What do you think could make new vegas better

Post » Sun Nov 15, 2009 11:09 pm

They were stupid enough to endlessly send underpowered teams after a person they couldn't even put scratch on, though.
Anyway, somehow I miss them too. Their willingness to supply me with Combat Armor sets even on far out places of the map, saved me the occasional backtrack to my safehouse for repairing issues...

and Enclave Shocktroopers in Advanced Powered Armor crumpled like flies to the LW, dont bring up Fallout 3's bad writing, making Enclave and TC the generic cannon fodder bad guys, and level scaling made all opponents, no matter how well equipped, weak, oh and the superabundance of perks and skill points meant thet your character became a god right out of the vault.
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louise tagg
 
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Post » Mon Nov 16, 2009 12:10 am

I typically make way towards Navarro around level 18. You don't get Sniper until level 24. So in essence when you're level 24 then yes, you kick major Enclave ass. Before then, not so much.

Woops didn't read that. So wait, how come whenever I go Bozar on the I only do like 68 damage without sniper?




Bozar DAM 25-35 *15 rounds per attack -> 375 - 525 *0.65 (55% DR through APA - 20% DR redux through .223FMJ) -15DT --> DAM range 228.75 - 326.25 per attack.
Vindicator DAM 14-19 *25 rounds per attack -> 350-475*1.5 (4.7mm 50% DAM modifier)*0.55(4.7mm -10% DR) - 15DT --> DAM range 273.75 - 376.875 per attack.

Above figures just for a standard attack, no critical hit. So, it is entirely possible to kick major butt even way before Lvl 24, and without ever taking Sniper. I did that often enough.
If you're doing just 68, you're doing it wrong, or your memories are fooling you.
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Holli Dillon
 
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Post » Sun Nov 15, 2009 9:47 am

Bozar DAM 25-35 *15 rounds per attack -> 375 - 525 *0.65 (55% DR through APA - 20% DR redux through .223FMJ) -15DT --> DAM range 228.75 - 326.25 per attack.
Vindicator DAM 14-19 *25 rounds per attack -> 350-475*1.5 (4.7mm 50% DAM modifier)*0.55(4.7mm -10% DR) - 15DT --> DAM range 273.75 - 376.875 per attack.

Above figures just for a standard attack, no critical hit. So, it is entirely possible to kick major butt even way before Lvl 24, and without ever taking Sniper. I did that often enough.
If you're doing just 68, you're doing it wrong, or your memories are fooling you.

Thats if every round hits, and that rarely happens unless your point blank.
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Brιonα Renae
 
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Post » Sun Nov 15, 2009 8:40 am

Dynamic map, that's about it.
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George PUluse
 
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Post » Mon Nov 16, 2009 12:26 am

If you're doing just 68, you're doing it wrong, or your memories are fooling you.


That (doing "only" 68 damage) means that not all of the rounds in the burst hit the target - which can happen even with higher skill levels (as the maximum to-hit chance is 95%), so I wouldn't call it "doing it wrong".


Edit - Beaten to it by Andaius...
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Makenna Nomad
 
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Post » Sun Nov 15, 2009 7:06 pm

That (doing "only" 68 damage) means that not all of the rounds in the burst hit the target - which can happen even with higher skill levels (as the maximum to-hit chance is 95%), so I wouldn't call it "doing it wrong".


Fair enough.
But the AC of APA is 30, so statistically, you can drop off 30% from the minimum damage.
Still, that doesn't change my point, as while technically possible, a mere 68 points of damage, is a result of very bad luck, but in no way the rule.
Heck, I've played it often enough, and you too, for sure...
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Melis Hristina
 
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Post » Sun Nov 15, 2009 12:55 pm

Let you fly the Boomer's Bomber and bomb the entire world #evil laugh# cough.
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Ross Zombie
 
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Post » Sun Nov 15, 2009 5:53 pm

Fair enough.
But the AC of APA is 30, so statistically, you can drop off 30% from the minimum damage.
Still, that doesn't change my point, as while technically possible, a mere 68 points of damage, is a result of very bad luck, but in no way the rule.
Heck, I've played it often enough, and you too, for sure...


