what would you change ?

Post » Thu Dec 18, 2008 5:38 pm

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


Completely agree with that, it make no sense that the E-DE can't carry it.

This will sound a bit odd but I'd actually like fewer weapons and ammo types or for them to have a clear hierarchy. For example, at the moment I'm wandering about with at least five scoped rifles of one sort or another because they do subtly different things and use different ammo and each has two or three ammo types. If there are to be so many choices of weapons, and the same goes for aid and misc. items, then the inventory needs to better organised. A really good start would be to put empty ammo cases etc into their own folder.
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Kristina Campbell
 
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Post » Thu Dec 18, 2008 2:11 pm

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!


I seriously can't imagine this kind of woman in the Fallout universe. :tongue:
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Tinkerbells
 
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Post » Thu Dec 18, 2008 11:46 am

This will sound a bit odd but I'd actually like fewer weapons and ammo types or for them to have a clear hierarchy. For example, at the moment I'm wandering about with at least five scoped rifles of one sort or another because they do subtly different things and use different ammo and each has two or three ammo types. If there are to be so many choices of weapons, and the same goes for aid and misc. items, then the inventory needs to better organised. A really good start would be to put empty ammo cases etc into their own folder.


Just choose a weapon. You don't need to carry an armory just because you can. You can also breakdown ammo and repack it as your ammo of choice if you don't want to sell it. I use a sniper rifle for long range, revolver for close combat heavily armored foes, and a 10mm SMG for fodder. I collect uniques at my suite, but the rest is all sold.

No offense, but I don't want Devs to be encouraged to dumb down games more than they already are.

I agree that the inventory could be better organized, however. I have a mod that labels almost everything by category so things are sorted better.
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LuCY sCoTT
 
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Post » Thu Dec 18, 2008 6:10 pm

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

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.
- 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.

The problem with the thugs is that if you use your favor from The King to end the violence in Freeside during King's Gambit they are supposed to stop spawning, but they don't. It seems rather odd to have random attacks by thugs in a town where the violence has supposedly been stopped...

As for the above changes I pretty much agree, save for introducing high-end gear earlier in the game. While it might be cool to have an AMR at, say, level 6, it would be too close to the FO3 situation where you did a Rivet City Rush for A3-21's Plasma Rifle at L2 and then pwned the entire wasteland in short order. The fact that you can buy .50MG rounds from the start of the game would only exacerbate things. That said, having just finished a Guns run it would have been nice to have some of the stronger weapons on hand at lower levels since many of the early Guns weapons are rather feeble, so I could get behind a more limited version of such a change.

EDIT: On further consideration, if the STR and skill requirements were sufficiently steep I suppose it might work, however at the same time there are only a couple of ways to permanently increase STR and some folks already want it high for looting purposes, so it would be at risk of becoming a 'required' stat and that is something to be avoided if at all possible.
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Niisha
 
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Post » Thu Dec 18, 2008 4:10 pm

Good points all.

I am quite lazy when it comes to organisation and I'll look for that mod.
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kat no x
 
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Post » Thu Dec 18, 2008 1:39 pm

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

*Honest answer.

:foodndrink:
And agreed with the combat mechanics.

The problem with the thugs is that if you use your favor from The King to end the violence in Freeside during King's Gambit they are supposed to stop spawning, but they don't. It seems rather odd to have random attacks by thugs in a town where the violence has supposedly been stopped...

As for the above changes I pretty much agree, save for introducing high-end gear earlier in the game. While it might be cool to have an AMR at, say, level 6, it would be too close to the FO3 situation where you did a Rivet City Rush for A3-21's Plasma Rifle at L2 and then pwned the entire wasteland in short order. The fact that you can buy .50MG rounds from the start of the game would only exacerbate things. That said, having just finished a Guns run it would have been nice to have some of the stronger weapons on hand at lower levels since many of the early Guns weapons are rather feeble, so I could get behind a more limited version of such a change.

