When are we going to unlock the entire map?

Post » Fri Jul 24, 2009 7:31 am

Why is it that the western, northern, and northwestern portions of the map blocked? Is the area being saved for some DLC, if it is it would be ridiculous to pay for the entire map in the vanilla version. If it isn't, then why is it there in the first place? When will we be able to explore the entire map, if ever?
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Miranda Taylor
 
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Post » Thu Jul 23, 2009 4:26 pm

No, no more of the map is going to be 'unlocked' in any DLC. The map in this game uses natural terrain as a world barricade as opposed to Invisible walls like Fallout 3 did. It's merely a cosmetic thing. Outside the areas on the map are just empty land plots and low res textures, nothing to exciting.
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Ebony Lawson
 
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Post » Thu Jul 23, 2009 3:54 pm

No, no more of the map is going to be 'unlocked' in any DLC. The map in this game uses natural terrain as a world barricade as opposed to Invisible walls like Fallout 3 did. It's merely a cosmetic thing. Outside the areas on the map are just empty land plots and low res textures, nothing to exciting.


The Northern Passage?
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Brentleah Jeffs
 
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Post » Thu Jul 23, 2009 9:04 pm

The Northern Passage?

It could possibly be earmarked as an access point for a future DLC map.
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Claire Mclaughlin
 
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Post » Fri Jul 24, 2009 7:24 am

It won't. It's been confirmed by the devs. I seen it. See previous comments.
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Inol Wakhid
 
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Post » Thu Jul 23, 2009 9:24 pm

Look on the bright side, PC moders now have space to put whatever they want into the game.
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T. tacks Rims
 
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Post » Thu Jul 23, 2009 11:52 pm

Look on the bright side, PC moders now have space to put whatever they want into the game.

Which adds to replayablilty :)
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Cedric Pearson
 
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Post » Fri Jul 24, 2009 5:56 am

well we console users are [censored]
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Amber Hubbard
 
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Post » Thu Jul 23, 2009 10:26 pm

Such is the joy of PC gaming.

...not to flame or anything, I'm not. I am jealous of all PS3 owners.
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Ben sutton
 
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Post » Fri Jul 24, 2009 1:50 am

the map as it is is pretty lifeless so just adding more areas is kinda pointless, until obsidian learns to make dynamic open world maps, just making the area bigger isn't gonna do much, it might add another shack or two, a few more cazerdores, they would prob just stick 3 more powderganger in the area, even if they made the map 10 times bigger, it would still be just as dull crusing around, i got tired of looking at the same two bark scorpions at hidden valley and the same 3 powder gangers near jeans skydiving and the same gecko runing across the road near primm, oy vey ROFL. geez.
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Tai Scott
 
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Post » Thu Jul 23, 2009 10:57 pm

the map as it is is pretty lifeless so just adding more areas is kinda pointless, until obsidian learns to make dynamic open world maps, just making the area bigger isn't gonna do much, it might add another shack or two, a few more cazerdores, they would prob just stick 3 more powderganger in the area, even if they made the map 10 times bigger, it would still be just as dull crusing around, i got tired of looking at the same two bark scorpions at hidden valley and the same 3 powder gangers near jeans skydiving and the same gecko runing across the road near primm, oy vey ROFL. geez.
I like it as is. I guess I just don't put the same value on quantity it as others do... I remember playing the last level of "Eye of the Beholder" and realizing that the map was ? empty :shrug: because the layout of the area did not need the rest of the available space (the rest was there, just inaccessable). I certainly didn't feel cheated or believe that Westwood did a poor job for not filling the map.

Perhaps I don't fully understand what a "dynamic open world map" means; From TES & Fallout 3, I got the impression it meant an overpopulated land mass with chance wonders, and cool places to explore over every other hill; un-looted and they even repopulate in a few days after you run through them leaving a bloody mess of dead bodies.

I prefer a plausible landscape with the few creatures that manage to stay alive out there. Since I don't play the games to chase down (with a bullet) everything that walks, nor expect a hidden trove in every hovel... I don't look it as a disappointment. :shrug: It reminds me of the earlier games, (which I happen to believe were better indicators of what the series was supposed to be like.)
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Dylan Markese
 
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Post » Thu Jul 23, 2009 9:36 pm



Perhaps I don't fully understand what a "dynamic open world map" means; From TES & Fallout 3, I got the impression it meant an overpopulated land mass with chance wonders, and cool places to explore over every other hill; un-looted and they even repopulate in a few days after you run through them leaving a bloody mess of dead bodies.



Yea, that sounds like a lot of fun. Lots of stuff to do, stuff to kill, bunch of junk to loot, repeatable and a line of dead bodies proving you're awesome. I want that.
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Luis Longoria
 
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Post » Thu Jul 23, 2009 9:16 pm

I like it as is. I guess I just don't put the same value on quantity it as others do... I remember playing the last level of "Eye of the Beholder" and realizing that the map was ? empty :shrug: because the layout of the area did not need the rest of the available space (the rest was there, just inaccessable). I certainly didn't feel cheated or believe that Westwood did a poor job for not filling the map.

Perhaps I don't fully understand what a "dynamic open world map" means; From TES & Fallout 3, I got the impression it meant an overpopulated land mass with chance wonders, and cool places to explore over every other hill; un-looted and they even repopulate in a few days after you run through them leaving a bloody mess of dead bodies.

I prefer a plausible landscape with the few creatures that manage to stay alive out there. Since I don't play the games to chase down (with a bullet) everything that walks, nor expect a hidden trove in every hovel... I don't look it as a disappointment. :shrug: It reminds me of the earlier games, (which I happen to believe were better indicators of what the series was supposed to be like.)


