Does New Vegas seem kind of linear to you?

Post » Sat Feb 06, 2010 5:14 am

Nothing in New Vegas is linear, heck thats the reason why the Devs put Deathclaws north of Goodsprings to prevent you from getting to New Vegas too early. They didn't want to break the game immediately.
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Rebekah Rebekah Nicole
 
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Post » Sat Feb 06, 2010 7:13 am

Nothing in New Vegas is linear, heck thats the reason why the Devs put Deathclaws north of Goodsprings to prevent you from getting to New Vegas too early. They didn't want to break the game immediately.


...right, instead of just making it impossible. but it's still VERY possible to get through that area without getting killed, or even be strong enough to fight them directly with some creativity.
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Rude Gurl
 
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Post » Sat Feb 06, 2010 12:33 am

...right, instead of just making it impossible. but it's still VERY possible to get through that area without getting killed, or even be strong enough to fight them directly with some creativity.


The deathclaws are easy to get past just use a couple stealth boys and then find a location thats netural where you won't get killed :celebration:
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Danial Zachery
 
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Post » Sat Feb 06, 2010 5:32 am

The deathclaws are easy to get past just use a couple stealth boys and then find a location thats netural where you won't get killed :celebration:


or you can just go east along the mountain, where the biggest opposition you'll find are fire gecko's, avoiding the deathclaws, OR

By the way, I made a new character recently and I did make my way to new Vegas, mostly avoiding the monsters. You can find B whether or not you did everything the "normal" way. If you want to fight your way to New Vegas thats also possible. Just steal one of the brotherhood of steel's weapons (they lie around in their bunker) and invest your attribute points in gun skills. You can now take on most of the monsters I would think. Maybe you can get a gauss rifle there too. Those things WTFpwn everything small and allow you to damage the bigger mobs sufficiently to be able to kill them.


theres plenty of ways to get to NV early on.

and the NCR won't let you get through to NV on the monorail without some reputation, so you have to steal an outfit of their faction and they'll let you through.
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Cat Haines
 
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Post » Sat Feb 06, 2010 12:51 am

Nothing in New Vegas is linear, heck thats the reason why the Devs put Deathclaws north of Goodsprings to prevent you from getting to New Vegas too early. They didn't want to break the game immediately.


erm... so instead of letting you just wander up to Vegas straight out of the Docs, they put walls and deathclaws and direct you in the other direction. Which directs you to Primm. Who direct you to... the scenic route into Vegas ;)

Not complaining, because I'm enjoying the quests so far. But it is no different to the "where did my Dad go" general push in FO3 (so far anyway)
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Krystal Wilson
 
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Post » Sat Feb 06, 2010 6:48 am

or you can just go east along the mountain, where the biggest opposition you'll find are fire gecko's, avoiding the deathclaws


Tried that. Got fairly far, but deathclaws had the whole area covered.

I didn't make it out.
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m Gardner
 
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Post » Sat Feb 06, 2010 2:04 am

Fallout New Vegas is just NOT linear, far from it. Just because there's an easy route and some more difficult ones, doesn't mean it's linear. Aside from the fact that there are so many other quests that you can do whenever you like, and all the different sides you can take.



It's linear when they remove routes from you, through the use of Invisible Walls. I tried to take the direct path from Novac to Cottonwood Cove. Physically impossible not because of the terrain (which could be crossed easily without the use of glitches), but instead have massive Invisible Walls in the way. You either go East then South, or South then East. But not South East. Sounds linear to me.
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Eduardo Rosas
 
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Post » Sat Feb 06, 2010 6:55 am

What was that you said? Something about not noticing until you and your friend talked?

Yeah, that's what's known as good design: when writers and developers are able to know that all the gamers have the same feeling, and therefore are able to expend the most effort on certain important set-pieces, without you noticing that they are doing this.

So what if it's linear to some extent? Linear games that do not appear linear are often better than true sandbox games.

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Michael Korkia
 
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Post » Sat Feb 06, 2010 12:01 am

Fallout: NV originally felt a bit linear starting out, but not so much. Once I killed Benny I started roaming around on my own accord. I don't see much of a problem with the invisible walls, they can be irritating when approaching a path that seems do-able and then the wall stops ya. But I've taken routes in the Cottonwood area that shouldn't have been possible, walking across a mountain with a grade so steep it would be impossible to stand on. :/
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Amy Melissa
 
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Post » Sat Feb 06, 2010 1:40 am

you know being almost forced to do the main quest wouldnt be so bad if the game didnt just ...you know... END once it was over. It's not like you can just go create a new character and start exploring again.
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Sheeva
 
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Post » Sat Feb 06, 2010 7:12 am

Another thing, which I forgot, is the argument of leveling vs. non-leveling enemies.

