Does anyone else want a DLC with the ability to continue thr

Post » Wed May 09, 2012 1:40 am

Could say the same thing about you.

By the way, you're 37. At your age, it would be wiser to stop bullying people way younger than you and do more productive stuff with your head. I had enough of you.

/leaves this tread
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Enie van Bied
 
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Post » Wed May 09, 2012 12:33 pm

I dislike PC elitists who only think about themselves instead of sharing gaming with console players. Shame on you. All you do is starting a console war.

Yeah, elitists are bums, both PC and console. I like PC better but if somebody plays on console, that's okay. It's not like you're siding with the devil if you play PC or console after all. But mods, well that's not the PC community's fault. It's just that having the GECK in PC is easier to implement as the PC is already a scripting machine.

If mods come on consoles, fine by me. But if the company shifts their attention towards only one side, we'll have a problem. Consoles and PC should have equal experience. Console doesn't deserve more than PC and PC doesn't deserve more than consoles. Well graphic wise, nobody can do anything about that. PC will always have the potential to be better with no fault in anybody. Just because of Alienware style custom computers.
~~~~~~~~~~~~~~~~~
Back to the matter at hand. I'd like this but Obsidian won't do it. It isn't that they can't do it because of actually making the game. That's a load of buffalo feces. The reason lies in finance and finance alone.

1. They'd need to rehire all of the main actors. That includes Caesar, Mr. House, Kimball & Oliver, Lanius, Yes Man, and the other guys that would be in the DLC. Not to mention that they'd need to hire the actors for new characters that are bound to be in there.

2. Even though they can make it, that doesn't mean it won't take more time than other DLCs. Probably 1.5x longer or even 2x longer than the development for regular DLCs, which will get their attention away from other projects.

3. Coming from the first two points, what if the DLC doesn't generate the proper revenue? They have to meet a profit margin and if they don't make it, it's not smart, market wise, to make the DLC.

Basically, it's like this: If they can see into the future using magical powers or know for sure via statistics or some other reaso that they'd make a lot of money by making this DLC, they'd do it. If not, then they won't. It's not that they can't do it, it's that financially, it's not practical.
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Ebou Suso
 
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Post » Wed May 09, 2012 8:40 am

I sure don't. Once I finally decide that I've done everything there is to do in the Mojave, I'm cool with the game coming to an end.

I don't run the Dam until I've exhausted all other quests. Which basically means that, once I finish the game, there's nothing else for me to do in the Mojave - and so there's no reason to wander it after I've done the Dam thing.
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Laura
 
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Post » Wed May 09, 2012 7:30 am

I sure don't. Once I finally decide that I've done everything there is to do in the Mojave, I'm cool with the game coming to an end.

I don't run the Dam until I've exhausted all other quests. Which basically means that, once I finish the game, there's nothing else for me to do in the Mojave - and so there's no reason to wander it after I've done the Dam thing.

He means doing something like Broken Steel
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Bee Baby
 
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Post » Wed May 09, 2012 1:40 pm

This again?

I was proud of everyone here for a while cause these threads seemed to stop.

It's like those, "This Plant has gone "X" amount of days without an accident."

Congratulations. We're now back at 0. Thanks for cutting your arm off at the band saw. We'll get no bonuses this year because of you. We were so close too. :sadvaultboy:

On topic,

NO!
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Lil Miss
 
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Post » Wed May 09, 2012 11:11 am

I'm beginning to think post-game gameplay is overrated.

I used to be the same. I wanted it, because I wanted the ability to keep playing. But honestly? How many of us can say we keep playing Oblivion post-endgame (not counting Shivering Isles or Knights of Nine)? I don't, because I save the dramatic ending for last. All I do is open my character file once in a blue moon and look at their cool stuff, but I can do that in New Vegas, too.

FO3 needed post-end gameplay because the main quest was [censored] short. Here though? I prefer having closure, simply because I know I wouldn't actually utilize the post-ending gameplay anyways.
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tiffany Royal
 