Oh, I wasn't arguing against your point. It is possible to kick the Enclave ass relatively early on with the right character build and preparations, it's just not very easy. Was just pointing out how the burst fire works.
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Charlotte Buckley
 
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Post » Sun Nov 15, 2009 9:01 pm

Weapon Slots
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Jade Payton
 
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Post » Sun Nov 15, 2009 5:36 pm

FO3's ghoul reavers, albino radscorps. I love my bullet sponges :gun:
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Liv Brown
 
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Post » Sun Nov 15, 2009 11:18 am

FO3's ghoul reavers, albino radscorps. I love my bullet sponges :gun:

And Fawkes too, the invincable DPS machine
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Brandi Norton
 
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Post » Sun Nov 15, 2009 2:04 pm

Weapon Slots


Looking at Skyrim, this may well happen in Fallout 4. The implementation is a story of its own, though.
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Kate Schofield
 
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Post » Sun Nov 15, 2009 12:54 pm

Fair enough.
But the AC of APA is 30, so statistically, you can drop off 30% from the minimum damage.
Still, that doesn't change my point, as while technically possible, a mere 68 points of damage, is a result of very bad luck, but in no way the rule.
Heck, I've played it often enough, and you too, for sure...


That's not what AC does. What AC does is lower the chance to get hit. That's why agility gives it a bonus, and why Enclave Patrolmen can be hard to hit.
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lillian luna
 
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Post » Sun Nov 15, 2009 7:46 pm

That's not what AC does. What AC does is lower the chance to get hit. That's why agility gives it a bonus, and why Enclave Patrolmen can be hard to hit.
Unspent AP's give a bonus too. 1:1 or 1:2 if unarmed and have the HTH Evade perk (which also adds 1/12 of your Unarmed skill to AC), but I don't think any but the PC get perks.
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Jessie Rae Brouillette
 
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Post » Sun Nov 15, 2009 9:40 pm

I know NPCs gain Action Points when they level, but I'm not sure on perks.
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Nikki Morse
 
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Post » Sun Nov 15, 2009 1:53 pm

That's not what AC does. What AC does is lower the chance to get hit. That's why agility gives it a bonus, and why Enclave Patrolmen can be hard to hit.


That doesn't contradict my point. I said, you could 'statistically' drop off 30% from the minimum damage, because an AC of 30 is giving the wearer a 30% chance the bullet wouldn't hit.
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Pawel Platek
 
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Post » Sun Nov 15, 2009 4:46 pm

That doesn't contradict my point. I said, you could 'statistically' drop off 30% from the minimum damage, because an AC of 30 is giving the wearer a 30% chance the bullet wouldn't hit.

It still doesn't do that. that assumes they have 100% chance to hit (which they never do). It tops out at 95%, and drops with distance and condition. At times that 30 AC is enough to field all attacks. If they only have a 60 % chance to hit, that's 50% armor.
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Gemma Flanagan
 
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Post » Mon Nov 16, 2009 1:35 am

It still doesn't do that. that assumes they have 100% chance to hit (which they never do). It tops out at 95%, and drops with distance and condition. At times that 30 AC is enough to field all attacks. If they only have a 60 % chance to hit, that's 50% armor.

Did he take into account variable damage spread too?
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sam smith
 
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Post » Mon Nov 16, 2009 3:20 am

More random encounters and spawning so it's not always the same 4 geckos in the same predictable spot.
Some interiors (caves, buildings, whatever) that respawn.
More armor/clothing design choices. I don't care about more powerful stats...but more design options would have been nice. I like dress-up in rpg's, but without mods, the choices are pretty lackluster in NV.



