The Influence of New Vegas

Post » Sat Nov 28, 2015 3:57 am

Totally Legit; Did Read.

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Charlotte Buckley
 
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Post » Fri Nov 27, 2015 8:46 pm

Maybe even the option to build some kind of casino/gambling establishment in our settlements, as a tribute of sorts to House himself. Could be a very interesting way of making extra caps!

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Katharine Newton
 
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Post » Sat Nov 28, 2015 8:09 am

Honestly I think NV is yet not mention is because at this stage lots about the game is stilk hush hush, and mention NV coukd set up a lot of assumptions and expectations beth cant confirm.

The kind of false expectations that often backfires.
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Carolyne Bolt
 
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Post » Sat Nov 28, 2015 3:05 am

I agree with the whole post, but just to pick this out: I actually think Bethesda's at their best when they're writing politics and infrastructure. With Morrowind and Skyrim, there were several political factions with opposing goals, and you could see an economy with mines, farms, mills, and people working the land for its resources; all this really fleshed out the setting and made it believable. Oblivion by and large lacked all of that, and Fallout 3 really only had politics with the Brotherhood of Steel/Outcasts schism (which is probably one of the best written aspects of Fallout 3, if that means anything around here), so Skyrim was a huge return to form.

Hopefully they've taken that further with Fallout 4. They'd only be playing to their strengths.

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Allison Sizemore
 
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Post » Fri Nov 27, 2015 9:26 pm

Considering Bethesda has obviously taken a long and hard look at the most popular mods for Fallout 3 and incorporated them in to Fallout 4, I doubt they would have ignored the huge Fallout New Vegas modding community.

If you are trying to make Fallout 4 exceed the 20 million Skyrim sales, then you don't ignore what your fans found popular with Fallout 3.5 even if it is called Fallout New Vegas and was done out of house.

I expect we will find a lot of FONV influences in the game play of Fallout 4, when it finally comes out.

Also hardcoe mod was very popular with the PC crowd.

Especially when there were several mods that let you fine tune it like Project Nevada.

With mods coming to Xbox One and PlayStation 4, I think it will be even more popular for Fallout 4.

Finally having hardcoe already built in to the game works a lot better than trying to add it later.

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Claire
 
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Post » Sat Nov 28, 2015 7:14 am

I hope they did. Apparently many people disagree with me, but I actually felt that New Vegas was the better of the two games. Fallout 3, although very good, felt like it was missing "something". I don't know what, but that's how I felt.
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Gracie Dugdale
 
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Post » Sat Nov 28, 2015 12:24 am

Steam, Xbox, and PlayStation achievements and user data, which show only 4-5% of people actually bothered to play NV to completion in hardcoe mode. Meaning 95-96% turned it off, or never bothered in the first place.

I am non-caring about if the new features from NV make it in or not. NV was a game that really exemplified trying to do too much, and having none of it work. So if those features get cut to make the other game features actually work/good, or they get introduced in only a limited form, such as how Skyrim had a disguise mechanic for only one mission, to make them work far better, I wouldn't mind.

As for story and quest design.... well.... I have made my intense dislike for basically everything NV did narrative wise clear before, in other threads. So keeping that would only lessen my enjoyment of the game.

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Laura Simmonds
 
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Post » Sat Nov 28, 2015 4:59 am

Still the number 1 question I would ask Todd Howard, what is your true opinion about Fallout New Vegas. I really hope a lot of inspiration came from New Vegas since Obsidian jumped onto a masterpiece framework of Fallout 3 and made it even more great IMO.

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Chase McAbee
 
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Post » Sat Nov 28, 2015 8:55 am

So 95-56% "used" it. I know I did, a lot of my friends did, and we all thought it was cool. I didn't finish it that way because I honestly didn't have time, but we liked it. But most people did use it according to your own percentages, even if they didn't finish the game on it.

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Alyce Argabright
 
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Post » Fri Nov 27, 2015 9:05 pm

I haven't seen any FNV influence in what I've seen of Fallout 4 so far.

Though what shine in FNV is the factions, the writing, the lore, the quest design and the characters.

So until I get a hefty dose of information about those (not just a quick mention or talking to the robot for a minute) I see no influence.

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Oscar Vazquez
 
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Post » Sat Nov 28, 2015 2:23 am


no, x % never used it at all and y % did= 95-96%, claiming anything else is using data in a bias manor to further a opnion.

And the point still remains, the low % shows lots of folks didnt value hardcoe mode that highly, or you imagen the value be higher.
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rheanna bruining
 
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Post » Sat Nov 28, 2015 2:33 am

Personally? I don't spend too much time worrying about what other people like, or what suggestions are realistic to implement - that's for the Devs to decide where to spend their resources, what's worth their time, etc. I can only speak for myself and my own preferences. I enjoyed aspects of hardcoe mode (though the name still makes me cringe,) and I always played with it on - I'd like to see at least some elements from it make it into Fallout 4.

