F:NV Fallout New Vegas thoughts

Fallout: New Vegas
Yep, they're a great killer at range, but not so much in the melee. They need to fix it so that companions obey the "do not enter combat until I'm engaged" command. This running off while I'm sneaking gets old. I never take the Primm companion because of this. I generally take Novac and Freeside, though I sometimes take Outpost and I-88 for the type-3 benefits :D
 
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well, done and dusted - I enjoyed it for the most part. I enjoyed the attention lavished on populating the land, and the many interesting characters - like Lilly. I went the 'neutral' route - which I always find a bit more challenging, because you piss everyone off (did the same with Gothic 3 ;-) Perks and skills were pretty similar (the same?) as F3 and the game really didn't feel terribly different, but there was enough to keep me engaged. On the downside…game is very buggy. Look at the wiki for FO:NV…and I ran into quite a few: still some quests I couldn't complete because it would cause a crash, lost companion weapons due to 'casino confiscation'….as I discovered later :-/ and so on. I also played on hard which was generally not, and did not take the Great Boone who seems to be the death dealing companion of choice. The only fight I could not win was the last boss fight…I tried 6 or 7 times and I just couldn't' do enough damage against 7 or 8 (strong) fighters + Baddy… there was no way my build, with my equipment could work. I hate that. I was a fast talking (75-80 speech) scientist type (90 science) with some skill in guns (75) and energy weapons (70). My companions got wasted very quickly and I kept on getting knocked down. My 'smarts' didn't' count for shit when the Baddy showed up. I tried switching to 'easy' - made no difference. So I cheated. yay. Even in god mode it took 4-5 minutes (!) to kill them all. That's just sick. And worst of all
I had a BLOODY ARMY OF ROBOTS WAITING OUTSIDE THE BLOODY DOOR…WHY DIDN"T THEY HELP!?
 
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I didn't fight the last battle at all, because I'm a SmOoTh TaLkEr
 
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I haven't tried Deathclaws in several levels. I should take my guy and go do the claws and super mutant areas. I'm guessing it'll still be tough, even with my special sniper rifle and Boone. I love the unique varmint rifle but the unique sniper rifle is starting to become my weapon of choice at these higher levels. I've got a low level character that went and got the UVR mentioned above at level 2. There are a couple items in the beginning area that allowed me to sneak and avoid all the creatures in that dungeon. It's a hoot to use at NCRCF :D
 
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I think this is the best RPG I have played for the long,long time.The huge amount of real choices and replayability is fanstastic.
 
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@crpgnut
No, I think there are only four main quest endings.

@booboo
With 100 Speech, you can talk your way out of that fight (so there is no final fight at all). If not, remember to use the space to constantly get out of range and so on. You can use the entire arena below.
 
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I've never taken turbo, does it boost your speed temporarily? If so, that might be a good way to outmaneuver the opposition. Drug up and fight :) It seems to be a great time to use Jet, Steady, etc.
 
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Here's two of my biggest bones of contention with this otherwise really great RPG :

Enemies' A.I. is really not that great, but it reveals its weakness as soon as your character is good enough in Sneak and you fire with a silenced weapon. Even if you blow out the head of a sentry while his/her pal(s) stand barely 2 meters from your target, they just stay there, or walk iddly around as if nothing happened. They didn't see you, they didn't heard the shot, hence their buddy's exploding head doesn't disturb them it seems. I could decimate 12 guys, one headshot at a time, in a small 100 feet square cavern from one of the only two exit/entry tunnels, and they stupidly stand iddly, not even trying to take cover when the blood and organs went flying.

Second problem. The whole ammo pseudo "economy" and crafting system. Apart from one particular type of ammo for one of my heaviest caliber weapons, I finished the game without having to craft _any_ powder ammo. And as for energy weapons, I found and bought so many cells that I simply recrafter over/max charges ones. I never used any "standard" E/C Cells in the whole campaign...

