Fallout: New Vegas' problem

Post » Fri Jul 08, 2011 7:32 am

Sounds like they are trying some "epic loot" variant on a random scale as well as the daedric artifacts though.


Hmm ya, but I seriously don't think they are going to put a 100 picklock requirement boss chest infront of you after you took out 5 dragons, 6 dragon priests, 7 liches and Mannimarco.
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carrie roche
 
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Post » Fri Jul 08, 2011 5:51 am

Well they can make the lockpicking just like it was in Oblivion, you could unlock any lock no matter what your skill level was. The level determined how many tumblers of the lock fell down if you broke a lock pick.


I hope so, that was so much better. When I first played fallout and found it worked on a level basis I wasn't impressed. :sadvaultboy:
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Peter P Canning
 
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Post » Fri Jul 08, 2011 1:16 pm

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.



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.


You people are why Oblivion had global level scaling. If you walk into a Deathclaw den at level one, you are supposed to die a horrible, horrible death. They're Deathclaws. They don't care what level you are.

New Vegas was far superior in terms of setting cohesion/verisimilitude (it felt like a place where people actually live instead of Disneyland), quest design, RPG mechanics, equipment variety, character options, etc.
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Naomi Ward
 
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Post » Fri Jul 08, 2011 4:36 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.


The main problem is there's no alternate route. So, for example, instead of lock-picking a door, you blow it off it's hinges with some TNT instead (or knock it down with your war hammer in Skyrim's case). As it stands, if your lock-picking skill isn't high enough you just can't go through the door. I can't think of an action RPG that offered multiple ways to reach every goal since Deux Ex.
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NEGRO
 
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Post » Fri Jul 08, 2011 8:18 am

The main problem is there's no alternate route. So, for example, instead of lock-picking a door, you blow it off it's hinges with some TNT instead (or knock it down with your war hammer in Skyrim's case). As it stands, if your lock-picking skill isn't high enough you just can't go through the door. I can't think of an action RPG that offered multiple ways to reach every goal since Deux Ex.


There is quite a bit of truth in that. In fact, one of the best things about FWE in my opinion was it gave the option of blowing out a lock using explosives. Still, I think that New Vegas did give enough alternate routes to people which didn't involve going through most particular doors in quests to compensate. Also, is it confirmed that lock-bashing is in Skyrim.
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WYatt REed
 
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Post » Fri Jul 08, 2011 3:56 pm

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.

I agree,I didn't pay 60+bucks to do everything possible and play through a game once...choice and consequences is one of the best features of these types of games,it won't get stale on you.
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Robert Bindley
 
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Post » Fri Jul 08, 2011 2:30 pm

i think the skill leveling system will be like oblivion so shouldnt cause any proble you will be able to be a master master :P (master all skill)
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Chrissie Pillinger
 
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Post » Fri Jul 08, 2011 7:16 pm

I don't see a problem with this and Fallout 3 certainly had the same situation, try opening up Andy's safe at low levels without Science, you can't do it.
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Connie Thomas
 
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Post » Fri Jul 08, 2011 10:21 pm

1) Don't play RPGs if you do not want to have to level up in order to do certain things in the game.

2) Bethesda Game Studios DID NOT DEVELOP Fallout: New Vegas.
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kitten maciver
 
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Post » Fri Jul 08, 2011 8:47 am

Many quests in FONV had multiple ways to complete them.
eg Caesar's illness you could cure with high medical skill, give him a companion to be his personal slave doctor, or go to a vault to get an artifact.
Very rarely did not having a particular skill prevent you from completing a quest and with magazines, clothing that gave bonuses to skills, and drugs you could boost a low skill when you needed to.
About the only thing that low lockpick and science barred you from was getting to a couple of nice weapons and there has to be some reward for the character who specialises in those skills.

I hope they are making some skills like speechcraft more important than in Oblivion. If I specialise in something I expect to get some benefits from that choice. By the same token if I'm weak in an area there should be penalties.
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Charlotte Lloyd-Jones
 
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Post » Fri Jul 08, 2011 5:33 pm

Many quests in FONV had multiple ways to complete them.
eg Caesar's illness you could cure with high medical skill, give him a companion to be his personal slave doctor, or go to a vault to get an artifact.
Very rarely did not having a particular skill prevent you from completing a quest and with magazines, clothing that gave bonuses to skills, and drugs you could boost a low skill when you needed to.
About the only thing that low lockpick and science barred you from was getting to a couple of nice weapons and there has to be some reward for the character who specialises in those skills.

I hope they are making some skills like speechcraft more important than in Oblivion. If I specialise in something I expect to get some benefits from that choice. By the same token if I'm weak in an area there should be penalties.


Yes, Speechcraft needs to be more important then it was in Oblivion. The skill was a joke in that game and a perfect filler major.
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le GraiN
 
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Post » Fri Jul 08, 2011 7:13 am

Two things:

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

2) That's the entire point of an RPG. If you're not good at science, guess what? You can't do things that require you to be good at science. It's called choice and consequence. You choose not to level your science skill? Guess what? You can't do things that you need to be good at science to do. If anything I want more things like this in Skyrim. I want some Speechcraft options to require knowledge of other things, e.g. heavy armor or alchemy or one-handed weapons, in addition to your Speechcraft skill. Why? It's an RPG. Your character's ability should sometimes overshadow your ability as a player. Less so than in Fallout seeing as TES has always been a blend of action and RPG, usually with more emphasis on action, but still, it's a very nice thing to have and it makes for good roleplay by rewarding your devotion to a particular skill or archetype.


