HEAR ME BETHESDA! For the Love of ....!

Post » Sun Oct 25, 2009 1:29 am

Why would you do such a thing?

New Vegas is a beautiful creation. It is more involving and immersing than its predecessor, more fluid motions, combos, jumping, etc. Yes, Jumping. And Climbing is much better too! Why would you have such a beautiful strategic adventure action and then just when I get to the top... AN INVISIBLE F$&#ING WALL! why? Please NEVER, ever, EVER do that again!!! What an apparent demonstration of incompletion and laziness! You could have at least put a big freakin rock right there or something I would have looked at and never decided to climb to begin with. I love your games, but if you go down this road, you guys are selling yourselves down the river. NEVER AGAIN.

P.S. (Just a thought, kinda throwin' this out there: I'm not sure what the motivation was to keep it that way, I know you probably thought about it although it must have been a hot issue. I can't imagine what some of the purists like me had to say about it. Maximizing gameplay per area maybe? What if you introduced in possible future downloadable content a CLIMB ANYTHING perk with the "missing" data present to climb over those silly little obstacles? That with a possible extra 5 levels? Be a very fun way to give everyone what they want!

Sincere gamesas Fan since TES: Redguard
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Steve Bates
 
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Post » Sat Oct 24, 2009 5:02 pm

:facepalm: It was developed be OBSIDIAN! :slap:
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Monika
 
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Post » Sat Oct 24, 2009 2:40 pm

That was Obsidians decision adn there is a few reasons for it, other might explain more, but Ive heard a few times that it ahs to do with companions being able to follow you.

Any why is this in the DLC section, shouldnt this be in General or Future discussions.
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Amy Siebenhaar
 
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Post » Sun Oct 25, 2009 12:07 am

1st, Wrong section

2nd, Obsidian made New Vegs.

3rd, Invisible wall is put up there so they have more control on player's experience and NPC pathing.

EDIT:dam I wasn't fast enough.
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james reed
 
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Post » Sun Oct 25, 2009 2:07 am

That was Obsidians decision adn there is a few reasons for it, other might explain more, but Ive heard a few times that it ahs to do with companions being able to follow you.

Any why is this in the DLC section, shouldnt this be in General or Future discussions.

so Obsidain decided to cut the random encounters. who would do such a horrible thing
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Sarah Unwin
 
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Post » Sun Oct 25, 2009 2:23 am

so Obsidain decided to cut the random encounters. who would do such a horrible thing


FFS... They didn't cut random encounters.
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Bek Rideout
 
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Post » Sat Oct 24, 2009 10:20 pm

so Obsidain decided to cut the random encounters. who would do such a horrible thing


Nope
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Chloe :)
 
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Post » Sat Oct 24, 2009 7:40 pm

Ummm, didn't cut random encounters?

I haven't seen any collection of random encounters http://fallout.wikia.com/wiki/Fallout_3_random_encounters in FONV. There are hit squads that home in on you, but no actual locations that have randomized events like FO3 had.

I also was annoyed by being unable to get atop a hill to evade or scout out from a high vantage. I can understand doing it with rocks and such, but there's literally an invisible wall blocking my way in a lot of annoying instances.
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Sarah Kim
 
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Post » Sat Oct 24, 2009 3:48 pm

FFS... They didn't cut random encounters.


Yes they did, in point of fact.
All NPCs in FONV are hand-placed, thus, by design there are no "random" encounters.

And OP, if you're on PC,http://www.newvegasnexus.com/downloads/file.php?id=35011 to get rid of those (ever so annoying) invisible walls.
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Nina Mccormick
 
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Post » Sat Oct 24, 2009 4:27 pm

Yes they did, in point of fact.
All NPCs in FONV are hand-placed, thus, by design there are no "random" encounters.

And OP, if you're on PC,http://www.newvegasnexus.com/downloads/file.php?id=35011 to get rid of those (ever so annoying) invisible walls.

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Connor Wing
 
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Post » Sat Oct 24, 2009 7:02 pm

Jeez, thanks for the prompt beat-down and re-education. I actually forgot the details of Fallout control/ownership, actually very relieving that it was NOT Bethesda... But MOSTLY is just the point... who would DO such a thing just to get slightly smarter NPCs... you are literally removing sections of the world... not a good trade off. That kills roleplay experience for me.
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Spaceman
 
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Post » Sat Oct 24, 2009 12:36 pm

There are mods that take out the invisible walls if they really bother you that much. But they are there to make companion following less complicated and less likely to get stuck.
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adam holden
 
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Post » Sun Oct 25, 2009 3:52 am

I never got the big deal about invisible walls, there are some that are annoying but mostly I just walk around them.
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Trey Johnson
 
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Post » Sat Oct 24, 2009 8:35 pm

Fallout is Bethesda's property. It doesn't really matter if Obsidian developed it or not, Bethesda could've interfered if they had problems with stuff like invisible walls. If it's in the game, Bethesda's also responsible. So please stop acting like Bethesda's enormous logo is on my television screen by accident every time I start New Vegas.

