Ending: disappointing

Post » Tue Dec 29, 2009 5:01 am

Why the heck did I spend time choosing The Strip families to leave alive for Yes Man?
What did it matter when I chose a loyal-to-me leader to rule Brotherhood Of Steel?
What happened to BoS in the end?
What role did Great Khans play in the dam battle?
Who did I charge ARCHIMEDES 2 for?
How did discoveries from Vault 11 change the post-battle life?
What effect did eliminating the Van Graffs have?
etc.etc.etc.

Almost all of the "great battle" preparations had absolutely no effect on the "great battle".
Most of the complex inter-faction relations and balance of power shifts had no reflection in the outtro (except leaders assasinations perhaps).
I totally lost my desire to replay the game after its last 30 minutes. Obsidian, I am disappoint.

What is it, lack of time to finish storylines? Lack of scripting skills? Will there be an adequate ending in a DLC? Because I want a great battle with all the forces in, prerendered scenarios will totally do.

And as for the gameplay, it's like 5 times better than f3, and the story and quests are above the level of f2 I daresay.

But the balance is horrible, and after you reach level ~18-20 there's almost no challenge at all in any aspect of the game. Only the stories of the world keep you interested, and the more interesting they are the more disappointing is the ending.


I do hope to have reasons to replay it in hardcoe hard mode with Wild Wasteland as I intended first after a DLC pack (or some incredibly masterful mod)
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Vicki Gunn
 
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Post » Tue Dec 29, 2009 10:30 am

Your insane. Try to kill the legate alone on hardcoe hardcoe.not easy.
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Prue
 
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Post » Tue Dec 29, 2009 5:50 am

Your insane. Try to kill the legate alone on hardcoe hardcoe.not easy.


Legate was the only tough guy, yes. Name two more.
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Connor Wing
 
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Post » Tue Dec 29, 2009 2:57 am

Legendary deathclaw, Legendary Cazador
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Ricky Meehan
 
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Post » Tue Dec 29, 2009 5:31 am

Legendary deathclaw, Legendary Cazador


How do these make the game challenging? That's what I did in my higher levels - searched through wastelands for some hidden tough monster locations, like that with deathclaws. But it's boring, you know.
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SiLa
 
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Post » Tue Dec 29, 2009 8:50 am

How do these make the game challenging? That's what I did in my higher levels - searched through wastelands for some hidden tough monster locations, like that with deathclaws. But it's boring, you know.

I guess so. Have you tried playing on higher difficulties? and if you're on a PC you can always get some increased spawn/difficulty mods.

I have to agree with you when it came to the endgame battle, it felt like Operation Anchorage: Hoover Dam edition.
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clelia vega
 
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Post » Mon Dec 28, 2009 11:51 pm

I was going to replay on hard+hardcoe, on Caesar's side, but I don't feel motivated anymore :(
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Jonathan Braz
 
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Post » Tue Dec 29, 2009 7:17 am

I was going to replay on hard+hardcoe, on Caesar's side, but I don't feel motivated anymore :(


what difficulty are you playing on BEFORE you got bored with the game, really easy, easy, or moderate? cause i cant hold my own against a specific quarry on hard difficulties, and i was at level 18 when i had to switch to moderate.
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james kite
 
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Post » Tue Dec 29, 2009 1:22 am

what difficulty are you playing on BEFORE you got bored with the game, really easy, easy, or moderate? cause i cant hold my own against a specific quarry on hard difficulties, and i was at level 18 when i had to switch to moderate.


I was on Normal from beginning to end. Do you mean you switched to hard or to normal? There's no "Moderate" here, I have PC version.
I've just loaded my savegame to check what difficulty I played, and realised there's also "very hard".


Nevertheless, difficulty was not a major fun-killer for me. All those loose ends, actions that are treated like important ones in the game world but have no effect on the outcome - this is what killed replayability for me.
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Colton Idonthavealastna
 
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Post » Tue Dec 29, 2009 10:48 am

Why the heck did I spend time choosing The Strip families to leave alive for Yes Man?
If you leave a few of them alone, they cause decreased tourism or attack the strip during the ending. This can be mentioned in the ending slides if you leave them alone.
What did it matter when I chose a loyal-to-me leader to rule Brotherhood Of Steel?
There is no loyal-to-me leader of the Brotherhood of Steel. Both potential leaders are loyal to the Brotherhood. One won't ally with the NCR. The other will. It's not really relevant to Yes Man.
What happened to BoS in the end?
Well, unless you take the NCR path or destroy them, they just hang out in their bunker. Like they were going to.
What role did Great Khans play in the dam battle?
They showed up under the forces of whomever you allied them with.
Who did I charge ARCHIMEDES 2 for?
Yourself. It's a weapon like the rest.
How did discoveries from Vault 11 change the post-battle life?
Why would it?
What effect did eliminating the Van Graffs have?
Hurt NCR trade, but since you kicked them out, its irrelevant to Vegas.