Agree with you 100% :goodjob:
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Cat Haines
 
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Post » Fri Jul 08, 2011 5:50 am

I sincerely hope you're being sarcastic.


I sincerely hope you're being sarcastic.

Wanna fight about it? Check out the Fallout forums, my sig should explain it as well.
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Siidney
 
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Post » Fri Jul 08, 2011 8:49 am

Agree with you 100% :goodjob:


You mean you're not mad when you are told by people that it's not a good idea to go down the road that is infested with monsters that will tear you to pieces and you go down the road anyway and monsters tear you to pieces?
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Mizz.Jayy
 
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Post » Fri Jul 08, 2011 2:46 pm

You mean you're not mad when you are told by people that it's not a good idea to go down the road that is infested with monsters that will tear you to pieces and you go down the road anyway and monsters tear you to pieces?


Nope. :D

I tested this out as soon as I finished Ghost Town Gun Fight for the first time actually, Sunny Smiles told me not to go into the mountains, I did, and bam! Cazadors. It pleased me.
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Princess Johnson
 
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Post » Fri Jul 08, 2011 11:07 am

FNV is what made be a firm believer in range based level scaling. Before that I had like the system that FO3 employed but still was not completely hooked, after FNV I now think every open world rpg should use a system similar to FO3's.

Obsidian even some how even made the graphics worse for FNV compared to FO3. I was not expected much improvement but I sure as hell did not expect the graphic quality to go down.
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Baylea Isaacs
 
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Post » Fri Jul 08, 2011 9:40 am

Obviously not a flaw, OP.
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Kelly James
 
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Post » Fri Jul 08, 2011 3:16 pm

FNV is what made be a firm believer in range based level scaling. Before that I had like the system that FO3 employed but still was not completely hooked, after FNV I now think every open world rpg should use a system similar to FO3's.

Obsidian even some how even made the graphics worse for FNV compared to FO3. I was not expected much improvement but I sure as hell did not expect the graphic quality to go down.


Well FONV wasn't a true sandbox
Still I found that if you treated it as a linear game until you got to NV you got enough experience and gear to treat it as sandbox after that
Its a tradeoff. Obsidian gave a much better story with multiple endings, many ways of solving quests etc. In return the world had to be smaller
Personally I preferred FONV to FO3 (although not by much, both are good games) but for Skyrim I'd prefer Bethesda to make it.
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Leah
 
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Post » Fri Jul 08, 2011 9:56 am

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.


I don't remember seeing anything about skills requiring a certain level in the skill in order to get them. You're just expecting Bethesda to screw this up
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Amy Masters
 
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Post » Fri Jul 08, 2011 12:08 pm

You guys wouldn't make those sarcastic comments if you played NV.

It was ridiculous how limited you were.

You would have to play thorugh about 50 or so times to get all of these cool endings to stuff. Not to mention the skills they were asking for were completly unreasanable, and required you to focus on only that one skill for the entire time up to the point that you need it.
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MARLON JOHNSON
 
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Post » Fri Jul 08, 2011 2:31 pm

I don't remember seeing anything about skills requiring a certain level in the skill in order to get them. You're just expecting Bethesda to screw this up

He's talking about perks and it's pretty much a given that they'll have skill requirements.

You guys wouldn't make those sarcastic comments if you played NV.

It was ridiculous how limited you were.

You would have to play thorugh about 50 or so times to get all of these cool endings to stuff. Not to mention the skills they were asking for were completly unreasanable, and required you to focus on only that one.

The way you perceive things is not a fact. FNV is an excellent rpg and sandbox. At least that's how I perceive it.
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Victoria Bartel
 
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Post » Fri Jul 08, 2011 4:35 pm

He's talking about perks and it's pretty much a given that they'll have skill requirements.

Sorry I meant to say perks. And I think the only requirements will be getting the perks before it in the constellation
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x a million...
 
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Post » Fri Jul 08, 2011 11:19 am

You guys wouldn't make those sarcastic comments if you played NV.

It was ridiculous how limited you were.

You would have to play thorugh about 50 or so times to get all of these cool endings to stuff. Not to mention the skills they were asking for were completly unreasanable, and required you to focus on only that one skill for the entire time up to the point that you need it.


I have played FONV. I only wish it required 50 playthroughs to get every ending. Still 4 or 5 playthroughs to do everything is pretty good value by current standards.

edit: and no you didn't need to focus on 1 skill up to the point that you needed it. If anything skill magazines, clothing with bonuses to skills and drugs (especially Mentats) made it too easy to get by with mediocre skills.
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lacy lake
 
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Post » Fri Jul 08, 2011 11:29 am

Sorry I meant to say perks. And I think the only requirements will be getting the perks before it in the constellation


Watch the 14-minute G4 coverage of Skyrim. You'll see, they show the skills menu once, and even look at some perks. There ARE requirements. They are just low (like block 30 for a shield bash, 30 again to strenghten that shield bach, or something like that)

My guess is that you'll be able to learn a LOT of perks before having to focus on leveling a skill to get the perk you want. Of course, maybe some perks WILL require higher levels, like say, doubling the damage on fire spells (I got this one out of my ass, don't search for it)
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Marguerite Dabrin
 
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Post » Fri Jul 08, 2011 8:51 am

I love you.

I will fight you to the death to prove my love is greater. :P
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Alyce Argabright
 
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