what would you change ?

Post » Thu Dec 18, 2008 4:49 am

Romance!! There never seems to be any looove in these FO games.

You can have six with a prosttute, but that's not the same. Any idiot can pay for six.

Why couldn't they write a few dialogue driven possibilities into the story? With one of the companions maybe (not Lily)
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Marcus Jordan
 
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Post » Thu Dec 18, 2008 6:53 am

What's wrong with Freeside thugs? They don't put up a good fight, but they do give Freeside some flavor.

It's not the combat, it's the fact their wasting data space, seeing as their corpses don't disappear in three days. I don't like 'persistent' corpses.

@Styles- It'd be neat to bring back Lockpick sets, but eh, I like having control over picking the lock, if you want to do the old system, just use the auto-pick system, it'll likely bust the lock, but the old games did this too.
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Oceavision
 
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Post » Thu Dec 18, 2008 6:19 am

* Dynamic warfare system between all major and minor factions
* Faction-specific merchants that use faction currency at face value
* Split the map down the middle between Legion and NCR occupied territory
* Overhaul the Legion to be more plausible (while it does have good points, its bad points are much more visible)
* Expand Legion quests and gameplay to NCR level of polish
* Allow continued play past the climix of the main quest (ties into dynamic warfare system)
* More weapon modifications and customizations
* hardcoe mode harder core re: food, water and healing.
* Karma system would affect gameplay more.
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Harry Leon
 
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Post » Thu Dec 18, 2008 2:35 am

More Legion quests.
More Legion NPC's.
More Legion companions.
More Legion camps.
More Legion lore.
More Legion dialogue.
More Legion gray-ness.
And optional Turn-Based combat.
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lilmissparty
 
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Post » Thu Dec 18, 2008 3:31 am

Map node system.
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James Hate
 
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Post » Thu Dec 18, 2008 8:35 am

This will require a DLC, but I'd have more shady deals and inter Family intrigue on the strip.

Give the Gun Runners a quest to get even with Crimson Caravan

Have more than one human/human type companion. Not so much to use them in combat but so you can heard everyone to Lucky 38 without having to run back and forth to pick them up. (wouldn't it more sense from a roleplaying standpoint to pickup Raul when you first find him, rather than having to dump your current companion and come back for Raul.)
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Tracey Duncan
 
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Post » Thu Dec 18, 2008 8:55 am

Turn Based System
More Legion Quest, companions, units
A bad ending
Spoiler
Left Obsidian to do all the Fallout Games from now

Level cap limiter for user tastes
MOAR ENEMIES AND MOAR RESPAWNS
More quest for the old Enclave
Faction wars
All FO1 and FO2 traits and perks
MOAR GORE
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Courtney Foren
 
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Post » Thu Dec 18, 2008 4:01 am

put more side quests involving the casino family's, and with the other settlements


respawing generic petty raiders like the fiends but generic/fun like FO3 raiders.

i mean sure it didnt make 100% sense that they always respond, but its an RPG, it adds a fun grind feel to it


Random encounters of various varieties.


THESE!

Also slower leveling by default (It's the first thing I downloaded a mod for).
More small battles between legion and NCR (fits with random encounters)
Weapon requirments having more effect. Lacking two or more strength points to use a weapon means you can't carry it and one makes you sway like a drunkard. Weapons requiring higher skills are less accurate and degrade faster/have chance to jam.
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joeK
 
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Post » Thu Dec 18, 2008 1:41 am

Companion limit dependent on charisma

This. Oh sure, I'm using a mod that does that, but it'd be nice if the default game did it. :) Maybe not all of them in the vanilla game, but more than 1 human/1non-human would be nice. Or at least change it so you could have 2 human or 2 non-human instead of 1/1/, if that's what you wanted.

Also...more areas that respawn and some that rotate so not entirely predictable would be nice. I think the underground areas don't respawn, right? I can see the Vaults not respawning since they have a story, but maybe some of the caves at least? More random encounters would be good as well.
Even tho I don't like them myself, more Legion quests or locations.
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Franko AlVarado
 
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Post » Thu Dec 18, 2008 1:25 am

A new engine.
Map node system.
Better combat AI (and the ability to make companions actually passive or only attack what I attack).

respawing generic petty raiders like the fiends but generic/fun like FO3 raiders.

i mean sure it didnt make 100% sense that they always respond, but its an RPG, it adds a fun grind feel to it


HELL NO. This is something I am 100% glad NV removed. All enemies should have a purpose. If you want more things to kill, that's fine, but those should be in new areas or existing areas should be more populated. And "fun grind" is an oxymoron.
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kennedy
 
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Post » Thu Dec 18, 2008 11:00 am

Get rid of those freaking Freeside Thugs, or at least fix the game so they actually disappear after they are killed.