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Post » Tue May 08, 2012 11:23 pm

Why do these threads keep poping up from no where ? I forgot it's s so hard to SAVE before the dam jeez louise.
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Alisha Clarke
 
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Post » Wed May 09, 2012 10:38 am

i want a DLC that lets me import my courier into mass effect 2
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Hilm Music
 
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Post » Wed May 09, 2012 5:10 am

I'm sure people want it but unlike BGS making Broken Steel for Fallout 3 Obsidian held their ground on the concrete ending and you should respect that. On the PC you can easily keep playing after the ending however.

If it makes you feel better BGS apparently isn't very inclined to make solid endings anymore after the Fallout 3 backlash.
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Angelina Mayo
 
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Post » Wed May 09, 2012 3:06 am

If it makes you feel better BGS apparently isn't very inclined to make solid endings anymore after the Fallout 3 backlash.
I don't know. The backlash wasn't necessarily that they couldn't continue after the end, but how crappy the ending was and how relatively small the main quest-line was. And Broken Steel wasn't received with universal praise either.
I think New Vegas showed them that taking the effort to make a good logical ending is another way to do it.
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Miss K
 
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Post » Wed May 09, 2012 1:08 pm

I'm beginning to think post-game gameplay is overrated.

I used to be the same. I wanted it, because I wanted the ability to keep playing. But honestly? How many of us can say we keep playing Oblivion post-endgame (not counting Shivering Isles or Knights of Nine)? I don't, because I save the dramatic ending for last. All I do is open my character file once in a blue moon and look at their cool stuff, but I can do that in New Vegas, too.

FO3 needed post-end gameplay because the main quest was [censored] short. Here though? I prefer having closure, simply because I know I wouldn't actually utilize the post-ending gameplay anyways.

I still want a post-game gameplay but that's just my fantasy. I really don't bother asking somebody who says they're not going to do it. Rather, I'm going to wait for a mod or just enjoy myself in Vegas. After all, I'm a roleplayer and I can squeeze out the last pixel of fun in any open ended game.
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Carolyne Bolt
 
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Post » Wed May 09, 2012 6:40 am

I still want a post-game gameplay but that's just my fantasy. I really don't bother asking somebody who says they're not going to do it. Rather, I'm going to wait for a mod or just enjoy myself in Vegas.
That's seems to be right way to go about it. I think it's one thing to wish it could be that way and another to expect it. Especially because it's more than likely to not meet expectations.

As for mods, there are a few that allow you back into the Mojave after the epilogues.
They all have a thing in common. They promise that this is just an initial version and they're working on one that let's you carry your actions through. Yet none of them have actually ever been able to deliver that.
It's too much work and though a professional team obviously has better resources and more time it's still too much work for a DLC.
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emma sweeney
 
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Post » Wed May 09, 2012 10:40 am

i know its not possible , but i would love to have had a dlc , or part of the main game,,,where your actions are actually seen physically, in the environment
for example,
after you go to oasis,in falloout 3 ,,depending on your decisions, i always thought it would be cool to see crazy plant life taking over that section of the wasteland , thats my only real regret , id like to see what the worlds like with say . the legion in control of new Vegas, not just the slide show, but actually walking down a legion controlled strip , y'know see what your actions have caused for better or worse ,
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Lucky Boy
 
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Post » Wed May 09, 2012 11:10 am

NO :sick: :stare: :violin: :facepalm: :confused: :sadvaultboy:

You have upset me so much I'm gonna poke you with a stick! :poke:

New Vegas =/= Fallout 3 :slap: :nono: :ahhh:
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Bonnie Clyde
 
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Post » Wed May 09, 2012 12:31 am

Fallout NV IS Fallout 3 with a different setting as Fallout 2 was Fallout 1 with a different setting.
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Gill Mackin
 
