Fallout: New Vegas' problem

Post » Fri Jul 08, 2011 4:32 pm

I hope perk requisites are limited to lower perks in the perk tree and not a particular skill rank. I'd hate to have to blow a perk pick on a perk I didn't want because I was forced to spend it at a time when I didn't qualify for the one I did want. Of course, I'm certain the modding community will resolve any such issues not long after game release.
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Victor Oropeza
 
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Post » Fri Jul 08, 2011 10:11 pm

I think one of the points in this type of game is that you make choices and you have to live with them. This way the gameplay experience unfolds quite naturally. Of course you can't know right from the start whick skills you're going to need in any particular time but you make the choices based on what you would like to need and surely you will need them.
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Pixie
 
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Post » Fri Jul 08, 2011 11:29 am

I thought this was going in a whole, other direction. New Vegas' big problem was the atrocious design of the game world. Every damned town was hideous to look at. The Mojave itself wasn't bad, even though it was bland.

What the OP mentions is what I thought was one of New Vegas' strengths.
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Nathan Risch
 
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Post » Fri Jul 08, 2011 1:48 pm

Because that defeats the purpose of a lockpicking skill, plus everyone used the skeleton key anyway.



Skeleton key :banghead: I NEVER found the Skeleton key
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Jessica Colville
 
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Post » Fri Jul 08, 2011 2:29 pm

well I like that :D

made the world feel more alive and not tailored to my every whim :P
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JERMAINE VIDAURRI
 
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Post » Fri Jul 08, 2011 8:26 pm

Frankly I think it should be left open to decide how points are spent. I agree with the skill limitation but not a mandoatory "you must pick this perck before you can get that perck". They shouldn't imbalance the game that much to begin with. That being said if you can't resist the urge to RP the class you would like to build and wind up making a god character it's your own fault for not having self control. The idiocy of making someone play a certain way just becuase others have no self control is anathema to the TES series.
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Bee Baby
 
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Post » Fri Jul 08, 2011 2:06 pm

i hardly call that a problem. in real life you cant solve all issues that come before you so why would that be any different in a game with rpg elements. i hope they do more of it in skyrim. some areas might be off limits or extremely difficult to get to unless you have a certain perk. you should not be able to do everthing and anyting on one single playthrough. thats crappy game design.

deus ex is a great example of this concept. if you set yourself up as a hacker you could hack into someplace but if you didnt ahve the required hacking skill you might have to sneak in a vent of if your strong enough move a soda machine or something heavy to get to it. if you have the jump ablity you could just jump over a fence. you didnt have enough points for all of them so you had to use the path that you designed your character around. thats how it should be in skyrim.
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Ebou Suso
 
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Post » Fri Jul 08, 2011 1:13 pm

New Vegas handled character development better than pretty much any other game bethesda have produced (in my opinion).


It's a shame that Obsidian made it then...
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Stacyia
 
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Post » Fri Jul 08, 2011 3:58 pm

I'm all for not being able to experience everything with one character, but there should be an option to Smash open a simple chest with my war hammer KOTOR style, at the risk of ruining of damaging the contents or with a Perk. Mages have a spell to unlock stuff, Rogues use lock picks, Nord SMASHES.
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Claudia Cook
 
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Post » Fri Jul 08, 2011 12:25 pm

Im forseeing a similar problem occuring with perks demanding a certain skill level before being available.

"I DONT WANT TO LEVEL UP YET I DONT HAVE 50 DESTRUCTION SKILL FOR THAT PERK I WANT!"

Of course this can easily be solved by keeping it as the players choice when they level up (as Oblivion did) and having the perk demands retroactive. So that if you have 45 Destruction when you are granted a level increase, putting it off until you reach 50 Destruction will enable you to access this theoretical perk.

Different issue, no problem if they let you wait with leveling up or wait with assigning perks.
This was not a big issue in Fallout as you first assigned skills then perks but then skills come with use it might be an issue and result in Oblivion style skill power training while not using other skill.
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He got the
 
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Post » Fri Jul 08, 2011 6:41 am

I never found it an issue in Fallout NV or Fallout 3. I just remembered where the "thing" in question was and went back when I had the skill to unlock/hack/ect.. it.
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OnlyDumazzapplyhere
 
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Post » Fri Jul 08, 2011 8:40 pm

Skeleton key :banghead: I NEVER found the Skeleton key


Deadric quest dawg, sorry if spoiler my phone doesn't really have the option to put spoilers up
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Ysabelle
 
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Post » Fri Jul 08, 2011 6:00 pm

Or, you create a new character.

You aren't supposed to experience everything with one character and if you do try to do so you aren't supposed to be able to just stick to a couple of skills. If you want to complete the game with one character, it has to be a JOAT. Simple as that.


Yes....this sums it up very well.....you just play the game how you want to play, how you enjoy playing....and your perks reflect that. If you dabble in everything, you should become decent at all but great at none. If you specialize in very few, you should be awesome at those few but bad at the others.
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Natalie Harvey
 
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Post » Fri Jul 08, 2011 6:49 pm

The main problem with Fallout New Vegas' skills system, and why this problem drove me to decide to use the levelling glitch every playthrough.

You don't know what you're getting yourself into until you've actually played the game. There are so many functions that require 75 skill in Science, 100 in lockpicking, etc. So many fun things like rigging the location of the bombs at the Ghoul building by Novac. You don't know what functions there will be that require a certain skill. On top of that, you don't know if you will have the necessary skill by the time you reach that part of the game. So in order to make sure you can maximize your experience, you level yourself extremely high in the beginning in order to make sure everything is available to you.

