what do you hope they have omitted from F3?

Post » Wed Aug 18, 2010 8:01 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...

It should be a standard part of the game. NOT a perk
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Jake Easom
 
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Post » Wed Aug 18, 2010 4:29 pm

The .32 and Chinese pistol. :banghead:
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Brandon Bernardi
 
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Post » Thu Aug 19, 2010 3:46 am

Your actions don't have affect on the environment. When you kill someone, people should change their day accordingly and acknowledge their death, not talk like nothing happened....
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chirsty aggas
 
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Post » Wed Aug 18, 2010 3:50 pm

It should be a standard part of the game. NOT a perk

I'd rather this be affected by our actual Charisma stat than a perk or trait. agreed.
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SiLa
 
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Post » Wed Aug 18, 2010 5:40 pm

poor options to solve a quest like tenpenny tower and the ghouls


That was one of the best quests in the entire game simply because it showed the grey morals character of Fallout and it showed you that sometimes not interfering was the best course of action.
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Louise Dennis
 
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Post » Wed Aug 18, 2010 11:55 am

That was one of the best quests in the entire game simply because it showed the grey morals character of Fallout and it showed you that sometimes not interfering was the best course of action.

Hm? I let the ghouls in. Peacefully. Talked to Tenpenny and after some speech checks they lived happily in the Tower
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Tom
 
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Post » Wed Aug 18, 2010 6:54 pm

Hm? I let the ghouls in. Peacefully. Talked to Tenpenny and after some speech checks they lived happily in the Tower


But did you go back anytime afterwards?
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Yvonne
 
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Post » Wed Aug 18, 2010 5:15 pm

Hm? I let the ghouls in. Peacefully. Talked to Tenpenny and after some speech checks they lived happily in the Tower

Then butchered everyone else...go back after a few days (ingame) and the ghouls will have 'taken out the trash'. There's no happy ending to that quest, making it one of the better ones imo.
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Isaiah Burdeau
 
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Post » Thu Aug 19, 2010 3:18 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.


This made me rofl. Uhmm, I don't want telepathic guards. I also hope they fixed alot of the bug that plagued Playstation 3 users.
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Jeneene Hunte
 
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Post » Thu Aug 19, 2010 3:40 am

I'd rather this be affected by our actual Charisma stat than a perk or trait. agreed.

Being a charming man or woman makes bears not attack you?
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Sophie Morrell
 
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Post » Wed Aug 18, 2010 10:01 pm

Then butchered everyone else...go back after a few days (ingame) and the ghouls will have 'taken out the trash'. There's no happy ending to that quest, making it one of the better ones imo.

No, the guys actually move out by themselves, and ghouls take their places. You know, not everything needs to have a grim ending :flamethrower:
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Sakura Haruno
 
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Post » Wed Aug 18, 2010 10:20 pm

No, the guys actually move out by themselves, and ghouls take their places. You know, not everything needs to have a grim ending :flamethrower:


Never checked the basemant, did you?
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leigh stewart
 
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Post » Wed Aug 18, 2010 3:34 pm

Never checked the basemant, did you?

Nah....Guess then that the only good way to end this quest is just killing Roy Phillips :celebration:
EDIT: Wait, wait, wait! There is a peaceful way!
Quoting the Vault:
"Vacate Tenpenny Tower

Alternatively, you can drive the residents out of Tenpenny Tower by killing Allistair Tenpenny in his suite, then killing Gustavo and all the guards. The tower residents will run out the front door of the building to escape. After this is done, go to the Warrington Train Yard and talk to Roy. A dialogue option is now available where you can tell him that he can move into the tower - you took care of the problem. Roy will thank you and give you the ghoul mask as a reward, completing the Tenpenny Tower quest."
So you only need to kill the "bad" guys and ghouls come in, without killing anyone :D
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El Goose
 
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Post » Wed Aug 18, 2010 1:44 pm

Nah....Guess then that the only good way to end this quest is just killing Roy Phillips :celebration:

The entire quest is very gray, one of the few quests I actually love in FO3.
So killing Roy is not the good way to end the quest.
There is no good way, and there is no bad way.
It's all about personal perspective about the situation.

[edit]
How is Gustavo and his guards "evil" or "bad"?
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Neko Jenny
 
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Post » Wed Aug 18, 2010 8:27 pm

The entire quest is very gray, one of the few quests I actually love in FO3.
So killing Roy is not the good way to end the quest.
There is no good way, and there is no bad way.
It's all about personal perspective about the situation.

[edit]
How is Gustavo and his guards "evil" or "bad"?

