New Patch 1.2 Released

Post » Thu Oct 30, 2008 5:38 pm

When you ask the question "Did patch 1.2 satisfy you?" I have to answer yes because my expectations were that only a few things would get fixed and they did fix a bunch of stuff. I just hope this isn't the end of patches while all the computer jocks at Obsidian move on to making the DLC of the week. Afterall, the ZeniGreed CEO certainly doesn't want to be paying people to produce quality when they can be generating bugfests for the market.

Remember, there are still lots of bugs in FO3 that they never fixed so don't get your hopes up that FNV will be any better. If the game is too frustrating, my advice is to do something else and don't buy a ZeniMax adventure ever again.


Obsidian is not owned by Zenimax. Only Bethesda, and Zenimax has nothing to do with the patch, do not blame them
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le GraiN
 
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Post » Thu Oct 30, 2008 5:51 pm

Obsidian is not owned by Zenimax. Only Bethesda, and Zenimax has nothing to do with the patch, do not blame them



why not? they're the ones who made the engine :wink_smile:
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LijLuva
 
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Post » Thu Oct 30, 2008 11:31 pm

The patch realy fixed alot of stuff I didnt even know was wrong... Rendering works alot better and alot of stuff I wasnt seeing now I am... Its alot more stable for me. It runs alot smoother. And my fave weapon type got set to FUN!

And they nfixed the radio stations and and and and.. a whole slew of very nice changes.
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XPidgex Jefferson
 
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Post » Fri Oct 31, 2008 5:54 am

why not? they're the ones who made the engine :wink_smile:

Aren't they a holding company?
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sam
 
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Post » Fri Oct 31, 2008 12:01 am

Maybe they're delaying the 360 patch to add the DLC stuff to it... you know, the DLC that you guys are getting on the 360 while the rest of us are left out in the cold? :sadvaultboy:

(Sorry, not a lot of sympathy here for 360 users complaining of feeling left out, when you guys have an exclusive DLC coming to you next week.)

Actually, the 360 patch is already in certification with Microsoft, and should be out by tomorrow or Thursday.


This is exactly the reason I'm not bothered about waiting a while longer for the patch, knowing we get DLC in a week softens the blow :)
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Julie Serebrekoff
 
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Post » Thu Oct 30, 2008 5:52 pm

Remind me why this is a problem?

Bodies naturally rot away but ash piles could cool and solidify, the same with goo piles. They might last thousands of years.



Because permanently ash-afied enemies do not respawn, and the ash is a eyesore
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Sweet Blighty
 
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Post » Thu Oct 30, 2008 3:03 pm

Finally!

Reloaded an EW save with 100 EW skill to check some figures from the Pipboy

Laser Rifle: ~23 DAM / 1 MFC (estimated due to Laser Commander perk affecting DAM)
Tri-Beam: ~23 x 3 DAM / 3 MFC
Plasma Pistol: 35 DAM / 2 SEC
Plasma Rifle: 50 DAM / 2 MFC
Q-35: 42 DAM / 1 MFC (probably appeal to ammo-conscious/hardcoe players)

However, suspect they overlooked the Laser Pistol: no damage increase!

Laser RCW seems unaltered, but I'm fine with that since IMO it was just a shade on the low-powered side in vanilla FNV; with the -DT from ammo it will do just fine.

Only bad thing about the EW boost:
1) EW Fiends will pose a much greater threat
2) Starting a brawl in the Silver Rush is obviously highly dangerous (in vanilla was merely dicey).


Reg the Silver Rush, discreetly wire the place with C4 prior to attacking. Blow the C4 then go to town on what's left. :gun: :mohawk:
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Deon Knight
 
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Post » Fri Oct 31, 2008 3:36 am

Because permanently ash-afied enemies do not respawn, and the ash is a eyesore

perm ashed enemies DO respawn ive ashed a ton of enemies in fonv and while yes there is ash all over the place the enemies keep comming back.
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Dan Wright
 
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Post » Fri Oct 31, 2008 1:47 am

So to anyone who has gotten this patch does it solve most of the problems that Obsidian missed or do they still need to do more with the game.
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Assumptah George
 
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Post » Thu Oct 30, 2008 9:34 pm

aside steam is there a download site for the fo nv patch like here in beth main site?
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ijohnnny
 
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Post » Thu Oct 30, 2008 6:39 pm

aside steam is there a download site for the fo nv patch like here in beth main site?


No.
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Amanda Furtado
 
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Post » Fri Oct 31, 2008 4:58 am

There are still a bunch of bugs not fixed. I am quite disappointed actually.

Freeside thug bodies still don't disappear after a few days like they should.
The game still reverts back to Sunday upon restarting the game.
Blake still doesn't respawn his inventory unless I am in the same cell as him.
They nerfed the Sniper rifles to a point of uselessness. 30Dam 1x crit chance lolwut?
Explosives still svck

I have been a cheer leader for this game, but I expected this patch to get the job done, and so far it hasn't.
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Emily Shackleton
 
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Post » Thu Oct 30, 2008 10:50 pm

The Plasma Rifle needs to not be made crap, but it's a step in the right direction. Very good work with the patch overall. I'd still like to see the Telsa Cannon and Plasma Rifle ammo requirements be addressed, though; 45 ECP is ludicrous, and any plasma rifle but the Q-35 Matter Modulator eats up far too many MFCs while doing far too little damage.


