Dead money: why does it get so much hate?

Post » Thu Jun 14, 2012 4:45 am

One very important thing about Dead Money - I never got the lag on the PS3. As soon as I finished DM and was back in NV, Primm/Drive in = major lag had to restart again.

I didn't have to restart at all for the entire length of DM, that was a nice change of pace.
User avatar
Shannon Marie Jones
 
Posts: 3391
Joined: Sun Nov 12, 2006 3:19 pm

Post » Thu Jun 14, 2012 4:55 am

I've done Dead money some days ago, and i personally enjoyed it alot. The whole feel of the place, and the lack gear at the beggining, the idea of the bomb collars, all of that imo added for a nice change of pace, and immersion, and for the first time in the game, actually made me count the ammo i was carrying, and the characters were nice, especially dog/god (and at the end, acess to that sweet holorifle +, and Free chips for future purchases of weapon kits).

Yep, I agree. I rather liked Dead Money. Its certainly one of my favorite of the DLC's.

The entire backstory and plotline to it was fascinating and emotionally moving.
User avatar
Lily Something
 
Posts: 3327
Joined: Thu Jun 15, 2006 12:21 pm

Post » Thu Jun 14, 2012 10:50 am

Since this is getting alot of attention, i'll add something else... i'm not enjoying Old world blues as much as dead money... the perks and prizes are really nice and all, especially the whole situation is a big lol (Muggy is probably the funniest). But, it's just the same thing all the time, go around, blast [censored], get upgrade/explore, move on.

Also, I've lost count of how many freaking ambushes were done on me by the lobotomites, since i'm level 44 atm they carry powerful guns ( they don't semm to care i have 100 sneak, always semm to see me even from afar), that sell for alot (and don't have much weight), my chest in the sink is so full, i couldn't sell all of the items even if i went to every possible store in the game. At least it's challenging, those freaking robo scorpions mk5-4 are a [censored] pain in the ass to kill, and the other mk5 robots, probably the only enemies i can't 1 shot kill with holorifle max charged shots, trough a sneak.
User avatar
katsomaya Sanchez
 
Posts: 3368
Joined: Tue Jun 13, 2006 5:03 am

Post » Thu Jun 14, 2012 4:04 am

So did I, but for a time, people like us were a minority. Or at least that's how it seemed.

I'm with you in being happy that it's finally getting some love then. Of all the DLC's it's one of the best, easily.
User avatar
Rinceoir
 
Posts: 3407
Joined: Thu Jun 29, 2006 1:54 am

Post » Thu Jun 14, 2012 8:15 am

I enjoyed DM, it forced me to think and play in a style different to what I was normally comfortable with which made it a good challenge.

My main gripe with it is that you can't re-visit it once you're done, unlike the other DLC areas. I can't see any justification for that. I'd have liked to have been able to go back and complete my exploration after a break from it....
Dead Money is about letting go, being able to go back and loot the place really defeats the purpose of that theme.
User avatar
Amy Masters
 
Posts: 3277
Joined: Thu Jun 22, 2006 10:26 am

Post » Thu Jun 14, 2012 5:36 am

I liked Dead Money... except for the severe lack of ammo early on, and the fact that I didn't earn 7500 chips in the casino (allowing me to cash in on the complimentary voucher)... but I won't be making that mistake again.

But overall, yeah, I liked it. It brought in some cool weapons; I still use the Automatic Rifle and the Holorifle, not to mention getting almost 400,000 caps worth of gold out of the Sierra Madre vault, and into the safe in my room in Novac (later the safe in The Sink).

The Ghost People though... they got annoying.
User avatar
TASTY TRACY
 
Posts: 3282
Joined: Thu Jun 22, 2006 7:11 pm

Post » Thu Jun 14, 2012 12:01 am

Is it because the haters have finally shut up, or because many are really beginning to see its intrinsic value?

I'd say it's a little bit of both, and also the fact that more pro-Dead Money people have become vocal on these forums in the past year or so.

By now, the haters have moved on to Skyrim and whatnot, and most of the people who are still playing New Vegas are now doing multiple playthroughs. As they play through the game again and again, they are realizing new things about the game (and the DLCs) that make them appreciate it more. Take Longknife's http://www.gamesas.com/topic/1381273-the-four-dlc-antagonists-represent-the-four-armies-and-their-issues/ for example, now that I've made the connection that he focused on in that thread, I can appreciate the writing in the DLCs even more than I used to.

Also, it may have seemed like most people hated the DLC early on because a lot of the people who liked it weren't vocal about it at the time. For example, I always loved Dead Money, both for its challenge/environment and for its characters, but I didn't join these forums and say that until six months after it was released.
User avatar
Lizs
 
Posts: 3497
Joined: Mon Jul 17, 2006 11:45 pm

Post » Thu Jun 14, 2012 7:55 am

the only part i didn't like were the bomb collars, other than that i liked it
User avatar
butterfly
 
Posts: 3467
Joined: Wed Aug 16, 2006 8:20 pm

Post » Thu Jun 14, 2012 1:11 am

the only part i didn't like were the bomb collars, other than that i liked it

They might be a tad annoying gameplay wise, but they're supposed to be.

