Nukapedia News Digest
Check out the latest Fallout news on the Nukapedia News page.

Welcome to the special Sunday edition Nukapedia News Digest (special because I was a bit too busy to do it yesterday), bear in mind though we're only here until we're offered the CEO job at Zynga

In your edition this week

From the Administrative Enclave

Attention - Multiple Accounts

Please be advised that the rules on having multiple accounts on the wiki has now changed. If you use multiple accounts on this wiki please give this section your full attention.

As you may be aware we recently had discussions and a vote on having multiple accounts on this wiki. If you do use multiple accounts, please ensure that you're in compliance with the following

  • Firstly, using multiple accounts isn't against the rules. There is no need to delete or stop using them.
  • Your other accounts should either be obvious (example: Skirebot is obviously a secondary account to Skire), or declared
  • You should on your use profile link back to the main account, indicating that it is the main account.
  • If there is a reason not to disclose, please contact a Bureaucrat who will consider the situation.

Please also note that bans apply to users - not accounts. If you're banned on one account, you should consider yourself banned on all of them. You'll get bigger bans if you return with another.

Other discussions

Attention Nukapedia Shoppers

Boom goes the Dynamite


These are the Bethesda Store for both women and men. $US20 each. Get em before they're gone


Thought I might cover this from the Elder Scrolls Online on dungeons in TES:O. If anyone got a beta invitation this week, I am so jealous…

In many MMORPGs, players are locked into performing one role in a group, whether they focus on damaging enemies (DPS, or Damage Per Second), keeping their allies in the fight (healing), or drawing the attention of enemies away from more vulnerable characters (tanking). These roles are still important for a successful dungeon group in The Elder Scrolls Online, but our open-ended skill system gives you much more flexibility. With the right combination of weapons and abilities, you can change your role on the fly to support your group’s needs.
For example, let’s say your group’s healer goes down during a boss battle. In many games, it would be impossible to recover at this point. However, you were prepared for just such a situation! You swap your two-handed sword out right in the middle of combat for a restoration staff, which activates your second hotbar (where you’ve cleverly slotted some healing abilities). Now, you can keep the party going.

On another subject, congratulation on getting's best RPG of show at E3.

JES seyz

Josh Sawyer removing spokes from a bicycle wheel

From Josh Sawyer's formspring...

Fragmentation grenades in New Vegas seem balanced differently than in Fallout 3. It seemed like they did less damage (skill dependent?) and also the physics engine had been changed so bodies don't fly through the air as much. Why did you choose this?
The frag grenade in F:NV does more damage than the grenades in F3. I increased their damage because I introduced dynamite as a common low-level explosive and I wanted frag grenades to be less common and more powerful. I'm not sure if I adjusted their physics impulse.

Mr Chris Avellone seyz

Anon of Holland spoke with Mr Chris Avellone, where he had some nice things to say about Fallout 3.

Chris Avellone 2009
AoH- Taking a step away from recent developments, what would you say is your favorite ‘modern’ (post-2005) Role-Playing Game and why? Which are your favorite ‘modern’ characters?

MCA- My evaluations are somewhat different than what people might expect, since I’m approaching it from a critique perspective, and looking at how elements were realized. I don’t play a lot of Japanese RPGs (this isn’t out of bias, it’s due to time), and I also don’t solely play RPGs (I try to branch out into other genres when possible to see how they solved some gameplay issues or how they realized their vision). One of my most recent favorite RPG in terms of design principles was Fallout 3, and aside from the sense of freedom and exploration reward, there was one other outstanding reason – they turned almost every obstacle and hazard into an opportunity for reward for the player, which I thought was great. Simple examples of this include the ability to pick up and use mines in the environment and the fact dead-ends often had containers and boxes in them embedded in the rubble – this sounds minor, but it’s a way of maximizing gameplay that I appreciate.

My favorite characters weren’t in RPGs, they were in other titles. In Saint’s Row III, I thought Zimos was amazing (plus the voice acting and filter as well – I would call him in just to hear him talking in battle), and the way [Telltale's] The Walking Dead turned one of my habitually-hated stereotypes (escort quest and the escort is a kid – double hate) and made it compelling through execution.

MCA Fans should watch out this week for our next episode of Fallout: The Apprentice where he will appear as our special guest judge.



Since spies are the flavour of the month, we thought we'd dedicate this week to a rather interesting, if strange spying project - the Acoustic Kitty.

So the project goes, a battery and microphone were surgically inserted into a kitty, with an antenna placed in the tail. The cats would be released in the vicinity of Soviet Embassies and other facilities, and then it was a case of hoping for the best.

We'll cross to Wikipedia (through the CC-BY-SA License) for what happened next:

The first Acoustic Kitty mission was to eavesdrop on two men in a park outside the Soviet compound on Wisconsin Avenue in Washington, D.C. The cat was released nearby, but was hit and killed by a taxi almost immediately.
However, this is disputed by former Director of the CIA's Office of Technical Service, Robert Wallace, in the Weapons Of The Superspies episode of the TV series The World's Weirdest Weapons: Wallace states that the project was abandoned due to the difficulty of training the cat to behave as required, and "the equipment was taken out of the cat; the cat was re-sewn for a second time, and lived a long and happy life afterwards". Subsequent tests also failed.
Shortly thereafter the project was considered a failure and declared to be a total loss.The project was cancelled in 1967.

Poor old puddy tat.

Your next news digest

Is next weekend. Agent c (talk) 22:45, July 7, 2013 (UTC)