With all the stuff I found and sold I simply bought what I needed just in case I'd go in some hot firefight. There's no incentive to craft ammo imo, but at least the Repair skill is quite useful for weapons and armor, or crafting weapons repair kits. You just found too much stuff in this game. I had enough caps to buy almost all the attributes Implants, along with the more expensive special ones (I won't spoil).

Otherwise, great game, but I do think that developers really overlook something important and presumably not that hard to correct, regarding those points.
 
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The problem for Obsidian and any sandboxer is how to balance the differing playstyles. Say 15% are completists, 60% do some sidequests/exploring and another 15% just play through the main quest. How do you balance the economy for those 3 different playstyles? I'd like to see in addition to a difficulty choice, a choice about what type of player you are. The game balance would change drastically between completists and the casual main quest player. A casual player will not have the 54,000 caps necessary to buy all the implants. In fact, it's very unlikely that they'll even find the location(s) necessary to purchase them. The completist will have zero trouble coming up with the money. I had over 40 10mm machine guns, each selling for 2400 gp to somebody who idolizes me. I could sell one every 4 days to Jonathan Nash and get 96,000 caps.

If I purposely stay main quest focused, I have a hard time reaching the 2,000 caps necessary to enter the Strip. It takes a mild amount of questing in the New Vegas area itself to finally get there. If you want a more challenging game, try playing JUST the main quest with no sidequests. The game is much tougher playing it that way and money and ammo are a lot harder to come by. Skipping the NCRCF as a fighting zone makes a 6,000 cap difference for me.
 
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Good points indeed.

Except I quite strongly don´t share this wish:
I'd like to see in addition to a difficulty choice, a choice about what type of player you are. The game balance would change drastically between completists and the casual main quest player.

For me, the ideal open ended game takes absolutely no prisoners when it comes to difficulty of its main quests, doesn´t scale to player´s level at all and finishing it without going through some of game´s non main quest content is pretty much mandatory if player wants to succeed, at least on higher difficulties (I quite dislike difficulty levels as well, or at least how they´re usually implemented, but that´s necessary evil).
This is of course more difficult to balance well as on one hand player shouldn´t be forced to suck the game dry entirely before being able to take on finishing the main quest and on the other hand difficulty of main quest shouldn´t become a joke for a player who does so.
Some of the better ways to control this are to tie some of game´s optional content to pc´s class/skillset and make some quests mutually exclusive (opposing factions and such).
Still, player who takes his time with optional content should have easier time with the main quest, no doubt.
Ideally, the main quest should be finishable without going through any optional content, but only for a player who plays his cards extremely right and utilizes game´s mechanics to the maximum potential.

As for New Vegas, I´m not 100% sure, but I think the main quest does scale to player´s level to some extent via controlling opponents´ hit points and damage potential. It definitely does so in side quests. Enemies which aren´t tied to some quest don´t scale I think. I was cleaning the quarry at level 29 and by that time deathclaws there were definitely stronger than the ones found in the cave that is full of them, which I´ve visited right afterwards.
I certainly consider it a good thing that despite the above mentioned scaling, going through NV´s main quest only is still more difficult, mainly because player is "underitemized" and skill/stat checks don´t scale.
All things considered, I think Obsidian did a solid job balancing the game overall, though there are some spikes, like energy weapons being too weak (well, except for alien blaster, eh), some companions being too effective, etc.
 
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Quests that aren't quests

There are a lot of quests that you can get that don't end up as being listed in the quests. This is REALLY annoying. I was running around an area looking for something and I ended up with a bunch of these. After finishing whatever I was doing I thought I'd go back to them but it being a few real days later and there being nothing listed in the quest log, well, GAH! :mad: Sometimes they show up as a Note instead but why, why, why not just list them as a quest like everything else?
 