Playing an EW character in HC mode is extra tough because the ammo weighs too much and lots of weapons require multiple charges per shot. Pew-Pew-Pew takes about a pound of ammo per shot.
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Holli Dillon
 
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Post » Fri Oct 31, 2008 4:55 am

Their should be another choice something like - yes but more fixes are still needed.

I have only played a bit with the new patch but I can say the Cowboy Repeater has been fixed.

I now have a large area on the road from Novac to the RepConn Facility that I fall through :banghead:

A small wish to the Bethesda :bowdown: overseer please, oh please once TES5 has been mostly completed please begin work on Fallout 4 also if possible work with Obsidian.


bigcrazewolf
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Lori Joe
 
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Post » Thu Oct 30, 2008 5:31 pm

Has anyone else been getting a strange strobe effect in Hidden Valley bunker? I went on a shooting spree and now there's a very distracting strobe lighting my whole screen. It's not from Zap Gloves or Gauss shots, as it happens when I'm alone. Definitely only a post patch thing, wiped out the bunker twice and never had anything like it.
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Everardo Montano
 
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Post » Thu Oct 30, 2008 5:17 pm

There are still a bunch of bugs not fixed. I am quite disappointed actually.

Freeside thug bodies still don't disappear after a few days like they should.
The game still reverts back to Sunday upon restarting the game.
Blake still doesn't respawn his inventory unless I am in the same cell as him.
They nerfed the Sniper rifles to a point of uselessness. 30Dam 1x crit chance lolwut?
Explosives still svck

I have been a cheer leader for this game, but I expected this patch to get the job done, and so far it hasn't.


4. The sniper rifle as overpowered so yeah, glad that they nerfer it
5. Yes

other than that, the others bugs dont bother me, the game run pretty smoothtly
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Melung Chan
 
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Post » Fri Oct 31, 2008 7:52 am

Playing an EW character in HC mode is extra tough because the ammo weighs too much and lots of weapons require multiple charges per shot. Pew-Pew-Pew takes about a pound of ammo per shot.


Uh... How come 95% of cells (without "Vigilant Recycler" perk) get destoryed upon being emptied, and how exactly does an empty power cell weigh less than a full one, or rather nothing at all... :unsure:

Really, Energy Weapons should have different rules than guns regarding damage, treshold and ammo. Maybe in Fallout 4? I may get my hopes up if TES V's magic system is any good.
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Jose ordaz
 
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Post » Thu Oct 30, 2008 11:14 pm

Has anyone else been getting a strange strobe effect in Hidden Valley bunker? I went on a shooting spree and now there's a very distracting strobe lighting my whole screen. It's not from Zap Gloves or Gauss shots, as it happens when I'm alone. Definitely only a post patch thing, wiped out the bunker twice and never had anything like it.


This 'flashing' was happening to me too even before the patch, not sure what's going on.. :unsure:
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XPidgex Jefferson
 
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Post » Fri Oct 31, 2008 4:22 am

I'm still getting the odd freeze here and there, especially in Camp Searchlight. Also I decided to do the Young Hearts quest after I'd completed Volare! and Jack is nowhere to be seen in the hanger, so it hasn't fixed that bug...No biggy though. Also in freeside when exiting any building it stutters really bad.
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Laura-Lee Gerwing
 
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Post » Fri Oct 31, 2008 1:54 am

ED-E's DT was raised from 0 to 8, and the armored version's DT was raised from 8 to 20. Looks like Obsidian listened to the complaints about ED-E dying too easily. They also increased Rex's DT from 2 to 10.
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Queen of Spades
 
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Post » Thu Oct 30, 2008 7:31 pm

Sorry it took so long.

Cliff Briscoe has had a script placed on him that limits him to five games of Caravan. That never resets, so it is five games period.

Same for Carl Mayes (in Forlorn Hope?) & Johnson Nash


What about the bartender chick innn... That place which the two hugeass NCR statures
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lucile davignon
 
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Post » Thu Oct 30, 2008 9:09 pm

As far as I can see, all other Caravan players have no restrictions on their dialog other than you having a caravan deck.

If there are other dialogs to start Caravan, I might have missed some, though. I'll take another look.

edit: you are correct. Lacey has different dialog, but she also has the five game restriction.
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Bones47
 
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Post » Thu Oct 30, 2008 5:50 pm

Wednesday. Still no patch for 360. Thanks, Microsoft.
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DAVId Bryant
 
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Post » Thu Oct 30, 2008 9:31 pm

BOS abandoned Bunker is unlocked. got a ZOMG ITS CHUCK NORRIS IN THE NCR DOLLAR????!!!!!! :bonk:
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Prisca Lacour
 
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Post » Thu Oct 30, 2008 7:08 pm

impressed with the gameplay changes i feel the sniper rifle should have it's damage increased slightly but right now it's working as intended it no longer blatantly outperforms the AMR, and the combat rifles, with Handload ammo it's still a very very good gun.

My changes:

Damage increased from 42 to 50.
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Yvonne
 
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