Going back to sierra madre

Post » Sun Dec 20, 2009 8:51 am

I understand it's meaning of letting go but I still consider it a [censored] move.
Just like it was a [censored] move to not make trogs respawn in The Pitt and closing off 95% of Mothership Zeta after completion.

Would increase the fun of the DLC if I could go back there whenever I wanted to with my own weapons and gear and hunt ghosts through the ruins.
See no reason why the "letting go" part should deprive me of that fun, I thought it was about a metaphorical/symbolic reason and the gold.
Not that "Well you can't go back to the DLC because we told you to let go off it."

Bleh, unless there is a good reason to stop me from going back I see no reason why they should close off the DLC that I paid for.
It's not like O:A where the scientist girl that operates the machine gets killed or BS where I blow up the Crawler.
If I logically could return there then I should be able to return there.


I agree, especially since you're discouraged from thoroughly exploring the map when you do play through it the one time.
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Adrian Morales
 
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Post » Sun Dec 20, 2009 6:46 am

http://newvegasnexus.com/downloads/file.php?id=40567
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Leah
 
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Post » Sat Dec 19, 2009 10:17 pm

http://newvegasnexus.com/downloads/file.php?id=40567

Don't gloat man! :cry:
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(G-yen)
 
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Post » Sun Dec 20, 2009 5:45 am

Also, another reason that you are not suppose to go back is so you can't get all of the gold and loot. You have to choose what you want to keep.

you cant go back down there once you escape anyway. i tried and they tell you the elevator locks up so yeah there isnt much to do if you go back but luck for missed skill books. unless you liked the scenery then you could go back to just wander around aimlessly and somebody might like that. so there isnt any reason not to let em but like you siad they arent going to patch that for the consoles.
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Gracie Dugdale
 
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Post » Sun Dec 20, 2009 9:57 am

I think they should patch it though.
O:A could make sense with not going back.
But I don't understand why I can't get back to Sierra Madre.
I could go back from the SM to the Mojave but I cannot find my way back?
Bullcrap if you ask me.
Only problem I see is the security system taking your stuff again upon arrival.

Could have at least explained why, maybe they could have said the dust was moving into the area or becoming more concentrated for people to stay there or the security went even more loco and they had to run their asses out of their.

I was only able to bring back one bar. One bar is enough I guess hehe. I can imagine my character leaving the main gate and taking a close up on him. And he brings out his courier satchel to see the single bar he took. He then shows a smile of satisfaction of getting a little piece of wealth and the main theme starts to play. With his back to the casino leaving.
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Vincent Joe
 
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Post » Sat Dec 19, 2009 11:56 pm

I can't see any good reason to return. Gameplay wise: Its a small area, and can be searched thouroughly on one playthrough (seriously, it can. Unless you sleep for 72 hours every time you find a usable bed, you won't have any problems exploring). No interesting features that aren't in the Mojave, unless you love losing your health in the Cloud. Killing lots of enemies is not what Fallout is for, so you can play another game for that.
Realistically: It's not a safe place. Even without the collar and speakers, you've got the cloud and Ghost People to avoid. On hardcoe, you'll just keep losing health. You've already looted it. The gold won't respawn in the Casino lobby, or anywhere else. If you love the scenery so much, take some photos while you're there.
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Jennifer May
 
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Post » Sun Dec 20, 2009 6:25 am

I can't see any good reason to return. Gameplay wise: Its a small area, and can be searched thouroughly on one playthrough (seriously, it can. Unless you sleep for 72 hours every time you find a usable bed, you won't have any problems exploring). No interesting features that aren't in the Mojave, unless you love losing your health in the Cloud. Killing lots of enemies is not what Fallout is for, so you can play another game for that.
Realistically: It's not a safe place. Even without the collar and speakers, you've got the cloud and Ghost People to avoid. On hardcoe, you'll just keep losing health. You've already looted it. The gold won't respawn in the Casino lobby, or anywhere else. If you love the scenery so much, take some photos while you're there.