I feel that the best solution is to provide enemies that level slightly (so that fights don't get boring after a while) but still fill some areas with ludicrously tough enemies. Then, make it possible to escape from death by running away: for example, maybe enough bullets fired at a lizard, while you go in an opposite direction will cause it to change its mind about eating you. Avoid players abusing this feature by only allowing you to escape once: i.e. enemy pursuit tapers off the first time you run away, but not the second time.

This would even have the added benefit of creating tension: since you are commonly found running for your life.

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koumba
 
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Post » Sat Feb 06, 2010 3:35 am

There is nothing in any roleplaying game more "immersion-killing" than learning by dying.

And that idea wasn't "inspired" by MMO's; it all started back in the early days of arcade games.


To be honest, only people who don't pay attention end up having to "learn by dying." The dangerous road north is clearly marked, what with a guy who comes up and warns you not to go that way, plus later on the huge "WARNING: DEATHCLAWS" sign. The townsfolk in various towns will also tell you about how dangerous the wasteland is, if you ask.

you know being almost forced to do the main quest wouldnt be so bad if the game didnt just ...you know... END once it was over. It's not like you can just go create a new character and start exploring again.


Heaven forbid that a game's story has an actual end. But hey, if you're on the PC, you can always use the "freeplay after the end" mod that was recently released.
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Lauren Graves
 
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Post » Sat Feb 06, 2010 2:49 am

Heaven forbid that a game's story has an actual end. But hey, if you're on the PC, you can always use the "freeplay after the end" mod that was recently released.


Well considering theres literally no reason for the game to end ...yea I'd say it's an issue. But thanks for letting me know theres now a mod! Now I dont need to worry about it anymore =]
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Unstoppable Judge
 
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Post » Sat Feb 06, 2010 8:30 am

It's pretty funny listening to so many "Veteran" Fallout players complain about how linear the game is from the start. Because of what? The enemies? Sure, when I started I went down to Primm and followed the main quest. I had no problem with this. But my girlfriend, who doesn't even play all that many games, managed to get past all the "OMG SUPER POWERFUL ENEMIES" that so many of you are whining about as was at Freeside within 10-15 minutes of leaving Goodsprings. On hardcoe mind you, and her first playthrough.

For christ sake, show some moxie and stop complaining.


Veteran Fallout players should have no problem with it. If you took the wrong path or wrong choice in the old Fallouts you got pwned too. The only ones who probably have a problem with it are FO3/Oblivion [censored] who are used to scaled enemies.




That being said, I can't believe people complain about going back into an old starting area and don't find tough enemies. This game actually gives you a sense of PROGRESSION; you get more powerful and outgun the old bad guys and move onto the more powerful ones. It's fun to go back and stir up the Powder Gangers every once in a while just for fun.

This game gives you an actual sense of DANGER when you go out and explore the world: which there should be. Games that scale enemies are taking away all the sense of adventure and accomplishment that comes from clearing the more difficult areas. I found Fallout 3 to be insanely boring because I could always kill everything regardless of my level... It was too easy. This game provides me with a sense of danger when exploring the world, you gotta watch your back or else you'll end up dead.



Also, this game setting is significantly more detailed. The setting is a HUGE upgrade compared to FO3's blandness.
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CRuzIta LUVz grlz
 
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Post » Fri Feb 05, 2010 11:20 pm

No more linear than Fallout 3.
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Sam Parker
 
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Post » Fri Feb 05, 2010 7:36 pm

I think Fallout NV in comparison to FO3 is what Morrowind is compared to Oblivion, arguably frustrating at the lower levels and less user friendly, but with awesome faction based gameplay and overall more freedom/wtfpwning during end game which will keep you coming back for more.

