What I don't get is why the game is so needlessly punishing at times?
It's one thing that you start with no items, but then when you explore the bunker you're told to look through at the beginning of the game, you get robbed AGAIN. And it's not like you can cheat by leaving your items in the bunker, because then the character will say that "You're a smartass" and will shoot you anyway. So you have to have more items on you than on the ground as I've found, so I had to give up a lot of junk and crafting materials so that I could keep the armour, ammo, three guns and the money + the drugs and food I found.
Bullshit. It's "realistic" to get robbed in the postapocalypse, but sure as hell not fun. Especially considering this means that they steal quest-items too, and unlike in the modern Fallouts, quest items don't enjoy protection. And unlike in the old fallouts, you can't get these items back, since the guys vanish afterwards.
I actually ragequit when on my way back from the bunker after getting robbed of a bunch of stuff I ran into some cultists and after killing them, one of the corpses exploded and killed me.
I just don't get why the game is so needlessly punishing at times. It's one thing to give me a challenge to overcome, but putting me in unsolvable situations and taking my items isn't fun.
Without a speech check, you actually lose everything, with a speech-check, you get to keep half the money you have, but you will be out of food, weapons, armour, healing items and crafting materials.
Another thing I noticed is that some of the skills seem to be quite useless. Like "technology" is dogshit because at low levels you can't even identify a soda machine, but it's never beneficial, even when exploring a super-secret soviet bunker. You can just lockpick everything or brute-force doors as far as I can tell.
Maybe it's useful to activate the panel and circumvent the robbery thing by not making a pact with the retards camping at the back, but I don't know.
Speechcraft is actually good. Saves you time and trouble.
The addiction system is quite irritating too. You can get addicted to everything, and it's a crapshoot if you become an alcoholic from a single bottle of vodka or gorilka.
This wouldn't be a problem if most of these addicting consumables weren't serving crucial gameplay purposes like removing radiation, healing mid-combat (though it's kinda logical that a stimpak is addictive), adding buffs or removing poison.
Basically if you can't win a battle without healing, it's not worth fighting, because once you're hooked on shitty soviet combat pills, it's gonna be a permanent thing by the looks, considering addiction removal is over 2k rubles and you just don't have that kind of money.
Worst thing is that I want to go back and play it more and get to the bottom of the story even if at times the game is incredibly annoying. I keep hitting walls in the progression of combat to the point where the only solution seems to be to go out and grind encounters, which is odd. It's a fallout-clone, yet in Fallout you got most of the XP from quest or quest-related combat. The random encounters were usually a detriment and a waste of time, but here, you actually get supplies and like a good amount of XP from it if the group you run into isn't bullshit OP or wildlife.
I'm actually gonna mod the shit out of this probably once I'm done with vanilla. If there are any good mods for it that help with the janky bullshit mechanics. >>72251
Yes, that's a way to look at it too. Essentially the removal of the karma system means that there's one less dimension your character works on. It basically removes consequence, which is why I might feel like this is so freeing, since being a dickhead has no consequences in-game.