Oasis quest

Post » Fri May 27, 2011 9:00 pm

Warning may contain spoilers!


On the quest "Oasis" you have 4 ways to conclude it:
1-Killing Herbert by setting him on fire
2-Killing Herbert by destroying his heart
3-Using the substance that old lady gives to you, so that trees start growing around the Wasteland
4-Using the substance that the old man gives to you, so that trees only grow on the Oasis.
I concluded it by the 3rd method, so why arent trees growing around the Wasteland??
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NAkeshIa BENNETT
 
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Post » Fri May 27, 2011 6:18 pm

The 3rd course of action accelerates the growth from centuries to decades, so it would still take at least 10 years before seeing a noticable difference.
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lucy chadwick
 
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Post » Fri May 27, 2011 7:39 pm

can you wait for ten years? hahaha
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Alycia Leann grace
 
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Post » Fri May 27, 2011 6:16 am

I think you can, I have been led top believe FO3 dosn't have a time limit. This at least made the previous games alot more convincing, as series of events played a big part in FO1 & 2. I don't know why people complained about the time limits in the originals, the limit was 500 days in FO1, 400 if you got help from the Water Merchants. And I don't think I've ever clocked up that many days even when I've traveled to all four corners of the world map and back. A story has to end sometime, afterall.
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teeny
 
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Post » Fri May 27, 2011 6:41 pm

The 3rd course of action accelerates the growth from centuries to decades, so it would still take at least 10 years before seeing a noticable difference.

Yeah, i know it would take years but i cant see no diffrences from before the quest and after. No roots, nothing.
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P PoLlo
 
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Post » Fri May 27, 2011 9:47 pm

Ahh, well that will be down to making any decision in Fallout 3 arguably redundant. It's a shame that with the new interactive environment the series is enjoying, it still doesn't feel like a living, breathing world that you as the Lone Wanderer are making any real impact upon. I was disappointed when all the scrap metal I was bringing Walter made no difference, and I realised it was just a never ending cap/exp boost.
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chloe hampson
 
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Post » Fri May 27, 2011 3:02 pm

Ahh, well that will be down to making any decision in Fallout 3 arguably redundant. It's a shame that with the new interactive environment the series is enjoying, it still doesn't feel like a living, breathing world that you as the Lone Wanderer are making any real impact upon. I was disappointed when all the scrap metal I was bringing Walter made no difference, and I realised it was just a never ending cap/exp boost.

To be fair, I didnt see the BOS or Shi running around with Vertibirds after I handed over the plans.

I guess like many things, it was something that the developers chose not to implement, as they'd end up in the situatuon where a) Vegetation started growing at an absurd rate, so much so that folks would here here in the universe thread saying how stupid it was, or b) by putting it on a very long delay, they'd be Implementing content that only a very select few would see.

Personaly I think the oasis situation is possibly Prosecutions witness number 1, as to why Bethesda should have kept with the classic slideshow "Here's what your effect on the wasteland was" ending. I dont know what they were trying to achieve with what they got (especialy as these very boards were full of posts looking forward to such a feature)
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Amy Cooper
 
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Post » Fri May 27, 2011 11:02 am

Oh, I wasn't aware those blueprints were simple 'just add water, hey presto' affairs.

Anyway, that was the beauty with the previous engine, it added a great suspension of belief (or disbelief) that you couldn't see things happening around you as an when they happen because of the restricted isometric view. If a developer decides that a 3D panoramic interactive engine is the way to go, that engine isn't going to do anything without some developer input, the tools are only put to good use with an equally good worksman. I'm not saying Beth didn't do a great job with the wasteland. But people ask alot of questions as to why their choices mean nothing beyond an annoying karmic reminder that you are doing something right or wrong, in whichever way the game decides.
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Jordyn Youngman
 
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