EDIT: On further consideration, if the STR and skill requirements were sufficiently steep I suppose it might work, however at the same time there are only a couple of ways to permanently increase STR and some folks already want it high for looting purposes, so it would be at risk of becoming a 'required' stat and that is something to be avoided if at all possible.


Are they really supposed to stop spawning? I always thought that they, in general, were just vagrants and drifters who have come to try their luck with the strip, and for a reason or two, failed at gaining a favorable position with any "major" group, so they live on robbing others.

What I had in mind with the early good weapons, was more along the lines of the player not being able to use them effectively (for real, this time around) early on (as one of my suggestions was adding some punch to the soft requirements, slowing down the leveling to reach the appropriate skill and reworking the levelscaling and general difficulty which would affect in obtaining them). If those elements were properly introduced, getting AMR (for one example) early on would be more of a strike of luck than "let's take it" situation; and also of no real benefit as the skill/str req's would take care that the player couldn't use them too much for their benefit until later on. It would work somewhat similiarly to hard requirements, but offer some liberties over it while still not too much. The skill should be the main factor in using weapons, while strength should have a lesser effect (DMG and minor effect to attackspeed with melee, dynamic recoil and minor - in comparison to what the skill does - sway effect with guns - for example).

The vendors who sell them, would of course be where they are (far from beginning pont) and the prices steep, and the reworked difficultyrating and levelscaling would see to it that the player wouldn't necessarily get there too fast and/or with too much loot/caps (as the skills would have bigger punch, barter would have much bigger effect on selling and buying prices). And slower leveling would take care of getting too powerful too fast.

Just some thoughts.
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R.I.p MOmmy
 
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Post » Thu Dec 18, 2008 10:03 am

Are they really supposed to stop spawning? I always thought that they, in general, were just vagrants and drifters who have come to try their luck with the strip, and for a reason or two, failed at gaining a favorable position with any "major" group, so they live on robbing others.

As I understand it they represent the violence already present in Freeside when the Courier gets there, and as such it makes no sense for them to keep appearing after you've convinced The King to end the violence in Freeside. That is just my take on it, if they actually do represent random losers then having them continue to respawn makes more sense as New Vegas will keep spitting out the luckless and destitute to its fringes.

What I had in mind with the early good weapons, was more along the lines of the player not being able to use them effectively (for real, this time around) early on (as one of my suggestions was adding some punch to the soft requirements, slowing down the leveling to reach the appropriate skill and reworking the levelscaling and general difficulty which would affect in obtaining them). If those elements were properly introduced, getting AMR (for one example) early on would be more of a strike of luck than "let's take it" situation; and also of no real benefit as the skill/str req's would take care that the player couldn't use them too much for their benefit until later on. It would work somewhat similiarly to hard requirements, but offer some liberties over it while still not too much. The skill should be the main factor in using weapons, while strength should have a lesser effect (DMG and minor effect to attackspeed with melee, dynamic recoil and minor - in comparison to what the skill does - sway effect with guns - for example).

The vendors who sell them, would of course be where they are (far from beginning pont) and the prices steep, and the reworked difficultyrating and levelscaling would see to it that the player wouldn't necessarily get there too fast and/or with too much loot/caps (as the skills would have bigger punch, barter would have much bigger effect on selling and buying prices). And slower leveling would take care of getting too powerful too fast.

The above is more what I had in mind as well, however if you cannot effectively use them then there's not much point in having them available sooner, unless the idea is to promote earlier specialization in response to a lucky find rather than more gradually developing one's arsenal as one acquires the skill(s) to properly use it. If that is the case then I wouldn't mind finding, say, a Marksman Carbine at L4 and then pumping my Guns skill (assuming it isn't already tagged) in order to be able to use it worth a damn, since I could always RP said char as opportunistic and wanting to learn how to use the new 'shiny toy' as quickly as possible. On the flip side you get 'spasmodic' character development if one keeps 'spiking' skills in response to early good loot, so it's a mixed bag RP-wise.
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RObert loVes MOmmy
 