Well, they are GUARDS as the name says, and killing them is lesser evil than having all residents dead. Also, Tenpenny is a son of a [censored] anyway, so him being dead is okay for everyone
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Kellymarie Heppell
 
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Post » Wed Aug 18, 2010 2:23 pm

Well, they are GUARDS as the name says, and killing them is lesser evil than having all residents dead. Also, Tenpenny is a son of a [censored] anyway, so him being dead is okay for everyone

Meh, I just don't see how the guards can be considered evil, or even "and killing them is lesser evil than having all residents dead". :shrug:
To each their own I guess, I found none of them to be truly evil with the exception for Tenpenny which was like Satan Claus evil.
Sure the people in Tenpenny Tower were complete dikes but that's no reason for them all to be murdered. :(
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GLOW...
 
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Post » Wed Aug 18, 2010 3:49 pm

Meh, I just don't see how the guards can be considered evil, or even "and killing them is lesser evil than having all residents dead". :shrug:
To each their own I guess, I found none of them to be truly evil with the exception for Tenpenny which was like Satan Claus evil.
Sure the people in Tenpenny Tower were complete dikes but that's no reason for them all to be murdered. :(

I always let the feral ghouls in...I love hearing about/playing through multiple branches ofthe same quests. This, The Power of Atom, Those, Oasis , and Superhuman Gambit all did these well. Blood Ties, however...Leave vampires for TES....
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Stephy Beck
 
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Post » Wed Aug 18, 2010 8:06 pm

Leave vampires for TES....

Well I dunno, the "Vampires" were pretty poor in Blood Ties but I would love some new form of mutated humanoids which can only drink blood in order to stay alive.
It's all about how they design them, but yeah, the The Family were just a bunch of nutjobs but I would definitely like to see some vampire'esque humanoids in Fallout. :P
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Jenna Fields
 
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Post » Wed Aug 18, 2010 2:12 pm

Being a charming man or woman makes bears not attack you?

Nope. Rohugh will attack you no matter how high your Charisma is if you spam. :laugh:
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Mistress trades Melissa
 
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Post » Thu Aug 19, 2010 2:44 am

Nope. Rohugh will attack you no matter how high your Charisma is if you spam. :laugh:

I heard if you play dead, he'll eventually go away.

I don't want to see any flying deathclaws, protectrons or buses. Ok. I lied, yes I do. But I would like to see the ability to attack while in the water reinstated.
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Brandi Norton
 
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Post » Thu Aug 19, 2010 4:03 am

The Family were just a bunch of nutjobs ...
:thumbsup:
but I would definitely like to see some vampire'esque humanoids in Fallout. :P

:thumbsdown:

While I'm not opposed to a paranormal presence in Fallout, I think it needs a light touch, and should not include werewolves and vampires. Even the ghost in Fallout 2 was a poor decision to include IMO (though the mummy was not ~that was perfect).
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Sarah Kim
 
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Post » Wed Aug 18, 2010 1:27 pm

the lack of an actual town. We had ramshackle buildings in Megaton, a boat, more ramshackle buildings on a bridge and a hotel. Canterbury was close, but was to poorly done IMHO
I always wanted a cropsford esque quest to run out some Super mutants or something so some people can move into an area in the DC ruins, or even out in the middle of the wasteland.
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chinadoll
 
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Post » Wed Aug 18, 2010 7:55 pm

I never really liked the "collect 5/10" quests, I just found them annoying, especialy the Junk one...the Junk was heavy and the reward was never worth the ammount of weight the Junk would take up hording it around until you had enough. Collect Teddy Bears, Collect Junk, Collect Sugar Bombs, Collect chinese rifles etc, It wouldn't be so bad if it was a one time quest but to make them repeatable just made me feel like I was back in an mmo and the designers needed some crap content they could shovel out quick.
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Riky Carrasco
 
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Post » Thu Aug 19, 2010 2:05 am

I never really liked the "collect 5/10" quests, I just found them annoying, especialy the Junk one...the Junk was heavy and the reward was never worth the ammount of weight the Junk would take up hording it around until you had enough. Collect Teddy Bears, Collect Junk, Collect Sugar Bombs, Collect chinese rifles etc, It wouldn't be so bad if it was a one time quest but to make them repeatable just made me feel like I was back in an mmo and the designers needed some crap content they could shovel out quick.


Well, that's a matter of opinion :P . Personally, I like the collecting quest - they're a small yet steady income of XP and caps - and if nothing else, they add some meaning to all that junk you find lying about :D . No problem with'em lasting long either - it makes sense in the case of at least some of those quests that the guys would still be in need of more of the stuff in question...
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Talitha Kukk
 
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Post » Wed Aug 18, 2010 6:56 pm

while I liked the collecting quests, they never gave you anything worth doing it for. 10 sugar bombs= 1 ultrajet WTF?
Pronto hada crap inventory no mater what you did
teddy bears were only worth 30 caps each
Cameras, SM blood and Scrap metal were the only 3 worth doing if you needed caps and ammo.
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Dewayne Quattlebaum
 
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