Hopefully this is different in Skyrim. How would it be different? I don't know. But I hope it's different.

This encourages multiple playthroughs...
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Andy durkan
 
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Post » Fri Jul 08, 2011 6:28 am

1) Obsidian made New Vegas, not Bethesda. (That's why it was better :teehee:)


I sincerely hope you're being sarcastic.
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Je suis
 
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Post » Fri Jul 08, 2011 4:03 pm

I sincerely hope you're being sarcastic.


I actually think they were being serious. I neve experienced a more terrible open world game.... actually everything obsidian makes is terrible and typically so broken that it's unplayable even months after release. I might be forgiving if the technical their tech savvy wasn't so consistantly terrible.
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Liv Staff
 
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Post » Fri Jul 08, 2011 9:40 am

I actually think they were being serious. I neve experienced a more terrible open world game.... actually everything obsidian makes is terrible and typically so broken that it's unplayable even months after release. I might be forgiving if the technical their tech savvy wasn't so consistantly terrible.


Re-read the original post. He stated that Obsidian made a better game, which I thought was ridiculous. NV wasn't half the game FO3 was.
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Nicole Elocin
 
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Post » Fri Jul 08, 2011 9:08 am

This encourages multiple playthroughs...


Yes but multiple playthroughs usually require either stellar story mechanics or radically different play experiences. Bethesda is good at both but not stellar in either. Story is good but not worth 2 or 3 playthroughs. Gameplay isn't really all that radically different. In the end pretty much everything in your path is dead whether it be through a knife in the back, a fireball from your [censored], or a broadsword in the gut. Usually my favorite characters are a mix of all those. I would much rather cherry pick the perks that I want when I want them to suite me. I don't want to be forced down a path just to get one perk that I want in a given tree.
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JAY
 
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Post » Fri Jul 08, 2011 6:42 am

I was truly shocked when i first played NV, it was barely an open world game, sure you could walk in any direction, but all the directions except the one you were supposed to go in ended in a near-instant death, especially at the start of the game. But as has been said, thats Obsidian, not Beth.

As for the skills thing i do hear what the OP is saying, but its a Bethesda game so i am going to be having many many playthroughs over the years to come, just like Morrowind and Oblivion.
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Sophie Payne
 
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Post » Fri Jul 08, 2011 2:42 pm

I was truly shocked when i first played NV, it was barely an open world game, sure you could walk in any direction, but all the directions except the one you were supposed to go in ended in a near-instant death, especially at the start of the game. But as has been said, thats Obsidian, not Beth.

As for the skills thing i do hear what the OP is saying, but its a Bethesda game so i am going to be having many many playthroughs over the years to come, just like Morrowind and Oblivion.


As another posted said though - The death was extremely poor world design. I could walk two minutes north of goodsprings and get gacked by some nasty. Throw in poor balancing on that come to think of it as well. Even for a skilled player it was easy to get gacked without 30 sticks of TNT. One thing that morrowind had right was that there was still a little bit of danger early on. The balance was lost for OB. Rather than make interesting end level fights it turned into hack'Nslash monotony.
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luis dejesus
 
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Post » Fri Jul 08, 2011 9:31 am

Now missing out stuff in fallout is a big deal. All the unique guns are found rather than being a quest reward.

However for oblivion, missing out stuff is generally not much of an issue. Sure, inside might be a nice item but it will be some random loot you can find elsewhere and it will never be able to match up with the Daedric artifacts.
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Isabella X
 
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Post » Fri Jul 08, 2011 2:43 pm

Now missing out stuff in fallout is a big deal. All the unique guns are found rather than being a quest reward.

However for oblivion, missing out stuff is generally not much of an issue. Sure, inside might be a nice item but it will be some random loot you can find elsewhere and it will never be able to match up with the Daedric artifacts.


Sounds like they are trying some "epic loot" variant on a random scale as well as the daedric artifacts though.
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Greg Cavaliere
 
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Post » Fri Jul 08, 2011 7:47 am

I hated Fallouts leveling... If i use only guns how can my melee wepon skill become better -.-?
Also the fact that you needed every skill at 100 to complete 1 quest. (well not that radical but it svcked anyway)
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Emma Pennington
 
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Post » Fri Jul 08, 2011 9:56 am

Woah, I just read the OP. Are you really saying that missing out on absolutely everything in a game is a flaw? If you choose to concentrate on weapons, and don't invest in science or lock picking, of course you should miss out.
In Skyrim, I will be playing a mage, should I complain that when my magicka is used up, I can't fight with a sword as well as a warrior? These games are doing exactly they should, forcing you to make choices. If there are no decisions to be made, and no consequences, what is the point of the role in role playing game? Same with the perks. Desperately want that one perk? Specialise, get that skill up, invest in the other perks required. Otherwise, you will miss out. Flaw? Far from it. Unless you demand a game throws everything at you on a plate, and let's face it, these are open world games, there is always a glitch or workaround somewhere.
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Pants
 
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Post » Fri Jul 08, 2011 8:41 am

I think New Vegas's 'problem' was one of the best things about it; in fact, it made it far more of an RPG than any of its predecessors that Beth gave us. Which combined with an environment that featured far less level scaling (without taking things to far) and a full taking to heart of what Oscuro really taught everyone about how to make a game gave us a pretty good look at what a proper RPG 'should' be like (If you got rid of all the invisible walls).

Since Obsidian made NV anyway, it could hardly be 'fixed' in Skyrim, but I would be quite happy to see it included game; it makes it so much more the RPG.
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Kim Bradley
 
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