It's property of Bethesda. Don't like Raul Tejada? Property of Bethesda. Don't like invisible walls? Property of Bethesda. Don't like Cazadors, the hard ending, linear DLC, exploding collars, Powder Gangers, bugged Cowboy Repeaters? Guess what, it's all property of Bethesda.


Also, on topic: foxx0021 made a valid point of course. Invisible walls are a little amateuristic for a big-budget game.
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Margarita Diaz
 
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Post » Sat Oct 24, 2009 9:31 pm

Invisible walls themselves aren't much of a problem for me, but combined with the pip-boy map's lack of height display, the straight objective markers and lack of map knowledge on the first few playthroughs i found myself going around rubbing against mountains for minutes trying to find the one way that lets me get through to the objective while constantly getting [censored]-blocked by invisible walls.
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Pat RiMsey
 
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Post » Sat Oct 24, 2009 7:39 pm

I never got the big deal about invisible walls, there are some that are annoying but mostly I just walk around them.


This. Once I got to know the lay of the land, I didn't bother trying to cross the walled off areas. Didn't even notice them anymore.
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Laura Cartwright
 
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Post » Sat Oct 24, 2009 12:24 pm

...who would DO such a thing just to get slightly smarter NPCs... you are literally removing sections of the world... not a good trade off.
It'd be a shame not to IMO.

That kills roleplay experience for me.
I don't understand the reasoning here, how does a barrier affect role playing in the least? :huh:
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Sakura Haruno
 
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Post » Sat Oct 24, 2009 10:10 pm

Yes, invisible walls are one of my few gripes about NV. You can just ignore them of course, but artificial boundaries really ruin the sense of freedom.
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Rowena
 
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Post » Sat Oct 24, 2009 1:02 pm

Its not that they took out random encounters

its that they never put them in in the first place.
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Chris Duncan
 
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Post » Sun Oct 25, 2009 12:03 am

Yeah, hear me EA games for making these annoying things, it's obvious you did it and not Obsidian. Damn EA games..
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Lil'.KiiDD
 
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Post » Sat Oct 24, 2009 7:19 pm

Yeah, hear me EA games for making these annoying things, it's obvious you did it and not Obsidian. Damn EA games..


Emmm,

Puppies?!

joking aside

I thought that the EA bashing was left for the Bioware forums and the general discussion :P

Please, dont bring it here
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Emma Copeland
 
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Post » Sat Oct 24, 2009 9:09 pm

Emmm,

Puppies?!

joking aside

I thought that the EA bashing was left for the Bioware forums and the general discussion :P

Please, dont bring it here

Just randomly said a random game development company that struck my mind, never heard 'bout no EA bashing. The only one I'm bashing is the one who bashes the innocent Bethesda. :)
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Dale Johnson
 
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Post » Sun Oct 25, 2009 3:00 am

i hear ya man....and all that wasted space west and east...i hope they have plans for it all
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Stay-C
 
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Post » Sun Oct 25, 2009 1:55 am

it is partly about helping out with companions, etc. but, also the whole landscape is designed to drive the PC along the game path in a more linear fashion. Invisible walls, mountains, and sometimes creatures placement. That part only bugs me because it becomes way too obvious. It's the same wtih random encounters. There really aren't the same sort of random events like you saw in FO3, but what drives me nuts even more is the obvious stationary placement of spawn points. I wil say the random spawn points in FO3 were interesting, but herding you through the game is a problem in both games.


the space to the west though, if you look at the blocked path where I believe the lonesome road DLC looks like it is marked, it seems like it opens up into at least 2/3 of that section. So I'm hoping that they will put the DLC there instead of off world extra like dead money. Personally, I don't like the different load screens inbetween everything, and with NV, especially on the strip, they are everywhere. more open, with more buildings that you can actually go into... it gets boring looking through a destroyed city where you can't go into anything... even if it's all the same, it's better than only letting you go into something if it's part of a quest. It's frustrating, that everything has to be quest related or the like.
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Tarka
 
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Post » Sat Oct 24, 2009 3:17 pm

it is partly about helping out with companions, etc. but, also the whole landscape is designed to drive the PC along the game path in a more linear fashion. Invisible walls, mountains, and sometimes creatures placement. That part only bugs me because it becomes way too obvious. It's the same wtih random encounters. There really aren't the same sort of random events like you saw in FO3, but what drives me nuts even more is the obvious stationary placement of spawn points. I wil say the random spawn points in FO3 were interesting, but herding you through the game is a problem in both games.


the space to the west though, if you look at the blocked path where I believe the lonesome road DLC looks like it is marked, it seems like it opens up into at least 2/3 of that section. So I'm hoping that they will put the DLC there instead of off world extra like dead money. Personally, I don't like the different load screens inbetween everything, and with NV, especially on the strip, they are everywhere. more open, with more buildings that you can actually go into... it gets boring looking through a destroyed city where you can't go into anything... even if it's all the same, it's better than only letting you go into something if it's part of a quest. It's frustrating, that everything has to be quest related or the like.


Better in that way that just Dungeon Crawling, like most of the places in Fallout 3. also. the Gamebryo engine cant support alot of interiors building, so, they decided to use what is neccesary,
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Fanny Rouyé
 
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