What is it, lack of time to finish storylines? Lack of scripting skills? Will there be an adequate ending in a DLC? Because I want a great battle with all the forces in, prerendered scenarios will totally do.
It's them not having giant relevance to the particular endpath you chose. Some of them aren't even end items, like the vaults or Archimedes. Archimedes was a player equipped gun, for crying out loud. It's like complaining that All-American or This Machine didn't show up in the end slide. Some are plot points tied into other endings, not Yes Man endings (Van Graffs). And others are simply things you prevented from happening (Omertas), that aren't worth mentioning how they didn't happen.
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Alada Vaginah
 
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Post » Tue Dec 29, 2009 5:52 am

It's them not having giant relevance to the particular endpath you chose. Some of them aren't even end items, like the vaults or Archimedes. Archimedes was a player equipped gun, for crying out loud. It's like complaining that All-American or This Machine didn't show up in the end slide. Some are plot points tied into other endings, not Yes Man endings (Van Graffs). And others are simply things you prevented from happening (Omertas), that aren't worth mentioning how they didn't happen.


I'm actually pretty upset that my Gobi Campaign Sniper Rifle didn't get an end slide... That thing damn near won the whole Mojave for the NCR...
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Tyrel
 
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Post » Tue Dec 29, 2009 3:14 pm

If you leave a few of them alone, they cause decreased tourism or attack the strip during the ending. This can be mentioned in the ending slides if you leave them alone.

I supported Omertas and completed all their quests, no mention,

There is no loyal-to-me leader of the Brotherhood of Steel. Both potential leaders are loyal to the Brotherhood. One won't ally with the NCR. The other will. It's not really relevant to Yes Man.

That paladin leader promised to be my ally if I support him. OK, this explanation will do.

Well, unless you take the NCR path or destroy them, they just hang out in their bunker. Like they were going to.

They were actually to go be "strong again", and I took Van Graffs out for them. They were not going to stay in lockdown.

They showed up under the forces of whomever you allied them with.

OK, I think I'll give FNV another shot and ally them with some side. Can my side lose if I don't get enough allies?

Yourself. It's a weapon like the rest.

Where do I retrieve it then? I thought it's some solar orbital cannon or something.

Why would it?

It's restoration of plants. Terraforming. I maybe named wrong vault number, meant that jungle one. You know, there is that old-school RPG Genefoge 3, quests like this one affected the final battle in it. FNV reminded it to me in really many aspects, so maybe I had my hopes too high.

Hurt NCR trade, but since you kicked them out, its irrelevant to Vegas.

Trade? Looked more like strategic weapons supply relationship. Caesar mentioned it, it had to matter.

It's them not having giant relevance to the particular endpath you chose. Some of them aren't even end items, like the vaults or Archimedes. Archimedes was a player equipped gun, for crying out loud. It's like complaining that All-American or This Machine didn't show up in the end slide.

OK, my mistake here.

Some are plot points tied into other endings, not Yes Man endings (Van Graffs)

Kings were mentioned. For some reason. Even dead Cass showed up, lol.

And others are simply things you prevented from happening (Omertas), that aren't worth mentioning how they didn't happen.

Then why does Yes Man give you the quests to come up with decisions on those factions? That's soooo FO3.
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Michelle davies
 
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Post » Tue Dec 29, 2009 9:12 am

It's restoration of plants. Terraforming. I maybe named wrong vault number, meant that jungle one. You know, there is that old-school RPG Genefoge 3, quests like this one affected the final battle in it. FNV reminded it to me in really many aspects, so maybe I had my hopes too high.


You only got the research from the vault. It would take years for anyone to perform experiments based on the research and if the experiments are successful, it would take even more time to figure out a way to use it on a mass scale.

As for Geneforge 3, quests like this didn't affect the final battle. You pick either the Shapers or the Rebels and you fight against the other. The only things that affected the ending are which side you chose and how many canisters you used.

Trade? Looked more like strategic weapons supply relationship. Caesar mentioned it, it had to matter.


If you do the Van Graff quest, you'll find out that the Van Graffs planned to betray Caesar.

Then why does Yes Man give you the quests to come up with decisions on those factions? That's soooo FO3.


