what do you hope they have omitted from F3?

Post » Thu Aug 19, 2010 12:37 am

Enchanted clothing. I hate that. I don't mind items and devices that boost your skills and stats but it has to make sense, like some type of high tech visor that boosts your Perception instead of just a normal hat.

The open ended mini quests (and I use that term loosly) where you bring items to a character in exchange for caps. I don't mind doing that but I don't like that they're open ended, instead of a proper quest that you can complete.
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Danny Blight
 
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Post » Wed Aug 18, 2010 7:02 pm

Enchanted clothing. I hate that. I don't mind items and devices that boost your skills and stats but it has to make sense, like some type of high tech visor that boosts your Perception instead of just a normal hat.

You must have missed the Great Hat Debate of October over in the thread with the Primm Video.
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Vivien
 
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Post » Wed Aug 18, 2010 8:26 pm

the enclave

The good brotherhood of steel

the metro system

any dark cave/ tunnel/ unlit vault
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Laura-Jayne Lee
 
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Post » Wed Aug 18, 2010 3:50 pm

Ghouls kind of annoyed me. Not so much having to fight them, but the flippity flappity of their feet and the constant gargling got tiresome. However, there has always been an annoying critter in every game, Cliff Racers in Morrowind come to mind.

The physics inside a cell, or at least the home, needs to be toned down for better object placement. And, so things don't get blown all over the room if you bump into a table.

Other than that, anything that was there, plus all the new stuff works for me.
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Roddy
 
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Post » Wed Aug 18, 2010 5:11 pm

Enclave- Don't get me wrong I wouldn't mind fighing the Enclave but they don't need to transfer over to New Vegas, heck they weren't even in Fallout 1

While I agree that they should not be a major faction (or even a minor one) in FO:NV... They were in FO2, and FO2 territory overlaps FO1; so they would have a place there (had they not been utterly destroyed in FO2).
*As it is relics from their occupation of the region would not bother me, and even a few 62 year old veterans in hiding wouldn't be bad.
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Alessandra Botham
 
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Post » Thu Aug 19, 2010 4:08 am

Increased experience rewards for higher difficulty levels.
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maddison
 
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Post » Thu Aug 19, 2010 3:20 am

This is another good one.

I fricking hated this in Oblivion. If I sneak into a guy's house when no one is looking and very quietly bludgeon him to death before he can start shouting, I shouldn't have the whole damn town coming down on me like I just strangled a puppy in the town square. Theres just no way they could know.


I never had this problem in Fallout3 once I got sneak up high enough and I got the Chinese stealth suit. There were a lot of people I wanted to kill in Megaton for being douches, I broke into their houses at night while they were sleeping, went into VATS with the shock-sword, and turned them into a pile of dust. The only negative result was a drop in karma that I remedied with giving the homeless guy in front of Megaton some water.
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Catherine Harte
 
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Post » Wed Aug 18, 2010 6:26 pm

They were in FO2, and FO2 territory overlaps FO1; so they would have a place there


They got their asses kicked in Fallout 2. "President" is seen as a boogeyman to small children. They have no place there at all.
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Epul Kedah
 
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Post » Wed Aug 18, 2010 1:24 pm

AI having ungodly aim


I hear ya. They should miss a few times. Also if there was clearly a visual obstruction, they shouldn't be able to have such good aim. Like shooting through smoke, bushes, or darkness.
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Alyesha Neufeld
 
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Post » Wed Aug 18, 2010 3:53 pm

the fact that if I was in stealth and killed a character silently in one blow/shot, 9/10 the entire town or settlement would become hostile to me.

That sometimes the character graphics got rubbish: I would wear a pre-war hat and my character's skull would peek out the back or I would wear colonel autumn's suit and rifles would somehow go through the suit instead of resting on the back. Ruined the immersion for me
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Shelby McDonald
 
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Post » Wed Aug 18, 2010 9:12 pm

Being able to down 30 bottles of vodka without getting even slightly drunk.

This.
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i grind hard
 
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Post » Wed Aug 18, 2010 4:20 pm

all enemies fighting to the death
bland characters
poor options to solve a quest like tenpenny tower and the ghouls
everybody dropping armor after death
everyone having no recognition of your weaponry and armor (thankfully fixed)
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Auguste Bartholdi
 
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Post » Wed Aug 18, 2010 1:16 pm

Killing someone silently in somewhere like a bathroom and everybody in the whole frickin town knowing about it :banghead:
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Kanaoka
 
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Post » Wed Aug 18, 2010 3:37 pm

I hear ya. They should miss a few times. Also if there was clearly a visual obstruction, they shouldn't be able to have such good aim. Like shooting through smoke, bushes, or darkness.


And if you get detected they run straight at where you are even if they haven't seen you
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Kelly Upshall
 
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Post » Wed Aug 18, 2010 6:44 pm

@ Vexing thoughs.
Raiders ran away all the time. So did others...

I agree about the detection. An NPC should go to your last sighted area, in FO3 they alawys knew exactly whre you were.