I want to go there for the unique area and enemies, why shouldn't I be able to? Nothing in the story prevents it, they could just as easily let us go back as it was for them to lock it for us.
Point is that even if I get everything from there the first go I might still want to go back for the unique survival atmosphere with the cloud and the ghosts.
I know Fallout isn't about shooting crap all the time, but I see no problem with it, just let us go back and have the ghosts respawn every three days so that when we feel like we want to go on a survival trip with our own gear we can.
I also see no reason to argue against it either, it's not like the main quest where the ending sliders change the entire game, if you don't want to go back there then don't but let us that "want" to go back there do so, especially us console users that don't have the virtue of mods.
Hell, it didn't even make sense for the Courier to go there in the first place and neither did it for any of my characters but I did so anyway.
So what if it's dangerous? Maybe the Courier/my characters developed a hatred for the ghosts and wants to sadistically kill them whenever she/he has a chance to.

Again, see nothing from a story point of view that prevents it, all it would do is make people who want to go back happy that they can, while you who don't wish to go back can simply just not go back.
It's not like we console users can just mod it so we can get back in, we have to abide by the game rules and the only one who can change the game rules are Obsidian.

At least by patching this the option is open for people.
Go back there.
Don't go back there.
Player choice.
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Tikarma Vodicka-McPherson
 
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Post » Sun Dec 20, 2009 1:47 am

I'm a console user. :whistling: Haven't been to the Sierra Madre since I finished the DLC.

The survival argument is void since you can bring any gear you like. If you're gonna bring less, just dump what you already have in the Casino, and only carry one weapon, or none if you prefer.

So all I'm hearing is that you wanna kill more Ghost people. I wanna kill Caesar again, but I don't ask for a patch that makes him respawn.

And why do you request a patch? Its not a game breaking bug, it's part of the DLC.
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Madison Poo
 
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Post » Sun Dec 20, 2009 12:07 am

1. The survival argument is void since you can bring any gear you like. If you're gonna bring less, just dump what you already have in the Casino, and only carry one weapon, or none if you prefer.

2. So all I'm hearing is that you wanna kill more Ghost people. I wanna kill Caesar again, but I don't ask for a patch that makes him respawn.

3. And why do you request a patch? Its not a game breaking bug, it's part of the DLC.

1. Well of course people could bring in 200 stimpacks with them if they wanted to but I wouldn't, I would bring very limited amount of gear that is still my gear and go on a survival trip.

2. You're comparing one man to an unknown amount of mutants. And so what if I just wanna kill Ghost people? Should I not be able to? If so, why?

3. A patch can fix/change/tweak things, like how MFC, EC and ECP got their -DT effect, a patch could therefor change the DLC so that we can go back to it.

Again, I don't see what the issue is, why should we not be able to go back?
For the counter of "Why should you be able to go back":
For the survival experience, for hunting ghosts, for finding stuff we missed, to search for easter eggs.
Or hell, maybe just go back for [censored] and giggles and try to look up holo-vera's skirt.
But I see no reason why we should not be able to go back.
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Alex Blacke
 
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Post » Sun Dec 20, 2009 7:09 am

Maybe I just see my limited time in the Sierra Madre as a challenge, and you see it as an annoyance.
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Matthew Barrows
 
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Post » Sun Dec 20, 2009 3:36 am

I don't get it.

I mean, I'm annoyed that there is no reason to lock us out since nothing in the story prevents us from it.
I enjoyed the DLC, I enjoyed every bit except the last part of the vault with the radio signals, that part was hell to get through.
But yeah, I'm annoyed that there isn't any purpose to lock us out of it yet they do.
I'm annoyed that I payed for content that I cannot access even though there is no explanation as for why I cannot access it.
It doesn't matter if the only thing to do there is to kill ghosts and scavenge the area for missed items and easter eggs.
The area wasn't bombed, it's not a crater.
The gates didn't lock up and made it inaccessible.
The place didn't become filled with the really bad death gas and is now a dead zone.
There isn't any contradiction with the ending sliders.
Story-wise nothings preventing us from going back there, all that prevents us is a missing loading zone which could easily be patched in.

If someone is against the idea of going back there then why?
Not like it would mess anything up for those that don't wish to go back there.
Could just ignore the loading zone (BOS bunker radio) and not go there.
I just don't see any reason why someone would oppose the idea.
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sam westover
 
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Post » Sun Dec 20, 2009 10:46 am

I have been slogging around the DLC for the last several days now and well i for one will be glad to be gone from there. On a side note i am playing on hardcoe, so between the cloud, the bear traps, the speakers and the "have to cut them into little pieces or they get up again" ghost people i am ready to leave and stay gone. I am not worried about the gold bars i will leave behind, (this character has close to 40,000 caps in a safe house) so money is not an issue i am sad because of the other usefull materials like scrap metals and electronics i will need to leave behind. The weapons i have to leave behind do not worry me either because i have better, (PC player with some mod weapons) but the ammo, namely the thousand or so rounds of .357 ammo and other ammo that i will carry out if i have to walk out naked the ammo will not be left behind, since this character is a cowboy gun slinger .357 and shotguns rule for her. Vera's dress will be trucked out as it is a special item and since the character is female it is apropriate.