Dynamic - marked by usually continuous and productive activity or change

Sounds awesome doesn't it? :)
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Lilit Ager
 
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Post » Fri Jul 24, 2009 5:45 am

Yea, that sounds like a lot of fun. Lots of stuff to do, stuff to kill, bunch of junk to loot, repeatable and a line of dead bodies proving you're awesome. I want that.
Depends on the mood... I'd play that in a game like http://www.youtube.com/watch?v=XYtPSgT-3rM or Witchaven2, (or even Diablo)... but not in a serious RPG. :shrug:

Dynamic - marked by usually continuous and productive activity or change

Sounds awesome doesn't it? :)
Not particularly, no. IMO there is something preferable with the linear game that takes you through a series of specific locations where exciting events take place, as opposed to an open world where exciting events happen where ever you happen to go. The latter, I just can't take seriously.

For me it just ruins the suspension of disbelief.... That and the trade off. The trade off is that the active dynamic world resets every three game days; So is it really productive activity or change?
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Rhiannon Jones
 
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Post » Fri Jul 24, 2009 5:52 am

I like it as is. I guess I just don't put the same value on quantity it as others do... I remember playing the last level of "Eye of the Beholder" and realizing that the map was ? empty :shrug: because the layout of the area did not need the rest of the available space (the rest was there, just inaccessable). I certainly didn't feel cheated or believe that Westwood did a poor job for not filling the map.

Perhaps I don't fully understand what a "dynamic open world map" means; From TES & Fallout 3, I got the impression it meant an overpopulated land mass with chance wonders, and cool places to explore over every other hill; un-looted and they even repopulate in a few days after you run through them leaving a bloody mess of dead bodies.

I prefer a plausible landscape with the few creatures that manage to stay alive out there. Since I don't play the games to chase down (with a bullet) everything that walks, nor expect a hidden trove in every hovel... I don't look it as a disappointment. :shrug: It reminds me of the earlier games, (which I happen to believe were better indicators of what the series was supposed to be like.)

yeah you can make a game like the sims i guess and some people like that, but for me, i don't like plausible, realistic or believable etc, thats much too limiting, i prefer when game developer uses artistic licencse to make make a dynamic and fun game world as opposed to something thats quasi realistic like new vegas.
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Antonio Gigliotta
 
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Post » Fri Jul 24, 2009 5:25 am

No, no more of the map is going to be 'unlocked' in any DLC. The map in this game uses natural terrain as a world barricade as opposed to Invisible walls like Fallout 3 did. It's merely a cosmetic thing. Outside the areas on the map are just empty land plots and low res textures, nothing to exciting.


It's just unfortunate that the areas they used as barriers are still represented on the map; I suppose they needed to keep them to keep the nice square shape, but it would've been nice if impassable terrain was left off of the "game world" map.
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Prue
 
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Post » Fri Jul 24, 2009 3:55 am

yeah you can make a game like the sims i guess and some people like that, but for me, i don't like plausible, realistic or believable etc, thats much too limiting, i prefer when game developer uses artistic licencse to make make a dynamic and fun game world as opposed to something thats quasi realistic like new vegas.

I can respect that; I can even enjoy that... just not usually in a game that I want to take seriously. Deep RPG's are few and far between; and RPG == limitations (that's the idea).
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[Bounty][Ben]
 
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Post » Fri Jul 24, 2009 9:08 am

The biggest mistake Obsidian made is having the map on a square screen so folks think stuff is missing.

As for the Dynamic Maps, Daggerfall had those. I don't remember if the cities were dynamic, I do remember them being real big and taking a long time to get around them, but the wilderness and dungeons were all dynamically generated. However you did not spend time traveling across the wilderness in that game. Kind of like Fallout 1/2 where you could walk if you wanted to, but you really fast traveled from one location to the next.
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Danger Mouse
 
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Post » Fri Jul 24, 2009 3:55 am

Why is it that the western, northern, and northwestern portions of the map blocked? Is the area being saved for some DLC, if it is it would be ridiculous to pay for the entire map in the vanilla version. If it isn't, then why is it there in the first place? When will we be able to explore the entire map, if ever?

Yah and like what about the mojave outpost where it says you need a key to get on the other side i think thats bull crap. they should allow you over there.
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Jade Payton
 
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Post » Thu Jul 23, 2009 8:04 pm

There's nothing beyond there. Same thing was used in Fallout 3 at Mama Dolce's loading yard, if you unlocked the gate with a console command, there was just empty space there.
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xx_Jess_xx
 
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Post » Fri Jul 24, 2009 1:43 am

Yah and like what about the mojave outpost where it says you need a key to get on the other side i think thats bull crap. they should allow you over there.



There is nothing beyond there
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Poetic Vice
 
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Post » Thu Jul 23, 2009 7:21 pm

There is nothing beyond there

indeed, but if you must http://farm6.static.flickr.com/5138/5452580022_1b6973bdba.jpg there's whats behind it. some nice flat, empty desert....
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Crystal Birch
 
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Post » Fri Jul 24, 2009 9:47 am

The biggest mistake Obsidian made is having the map on a square screen so folks think stuff is missing.


They didn't have much choice I assume (besides making a smaller square area)

But well, to the east is Legion territory and the Colorado serving as natural border. What's to the west? Death Valley and the nuclear test sites, and beyond that Broken Hills and New Reno.
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Liv Brown
 
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