Those damn irritating foyadas....
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Minako
 
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Post » Sat Feb 06, 2010 9:16 am

It feels linear, but it actually isn't at all, which I love. :fallout: Anything I do feels like the Devs scripted it that way.
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Marcus Jordan
 
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Post » Sat Feb 06, 2010 10:40 am

People need to play some old school RPG's like Might and Magic and Wizardry.
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Vickey Martinez
 
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Post » Sat Feb 06, 2010 11:46 am

Of course trial-and-error is infinitely fascinating - to anyone with the IQ of a lab rat. Banging your head against a virtual wall (or worse yet an invisible virtual wall) isn't "gameplay" at all; it's just the designer punishing you for going somewhere HE decided you shouldn't go because it doesn't fit the storyline inside his head... But if the player has an indication of how difficult each area is, then he can make strategic decisions: Go to a place that fits your current skill level; sneak around someplace tougher if there's a reward you want; or maybe even kick back sometimes and go someplace a little easier, just to relax a bit.

How is looking at numbers on a map more "fascinating" than just looking and seeing for yourself? That's an awful idea and it ruins the openness of the world and kills exploration. I don't want the map to tell me what's in a given place, I want to see it for myself.


Of course. If your character is Level 8, and has 57% Guns skill, then you can just go and hold the curser over a MOB and tell that one shot will reduce its hitpoints by either four notches, or only two...

Heaven forbid such incredible immersion would be "killed" by getting a head's up about which areas are too boring to bother with; potentially doable; or instant death.
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Soraya Davy
 
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Post » Fri Feb 05, 2010 11:34 pm

It's linear when they remove routes from you, through the use of Invisible Walls. I tried to take the direct path from Novac to Cottonwood Cove. Physically impossible not because of the terrain (which could be crossed easily without the use of glitches), but instead have massive Invisible Walls in the way. You either go East then South, or South then East. But not South East. Sounds linear to me.


The only thing more irritating than being stuck in a maze is being stuck in an invisble maze.

If they want to make it linear, then they can make it linear. And if they have a hard time making intended geographic obstacles look realistic, that's fine too. I'm not asking anybody to do extra work. All I want is for designers to be less intentionlly annoying.

Think about it: if you were drawing your own map, the FIRST thing you would put on it is an indication of what areas are impassible. If you were in a hurry, you might not even put anything else on it.

But all this game gives you is a fuzzy mess. Why?
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^~LIL B0NE5~^
 
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Post » Sat Feb 06, 2010 2:41 am

Linear? No.

I am level 14 and I still have not actually entered the Strip. I cracked Vault 3 and Vault 34, slaughtered the Powder Gangers in their "safe" little hole, been over most of the Southern and middle portions of the map (I've mapped 52 locations). Doing side quests for Crimson Caravan company right now. NCR loves me, a certain group of ghouls loves me. And all this, I simply stumbled across it while free roaming.

Did I mention I still haven't set foot onto the Strip?

Linear? Absolutely not.
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DeeD
 
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Post » Sat Feb 06, 2010 8:07 am

NV is far less linear then FO3 in every way. The quests alone are 100x less linear, and shallow. After playing this game for a few days. I completely understand now what people were saying about fallout 3 being to empty in just about every aspect. I put probably 4000 hours into FO3, and I loved it, but lets be honest the quest were just lame in comparison to this game.
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Ross
 
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Post » Sat Feb 06, 2010 11:11 am

no
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Ross
 
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Post » Fri Feb 05, 2010 10:51 pm

The terrain certainly looks more linear...but I have nothing against that. It also feels tremendously bigger because the map isn't a big plain. When I do come across a dusty open plain, you know the ones that blow with sandstorms? I feel like I should head back into the rocky side-slopes of the desert. One of my biggest issues with fallout 3 was the fact that it was very flat at times, with the occasional building or radio tower. This game has all kinds of crevices, craters and caves waiting for you to stumble upon.

I haven't run into any collision boxes yet. I've had 1 small bug and one major bug, which was fixed using console commands (they're generally the same as Oblivion and Fallout 3).

I've clocked easily over 20 hours already too.
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Robyn Howlett
 
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Post » Fri Feb 05, 2010 11:45 pm

People need to play some old school RPG's like Might and Magic and Wizardry.


Wizardry. Ah, the joy of getting that infernal Blue Ribbon. Or trying to build a Lord with respectable stats. Finding Blade Cuisinarts. Mapping those tunnels :banghead:

Oh yes. If kids had to play those nowadays, the outrage would be... immeasurable.

Another favorite was Dragon Warrior (NES, anybody?). Talk about being restricted to certain zones! You couldn't go more than, like, twenty steps from Tantegal Castle in the beginning before you got your [censored] handed to you. Oh, the joy. Grind. Explore. Die. Grind some more. Try exploring again. Explore a little more. Die. Grind. Repeat.

Damn I'm old.
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Bitter End
 
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