fallout new vegas was an incredble game, i did every side quest i could without pissing off certain factions that i wanted to have good endings in. i waited to beat the game untill i tied up everything i wanted to do. ended at about 70 hours at level 34 without ever touching dead money. that said i cant even really bring myself to play the dlc. for one it really irks me that i couldnt just go right there and play it but i had to get to level 20. by that point i was loading with sweet guns and armor and had no intentions of throwing them away from some unarmed combat. also aside form finishing the legions quest i was able to do every other quest so i have no reason to replay the game even if i wanted to just go back and kill the bos. i killed them anyway for [censored] and giggles then reverted to a previous save to continue along my " good guy" story. if there was some actual dungeon crawling and they used alittle bit more of the map. NO invisible walls at knee high rocks and cliffs. and enemies that leveled with you so there was alteast alittle fear of whats around the next turn. i tried to get my int implant as soon as i could, level 5, and by the time i went back to do some of the older quests it wasnt even a challenge. awarded 150xp and another 9mm.. they improved so much with new vegas its so sad that they did away with alot of the good stuff that gave fo3 so much replay. seeing this no random encounters and enemies that diont scale in level with you i just cant bring myself to play again. the open world sand box didnt work for me with this style of enemy encounters
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Mr.Broom30
 
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Post » Sun Nov 15, 2009 5:21 pm

No level scaling at all if possible, but they can't work out a way around it, then as little as they can get away with, would be my preference in any RPG at all.

If folks did not look upon an encounter as the the point of play, random encounters would not disappoint when they didn't scale; and it could even add credibility to the game world, when unprepared thugs realize that they are outmatched, and make a run for it (even before the fight commences).
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Eliza Potter
 
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Post » Sun Nov 15, 2009 3:56 pm

To make it better: You mean after the patch that fixes Boone and the other things that need to be patched...logic problems, etc?

I'm a bit frustrated by all the boarded-up buildings that I feel were meant to be something if they had more time.

At the higher levels, I can travel from here to there and not run into anything at all. No caravans, no creatures, no Fiends, just nothing. I know it's a desert but it's a game too and it could be a little busier in vanilla.

More stuff to find...not so many Empty containers. i'm not happy unless I'm encumbered and looking for a place to go shopping. :D

Those are the three that I can think of at the moment.
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Carolyne Bolt
 
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Post » Sun Nov 15, 2009 6:25 pm

Yeah, it needs more things to shoot at. A bit schizophrenic game; softcoe gun porm, but so very little targets :shrug:
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Marlo Stanfield
 
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Post » Mon Nov 16, 2009 4:24 am

I have a list and some are repeats of what other people said.

- no invisible walls. I can understand having a few, but holy crap they are everywhere on the NV map and they are so frustrating.

- more random encounters. Going from point a to point b in NV is so boring. I don't care if that makes it realistic because the game is set in a desert. It also makes it boring and this is a game afterall. It would be nice if there were more Legion roaming around trying to kill you or whatever faction you are enemies with. Or if Benny had found out you were still alive and hired people to try and kill you...again. Just more randomness in general. All the NPCs pop up in the same place every single game. It's so predictable.

- Better places to explore with more detail and that have a point to them. NV has unsatisfying buildings and caves with not much point to them.

- More choices on homes where you can leave your companions. The Lucky 38 just isn't all that and three doors to get in is ridiculous.

- Make the quests more challenging. Instead of just run here, run there and back.

- More rewards for quests.

- Take one room shacks off as map markers unless they are safe houses. So pointless.

Whoever designed the metro, buildings and caves in Fallout 3 should have done them in New Vegas as well. I realize that is probably not possible. Just saying. They did a much better well thought out and detailed job of it in FO3.
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NeverStopThe
 
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Post » Mon Nov 16, 2009 12:32 am

A mother f***** better game engine! Thats what i say. And all so a random enemy's wandering around.
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Emmanuel Morales
 
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Post » Mon Nov 16, 2009 3:08 am

A lot of good ones here, but what I think the game needed was an intelligent bartering system. It's kind of silly that you can trade dog meat and teddy bears at the Gun Runners or Silver Rush, and still get as much for them as you could elsewhere.

An example of a wiser system:

General stores or wandering traders:
75% nominal value for everything.

Quartermasters:
100% value for weapons and ammo
75% value for armor
50% value for everything else

Weapons stores:
100% value for weapons and ammo
25% value for food, liquor and water
0% for random junk
50% value for everything else

Bars:
100% value for food, chems, liquor, and water
25% value for weapons and ammo
0% for random junk
50% value for everything else
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katsomaya Sanchez
 
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