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Post » Wed May 09, 2012 7:28 am

Another one of these threads again.

http://www.hk94.com/hk/uploadgal/gallery/album_195/gallery_1_195_65489.jpg

And to answer the OPs question. No there should not too many factors come into play in this game.
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Music Show
 
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Post » Wed May 09, 2012 2:52 pm

That's seems to be right way to go about it. I think it's one thing to wish it could be that way and another to expect it. Especially because it's more than likely to not meet expectations.

As for mods, there are a few that allow you back into the Mojave after the epilogues.
They all have a thing in common. They promise that this is just an initial version and they're working on one that let's you carry your actions through. Yet none of them have actually ever been able to deliver that.
It's too much work and though a professional team obviously has better resources and more time it's still too much work for a DLC.

Well expect the worst and if it isn't the worst, then it's more of a pleasant surprise.

Either way, it's not the problem of actually making the DLC, it'll take just as long as others, probably slightly longer. I have no doubt that if the developers wanted to make it and had the money, they'd finish within the month. It's not that hard if you're working with a team of guys with college degrees, professional voice actors, and lots of resources.

The problem is...again, finance. Yeah, they're not going to have a good enough profit to cost ratio. Obsidian is a company. They want money. All other concerns come second as if it doesn't, they'll go bankrupt. Hiring Mr. House, Caesar, Kimball & Oliver, Yes Man, and every character that would occur in a post-game ending would cost too much money and the revenue would barely pay for that, if at all.
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Laura-Jayne Lee
 
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Post » Wed May 09, 2012 9:24 am

No.
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Miranda Taylor
 
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Post » Wed May 09, 2012 12:25 am

Fallout NV IS Fallout 3 with a different setting as Fallout 2 was Fallout 1 with a different setting.
Yes and Star Trek is Star Wars with a different setting. :confused:

Fallout 3 =/= Fallout: New Vegas :brokencomputer:
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Jessie Butterfield
 
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Post » Wed May 09, 2012 7:57 am

Yes and Star Trek is Star Wars with a different setting. :confused:

Fallout 3 =/= Fallout: New Vegas :brokencomputer:

Fallout 3 = Oblivion with guns... FNV = Fallout 3 with cowboy hats :lol:
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Ronald
 
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Post » Wed May 09, 2012 9:48 am

Either way, it's not the problem of actually making the DLC, it'll take just as long as others, probably slightly longer. I have no doubt that if the developers wanted to make it and had the money, they'd finish within the month. It's not that hard if you're working with a team of guys with college degrees, professional voice actors, and lots of resources.

The problem is...again, finance. Yeah, they're not going to have a good enough profit to cost ratio. Obsidian is a company. They want money. All other concerns come second as if it doesn't, they'll go bankrupt. Hiring Mr. House, Caesar, Kimball & Oliver, Yes Man, and every character that would occur in a post-game ending would cost too much money and the revenue would barely pay for that, if at all.
Sure money plays the primary role in it, but don't misjudge the sheer amount of work that is required for it to be actually consistent. They had trouble keeping timetables on the current DLC's, the follow up on the ending DLC would amount to something akin to a whole new game.
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Josh Sabatini
 
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Post » Wed May 09, 2012 2:06 pm

Fallout 3 = Oblivion with guns... FNV = Fallout 3 with cowboy hats :lol:
And desert, and casinos, and cazadors, and reskined mirelurk kings, and legion, and ncr, house, and yes man, and a new plot, and completely seperate from F3 bar the same engine used. AND AND AND THEY ARE =/= :)
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NAtIVe GOddess
 
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Post » Wed May 09, 2012 2:06 pm

Fallout has all the hallmarks of a franchise where you should be able to play after the end. FO3 was my first Fallout game, so I (was probably not alone when I) asked Sentinel Lyons to go in instead of me, because I figured I'd be able to carry on after the ending. 'Specially after having just picked up some unique armour and weaponry - only made sense. Instead, I got Ron Perlman showering me in guilt and a very underwhelming ending.