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Post » Thu Dec 18, 2008 1:12 pm

I think they need to go back before they go forward! where is the sleeping with a gangsters Wife/Daughter the robbing them while they sleep. Where is the getting work as a porm star, Shotgun weddings after not being able to keep it in your pants? The new Fallout's (3/New Vegas) have got loads going for them i just feel they lost a lot of the gritty dark humored atmosphere. New one's seem to be more Fallout for Kids or something........sigh. Maybe they'll pull it back with the next one, still along way off equaling Fallout 2.
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Wane Peters
 
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Post » Thu Dec 18, 2008 5:53 am

As I understand it they represent the violence already present in Freeside when the Courier gets there, and as such it makes no sense for them to keep appearing after you've convinced The King to end the violence in Freeside. That is just my take on it, if they actually do represent random losers then having them continue to respawn makes more sense as New Vegas will keep spitting out the luckless and destitute to its fringes.


Having them as "random losers" would make sense, imo, as Freeside is open for everyone - and even the Kings started from somewhere before becoming what they are now.

The above is more what I had in mind as well, however if you cannot effectively use them then there's not much point in having them available sooner, unless the idea is to promote earlier specialization in response to a lucky find rather than more gradually developing one's arsenal as one acquires the skill(s) to properly use it. If that is the case then I wouldn't mind finding, say, a Marksman Carbine at L4 and then pumping my Guns skill (assuming it isn't already tagged) in order to be able to use it worth a damn, since I could always RP said char as opportunistic and wanting to learn how to use the new 'shiny toy' as quickly as possible. On the flip side you get 'spasmodic' character development if one keeps 'spiking' skills in response to early good loot, so it's a mixed bag RP-wise.


They'd be there for multiple reasons. To show that the world (even the MQ areas) aren't centered to the players proficiencies (and of course, they wouldn't be all around the place --- the better, the rarer and harder to get); to provide a bigger incentive to specialise - I always thought it was odd, that the weapons had those requirements when the game still would give them away only when it thought the player is starting to close in the req's by his level - if you'd get something you can not yet use properly, it gives a visual incentive to the player, much like those RPGs that have hard skill/stat req's and still give away items the player can't possibly use; to provide risk/reward situations (even if not able to use them, they provide a good amount of cash - or they could be saved for further use with the expense of inventoryspace). So I guess it is about earlier specialization - and the 'spasmodic' leveling - if I understood what you meant with it - is the players choice, if he is able to obtain a greater level item early on in the first place - finding AMR or assault carbine "too" early still leaves melee, unarmed, enegry weapons and explosives and their "big ones" undetected and unexplored (hasty leveling might just lead to an unwanted result - not to mention neglecting other skills, which too would carry more weight).

And I want to press that with the earlier availability of better items I don't mean easy access or all over the place availability to pick the spoils of others' war.
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Dagan Wilkin
 
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Post » Thu Dec 18, 2008 12:36 pm

They'd be there for multiple reasons. To show that the world (even the MQ areas) aren't centered to the players proficiencies (and of course, they wouldn't be all around the place --- the better, the rarer and harder to get); to provide a bigger incentive to specialise - I always thought it was odd, that the weapons had those requirements when the game still would give them away only when it thought the player is starting to close in the req's by his level - if you're get something, you can not yet use properly gives a visual incentive to the player, much like those RPGs that have hard skill/stat req's and still give away items the player can't possibly use; to provide risk/reward situations (even if not able to use them, they provide a good amount of cash - or they could be saved for further use with the expense of inventoryspace). So I guess it is about earlier specialization - and the 'spasmodic' leveling - if I understood what you meant with it - is the players choice, if he is able to obtain a greater level item early on in the first place - finding AMR or assault carbine "too" early still leaves melee, unarmed, enegry weapons and explosives and their "big ones" undetected and unexplored (hasty leveling might just lead to an unwanted result - not to mention neglecting other skills, which too would carry more weight).

