was lied to by his own people (that's why he requires proof to be convinced), you can't really fault him for being too trusting of the one thing he believes in. He can't take a stroll all the way to Mariposa and check by himself either.
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>>3911406
The reason he never figured it out is the method of why the Super Mutants are infertile.
the FEV heals all imperfections, and improves their physiognomy to such an extent that their natural gametes are seen as inherently damaged because they have half of a functioning genome.
Thus, the females' eggs all were turned into full genome egg cells, which aren't viable for reproduction. the male sperm cells might have a better chance to make it out before getting "fixed" but without a viable egg to inseminate, it would be useless.
What Richard did was research the physical function of the organs of his Super Mutants, and found that no damage was done to any part. The original creators of the FEV didn't check for reproductive capabilities because they were intended to be used as Super Soldiers, not breeding partners.
personally, I think the writing of the final encounter could use a bit of punching up. Maybe instead of just going off of a random report from some literally-who Brotherhood scientist, we have to use her findings as a start, then find the super computer underneath the Glow to figure out the actual mechanism for why FEV isn't a viable path for life going forward. Finally, we could ask Richard why the pre-war society wasn't made of all Super Mutants if they're truly the best path forward. They only become mindless and dumb if they are sufficiently irradiated before infection. It's the only true flaw in the FEV's regenerative ability. Convince him with multiple points of data, and only then would he realize that he was completely wrong.
Then again, if I was finally setting in motion a 70 year plan to save the world, I might try a bit harder than he did.
Maybe keep humans around as breeding cattle, and only the old ones get put in the vats.
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>>3911426
>Maybe keep humans around as breeding cattle
Imagine writing that wall of text, and then following it up with this nonsense. What you propose is antithetical to Unity and the actual reason why the Master kills himself in shame.
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>>3911451
>I have to have every single human being on the planet be turned into Super Mutants, and if I need to have even two humans alive to breed, I will literally kill myself.
good to know that this super genius is reduced to the level of a toddler throwing a tantrum.
Humans keep lesser species around to use for our own benefit, why should Super Mutants be any different? as long as the mutants are still the dominant power, and peace is achieved, it should be fine.
If it's a matter of not wanting to repeat the discrimination and injustices of the past, then select humans who ally with the Unity Project (like the cult inhabiting the building right above him) could be the ones to continue on the species, while being treated as equals under the unified mutant regime. Make some babies with the promise that you'll get dipped when they grow up and start making their own. It's not that hard.
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>>3911455
>good to know that this super genius is reduced to the level of a toddler throwing a tantrum.
That is precisely the point. He's not immune to human failings and idealism just because he's a mutant now. The pragmatic one in this whole operation isn't the Master, but the Lieutenant.
>why should Super Mutants be any different?
If the "superior race" absolutely needs humans to survive, not just as a food source or for labor, then they're no different from a parasite. That is very much against what the Unity is all about. The Master is willing to let humans live, but only under mutant rule and without being allowed to reproduce.
>while being treated as equals under the unified mutant regime
You can't be this naive. That will never work in the long run, because the differences between humans and SMs are just way too obvious.
>It's not that hard
You're right, it's actually impossible.
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>>3906016
played it for the first time last week and I just finished the glow on my first character this is literally a skill issue with you
>>3906022
>>3906026
You can literally talk him out of it I did it with my character with a high charisma stat and a high speech stat you just need to pick the right dialogue options.
I of course returned shortly after with better weapons and Ian to gun down everyone
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>>3911546
The Intimidation option is what I did my first time playing.
Fire up the game and try it. it'll take you a few minutes to get there.
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Found another fucking glitch this time when I switch my weapon to a rocket launcher a text apear screamibg "Guards Guards" even though nobofy is there I shoot the rocket at myself and the game crashes. Am I really so fucking unlucky I'm the first person stumbling across these glitches.