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Good points indeed.
As for New Vegas, I´m not 100% sure, but I think the main quest does scale to player´s level to some extent via controlling opponents´ hit points and damage potential. It definitely does so in side quests. Enemies which aren´t tied to some quest don´t scale I think. I was cleaning the quarry at level 29 and by that time deathclaws there were definitely stronger than the ones found in the cave that is full of them, which I´ve visited right afterwards.
I certainly consider it a good thing that despite the above mentioned scaling, going through NV´s main quest only is still more difficult, mainly because player is "underitemized" and skill/stat checks don´t scale.
All things considered, I think Obsidian did a solid job balancing the game overall, though there are some spikes, like energy weapons being too weak (well, except for alien blaster, eh), some companions being too effective, etc.

As far as I know, monster hitpoints/damage is fixed (except Companions; they level up), but monster type will change based on your level (to a certain extent). As an example: Black Mountain will feature Super Mutant Brutes if you are low level and Masters if you are high. In certain high level areas they seem fixed though.
 
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I've been playing this for the last couple of days and I must say I'm not that impressed yet. It's ok I guess… I think I'm enjoying it somewhat less than I did FO3 so far (except from the writing of course - though honestly, having better writing than FO3 is hardly an achievement) - it just seems to me that they are both action games at heart only with some dialog and some story-based choices - for example I haven't felt at any point that tagging speech gives me any kind of 'advantage'… I mostly run around shooting a lot of things, and I feel that FO3 did the whole running-around-shooting-things thing marginally better.
I changed my mind... non-fighting skills are really useful and New Vegas is now awesome! :D

There are a lot of quests that you can get that don't end up as being listed in the quests. This is REALLY annoying.
I think the biggest problem is that horrible pipboy interface that this game inherited from FO3 in which everything is cluttered and unorganized.
 
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I have no problems with the pipboy interface. I like the fact that it's not really similar to anything else that's out there.

I also like the fact that not every insignificant quest is listed.
 
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I have no problems with the pipboy interface. I like the fact that it's not really similar to anything else that's out there.

When speaking about an interface that's a bad thing - unless you're talking only about looks.

I also like the fact that not every insignificant quest is listed.
My problem isn't that some quests go to notes (I'm assuming that's because they didn't want a compass on them) I'm bothered that I can't organize these notes in some way.

I remember reading a complain somewhere that these new interfaces by Bethesda are the only ones in pc RPGs where in order to bring the inventory up you need to click 2 or 3 times instead of just hitting 'i'.

It's just an interface that serves consoles but on pc it's just too bulky and counterintuitive... I find it a real shame that it comes from Bethesda because I actually consider Morrowind's interface one of the most comfortable and usable I've ever seen in such a complicated game.
 
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When speaking about an interface that's a bad thing - unless you're talking only about looks.

Why? Do you want every interface you use to be the same? I dont.


My problem isn't that some quests go to notes (I'm assuming that's because they didn't want a compass on them) I'm bothered that I can't organize these notes in some way.

Never thought about the compass, I just assumed they didn't feel the need to make every little thing you could do into an official quest. I understand what you mean about the notes though. I guess it would be nice if you could at least shuffle them around into a certain order.
 
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The default interface is pretty bad - but an overall minor inconvenience, I think.

I think the fact that you can't hotkey any of the submenus is the biggest issue.

I've bound F1-F3 to my mouse (Razer Naga) - in a comfortable layout, so it's pretty non-intrusive.

The quest thing, I think is just fine. I actually REALLY like having to investigate certain things before knowing what to do. I want much more of that, honestly.
 
Why? Do you want every interface you use to be the same? I dont.
I want every interface to function in the most familiar, usable and least distracting way, (though it can certainly be aesthetically different) which may naturally be similar to others, because if something works it works.

It's for the same reason every 'proper' program uses a 'file - edit - ... - window - help' bar (until microsoft dropped it because... )


The default interface is pretty bad - but an overall minor inconvenience, I think.
Interface is for me a major issue always: games are computer programs too... and they have to be usable as much as any other program.
Interfaces that are based on metaphors are fine and 'immersive' and all, but my favorite ones are the ones that are usable.
 
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