And I want to press that with the earlier availability of better items I don't mean easy access or all over the place availability to pick the spoils of others' war.

I didn't think you meant easy access, I was just concerned about having a repeat of FO3 starting scenarios where one can rapidly outstrip the 'power curve'.

Many game with 'hard' usage caps are class-based, so you will know immediately if you will ever have a use for a lucky find of a powerful item; however, Fallout games are more free-form in character design, so my concern was that finding multiple classes of good loot early on would lead to a player dramatically boosting first one skill and then another rather than sticking to his/her original concept.

For example: say I decided to make a Gunslinger tribute character (main character from a series by Stephen King) with Fast Shot trait, Quick Draw and Rapid Reload perks, max Guns skill, and so on. Said character opens a lock for which he barely qualifies after magazine and chem use, and finds a Displacer Gauntlet. My immediate reaction as a player would be to want to pump my Unarmed skill, because I know that with this item I can obliterate almost anything short of a Deathclaw or Giant Radscorpion, however that is completely contrary to the character's concept and the skill points would basically be 'wasted' in pursuit of power in a field I was originally intending to ignore completely.

Now, if what you are suggesting is that rare finds should be keyed to a character's primary skill then that's different, since in that case said character might find a Hunting Rifle or Trail Carbine and want to pump Guns more heavily early on than might otherwise be done.

Basically, what I am saying is that if a character manages to find 'rare drops' from multiple combat classes, then you might see a push in Guns of 15-20 points followed by a similar one in Unarmed, and so on, rather than a steady growth in that character's chosen fields.

I do agree that it's somewhat 'anti-immersion' to have the quality of loot improve as the character does, however at the same time that's an ancient RPG staple- you're not going to ever find, say, a +6 Broadsword of Slaying on a level 4 Fighter-type, as it's high-end loot that is only ever found guarded by really nasty creatures which would shred a low-level character in short order. As such, it serves as a 'power limiter' to prevent the very 'overgrowth' you mention that could cause problems later on.

On the other hand, if you know there are better weapons coming at higher levels there is incentive to stick to one or two combat skills, so that when you do get access to the higher-end stuff you can actually use it properly. Of course, the 'Tag!' perk means you could readily develop three instead at no real cost, and it is also feasible to spend levels 2-5 cramming one skill full of points and hitting 100 far earlier than one 'ought' to, so I suppose there's something to be said for letting a few items be able to be found a bit 'early'...
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Philip Rua
 
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Post » Thu Dec 18, 2008 4:10 pm

I'd only support respawning enemies if they made sense. Like patrols around strongholds then would then disappear if the strong hold was wiped out.

-Map node system
-Return of the original mechanics(chuck the dregs of the Oblivion system out!)
-Skill checks hidden
-No more mini games
-option for turn based combat
-more faction quests
-Special system made even more important
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Haley Cooper
 
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Post » Thu Dec 18, 2008 7:43 am

I would add more people who can fix your armor and weapons.
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Kerri Lee
 
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Post » Thu Dec 18, 2008 8:04 pm

snip


Making a 'concept' character and sticking with it is the players own resposibility. Surely, if the 'concept' is Kings Gunslinger, the player would not boost energy weapons even if he found a plasmacaster. And boosting all combat skills to the max (which is the point where the best equipement is being used appropriately) comes with a cost in other skills because you're not able to max everything, but a purely combat oriented character shouldn't be frowned upon as killing one of the ways of going through the game.

I don't see a problem with the player boosting multiple combatskills due to high end loot as long as it comes with a cost. The player decides which skills he raises and which he neglects - and even with all the combat skills at maximum, the combat is only one way of going through the game and the feel of it doesn't change much with switches from guns to energy or from melee ot HtH (and more over, who is going to use all 5 combat skills equally to warrant maxing them all out). With some temptation given with high end weapon loot, a good dose of forethought and common sense is required from the player in order to reach an optimal build, but then again, using ones brain is just healthy :P.