If I remember correctly, the only faction that don't get mentioned are the White Glove Society. All the people Yes Man want you to deal with get mentioned in the end.
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James Baldwin
 
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Post » Tue Dec 29, 2009 4:24 pm

Unless you stop them, the Omerta's attack the strip it will be mentioned on the NCR radio during the final battle. But as you take over Vegas for "yourself, NCR, or the legion" it doesn't matter.


With Yes Man going to the Omerta's, the boomers, the brotherhood and other minor factions is all optional. They either continue as they did or you destroy them. No ending required. Its the quickest way to end the game.
If you side with anyone else dealing with many of these side factions is required and the endings reflect how the new administration and the faction interact. Or there ending is resolved in the quest its self. The White Gloves either revert to the old ways or they don't, repeating that in an ending slide is kinda pointless.
[IN the BoS DO not change elders if you side with the NCR next time around, actually don't change elders at all there really isn't a benefit just drawbacks]

The Van Graff's are merchants, granted there practically a mob family but they are merchants in the NCR. You drive the NCR out it doesn't matter that you killed them. The Van Graff ending is tied to Cass's personal quest anyway.
*The Gun Runners are the main military supplier of the NCR, do you see them using energy weapons?*

The Great Khans SHOULD have had an ending assuming you convinced them to break ties with the legion and leave the area, but by the sounds of it you skipped that quest.
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Chavala
 
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Post » Tue Dec 29, 2009 7:12 am

Why the heck did I spend time choosing The Strip families to leave alive for Yes Man?
What did it matter when I chose a loyal-to-me leader to rule Brotherhood Of Steel?
What happened to BoS in the end?
What role did Great Khans play in the dam battle?
Who did I charge ARCHIMEDES 2 for?
How did discoveries from Vault 11 change the post-battle life?
What effect did eliminating the Van Graffs have?
etc.etc.etc.

Almost all of the "great battle" preparations had absolutely no effect on the "great battle".
Most of the complex inter-faction relations and balance of power shifts had no reflection in the outtro (except leaders assasinations perhaps).
I totally lost my desire to replay the game after its last 30 minutes. Obsidian, I am disappoint.

What is it, lack of time to finish storylines? Lack of scripting skills? Will there be an adequate ending in a DLC? Because I want a great battle with all the forces in, prerendered scenarios will totally do.

And as for the gameplay, it's like 5 times better than f3, and the story and quests are above the level of f2 I daresay.

But the balance is horrible, and after you reach level ~18-20 there's almost no challenge at all in any aspect of the game. Only the stories of the world keep you interested, and the more interesting they are the more disappointing is the ending.


I do hope to have reasons to replay it in hardcoe hard mode with Wild Wasteland as I intended first after a DLC pack (or some incredibly masterful mod)


Did you listen to the NCR radio broadcast during the final battle. A lot of what you did will play out there as you listen to what is happening on other fronts :shrug:
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cosmo valerga
 
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Post » Tue Dec 29, 2009 10:10 am

Your insane. Try to kill the legate alone on hardcoe hardcoe.not easy.


Not if you build a melee character.... Hard, hardcoe playthrough, Lvl 24 melee specialist with Super Slam, Unstoppable Force, and Knock Knock... I took on Lanius and his chump guards solo and gibbed them all out without breaking a sweat.
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helen buchan
 
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Post » Tue Dec 29, 2009 12:20 pm

Not if you build a melee character.... Hard, hardcoe playthrough, Lvl 24 melee specialist with Super Slam, Unstoppable Force, and Knock Knock... I took on Lanius and his chump guards solo and gibbed them all out without breaking a sweat.


THIS.

Lol somehow punching someone with spiked knuckles or a fancy glove is more effective than blowing them up with a missile launcher, or shooting them with a high power gatling laser... go figure... even a baseball bat is more effective than tech that probably took decades of research and development to create.
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Jinx Sykes
 
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Post » Tue Dec 29, 2009 9:01 am

As for Geneforge 3, quests like this didn't affect the final battle. You pick either the Shapers or the Rebels and you fight against the other. The only things that affected the ending are which side you chose and how many canisters you used.


If you stole that formula key to drakkon's weakness, then in final battle they prevail and you could no longer get neutral ending (forgot name of that outcast faction, led by a drake).


If I remember correctly, the only faction that don't get mentioned are the White Glove Society. All the people Yes Man want you to deal with get mentioned in the end.


Omertas were not, WGS were not, Whatstheirnames from Tops were not, Brotherhood of steel were not, Khans were not in my ending (for Yes Man).


As for the radio - yep, didn't listen to it.
But radio?.. And that's it? Lame.
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marina
 
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