If that puts me in the minority, that's no skin off my back - doesn't change that it's something I'd like to see, or mean that there's no point in talking about it on a forum that's pretty much all about people talking about what they do and don't want to see in Fallout 4. :shrug:

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Big mike
 
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Post » Sat Nov 28, 2015 4:24 am

Perhaps this is opening a can of worms, but exactly how did none of it work? I can't think of a single broken feature. Weapon mods worked, traits worked, hardcoe mode worked, ammo types worked, crafting worked, disguises worked, reputation worked, etc. If you didn't care for a feature, that doesn't mean it didn't work. If you feel the feature could have been designed better, that doesn't mean it didn't work. And a clunky or poorly designed feature with a good idea behind it does not necessitate scrapping it altogether--it should be improved.

Well, fair enough, but given my intense love for everything New Vegas did narrative wise, it would only profoundly increase my enjoyment of the game. I am not alone, and neither are you, but I haven't seen much dissent over things like "ugh, too many choices and outcomes." Only "I want a more emotional story!" or "I want to play after the end!" and then a vague "Moar epic plz" but developed, branching, thoughtful plotlines can exist with all of those things, and I fail to see how that is so bad.

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ladyflames
 
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Post » Sat Nov 28, 2015 6:34 am

Don't bother. Ask him about F3 and he'll just dodge the question and say all video game writing svcks.

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Cedric Pearson
 
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Post » Fri Nov 27, 2015 7:06 pm

So the word "inspired" to you means to take the exact game mechanic and implementation and reuse it?

No doubt NV was inspired by some FO3 mods, but they DID add the system into the base game. Again, I DO think user mods had more influence than NV itself....the RTS mod I linked is a prime example (pretty darn close to the functionality the new Settlement building in FO4 seems to be adding to the game).

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Chase McAbee
 
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Post » Fri Nov 27, 2015 7:20 pm

Honestly, I don't think New Vegas was really better than Fallout 3. The only thing that I thought was done better was the companion system, different ammo types, iron sights, and weapon and armor repair/repair kits. I recently purchased a copy of Fallout 3 GOTY (don't know what happened to the vanilla copy I bought back in '08), and only then did I really remember how much better the story and general world was in 3. Nothing in New Vegas was nearly as impressive as the first time I accidentally stumbled upon Rivet City while exploring DC.

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sharon
 
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Post » Fri Nov 27, 2015 10:34 pm

I actually liked both games, but for very different reasons. NV definitely had it's pluses. But I think FO3 had a much more convincing sense of place, so much so that I could only play it in short bursts because it felt so real. Especially when you were alone in the wastes and you suddenly come across an entrance to some underground tunnel or bunker, and you just know there will be something creepy inside. Or when you discover, as you pointed out in your post, an entire city built inside a rusted aircraft carrier. You just can't beat that for experience.

As for Fallout 4, I'm quite confident that it will contain the same atmosphere as FO3, but with some of the improvements that NV brought to the table.

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Nuno Castro
 
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Post » Fri Nov 27, 2015 7:44 pm

It could also mean people didn't go to hoover dam at all during their playthroughs and just kept wandering around. The achievements for beating the game with each factions are also low.

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Anna S
 
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Post » Fri Nov 27, 2015 7:25 pm

Comparing Fallout 3 to Fallout New Vegas is like comparing original Star Trek to Star Trek: The Next Generation.

Both are good and STNG has way better special effects and deeper story lines, but it would not exist if not for the original Star Trek.

Obsidian built on what Bethesda created and only had to polish an existing game engine.

Obsidian is known for their story telling so of course there is more story (more quests) in FONV.

Obsidian was able to look at the Fallout 3 mods and pull elements of the most popular ones in to FONV.

I give F3 high marks for pulling the elements of F1 and F2 in to a 3D open gaming world.

I give FONV high marks for making the most of what F3 and the F3 modders had already created and having some great story lines.

Too bad they hadn't had an extra six months.

Not to mention I've played very modded version of both games including TTW so it is hard to compare the original F3 to the original FONV.

Either way, it is obvious that F4 is pulling from both games and both modding communities.

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Jah Allen
 
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Post » Sat Nov 28, 2015 9:41 am

Either way, how does having additional options to keep the game challenging a negative in any way shape or form?

Having a little less loot, being a little harder to heal, and needing to eat, drink, and sleep just adds ways to keep the game interesting without increasing the damage of the opposition or making them bullet sponges.

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Jessie Butterfield
 
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Post » Fri Nov 27, 2015 11:52 pm


Technically since a dev has a limit in money and time you could argue that it could hurt, if taking time to balance the game for a hardcoe option results in other feature becomes lacking.
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Madison Poo
 
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Post » Fri Nov 27, 2015 9:18 pm

One flaw of New Vegas was that it recommended not playing with hardcoe mode (I agree with you nu_clear_day, the name is [censored]).

