New Game Guide Diary

Post » Thu Sep 30, 2010 1:31 am

Sweeeet.

New Vegas will be amazing, cannot wait any longer :(
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Nick Tyler
 
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Post » Thu Sep 30, 2010 11:46 am

It's hard to choose which skills I want to tag and focus on, because it seems like they will all be useful, especially when they are described in detail like this. Is there any word on how tag skills work in NV? Do they just do a lame 15 point bonus or do they raise really quickly like they did in the originals?
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cassy
 
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Post » Thu Sep 30, 2010 12:45 am

I see a Khan patch on that vest :) it's most likely loot but maybe just maybe we can help the khans and finally be raiders.
Also I'm definitely happy about the crafting skill it was definitely needed for some more immersion and overall entertainment.
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Becky Palmer
 
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Post » Thu Sep 30, 2010 1:02 am

thanks g-staff :foodndrink: good to get some new info
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jessica robson
 
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Post » Thu Sep 30, 2010 3:51 am

I see a Khan patch on that vest :) it's most likely loot but maybe just maybe we can help the khans and finally be raiders.
Also I'm definitely happy about the crafting skill it was definitely needed for some more immersion and overall entertainment.

Is it an actual skill or is it part of survival...
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Marilú
 
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Post » Thu Sep 30, 2010 8:45 am

Sounds like the Alchemy skill from TES to me.

Has a list of all perks and traits already been released?
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Liv Brown
 
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Post » Thu Sep 30, 2010 6:51 am

Is it an actual skill or is it part of survival...

Maybe it's part of a lot of things.
With high science you can craft certain stuff.
High survival you can create other stuff.
High guns and you can create better ammo.
High medicine allows for crafting chems.
Etc.
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Leilene Nessel
 
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Post » Thu Sep 30, 2010 2:18 pm

Maybe it's part of a lot of things.
With high science you can craft certain stuff.
High survival you can create other stuff.
High guns and you can create better ammo.
High medicine allows for crafting chems.
Etc.


Isn't crafting potions/powders and cooking meat and meals at camps/campfires dependent on your survival skill? So we have at least one aspect of creating stuff tied to a class.
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Rusty Billiot
 
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Post » Thu Sep 30, 2010 5:34 am

You haven’t lived until you’ve tasted Rose’s Deathclaw Omelet; a special recipe only given out to those who’ve returned triumphantly with a “special” egg or two. And of course, you don’t want to run across the monstrosity that laid those eggs…


Rose's deathclaw omelets originate from modoc in Fallout 2 :disguise:
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Elizabeth Falvey
 
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Post » Thu Sep 30, 2010 1:28 pm

Isn't crafting potions/powders and cooking meat and meals at camps/campfires dependent on your survival skill? So we have at least one aspect of creating stuff tied to a class.

But that was my point, Survival is cooking and stuff like healing powder. Basically more tribal'ish stuff.
But I'm going to be kinda annoyed if Survival affects crafting of certain chems and ammo.

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sally coker
 
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Post » Thu Sep 30, 2010 12:25 pm

But that was my point, Survival is cooking and stuff like healing powder. Basically more tribal'ish stuff.
But I'm going to be kinda annoyed if Survival affects crafting of certain chems and ammo.

I as well, I personally think that ammo crafting would fall under the Repair category more then it would in Survival. (I'm hoping this is the case seeing as I'm tagging Repair.) :tops:
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Allison Sizemore
 
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Post » Thu Sep 30, 2010 1:52 am

I as well, I personally think that ammo crafting would fall under the Repair category more then it would in Survival. (I'm hoping this is the case seeing as I'm tagging Repair.) :tops:

Well it would make more sense for it to be under repair than it is for it to be under cooking. :laugh:
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Emily Jones
 
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Post » Thu Sep 30, 2010 6:33 am

Well it would make more sense for it to be under repair than it is for it to be under cooking. :laugh:

I'm going to cook me up some Hollow Points! You want some Armor Piercing? :facepalm:
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Oscar Vazquez
 
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Post » Thu Sep 30, 2010 9:06 am

I'm going to cook me up some Hollow Points! You want some Armor Piercing? :facepalm:

Nah, Hollow Points are fine, Armor Piercing gives me gas.
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marina
 
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Post » Thu Sep 30, 2010 12:42 am

Yeah, can someone explain this to me? In FO3, crafting was governed by repair. There is no separate "Crafting" skill in FO:NV, correct? This post seems to suggest that crafting is governed by Survival. Do we know that for sure? Or is it something else?
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Aaron Clark
 
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Post » Thu Sep 30, 2010 2:08 pm

Yeah, can someone explain this to me? In FO3, crafting was governed by repair. There is no separate "Crafting" skill in FO:NV, correct? This post seems to suggest that crafting is governed by Survival. Do we know that for sure? Or is it something else?

Well, survival is... Survival... You know how to survive in the wasteland. You know that if you mix A with B then you get Z which is really useful if you happen to get wounded.
You know how to craft... Basic stuff?

That's my interpretation of it. :shrug:

[edit]
Oh and if you have 100 in skill you should sign on for Iron Chef Wasteland Edition.
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Emily Jones
 
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Post » Thu Sep 30, 2010 7:13 am

Well, survival is... Survival... You know how to survive in the wasteland. You know that if you mix A with B then you get Z which is really useful if you happen to get wounded.
You know how to craft... Basic stuff?