Fallout New Vegas is more forgivable. Its ending was built up to massively - the entire game consisted of a series of volatile (and very engaging) plot threads becoming moreso with every step, and the final battle was appropriately colossal. Absolute pandemonium. Spectacular, like thousands of different bombs exploding at once - a proper series finale, four times over! That is superb. I played it knowing that I probably wasn't going to be able to continue past the end, and absolutely did not mind that I couldn't. I felt like I'd finished it. Like I'd won. Me, personally, 'cause I was independent.

I did, however, think there'd probably be some postgame DLC at some point, and was a little surprised to find that there wasn't. 'Cause I didn't think it'd be thaaaat tricky to implement.

The wasteland will change a lot as a result of your actions, but that's over time. The direct aftermath would, I'd thought, have been a lot more subtle. An NCR player would find NCR soldiers at Cottonwood Cove, troopers replacing Securitrons, and an abandoned Fortification Hill. The odd Legionary scout camp would pose pockets of resistance, but it's just a few Helios One takeovers, scriptwise. Likewise, a Caesar's Legion takeover would, I'd think, have just required Legionaries on the Strip, a lot of dead raiders, and a few abandoned NCR camps. Empty Golf and McCarran, say. Forlorn Hope, certainly.

But then, thinking about it, it's the little things that mount up. Orphaned quests, I guess, are a big one. The main appeal of playing past the end is to finish exploring, and to tie up loose quests, but a quest like We Are Legion, for instance, would be quite hollow if the NCR fled the Mojave. So I kind of think playing past the end would be a lot less fun, so you'd have to reduce the changes. Caesar's Legion, for instance (just 'cause it's a distinctly different flavour to the others) would probably have to limit their Legionaries to the Strip and Hoover Dam to keep the quests going - but that's starting to make the battle for the dam look a little fruitless. So, playing past the end would leave the game either a. less fun, or b. less satisfying.

So yeah, as much as I salivate at the idea of exploring the Mojave as its lord and master, they made the right choice.
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Honey Suckle
 
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Post » Wed May 09, 2012 3:07 pm

I prefer to start a new game than play post-quest. At level 45 or 50 there is no more challenge and the courrier is swimming in money. What more ? Run for the presidence of the NCR or rule the legion and play a game of command and conquest ? Not for me.
There is so much to do already. Without post-quest the game is much longer than Fallout 3. And in Fallout is not Oblivion, after a while there is nothing left to do and no more places to explore. I am glad it comes to an end.
Zion is empty, Big MT is empty, The divide is empty, Sierra Madre is closed and the Mojave is pacified. It would be boring to see the courrier play backgammon with Cliff Briscoe all day long because there is Nothing else to do.
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Chad Holloway
 
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Post » Wed May 09, 2012 5:09 am

Yeah, ehrm, what all the other nay-sayers said.

And just throwing it out, making post-ending content for Fallout 3 was easy because of http://fallout.wikia.com/wiki/Fallout_3_ending. Making post-ending content for New Vegas however, is hard because of http://fallout.wikia.com/wiki/Fallout:_New_Vegas_endings. Just compare. FNV has about ~90 different ending sliders that can play, and Fallout 3 has less than 20 I think. Fallout 3's ending sliders are also about the same things. They tell you that either you were Evil or Good, and either you sacrificed yourself or Sarah, and either you put the virus in the water or not. And nothing mattered when we got the post-ending content, Sarah got in a coma no matter what, and the virus did nothing (before we were told it turned the capitol wasteland into a graveyard, but we still get to see it put in barrels and shipped to all settlements and no huge amounts of diseased humans and animals).
Then with Broken Steel, I felt kind of lost when I "finished" that. "Ehm, now what?... collecting cameras and teddy bears?! But... I am your god, I've done more for this wasteland in weeks than you've done in decades!". It felt like I didn't do any impact, and I didn't get any closure to anything I've done (which, I guess, was the point when they... remove the closure). Also, I hate continuous quests, you keep doing them and the quest givers act like it's your first time everythime, there's no meat to them and don't make me feel like I do any impact in the world... again. So, I guess I finish this post with a slightly off-topic "Death to all water beggars!!!"
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Sammykins
 
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