The "risk and reward", as with your +6 sword of slaying example, is exactly what I'm going for. Just not with a "guarded cave" with every item in mind. A group of Khans with Trail Carbines and Hunting Shotguns, or a band of Fiends with Laser RCWs and Plasma Rifles would be a potentially deadly encounter early on.

Anyways, I don't see this issue as a thoroughly necessary implement - but I do think it would add to the experience more than it would take from it (figuratively speaking).

-Map node system
-Return of the original mechanics(chuck the dregs of the Oblivion system out!)
-Skill checks hidden
-No more mini games
-option for turn based combat
-more faction quests
-Special system made even more important


:goodjob:

And to add, design the game with the TB combat in mind and fine tune the RT combat after TB is done and polished.
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abi
 
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Post » Thu Dec 18, 2008 11:02 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)

Yes, I like how in mass effect you can and I know they aren't the same but whatever, the only person a girl can do it with that isn't a prosttute is
Spoiler
Benny

and that's not fair. We need more hey hey.
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Sakura Haruno
 
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Post » Thu Dec 18, 2008 1:26 pm

- Return of the skill dex (So we can use multiple skills on different objects to find out different things)
- Skill synergy at certain tasks (Like in some cases in the originals using science on a broken object made a corresponding repair check easier)
- The return of the Death animations. (If you put together all of them from the originals and what Tactics added you have a lot of good ones.)
- return of all the classic weapons and art
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Steph
 
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Post » Thu Dec 18, 2008 6:24 pm

I hope the Mojave returns to a more desperate place, maybe if the Legion successfully invade. Just so the game gets that sense of desperate survival back. Along with that bring back the make-shift weapons. I enjoyed the wealth of fire-arms in New Vegas but honestly felt they heavily overshadowed any other weapon choices and also felt that having weapons unique to the fallout world would of been more interesting.

Also hope the Legion get reworked and become something more, maybe if they go to war amongst themselves and become fractured into rival groups, maybe some still holding on to the Caesar ideals and some becoming more open minded but just as ruthless.

I'd love to see the return of random encounters and more "dungeons", mods that do this really add to the game play and make the journey between locations worthwhile.

I hope they bring a larger list of traits to further define characters and I'd love to see ghouls officially introduced as a player option with appropriate game play alterations.

Also bring back the crazy, wild wasteland was a poor effort.
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Cayal
 
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Post » Thu Dec 18, 2008 8:45 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)


Go to the Vault 21 Hotel or the Thorn.
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Abel Vazquez
 
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Post » Thu Dec 18, 2008 8:56 am

The .32 Pistol from Fallout 3.
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Mistress trades Melissa
 
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Post » Thu Dec 18, 2008 6:29 pm

- Return of the skill dex (So we can use multiple skills on different objects to find out different things)
- Skill synergy at certain tasks (Like in some cases in the originals using science on a broken object made a corresponding repair check easier)
- The return of the Death animations. (If you put together all of them from the originals and what Tactics added you have a lot of good ones.)
- return of all the classic weapons and art


To be fair #2 is in NV Andaius.

ED-E and the Boomers solar panol array are two off the top of my head.
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Baylea Isaacs
 
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Post » Thu Dec 18, 2008 11:52 am

The main thing for me would be that the quests would have far more action. I got absolutely sick of the whole, go talk to this guy, return, go talk to that guy, return, go talk to the guy in the far corner, return, go talk to the girl over there, return. I gets insanely boring for me. Now I'm just cranking up my run speed to about 10 to get them done faster. Even if they just involved more lockpicking, more hacking, or more thinking in some way or another, rather than just running and talking.

No Steam! Steam doesn't work well for me at all. A no Steam option would be fantastic.

More Gun Runners.


OMG! I agree. Some of the quests are so boring. I get them done just to get them done. I feel like everyone's lackey. There is no challenge to doing a lot of them. You just go talk to someone and that is it.