Plus, they add a lot to the overall story, e.g. they tell us a lot about Elijah, and about how a group of people will work together under the threat of unilateral death. <--- And in doing that, they ask us whether changing human nature through threat of violence is worth the progress that it will lead to, or if it is not worth that progress (as the person wearing the collar, you -- the player -- should probably conclude that it is not worth it.).
User avatar
jadie kell
 
Posts: 3497
Joined: Sat Jul 29, 2006 3:54 pm

Post » Wed Jun 13, 2012 7:48 pm

I wished there was an ACTUAL reason how the collar was removed at the end. It was just... gone.
User avatar
Gwen
 
Posts: 3367
Joined: Sun Apr 01, 2007 3:34 am

Post » Thu Jun 14, 2012 1:34 am

To be completely honest, I started it because I wanted to use the Holorifle (which I now dislike) and I didn't want to add it through the console. I expected it to be a tedious "chore factory" to borrow from a thread on this board. I did, however, find it to be the 2nd most enjoyable DLC (behind LR) after I got into it. The story was incredible, the characters were awesome, and the story was vastly enriched by reading all the info about the Sierra Madre that you find in the Big MT. I did get a little frustrated at times but it was a great DLC.
User avatar
El Khatiri
 
Posts: 3568
Joined: Sat Sep 01, 2007 2:43 am

Post » Thu Jun 14, 2012 1:51 am

If there's one thing that's been warming my heart lately on these forums, it's that for the past few months, Dead Money has been seeing a lot more love than ever before. Is it because the haters have finally shut up, or because many are really beginning to see its intrinsic value? I really hope it's the latter.

Makes me hope that in the future, not only will New Vegas be more fondly remembered than most other Bethesda-esque RPGs of this generation, but that among its DLCs, DM will be considered a well thought-out and brilliantly designed expansion that everything else should aspire to.

It's more likely the haters have left. I think Dead Money is the type of thing where if they didn't like it the first time, they're not gonna be willing to try it a second time. You're also kinda ruining Dead Money's experience once you learn to remember where everything is. I mean let's be honest, as amazing as it can be your first playthrough, it falls flat on replay-value in some ways.

I'm fully confident that New Vegas will be remembered more fondly than FO3 or Skyrim though and will withstand the test of time better. Hell I expect Skyrim to die in the dust the moment TES 6 is released. As I've always said, a good game can last you a year or two, a good story can last you a lifetime.

I wished there was an ACTUAL reason how the collar was removed at the end. It was just... gone.

Elijah loses his signal to your collar; the collar won't work between floors. I've always assumed that with that, the Courier was simply able to mess around with it and get it off. Christine will tell you (if you tick her off) that she'd been testing with it when given a chance, to understand how it works and figure out how to remove it. By the time you find her I think she says she's "almost got it figured out" but hasn't quite yet. Bomb collars have also been removed before, for example the Lone Wanderer can remove the CW versions without needing a skill check sometimes, iirc, and the slaves at Cottonwood cove can be freed if you have the skill.

The real issue is that if you've got a 2 INT Courier with no skill in Science or Explosives, but yeah I'd imagine it would tick a lot of people off if they completed Dead Money and then it said "your character died anyways because he killed Christine and he's too much of a [censored] to remove the collar himself."
User avatar
Charleigh Anderson
 
Posts: 3398
Joined: Fri Feb 02, 2007 5:17 am

Post » Thu Jun 14, 2012 1:56 am

Dead Money is fun, but it's way too easy to "break" the game using the vending machines. On my first completed playthrough (had previously only gotten to recruiting the three (four?) team mates) I noticed a few patterns and tricks to use that ended up allowing me to exchange every bit of scrap in the Sierra Madre for Pre-War Money, Pre-War Money for Sierra Madre Chips, and then Chips into Stimpaks.

At the time I did it purely out of speculative fascination and the thrill of : "Can I?" but after loading myself up with 1,000 Stimpaks and 500 Med-X, a great deal of the challenge was pulled out of the DLC and - indeed - the rest of the game entirely. I was walking through clouds with a Stimpak drip while I casually explored despite the corrosive damage, I was too doped up on painkillers to fear the damage output of the Holograms, and then once back in the Mojave I'd become reckless and found the very nature of exploration a little tedious since I knew nothing would be left to challenge me.