It should have recommended hardcoe mode, since the game is somewhat designed with it in mind - I think most players would get a more fun experience with it activated. The only bad thing about hc was the primary needs. These were just busywork and should be cut from future iterations.

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Joey Bel
 
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Post » Sat Nov 28, 2015 3:24 am

Well

1. Reputation was broken because it worked on psychic powers. Kill three guys in the middle of the wasteland, with no one around to see you do it, or left alive to report it? INSTANTLY VILIFIED! Reputation, which is supposed to be a semi-realistic measure of a faction's like or dislike to you, lacked any sort of realism, and instead worked almost solely on NPCs being magic and all knowing, which destroyed the entire premise of reputation to begin with. Whats more, is that reputation didn't really DO anything besides change some off-hand NPC comments, and make a faction hostile if it got so low. Games without reputation systems have been doing the same thing for decades via scripted triggers, and those triggers being scripted meant they could be far more controlled to remove unrealistic situations like the one I mentioned. The reputation system, which was supposed to make interaction with factions more realistic, did almost nothing but the exact opposite, and prevented things other games without them could do, such as allowing the player to pretend to help a faction, while secretly sabotaging them along the way.

2. Faction armor was broken for a whole slew of reasons. Firstly, it didn't require a helmet to function, which caused illogical scenarios like being vilified by the Legion, literally their worst and most hated enemy, and yet no one seems to know who you are simply because you put different body armor on, when your face should be well known as an enemy of the nation. Similarly, putting on Legion armor directly in front of NCR soldiers, even while Idolized by the NCR, made all of them magically forget who you are, and start attacking you. There was also problems of distance recognition, that tie into the situations above, where friendly NPCs would stop shooting you even if you put on the armor while not in view, but if you got close enough that they should be able to recognize you. But the biggest problem was in the fact that it was totally useless. No quest ever actually required you to wear faction armor, there was never any stealth/infiltration options that made using faction armor actually worthwhile, on top of being totally broken, it was never useful for any quest.

On the other hand, Skyrim, which didn't have an actual faction armor system, was able to make a disguise for one of its MQ's that took into account things like your face being covered, how far away you are from the NPC, and your characters's race, to determine if the disguise worked or not. Also, it made non disguise armors, such as studded armor, which is normally worn by bandits and brigands, generate a response from guards, "You wear the armor of a brigand. Best not cause any trouble on my watch.", where they recognize what your armor USUALLY means, but it doesn't cause them to go ape[censored], and start attacking you, when they have no idea if you are a brigand or not. And again, it did all of this without an actual disguise/faction armor mechanic in place.

3. hardcoe mode was simply unbalanced. It was beyond trivially easy to find food or water everywhere, thus making all the penalties one would get by not eating/drinking never a problem. It was a system that was utterly negated by everything else in the game.

4. The DT armor system was fundamentally flawed math wise. Going from something like vault security armor, to Enclave power armor, offered ZERO additional protection against weak guns, and offered basically zero additional protection against stronger ones. But on top of that, heavy armor still weighed twice as much, cost 10X more to repair, and slowed movement speed down by 20%. DT was so broken it made light armor the unequivocally best armor class in the game. It was so broken the game's own lead designer, J Sawyer, actually gave medium and heavy armors DR in his personal mod for NV, because even HE admitted DT didn't work by itself, and it made medium and heavy armors worthless.

5. Because the DT armor system didn't do anything, alternate ammo types were equally worthless. Bypassing armor or not doesn't mean anything when armor doesn't DO anything to begin with. Using alternate ammo types in the base game was pointless because of how bad the armor system was, and amounted to nothing but a fluff/flavor option, and not an actual gameplay mechanics advantage. The only time alternate ammo types were worthwhile was on very hard, and that was only because very hard does nothing but reduce the amount of dmage you deal by like 50%.

And you are right, to an extent. Removing something when it can be fixed would be pointless. However, some things, like hardcoe mode, can never be fixed, which is why not even modders, who have spent years constantly updating their hardcoe mods, have gotten them to a point where most people feel like the work fine just as they are, and have instead simply given players the ability to alter any value they want, even to zero, so they can make it play any way they want.

The other things are easy to fixc

-Faction rep/armor: Remove the "systems" and go back to scripted triggers like most games have used just fine for decades.

-DT: change it to DR, which actually does work by itself.

-Alternate ammo types: change it to something like ammo effects, such as the cryo/shock/incendiary weapons/mods we have seen for Fallout 4.

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Jennie Skeletons
 
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Post » Sat Nov 28, 2015 12:57 am

Very true :lol:

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gemma king
 
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Post » Fri Nov 27, 2015 10:06 pm

That's how I felt but the other way around. Nv never grabbed me like FO3 did.

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Alisha Clarke
 
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