I really hope alot of the ridiculous perks don't return:
Off the top of my head:
Almost Perfect - WWWAAAY ridiculous.
Grim Reper Sprint - fun little perk but it made fights insanely easy.
Quantum Chemist (this was a lousy solution to a problem, this should be done through crafting - not a perk)
Animal Friend NEEDS to be waaay lower on the level requirement if it returns, by level 10 and the subsequent levels that are requried to max out animal friend you don't really need it any more. (atleast I thought so)
Karma perks - not bad just silly.
I don't remember what they are all called but several of the radiation releated perks weren't useful or just didn't make sense. (lead belly was great though)

There's others but I just can't remember them.
Like the lockpick one and the hacking one were silly...
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Killah Bee
 
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Post » Thu Aug 19, 2010 2:14 am

I only used the karma perks to fill out my PS3 trophies faster.
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Naomi Ward
 
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Post » Wed Aug 18, 2010 4:46 pm

Animal Friend NEEDS to be waaay lower on the level requirement if it returns, by level 10 and the subsequent levels that are requried to max out animal friend you don't really need it any more. (atleast I thought so)

I thought the point of animal friend was that since you are higher level you don't have to bother with the low level creatures and some mid-level one's on par with you at the moment.
Basically a perk made for comfort.
If it's lower then it becomes too easy for a new character.

I do think that by rank 2 we should be able to tame an animal. (Would make the perk more useful IMO.)
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Jessica Phoenix
 
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Post » Thu Aug 19, 2010 3:20 am

Killing someone silently in somewhere like a bathroom and everybody in the whole frickin town knowing about it :banghead:


This.

But sometimes I was able to get away with it undetected, so I don't know exactly how it works in Fallout 3. One time I killed Walter and Stahl (the one that hangs out in the water processing plant). Late at night, I used a stealth boy and killed them while hiding in the back room. I then waited a few days just in case. I went outside expecting to be attacked by the entire town, but nobody seemed to care. If I left immediately after killing them, maybe they would have attacked. I don't know.
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Rebecca Clare Smith
 
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Post » Wed Aug 18, 2010 7:53 pm

This.

But sometimes I was able to get away with it undetected, so I don't know exactly how it works in Fallout 3. One time I killed Walter and Stahl (the one that hangs out in the water processing plant). Late at night, I used a stealth boy and killed them while hiding in the back room. I then waited a few days just in case. I went outside expecting to be attacked by the entire town, but nobody seemed to care. If I left immediately after killing them, maybe they would have attacked. I don't know.


Yeah, if you say you waited a few days before coming out then that was probably why.
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Natasha Callaghan
 
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Post » Wed Aug 18, 2010 2:46 pm

Ghouls kind of annoyed me. Not so much having to fight them, but the flippity flappity of their feet and the constant gargling got tiresome. However, there has always been an annoying critter in every game, Cliff Racers in Morrowind come to mind.

The physics inside a cell, or at least the home, needs to be toned down for better object placement. And, so things don't get blown all over the room if you bump into a table.

Other than that, anything that was there, plus all the new stuff works for me.


I actually liked fighting ghouls.
I knew I could whip out my shocksword or shishkebab and go butcher pete on those zombies!
I just hated reavers.........
Damn bullet sponges with their speed and annoyance and such. :P
The two enemies I found most like the dreaded Cliff Racer were Botflies and Mole Rats.
Mole Rats constantly jump and the Botflies have their stupid useless projectile attack.
I agree with the point about the wacko physics when it comes to moving and placing objects.
It should work right.
I mean that's essentially why the functions exists right?
To move stuff where you want it?
Too many times have I been decorating my house only to have the last minor adjustment send everything flying.
I learned to save after each object placement and adjustments.
That and leaving Jericho outside......
Stupid raider would walk into my place mutter that "smokes are gettin harder to find" only to pull out a smoke in the same hand that Eugene is in, (making him look like Hercules) sending everything in his radius flying uncontrollably.
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Liii BLATES
 
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Post » Wed Aug 18, 2010 11:55 pm

Yeah, if you say you waited a few days before coming out then that was probably why.


Oh. See, I thought you had to actually leave the town and wait a few days before returning. That's why it surprised me.

I guess I'll get back into Fallout 3 and do some experimenting.
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Trevi
 
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Post » Wed Aug 18, 2010 5:41 pm

[quote name='dogmeat01' date='02 October 2010 - 07:56 PM' timestamp='1286067408' post='16444814'][quote name='Gizmo' date='02 October 2010 - 07:43 PM' timestamp='1286066589' post='16444775']They were in FO2, and FO2 territory overlaps FO1; so they would have a place there[/quote]
They got their asses kicked in Fallout 2. "President" is seen as a boogeyman to small children. They have no place there at all.[/quote]


[quote name='Gizmo' date='02 October 2010 - 07:43 PM' timestamp='1286066589' post='16444775']
They were in FO2, and FO2 territory overlaps FO1; so they would have a place there (had they not been utterly destroyed in FO2).
[/quote]That was awfully out of context. :nono:
But seriously, they do have a place there... and that place is as a past presence, with a few traces of their past occupation* of the region.

*meaning abandoned base or lost or forgotten equipment, or even a few ex Enclave survivors ~not likely proclaiming their past, I'd bet.
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Janette Segura
 
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Post » Thu Aug 19, 2010 12:42 am

The glitches, bugs and freezes that came free in the PS3 version.


most annoying [censored] ever,
took me too long to beat the game becuase of it
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Charlotte X
 
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Post » Wed Aug 18, 2010 3:16 pm

I always wished they had made looting containers work differently. It bothered me that you could somehow divine that a container was empty but be unable to discern the contents of a full one.

:shrug:
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Flesh Tunnel
 
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Post » Wed Aug 18, 2010 6:03 pm

heres a good one...

being attacked by a lone baseball bat wielding raider whilst wearing full powersuit armour carrying a flamethrower...

a bit more common sense in the AI.

only be attacked if you LOOK like a weak/vulnrable target.
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Maeva
 
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