The moral of the story : If you think you can break the game for your benefit, don't. It gets boring.
User avatar
priscillaaa
 
Posts: 3309
Joined: Sat Dec 30, 2006 8:22 pm

Post » Thu Jun 14, 2012 3:20 am

Dead Money is fun, but it's way too easy to "break" the game using the vending machines. On my first completed playthrough (had previously only gotten to recruiting the three (four?) team mates) I noticed a few patterns and tricks to use that ended up allowing me to exchange every bit of scrap in the Sierra Madre for Pre-War Money, Pre-War Money for Sierra Madre Chips, and then Chips into Stimpaks.

At the time I did it purely out of speculative fascination and the thrill of : "Can I?" but after loading myself up with 1,000 Stimpaks and 500 Med-X, a great deal of the challenge was pulled out of the DLC and - indeed - the rest of the game entirely. I was walking through clouds with a Stimpak drip while I casually explored despite the corrosive damage, I was too doped up on painkillers to fear the damage output of the Holograms, and then once back in the Mojave I'd become reckless and found the very nature of exploration a little tedious since I knew nothing would be left to challenge me.

The moral of the story : If you think you can break the game for your benefit, don't. It gets boring.
No one MADE you do it. It's a single player game, if you choose to exploit it as a game, it'd all on you.
User avatar
Emily Jeffs
 
Posts: 3335
Joined: Thu Nov 02, 2006 10:27 pm

Post » Thu Jun 14, 2012 4:17 am

No one MADE you do it. It's a single player game, if you choose to exploit it as a game, it'd all on you.
Then again, I don't think that players should be able to exploit the game in the first place.
At least not to excessive degrees like the dispensors from Dead Money.
Yeah, it's out choice to do it or not, but with some things we shouldn't have that choice.
User avatar
Sam Parker
 
Posts: 3358
Joined: Sat May 12, 2007 3:10 am

Post » Thu Jun 14, 2012 5:18 am

Then again, I don't think that players should be able to exploit the game in the first place.
At least not to excessive degrees like the dispensors from Dead Money.
Yeah, it's out choice to do it or not, but with some things we shouldn't have that choice.

There will always be ways to exploit a game, any game, especially open world ones, or at least those in which you have inventories, crafting systems, pick able items etc..

And what Martyr said is the truth, as long as the game is playable without them, don't complain when "YOU" use the exploits.
User avatar
Emma-Jane Merrin
 
Posts: 3477
Joined: Fri Aug 08, 2008 1:52 am

Post » Thu Jun 14, 2012 7:27 am

Sure, but nothing's preventing the developers from patching the exploits so that they cannot be used.
Also, some of us aren't good at restraining ourselves, we get the option to become great by some exploit then we can't help ourselves.
I'm currently working on not exploiting things that are overpowered and I'm getting better at it, but I still think overpowered exploits or core game mechanics should be tweaked so that they aren't too powerful.
User avatar
Chris Ellis
 
Posts: 3447
Joined: Thu Jul 26, 2007 10:00 am

Post » Thu Jun 14, 2012 10:40 am

Neither can I hold myself back some times. Exploiting means using the game mechanics to achieve something the developers didn't want you to achieve and you wouldn't achieve if not by accident or someone else telling you.

The core game mechanics are, for the most part, what the creators of the game want and if you become powerful at the end without exploits, it is part of the experience. You begin as squishy human(or whatever) in a place fit for your kind, then for some reason you get out of this safe zone and the difficulty escalates. You gain experience by surviving there and at the end, whether it's through sheer power, tactics or both only the most difficult enemies and/or bosses should/would be a challenge. For me something like this is not bad. A game that is based on building characters, their skills, traits etc. should give you the satisfaction at the end that you did do something and not stayed as you were at the beginning. Now when the game is too easy and the developers have to put stupid restrictions, which just makes it annoying and not difficult, that's bs mechanics and they should go back to the drawing board.
User avatar
Jessie Rae Brouillette
 
Posts: 3469
Joined: Mon Dec 11, 2006 9:50 am

Post » Wed Jun 13, 2012 8:33 pm

Hands down I believe its the best fallout dlc ive ever played by far. As a whole, it accomplished what it tried to do better than the main game.
The charectors were omg wonderful and perfectly fleshed out. I dispise dean and kill him everytime but even though I dispise him, I get sad watching the end slide. It was perfect. God and Dog makes me for the only time in the game wanna break my charectors setup and or exploit ways to enhance skills to save him. And everytime I decide against it and have to watch helplessly and cant save him. Elijah was done perfectly. I didnt like his charector but he played the part and was his charector flawlessly. I disliked him, but I didnt hate him, I understood him.

To me, the part about letting go wasnt trying to figure out what items I needed to drop to make room for the gold. Noit was about deciding to and actually leaving this place that had such incredible atmosphere, incredible and touching story, and the charectors themselves. Its always hard to walk out those gates even though everythings been done...bc I dont wanna leave this experience behind for a new adventure.
User avatar
Colton Idonthavealastna
 
Posts: 3337
Joined: Sun Sep 30, 2007 2:13 am

Previous

Return to Fallout: New Vegas