Intelligent Deathclaws

Discussion in 'General Fallout Discussion' started by Norzan, Apr 19, 2017.

  1. ThatZenoGuy

    ThatZenoGuy Residential Sexy Anthro Goddess...Mutant.

    Nov 8, 2016
    I wonder how long Deathclaw's can live for...

    It'd be cool to find Goris in the middle of a town, people being oblivious to a deathclaw being there, and for new players, make them confused on what the hell he is.

    Maybe make a questline to get him as a follower again?
     
  2. naossano

    naossano Vault Fossil

    Oct 19, 2006
    Intelligent deathclaws (ID for short) were the first deathclaws i've met, so i might be more cool with that.

    I don't mind the concept, but i found the execution a bit lacking. ID are like the hidden elves in Fo2. They are secretive, appear late, are full of exposition, but have little to no impact outside their tiny settlement. I wish they had explored more how their nature would shape their relationships with the outside world, what issues they encounters, what issues they cause etc... In short, use their specific traits in a meaningfull way.

    Although, i would complain more about their power drop after Fo1. They were fucking invincible in the original.
     
  3. ThatZenoGuy

    ThatZenoGuy Residential Sexy Anthro Goddess...Mutant.

    Nov 8, 2016
    Deathclaws in 2 are just as strong as the ones in 1.

    In fact, the 'tough' deathclaws in 2 are tougher than the MOTHER deathclaw in 1.

    Its just that by the time you reach deathclaws in 2, you'll be a higher level than most people in 1.

    IIRC there is some dialogue detailing how dangerous the inteligent deathclaws can be to human society, and you can learn a fair bit about the mannerisms of each one.

    The cut/damaged ending goes like so...

     
  4. Crni Vuk

    Crni Vuk M4A3 Oldfag oTO Orderite

    Nov 25, 2008
    I am not opposed to the idea, even though it is a bit alien to the Fallout franchise. I would say it depends a lot on how you do it. And to do it correctly is definetly not an easy task.

    However, there is no chance in hell that Bethesda would ever make it interesting or actually try to fit in the game and lore. Their idea is, if it's cool than we do it. And that is the problem. Intelligent deathclaws shouldn't be just your 'Argonians in Fallout' to say it that way, not that Bethesda is actually handling the Argonians in Oblivion or Skyrim well. Bethesda usually sees different kinds of species just as new NPCs or a different model for the player to chose from. The actuall meaning of playing a different species or the fact that there might be some really heavy racism involved? Nada. Forget it! To heavy as a topic! To much of a limitation for the player! Can't do that, or little Timmy would cry and his mom would see her head explode. I mean we're talking about a company that thinks their players are so stupid and trigger happy mongoloids, that they can't deal with killable quest guivers.

    What Bethesda thinks their players must look like:

    So yeah ... better not to see talking death claws in future games, at least as long Bethesda is working on it.
     
    • [Like] [Like] x 1
  5. ThatZenoGuy

    ThatZenoGuy Residential Sexy Anthro Goddess...Mutant.

    Nov 8, 2016
    I can see why people don't like them though, they're a little silly compared to the grimdark city of New Reno, or the morals of whether the Master was right or wrong.

    They're giant talking lizard people who are eerily friendly.

    But I like them like that! ;D

    I kinda liked Fallout 1 (First 'classic' fallout I played) because it depicted the Ghouls as friendly sods who just want to be left alone and helped.

    I find that if I accept shambling corpses falling apart as people, why not giant lizards?
     
  6. Crni Vuk

    Crni Vuk M4A3 Oldfag oTO Orderite

    Nov 25, 2008
    I think part of it has to do, that Fallout was always about Human Missery, for the lack of better words. Both Ghouls and Super Mutants have been humans at some point. Ghouls in particular are really just radiated humans. So they are the effect of the great war and everything that came with it. Giant talking Lizardpeople are not really a problem for it self, it just feels like it would push the game in a direction it never really was supposed to deal with.

    I can only speak for my self, and It's not that I hate it, I actually like the idea. But I have no clue on how to make it Fallouty if you know what I mean. I mean plenty of ideas sound great for the game, but how to make them actually make them a part of it, where it is enriching the IP rather than just delluting it ... is a whole different question. Like I said, I don't want to be the Argonian version of Fallout ...
     
  7. ThatZenoGuy

    ThatZenoGuy Residential Sexy Anthro Goddess...Mutant.

    Nov 8, 2016
    I think Argonians in lore are a hell of a lot better than the game ones.

    The games never dwell on their backstory and such.

    Fallout 2 didn't really have the time or tech to get all nitty gritty with the smart deathclaws, but they had matriarches which changed with each clutch of eggs, alphas, were fairly friendly, but DID attack people when desperate.
     
  8. Prone Squanderer

    Prone Squanderer A bit of a Sillius Soddus.

    Jan 3, 2016
    That's not far off the mark.

    j/k

    Perhaps if they're intelligent but don't speak English and don't act very humanlike.

    Honestly though the IDs were a result of the Enclave and given the IDs were mostly wiped out there's little chance of them returning.