That's my interpretation of it. :shrug:


Right, it definitely seems (and it makes for it to be this way) that tanning Gecko hide will be governed by Survival. And I remember Sawyer saying that Survival allows you to make Healing Powder. But crafting also covers custom rounds- is your ability to make custom rounds (+P, for example) determined by Survival? Or Repair? It affects my tag skill choices, so I wanna know :P
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Valerie Marie
 
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Post » Thu Sep 30, 2010 12:47 pm

Right, it definitely seems (and it makes for it to be this way) that tanning Gecko hide will be governed by Survival. And I remember Sawyer saying that Survival allows you to make Healing Powder. But crafting also covers custom rounds- is your ability to make custom rounds (+P, for example) determined by Survival? Or Repair? It affects my tag skill choices, so I wanna know :P

Honestly, it sounds like it's a random crap skill to me. Not that the skill itself is crap but that all the ideas they have is just stuffed in there because they have no other skill to put them in.
You can be a master chef while being able to create poisons and healing powder, knows how to skin creatures and not only that, you also know how bullets work. (I'm sort of a chef and I have no idea how to create poisons or how bullets work, bug I guess it's all explained my Fallout Logic. :shrug: )

So it seems like they had some great ideas but nowhere to put them in a skill so they just came up with survival and dumped everything in there.

Hm, Josh, I see you watching there. Mind correcting me?
Thanks for the correction. ;)
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Brian LeHury
 
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Post » Thu Sep 30, 2010 5:15 am

Honestly, it sounds like it's a random crap skill to me. Not that the skill itself is crap but that all the ideas they have is just stuffed in there because they have no other skill to put them in.
You can be a master chef while being able to create poisons and healing powder, knows how to skin creatures and not only that, you also know how bullets work. (I'm sort of a chef and I have no idea how to create poisons or how bullets work, bug I guess it's all explained my Fallout Logic. :shrug: )

So it seems like they had some great ideas but nowhere to put them in a skill so they just came up with survival and dumped everything in there.

Hm, Josh, I see you watching there. Mind correcting me?


I certainly hope so. I'm dead set on tagging Survival for my first playthrough because it's new and I'll be playing hardcoe. If it does all this neat stuff, that only makes it more awesome.
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Austin Suggs
 
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Post » Thu Sep 30, 2010 5:31 pm

I certainly hope so. I'm dead set on tagging Survival for my first playthrough because it's new and I'll be playing hardcoe. If it does all this neat stuff, that only makes it more awesome.

Well it's all about opinions.
I dislike the skill if it is what I said there.
Why?
Even if it's a game, even if it's a fallout game it has to follow some ground of logic.
So if I read up IRL on poisons and medicine and knows how to use certain flowers and stuff to create either poisons or cures that means I know how to skin a gecko?
Illogical IMO.
It will surely be a useful skill but something tells me it really wasn't that necessary.

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Carlitos Avila
 
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Post » Thu Sep 30, 2010 7:25 am

Honestly, it sounds like it's a random crap skill to me. Not that the skill itself is crap but that all the ideas they have is just stuffed in there because they have no other skill to put them in.
You can be a master chef while being able to create poisons and healing powder, knows how to skin creatures and not only that, you also know how bullets work. (I'm sort of a chef and I have no idea how to create poisons or how bullets work, bug I guess it's all explained my Fallout Logic. :shrug: )

So it seems like they had some great ideas but nowhere to put them in a skill so they just came up with survival and dumped everything in there.

Hm, Josh, I see you watching there. Mind correcting me?

First I'd like to note that when you, specifically, say "Fallout logic" it can be inferred to mean from context "no one has explained this" not "this cannot be explained".

Survival does not affect the crafting of ammunition at reloading benches. Repair affects the crafting of ammunition at reloading benches. Survival affects the crafting of things made from animal parts and plants: typically prepared food items, hides, poisons, and primitive chems (like Healing Powder). It is not a random grab-bag of goofy stuff.

Yes, knowing what plants to combine to make a poison is covered by the same skill that determines if you know how to properly tan a gecko hide. This is in the same system where the same skill that allows you to repair a handgun allows you to repair a Tesla cannon and the same skill that allows you to use stimpaks effectively also covers basically every piece of human medical knowledge. SPECIAL skills are broad and abstracted.
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Sophie Louise Edge
 
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Post » Thu Sep 30, 2010 7:43 am

Oh mai gawd.

Every new bit of info makes it that much harder to wait.
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Kortknee Bell
 
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Post » Thu Sep 30, 2010 9:32 am

First I'd like to note that when you, specifically, say "Fallout logic" it can be inferred to mean from context "no one has explained this" not "this cannot be explained".

Survival does not affect the crafting of ammunition at reloading benches. Repair affects the crafting of ammunition at reloading benches. Survival affects the crafting of things made from animal parts and plants: typically prepared food items, hides, poisons, and primitive chems (like Healing Powder). It is not a random grab-bag of goofy stuff.

Ah, thanks for the info man.
Been trying to wrap my head around that skill for quite some time now. :laugh:
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xemmybx
 
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Post » Thu Sep 30, 2010 12:24 pm

First I'd like to note that when you, specifically, say "Fallout logic" it can be inferred to mean from context "no one has explained this" not "this cannot be explained".

Survival does not affect the crafting of ammunition at reloading benches. Repair affects the crafting of ammunition at reloading benches. Survival affects the crafting of things made from animal parts and plants: typically prepared food items, hides, poisons, and primitive chems (like Healing Powder). It is not a random grab-bag of goofy stuff.

Good to know that Repair is the skill behind the crafting of ammunition, I can sleep well knowing that by tagging Repair I'll be able to craft custom ammo types to my heart's content. (Do the reloading benches look the same as the work benches from FO3 or do they have their own unique look?) :tops:
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Talitha Kukk
 
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Post » Thu Sep 30, 2010 7:20 am

Reloading benches look very much like real-life reloading benches with a multi-stage press, a box of dies, and a bunch of other goodies.
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Emmanuel Morales
 
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