Lol wut?

I wish there were more of those.
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how solid
 
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Post » Thu Dec 18, 2008 1:16 pm

This. Oh sure, I'm using a mod that does that, but it'd be nice if the default game did it. :) Maybe not all of them in the vanilla game, but more than 1 human/1non-human would be nice. Or at least change it so you could have 2 human or 2 non-human instead of 1/1/, if that's what you wanted.

Also...more areas that respawn and some that rotate so not entirely predictable would be nice. I think the underground areas don't respawn, right? I can see the Vaults not respawning since they have a story, but maybe some of the caves at least? More random encounters would be good as well.
Even tho I don't like them myself, more Legion quests or locations.


They do, at least most have for me, also of note is that in some dead wastelander / prospectors respawn loot as well.
Try out the Goodsprings caves and see.
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Rozlyn Robinson
 
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Post » Thu Dec 18, 2008 4:01 pm

Hmm. I know I've been in some caves (much) later and they were still empty.
But then, deathclaws never respawn for me either, altho I've seen some posts by some ppl who say they do respawn for them. .... stupid game. heh

Edit: I've actually been tempted to use the editor to check 'respawn' on a lot of enemies that are marked not to, and see what happens.
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Shannon Marie Jones
 
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Post » Thu Dec 18, 2008 2:03 am

When 4 deathclaws sudenly spawn outside of a cave you entered five minutes before and you're equiped with a a lowish damage weapon, thats what I say.....

Silly game.

You mean on quest npc's / creatures?

One idea do it at Bonnie springs or the prospectors den.

Edit I must say the respawn I have no clue to time limit on, as I tend to go back much later on by mistake.
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gary lee
 
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Post » Thu Dec 18, 2008 12:32 pm

I'd leave specific quest npc/creatures alone in terms of respawn. I don't need Vulpes rising from the dead. Haha.

But most deathclaws are marked no respawn by default (not just the Mother, for example) and certain ghouls (those are probably for certain vaults) and so on. The base editor is a bit confusing for me because I'm often unclear which entries are for the actual in-game creatures/npc's (and which entries go with the ones in a certain area) and which might be empty/unused and which might be some kind of trigger/placeholder entries or whatever.

Edit: default respawn rate is 3 days. I don't know if there are scripts that alter this for specific creatures, however.
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FLYBOYLEAK
 
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Post » Thu Dec 18, 2008 1:38 pm

Romance!! There never seems to be any looove in these FO games.

You can have six with a prosttute, but that's not the same. Any idiot can pay for six.

Why couldn't they write a few dialogue driven possibilities into the story? With one of the companions maybe (not Lily)


You can flirt with Cass and Arcade I think, but this is'nt mass errect.

It's fallout. (You fall outta looooove!)
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Your Mum
 
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Post » Thu Dec 18, 2008 1:07 pm

You can flirt with Cass and Arcade I think, but this is'nt mass errect.

It's fallout. (You fall outta looooove!)

Not to mention, most game writers are terrible at romance. Sometimes I wouldn't mind a little subtle romance in a game (but please, no Harlequin/Love-Boat style nonsense), but I'd rather have no romance than bad romance...which is what you usually get.
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ONLY ME!!!!
 
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Post » Thu Dec 18, 2008 10:33 am

In fallout you have have six first and then marry.

And if you choose right the shotgun weilding father thinks it's hot and wrong at the same time.

I've yet to see a good relationship to a female that I got mentally, since Jaheira in baldurs gate 2.
I did think that was well written, unlike Aerie!
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Mr. Allen
 
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Post » Thu Dec 18, 2008 1:37 pm

Hmm... I'd agree with others that more human enemies who respawn would be nice, and you don't really have to fix them to one spot. You can put them respawning and on a set patrol path, much like the wandering traders. Or you could set a spawn point for say, legion somewhere in their territory, but put their permenant positions inside an NCR camp, so they spawn, travel, and end up attacking the camp... just make the bodies disappear after a while, otherwise it would get crowded.
This would also give a point to reverse pickpocketing better weapons and ammo onto people at some of these forts and towns. I've always said a little randomness can go a long way, and not knowing what you're going to run into as opposed to static people in certain locations and spawn points that become pretty obvious, that's an improvement. Maybe those lake lurkers can do something other than just stand there like statues waiting to be shot. I know it was a random encounter spawn point in 3, but running into hunters chasing people and/or regulators and talon people every once in a while, along with the outcast patrol you saw outside of megaton, was a nice touch.