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>>3911546
not at all you retard if you actually played these games you'd stop looking like a fool there's speech check where you basically tell him you're an unknown element and can do anything and if you pass it he let's you and the girl go
>>3911773
>game is dialogue heavy
>doesn't invest anything into speech
Good job retard go back to fortnite it's more your style
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>>3913037
I played Fallout in 1997 and I think literally every playthrough I’ve ever done I just stormed the camp with Ian, killed every raider, freed all the prisoners, and thenabused party weight mechanics to use Ian as a pack mule and take every raiders weapons and armor down to Junktown to sell
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>>3912170
Pure combat build is an entirely valid way to play the game.
>b-but what if you miss out on reading a specific piece of text because you failed a skill check!
What if you miss out on a combat encounter because you tried to talk instead of attacking?
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>>3906013
Skill issue. I went full perception (or whatever parameter was there for shooting things), had eventually found big sniper rifle, eventually had heard about some strange church, that coincidentually is near the place, where people had disappeared, went in and started blasting.Turned out i was completely correct, as nighty invisible mutants were upstairs, and the church itself was just a front. Also had blasted local final boss almost from the other side of the long corridor without even approaching (spawning mutants were oneshotted one by one).
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Is it viable to play the game at endgame without power armor?
My last playthrough, I managed to get a set of Combat armor, then almost immediately replace it with power armor from the brotherhood. I'm hoping to go with a more light-armored character next time prioritizing stealth and range. I'd be fine with combat armor, but having power armor for a stealthy character just doesn't sound right.
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Is it just me or is there just not enough content to be adequately prepared for late and end game? I have to either speech check or quit the run on every character aside from my 1 int 1 cha max murder character. And even he had to do nonncombat options and run from large groups of mutants sometimes
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>>3913481
Your combat potential is pretty much maxed out after you have bonus rate of fire. There is no realistic way to get to sniper levels in F1. You can just never stand there and take rocket or minigun shots because one half-decent crit will kill you through power armor and a psycho. If you want to be a kill 'em all character you have to abuse the combat.
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>>3906022
>didn’t put points into speech
>fails speech check due to lacking needed stats
>HURR DURR GAME BAD ME DON’T LEARN MECHANICS
You’ve unironically been filtered by your inability to learn.
>>3906026
No, you can absolutely talk it out by threatening the khans, you need high enough speech and decent intelligence or the perk that acts as dialogue intelligence for the option to even appear.
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>>3913158
Ehh most combat encounters that you can bypass through speech or stealth are interchangeable or not that compelling. Only one that comes to mind is the master. You can also happen to never run into random encounters with odd combination of enemies due to luck.
>>3913470
You don't even need stealth most of the time, sometimes the enemies have such pitiful line of sight they never notice you running around in power armor. That, the disguise and stealth boys are all you need.
I wouldn't put points into stealth, even at above 100% due to the mechanic being random rolls checked often you're going to get a bad roll eventually. Feel free to try it though.
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>>3906016
Skill issue. Fallout 1 is easy as fuck even on the hardest difficulty. Its brokenly easy if you get high agility and luck, go with small guns and later energy weapons. You one shot super mutants at the end, and kill master in 2/3 rounds.
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>>3915686
It's a single player CRPG from the 90s. Why should there be "build balance"? Balance is for multiplayer games. Doing the cliche small guns into energy guns build is probably optimal, but you can certainly complete the game just using small guns the whole way through.
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>>3915691
You can, it's just way harder, and your only good weapon is the sniper rifle that takes 6 AP to shoot. You're still going to end up doing the same "optimal build tricks" to get the most out of it, because Fallout is not an incredibly deep game.
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>>3915686
You forgot one very important thing; Fallout is an RPG, and it doesn't expect you to finish everything using combat, so combat build balance is largely unimportant here. And even though that's the case there are still people including me who completed the game with an Unarmed build anyway, because it's fun.
>You are mostly expected to make the switch to big guns or energy weapons at some point
No, it depends on your build.
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>>3915733
Anon, I've been playing this game since it released, and I was on the forums when people were complaining about the problems with the game and what would eventually change for Fallout 2.
And no one said you couldn't finish the game with small guns, or melee/unarmed, it's just not easy because of some design flaws.
