Bad things of fo1,2?

I had only one problem with FO2, which was...goddamn JET ADDICTION. I'm playing it for the fourth time now and i got addicted once again, after completely forgetting how addictive this drug is lol. There seemed to be a quest as far as i remember, involving Dr.Troy making an antidote, but it's been long time ago and as far as i can remember, the quest was bugged.

As for FO1, game was perfect to me, in every aspect.
 
I was always able to complete the jet antidote quest. though i never tried it while addicted.
 
I skipped that quest more often than not because I could never quite remember how (or whether it was possible) to avoid putting Redding in Vault City's pocket by completing it. I'd always see Jet Antidotes for sale in the general store in San Francisco whether or not I'd done it, though.
 
Yamu said:
I'd always see Jet Antidotes for sale in the general store in San Francisco whether or not I'd done it, though.

That feels like a flaw, if the cure hasn't been researched, it shouldn't be available in San Francisco IMO. I wonder if it has been addressed in the RP...
 
-Difficulty/learning curves in FO1/2(ESPECIALLY 2.)
Some skills weren't as useful as you'd think. e.g -Doctor, Outdoorsman.
-Some of the options when talking to people. Any line of aggression always lead to some kind of 'revolution' from the people.
 
Evil characters get very few quests and most of them aren't as evil as they should be, playing as such isn't as interesting as playing the good one and that is sad. I really think that it could be great to be a complete asshole in fallout 1/2. Killing people around, setting their pitiful huts on fire, enslave and torture 'em, selling drugs, killing goodies, assassinating leaders(Lynett would be first on my list), doing demonically evil quests etc.
 
But Lynette is your quest giver if you're playing evil character... you know, she's TOO evil and she is only path for evil characters in VC.
My last game was with evil sniper and there is only a few gamebreaking thins. No SAD in vanilla and no companions (even cyberdog from Navarro hates you for being evil. Duh.)
 
Languorous_Maiar said:
But Lynette is your quest giver if you're playing evil character... you know, she's TOO evil and she is only path for evil characters in VC.
My last game was with evil sniper and there is only a few gamebreaking thins. No SAD in vanilla and no companions (even cyberdog from Navarro hates you for being evil. Duh.)
Yes indeed, i have to deal with her in order to be evil in VC. But in the same time i have seen enough people like her in real life; so basically i want to do something that you can't normally do in RL, like planting a couple of bombs inside her pockets and enjoying the show. BTW Sulik, Marcus, Dogmeat and Lenny should be able to cannibalize her corpse

Last time i tried to play as a melee/HTH character and that was too damn difficult.
 
Languorous_Maiar said:
But Lynette is your quest giver if you're playing evil character... you know, she's TOO evil and she is only path for evil characters in VC.
My last game was with evil sniper and there is only a few gamebreaking thins. No SAD in vanilla and no companions (even cyberdog from Navarro hates you for being evil. Duh.)

If my memory serves me right you could get a SAD map from golgotha?
 
I will admit that i have been so pissed off at the game for various reasons be it crits and so on. But I am so addicted to fallout and the idea of fallout that even if these things don't get fixed I'd play the game with the same fire in my eyes.

My memory is quite foggy as usual, but there are a few things that stand out in my mind:

1. the "ask me about" option, it would be good if there was information that could be acquired only of you use that option

2. in FOT if you switch weapons from slot to slot they get reloaded for no APs

3. As everybody here in f1 and f2 i have saved A LOT, it would be better if they made some sort of a restriction of how much you can save in period, just an example like once every half hour. In FOT there was this tough guy mode where you can only save before and after missions. This made the game so much better for me. I actually got to use my stimpacks, the way they should be used. I played battles "for real". You play as if you are really trying to stay alive, unlike f1 and f2 where i can just reload. in FOT missions were usually over 3 hours so it's not as easy throwing away 3 hours playing. my last mission was nearly 6 hours. so save control is something to be considered.

About wanamingos aka "aliens" they are really easy, despite your armor if you have a .223 pistol ( probably my 2nd fav weapon) aim for their groin. If successful they are knocked out/down, winded or they just start to flee. I have to give credit to my brother here, because he was a king when it came to using bugs againts the game, he found the wanamingo tactic as well as the free reload in FOT
 
UndeadNecro said:
Some skills weren't as useful as you'd think. e.g -Doctor, Outdoorsman.
Doctor is quite useful skill for me.
not only providing decent amount of xp but also decrease healing time.
and with high doctor skill, you can earn some useful perks.
Outdoorsman it self isn't bad skill. it is quite useful to avoid strong enemy. but it isn't good choice to choose outdoorsman as tag skill though.
 