I can see the OP's point because i have experienced the same feeling of leaving valauble salvage behind, (i am a hoover, a locust, a Visigoth, in that if it has value (crafting or caps) i will pick it up. I DL-ed a mod for my game to set up a safe house with safe storage for all my crafting materials, and odd ball items like Vera's dress etc so i can hang on to them, the game really brings out my inner pack rat. I have spent days cleaning out bunkers, and ruins of all valuables, (i even truck out tin cans) lolz which with the new crafting skill (junk rounds) means i will have to find the vendors for all my tin cans now. So as one OCD pack rat to another i feel ya brother but life is a beach then you die and someone comes along and loots all your stuff, tis the way of things. Grab what you can and consider it a side job with one hell of a tip.

Asai
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Kat Ives
 
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Post » Sun Dec 20, 2009 10:44 am

Sierra Madre...leaving isn't the hard part, its getting back.
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Ian White
 
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Post » Sun Dec 20, 2009 10:40 am

Done is done... i wish to return to sierra madre but im afraid that wont happen :(
gabriel77dan knows how much i want the almost unlimited weapon repair kits...
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Silencio
 
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Post » Sun Dec 20, 2009 6:32 am

gabriel77dan knows how much i want the almost unlimited weapon repair kits...

Not even gonna argue with that damn dispenser.
I really want to use it but I can't limit myself so I chose to not collect any chips from the lockbox.
Piece of crap balance...

(Like, if I go for some weapon repair kits, I can't just go with 3 or 2, I go for at least 10 minimum, I've even stopped looking for replacement rifles to repair with or using repair NPC's, I hate it, Weapon Repair Kits should cost 200 chips after completion of the DLC not 20 chips. :banghead: /rage (So now I've simply stopped collecting the chips and they just pile up in the lockbox, if I get chips from cigarette cartons then I'll buy whatever I want. (It's somewhat better balanced now, still think it svcks I have to limit myself to attain balance.)))
(Btw, a weapon repair kit that is far more powerful than a simple stimpack costs 20 chips while a stimpack costs 25 chips... I had around 50 stimpacks before the DLC so it's not like they're hard to get, but the weapon repair kit is far more valuable and costs 5 chips less? Madness!)
(But yeah whatever, I guess asking for balance is too much to ask, hopefully asking for going back to Sierra Madre isn't too much though. <_< )
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Mandi Norton
 
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Post » Sun Dec 20, 2009 2:41 am

With sandbox RPG games like FO3 and FONV, as far as DLCs go, it would make sense to have a large majority of the DLC gaming area made to be repayable.

IMHO It's good to give the players the option to revisit the challenges of going against the unique opponents of that DLC and also to farm items unique to that area.

Personally I would have love to have went back to revisit areas of OA, The Pitt and Mothership Zeta (along with their respective respawns). Point Lookout was the only DLC that stayed open post DLC quest and consequently it seems to be the most popular of the FO3 DLCs. Broken Steel is another animal entirely, although there are quest specific areas you cannot revisit, the addition of the high level bullet sponge spawns (Overlords, Reavers and Albinos) throughout the game made things interesting to say the least.

As far as Dead Money DLC/Sierra Madre area goes, I think it would be a perfect area for "Ghost Hunting". The opponents are interesting and challenging enough to play though again. The area itself is still dangerous with the dense cloud areas and logically speaking, your character never directly addressed the Ghosts, so they would theoretically keep coming from wherever they came from and keep repopulating the area with their patrols indefinitely. It's too bad console players will never have a chance to revisit these areas after the DLC quest is completed.

A bit off topic, but The Ghost people are actually less fun to kill with Dog's "Ghost Hunter" Perk. They were considerably more scarier when they would only go unconscious and you had to rush to dismember a body part with the threat of it coming back up at any time to attack you.
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no_excuse
 
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