I was playing Fallout 3 and the quest to get into Vault 87 is so satisfying and hard if you go alone. Going through Little Lamplight, then fighting your way through the Mutants in the tunnels and in the Vault, etc., etc.

Getting into the National Archives to steal the Declaration of Independence is a challenge as well. Plus there is all kinds of other stuff in there to loot. Going to the Museum of History to get the Lincoln Memorial Poster. Getting to GNR and getting the quest to get the "Dish" from the Museum of Technology and then going to the Washington Monument and the results for that one are so awesome. All such fun and intricate challenges with a lot of action.
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Donatus Uwasomba
 
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Post » Thu Dec 18, 2008 9:52 pm

Done away with the skill indicators showing how much skill you needed to pass the various skill checks, and although I don't like the mini-games. I would also like to see the minimum skil requirements for Lockpicking and Hacking removed (although this obviously could and probably would be abused) although it would obviously be harder with a lower skill (IE with a Hard Lock and a skill of let us say 20, you would have to get the 'sweet spot' position exactly right, with all other pin positions acting as if you were way off and possibly also reduce the condition of the bobby pin faster the higher the locks required skill is above your own skill. I would expect some to complain about this being too hard and nasty, even though it would let everyone regardless of skill have a chance however small of getting 'lucky'.


Yes this would be the best.
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Meghan Terry
 
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Post » Thu Dec 18, 2008 6:22 am

I would like to see more random encounters with enemies. Not just Geckos and Cazadors and ghouls. More Fiends perhaps. It would be nice if they were spread out in more places around the map in little pockets and not just around Las Vegas and the other few places. Getting attacked in Freeside every time you run through is predictable and boring. They need to mix it up a little.

Make the quests more challenging. Alot of them are so boring boring boring.

A more homey home where we could send our companions to chill would be nice. The Presidential Suite is nice, but it feels cold and it's tedious to get in and out of.

Also, I'm sick of lock picking. Why can't I just kick the door down? Or launch a missle at it. That would be fun.

Fallout needs to be grittier.

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)


I like this idea. You have all these companions roaming around in your hotel suite and you can't have six with them. We're all advlts here. What is the problem? Even if the companions turned down your advances. It would be fun. ;)
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Ria dell
 
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Post » Thu Dec 18, 2008 2:45 pm

OMG! I agree. Some of the quests are so boring. I get them done just to get them done. I feel like everyone's lackey. There is no challenge to doing a lot of them. You just go talk to someone and that is it.

I was playing Fallout 3 and the quest to get into Vault 87 is so satisfying and hard if you go alone. Going through Little Lamplight, then fighting your way through the Mutants in the tunnels and in the Vault, etc., etc.

Getting into the National Archives to steal the Declaration of Independence is a challenge as well. Plus there is all kinds of other stuff in there to loot. Going to the Museum of History to get the Lincoln Memorial Poster. Getting to GNR and getting the quest to get the "Dish" from the Museum of Technology and then going to the Washington Monument and the results for that one are so awesome. All such fun and intricate challenges with a lot of action.



Those quests felt more like playing a pure FPS game.....because the NPCs are so blatantly there ONLY for the purpose of you killing them. I found the NV encounters had a diverse feel to them and the NPCs seemed to have at least some reason for being in their locations.
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Lisha Boo
 
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Post » Thu Dec 18, 2008 9:32 pm

my second post, WAAAAAAAAAAA-*goes on for about an hour*-AAAAAY more weapon mods. they should also have negative affects occasionally but sometimes worth it. (EX: putting maybe a torgue firing mechanism on your assault rifle to make it fire much slower, but alot stronger, or perhaps a longer barrel to improve accuracy but maybe increasing weight)
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Jessie Butterfield
 
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Post » Thu Dec 18, 2008 9:32 am

More legion quests, at least 1 legion companion and expand their territory a bit.


THIS.

Also i'd like for a decent size battleground in the wasteland where 2 or 3 factions battle it out and each time you return, enemies respawn, :)
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brian adkins
 
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