Weapons like Power Fist and Ripper use ammunition. That really sucks. I remember the first time I ever played Fallout, I was using a Power Fist and I was like "this thing is the shit, and it doesn't even cost ammo". Then a few hours later I remember I was in a fight with a death claw because I was trying to cross to get to the Gun Runners, and when I went to attack it said "Out of Ammo".

I kept thinking to myself what the fuck? I thought it was a game glitch for like a week. Until finally I took a close look at the info screen on the weapon and it said it required Small Energy Cells.

And then I laughed because I remember I was carrying around Small Energy Cells that I was going to sell but never got around to it, and every time I would look at my inventory I would scratch my head and think "didn't I have more of those?"
 
BigBoss said:
Weapons like Power Fist and Ripper use ammunition. That really sucks. I remember the first time I ever played Fallout, I was using a Power Fist and I was like "this thing is the shit, and it doesn't even cost ammo". Then a few hours later I remember I was in a fight with a death claw because I was trying to cross to get to the Gun Runners, and when I went to attack it said "Out of Ammo".

I kept thinking to myself what the fuck? I thought it was a game glitch for like a week. Until finally I took a close look at the info screen on the weapon and it said it required Small Energy Cells.

And then I laughed because I remember I was carrying around Small Energy Cells that I was going to sell but never got around to it, and every time I would look at my inventory I would scratch my head and think "didn't I have more of those?"

And you just accidently missed the reload part? :P
 
Jax Sparrow said:
1. the "ask me about" option, it would be good if there was information that could be acquired only of you use that option

There was actually a ton of it, it's just that it was all background and flavor. There was one *marginally* useful bit, though-- if you asked Tycho to "Tell Me About" Necropolis, he'd mention that it used to be the city of Bakersfield, and Bakersfield is one of the towns mentioned in the Vault Locations holodisk in The Hub, so there was a slim chance of Tell Me About pointing you towards the Water Chip a step or two ahead of the game. Not the most intuitive way of going about things, but I always thought it was kind of neat.

The More You Know!
 
1. Companion AI.
2. Vorpal criticals that force you to reload game.
3. Henchman AI.
4. No middleground between expensive and rare upgrades and Algernoon's free and unlimited upgrades.
5. Teammates AI.
6. Valuable stuff lying on shelves in abandoned buildings in the middle of fraking city!
7. Followers AI.
8. Shops in San Fran were selling stuff that didn't make sense, like Power Armour.
9. Goddamn retarded AI.
 
My problem was the Hex's. Not really them... More like how my character moved. IE: I sometimes ran over the radioactive goo instead of around it. And sometimes ended up dying. Not too much of a problem, really. It was my own carelessness. I'd prefer squares... Mostly because I'm used to them on games like Advance Wars.
 
mvm900 said:
My problem was the Hex's. Not really them... More like how my character moved. IE: I sometimes ran over the radioactive goo instead of around it. And sometimes ended up dying. Not too much of a problem, really. It was my own carelessness. I'd prefer squares... Mostly because I'm used to them on games like Advance Wars.

This often happens when I try to disarm traps. I try to get close, but sometimes ending running straight over the trap, and hurting myself.
Obviously, it's my own carelessness, but it is perpetrated by the hexes.
 
Stanislao Moulinsky said:
zegh8578 said:
Stanislao Moulinsky said:
-While fun, the main character being retarded if he had an INT below 4 made no sense. They should have just made him/her a bit stupid, not full-on brain damaged

I agree that an INT3 character should be simply dumb, not retarded - but for an INT1 he should indeed be brain damaged - after all, we're talking INT1... as in, an absolute lack of all possible intelligence

A retarded main character would make sense in FO3-NV (ironically the two games that don't have this feature) because the Courier and the Lone Wanderer start their quest on their own, but in FO1-2? "We need to save V13/Arroyo, let's call the retarded/brain-damaged guy." It just doesn't make sense in context.
For all that matters, that's valid for almost any skill. You shouldn't send the one who is unable to spot a brahmin through any of its senses while standing right in front of it (PER1), or the one who could die because a raindrop fall on his head (END1). Maybe Luck and Charisma could be disregarded, but for everything else, you must send someone who is not actually disabled.
 
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