Other than that, I'd say open up some of the areas that you can't reach. The map is pretty big, but a good 10% of it you can't get to. That's a bit deceptive.

Basically I would love to see DLC which adds to the map we have, instead of just adding some off the map location, or something that you have to travel through a load screen to reach. And there is plenty of unused territory to do that.
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Lory Da Costa
 
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Post » Thu Dec 18, 2008 5:16 am

Not sure if this has been a topic before but i want to know what people would change about New Vegas or what they would like to put in the next one. Just ideas that players have that they would like to say. :lightbulb:


A different Q & A team and a better engine. Maybe a few more respawing raiders and such. Not over the top/cartoonish like FO3 but a bit more.

Other than that I'm completely satisfied.

Want action,?, Go kill Powder Gangers in Correctional Facility, then again, go to Camp Nelson, then again, go to Camp Golf



Or just head north. :D

i'd make it so you could play the game after you beat the main story (i just beat it without knowing that i wouldn't be able to go back :sadvaultboy: )


:facepalm:

And optional Turn-Based combat.


And some TV pong and space invaders. :P
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Jeff Turner
 
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Post » Thu Dec 18, 2008 9:50 am

More battles by other factions. I still love going on that bridge and seeing the Traders, NCR and Legion fighting. I am not sure but I am almost 94.5 percent sure that I saw those three plus some Nightstalkers, and the Nightstalkers cleaned up. The NCR might not have been there but it was still fun to see until they turned and focused on me.

So I guess I basically want to be part of the world and not the focus of the world.
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GEo LIme
 
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Post » Thu Dec 18, 2008 10:12 am

- hmm, they could make weapon modes need a certain amount of repair skill to use, or have to pay a fee to a repairman or weapon vendor

- the ability to "Unique-ify" 3 weapons of your choice, giving them a new name, some new look, and some effect boost
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Matt Gammond
 
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Post » Thu Dec 18, 2008 2:12 pm

On the topic of what would I change.
- I'd make the weapon softrequirements have an actual punch and have higher tier weapons appear much earlier in the game (on vendors and on people).
- I'd notch up the HC mode, rework the levelscaling scheme and make the difficultyslider more effective.
- I'd boost up the RPG mechanics across the board (increase the effects of the skills and stats) and increase the gaps between the levels.
- I'd also balance out the amount of stuff there is to do with other factions than the NCR.
- Also, off with the quest compass, replace it with a mapmarker (plus make the enemycompass a perk enabled ability, if not get rid of it all together).
- Rework the the fasttravel to be caravan based or at least make it toggleable from the options menu (and make sure there are as few as possible back-and-forth quests, which complement it).
- Remove the number indications from the skill dialog thresholds (a simple color scheme would suffice).
- Replace the lockpicking and hacking minigames with appropriately implemented skillchecks.
- And if not by default, I'd apply the above gameplay changes within the HC mode.


Everything he said above...
(and revert the combat mechanics to series traditional, and add a higher angle TPP view).

*Honest answer.
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M!KkI
 
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Post » Thu Dec 18, 2008 4:36 am

More legionaries to kill, more places like fortification hill or legion raiding camp. At the moment, CL feel like a small tribe not a invading force. And more random events involving CL and NCR. I want to suddenly come across some legionaries executing NCR soldiers when walking across the wasteland or a little legion camp.

Respawning enemies aswell

And more assasins for more factions, right now you only get CL and NCR assasins and even then only rarely do they come after you
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Rebekah Rebekah Nicole
 
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Post » Thu Dec 18, 2008 5:55 am

My take would be as follows:

1) Let followers carry faction armor. They don't have to wear it, just carry it.

2) Better starting options for explosives. Give Explosives character point-blank weapon options by reclassifying fire-based weapons as Explosives. A starting weapon for characters who tag Explosives at the start should not be Dynamite but rather something like a flamer.

3) Remove the crows from the compass!!!

4) A more diverse choice of followers, and an option for a bigger-sized party. Use Charisma as a factor that determines how many followers you can have (one extra follower per 3 hard points of CH, with a minimum of 1 for 1 CH).

5) Followers set to passive MUST NOT charge to engage the enemy until that enemy is either firing at your party or has approached to within a set minimum distance from the party where they may actually pose a threat.

6) Do not make companion gear hidden. Make it named and non-removeable, but let me at least see the stats.
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Jordan Fletcher
 
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