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I honestly think it'd be better as rtwp(rtwv.a t.s) or ARPG style with vats and Diablo 1 paper doll menu style. I'm not even one of those rtwp fanatics. This game feels like what Diablo 1 could have ended up as if they stuck to turn based stuff
Even on the fastest speed combat in this game gets so tedious
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>>3919499
play it on turnbased at 500% speed
you click the button, the guy's torso explodes. RTwP is giving a guy a suggestion.
also Fallout 1 was not really intended to have companions, it was something hacked in at the last minute. Using them creates massive amounts of extra empty seconds
have any of the Fallout sequels ever brought up the Brotherhood of Steel origin being a US army company that fragged a bunch of evil scientists? IIRC you only ever know that because of holodiscs at the Glow. You'd think it would be something that would get reiterated with how much the franchise loves the BoS.
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I redid a recent fallout playthrough because i realized i was picking shitty perks and some stats just didn't feel right
This is FO1in2, so charisma 'matters'. I still have to buy my plasma rifle, and do the +1 operation for Str, Per, and Agi.
I was able to do the water chip (as well as the missable V13 quests at level 5)
I didn't force the locations. I
>talked to Ian to get some locations (hub)
>then to Crimson Caravan (BOS, boneyard, necropolis)
>Katja for cathedral
>then the Initiate at the BoS place to show me The Glow
As for skills:
>Energy weapons for obvious reasons
>Lockpick as well, you could choose Speech instead, I don't think it makes a big difference
>Gambling, this was essential so I could make money quick and make a lot of the build acquirable sooner
but i won't recommend this build because you're shit at combat until you earn your plasma
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>>3909922
>>3906013
People like Fallout 1 for the idea of it, it being so different from everything, and what it represents more than anything else. The combat is just about whether you have the requisite dps or not. If you are on the line of having the requisite dps, and you feel like this must be the next thing you are intended to do, you just reload until you win. You can fuck around with your stats for "fun" if you want, but there are very specific thing you need to do if you dont want to have a miserable experience. Half the endling slides don't function so ""C&C"" is already kinda undermined.
By the time I was semi ready for the cathedral, I just looked up a guide to make it all go faster because I was so bored, but I wanted to say I finished it so I never had to come back to the game. I feel bad, but I gave the game a very honest shot for 80% of the length of the game. There was no redeeming it at that point for me, and I already knew what happened story wise via osmosis from years ago anyway.
Maybe if you first played it in the 90s, it holds a special place, but it just doesn't hold up well now.
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>>3921125
>People like for the idea of it, and what it represents more than anything else.
This happens. It's easy to get caught up by some bit of goodness or mere potential, and then a game is larger than what it is. Or the other way around, a flaw may sour the rest of the experience.
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>>3921143
>Even Diablo purposely had mutually exclusive quests.
There was a total of two mutually exclusive quests and it was a 50/50 coin flip when you started the game which one you got, it was randomly chosen for you, not a choice you made that locked you out of the other. That is not what is generally meant by “mutually exclusive quests”
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1 is great. I don't really like 2. I recently played tactics and it's good. I don't understand why it's hated. I think tactics deserves to be considered canon more than 2 does. It's weird how people lump 2 with 1 in terms of praise and take it for granted but then treat tactics like its a horrible thing not worth discussing
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>>3911455
His conclusion was that super mutants were superior to humans in the post nuclear world. He reasoned not only were they physically superior, but the homogenization of mankind would drastically reduce conflict and lead to a better tomorrow. This is how he justified his monstrous actions, the ends justifying the means.
Once you reveal their infertility, the obvious conclusion is that they'd need humans to continue breeding so they can be dipped. This shatters his conviction not only because it contradicts his ideological justification, but also makes The Unity unsustainable long term. You've created a caste system with slaves, and those slaves inevitably join your own ranks, potentially as leaders. One look at history will show you why this kind of system is doomed to infighting and collapse. So much for a better tomorrow, it's the same old bullshit you claimed to be stopping.
>war never changes