    Found this on the wiki:
    If IDs really had to make an appearance in future I wouldn't mind seeing Xarn and/or Goris again, perhaps lamenting their fate as the only two IDs left and how their children are not the same as they are.

    If, and I mean IF it was done right, aka not by Bethesda. When I see Deathclaw and Bethesda in the same sentence, I think of this:

     
  9. Norzan

    Norzan First time out of the vault

    Apr 7, 2017
    I really don't want Bethesda to handle intelligent Deathclaws because they would make it really dumb. I'm not asking for a full settlement of intelligent Deathclaws, maybe like a small group or even just one which you can recruit to be a companion.
     
  10. Crni Vuk

    Crni Vuk M4A3 Oldfag oTO Orderite

    Nov 25, 2008
    Admit it, at this point you just want death claw porn :P.
     
    • [Like] [Like] x 1
  11. naossano

    naossano Vault Fossil

    Oct 19, 2006
    I would love to see some dark dungeon in which you have to face an horde of hostile intelligents (non necessary talking) deathclaws, as a treat that should be taken seriously.

    For instance, let's say we had intelligent deathclaws instead of ghost people in dead money. Intelligent deathclaws able to avoid all the traps, throw grenades, open doors, use the Sierra madre currency to generate food or other items, can detonate your collar by attacking it directly. They also want to open the vault for other reasons, and play a big part in Father Elijah needing other people help. They might even been able to successfully disable the old man by ripping one of his arms or something.

    Their intelligence would serve to enhance their treat, in the right context.
     
  12. Big No

    Big No Look, Ma! Two Heads!

    Oct 28, 2014
    I personally wouldn't want Deathclaws in DM, intelligent or otherwise. Ghost people fit because of their background with the city and their aesthetic. Intelligent Deathclaws are like "why are these here?" Also, good luck trying to finish the DLC with them there, normal Deathclaws already pack a punch and that's when you have your gear. Killing intelligent Deathclaws that can use grenades, detonate your collar, etc and being nearly impossible to sneak past due to their high perception with very few resources would just ruin DM.
     
  13. Kohno

    Kohno Where'd That 6th Toe Come From?

    Jul 30, 2009
    For "intelligent" I'd rather go for something closer to raptors in Jurassic Park than "throwing 'nades and using vending machines"...

    Humanizing them... Pfft. Next thing you know they're running a fucking pyramid scheme, making money off of wasteland fools who're naive enough to buy their shit, and wearing and tearing expensive tailor-made suits while being coked up to their eyeballs in penthouses and snorting more from the asscrack of a luxury hooker. Yeah, that's Fallout.
     
    • [Like] [Like] x 1
  14. naossano

    naossano Vault Fossil

    Oct 19, 2006
    Big No -

    Doesn't need to specifically be Dead money, or them having this or that specific skil. That was an example on how some strange creepy intelligent and dangerous creature could enhance the atmosphere of a pretty dark dungeon. (with few to no talking) Of course, it couldn't fit with Beth casual approach of any notion of challenge.
     
  15. ThatZenoGuy

    ThatZenoGuy Residential Sexy Anthro Goddess...Mutant.

    Nov 8, 2016
    Don't judge me!
     
  16. naossano

    naossano Vault Fossil

    Oct 19, 2006
    They scale to the player's level, so to speak. (not Fo3 kind of scaling)

    The game introduces extremely weaker version for when you are weak (like when you reach Modoc), and by the time you meet the stronger version, you are already much stronger than them.

    In Fo1, when you encounter your first deathclaw at the Hub, you will need all your skills, gear and companions at your disposal, just to survive. And then, when you reach Adytum, you still need to face them one by one.

    In Fo2, i haven't reached yet Modoc that i was able to clear an entire cave of Deathclaws, without reloading once, without being afraid of taking too much of them at once.
     
  17. ThatZenoGuy

    ThatZenoGuy Residential Sexy Anthro Goddess...Mutant.

    Nov 8, 2016
    In fallout 1, I remember stomping the 1st deathclaw with Ian, and a few good shots to the eyes with my 2 barreled shotgun (he had a 10mm SMG IIRC).

    By the time I reached the mother deathclaw, I had some psycho though, meaning the deathclaws did like...1 damage at best.
     
  18. Lexx

    Lexx Lived Through the Heat Death
    Moderator

    Apr 24, 2005
    Roshambo would burn this thread if he'd ever see that people are beginning to be ok with talking deathclaws.
     
    • [Like] [Like] x 2
  19. ThatZenoGuy

    ThatZenoGuy Residential Sexy Anthro Goddess...Mutant.

    Nov 8, 2016
    I wonder why deathclaw 'claws' (IIRC Goris literally has a non-usable weapon called 'claw') don't have the piercing weapon trait...
     
  20. Crni Vuk

    Crni Vuk M4A3 Oldfag oTO Orderite

    Nov 25, 2008
    Roshambo is biased, since he wants to be the only talking Deathclaw.
     
    Last edited: Apr 22, 2017
    • [Like] [Like] x 1