fallout 3 suggestion

>Man, you are a tight ass.
> You really need to
>loosen up or it's going
>to kill you one day.
> It's just a game.
> You don't have to
>be rude. And if
>you can't figure that out,
>than you need to get
>a life.

It's always funny when someone who writes several pages on gaming stuff on an internet forum uses the argument, "Get a life". Not only is that ironic, that "insult" has been around since the 1980s on USENET. Get some new material.

Here's a thought, you can take some inspiration from every girl in Junior Highs everywhere and say, "Prov is SO immature!" Oh, no, wait, that still has that originality problem.

>As for your comments. Don't
>forget That Vault City was
>in the Northeast, and getting
>there wasn't really easy.
>There were mountains to cross,
>raiders and encounters to avoid
>and there was Modoc between
>the Den and VC.

Sulik and Vic did it, didn't they? Sulik came all the way from Utah to reach The Den. Vic, well, if a fat, mechanic bastard like Vic can cross from Vault City to Arroyo several times, then I'd say tribals could do it.

Of course most people would be locked down in their jobs maintaining needs, but hard doesn't mean impossible when it comes to travelling the wasteland if the person has the skills to do it. Considering tribals have hunting bands that leave camp and wonder around until they get some food, I'd say that a tribal going to Vault City and back isn't that far fetched.

>As for Klamath- it's a
>frontier town where most of
>the people seem interested in
>either making moonshine or trapping.
> Frontier town means its
>got to be on the
>frontier. Distrust between Arroyo and
>local traders as well as
>discrimination between traders and locals
>would mean that, even if
>they did occassionally trade, such
>transactions were armslength at best.

Doesn't this fly in the face of your whole, "Humanity is resilient" argument? You have tribals living a stone's throw away from a town that has it "better", but they're unwilling to elevate themselves to the examples set by those even on what you'd call a "frontier town".

They have an example of "Better Life" coming and visiting them, even if they don't enter Klamath on their own, they can still see that better life routinely.

> Thus, the communities could
>be close, yet technologically at
>different levels, especially if Arroyo
>is isolationist.

Again, this refutes your whole "Humanity is resilient" synopsis.

>As for
>the Den and slave central,
>it makes sense for them
>to be close to the
>tribals as that's the commodity
>they trade. Where else
>would they be, among the
>aliens?

Given the time it takes for a human to get pregnant, spawn a new human, and have that human reach maturity, and the population size of Arroyo, I'd say the whole Predator-Prey relationship would have wiped Arroyo out in no time flat.

>There is also
>no indication as to how
>long the slavers have been
>at the Den. They
>could have shown up fairly
>recently and, because of their
>superior firepower, dominate.

Again, have you even played the game? There are many indications that the slaver guild in The Den is fairly old. The guard situation is one of the most obvious quests involving the idea that the slavers have been there for a while.

> Communities that have a
>strong sense of "self" vs.
>"other" could be resistant to
>new technology even if it
>surrounds them.

Which also beats down on your argument about developing an infrastructure, sailing to foreign lands, and so on.

THANKS!

>As for difficulty in traveling even
>small spaces, remember that Vault
>City is having trouble finding
>a way to NCR.

Doesn't help your original case again. You're good at arguing against yourself.

>But that tribals,
>because they are "hardy" would
>travel better than more technologically
>advanced folks, is possible. Farmers
>are probably more attached to
>their land (why they are
>farmers) then tribals who use
>slash and burn.

The correct term is "hunter gatherer". As such, tribals need to be able to move around in the wasteland.

>However,
>as more technologically advanced folks
>might have better weapons, better
>transportation, better methods for repairing
>damaged goods. Furthermore, dependency
>on advanced goods might create
>more incentive to trade with
>others and more experience and
>knowledge of the outside world.

Okay, you're slipping back to foolishness. More advanced stuff is harder to maintain. If you have an irrigation system going, and a person dedicated to that operation, he can't just up and leave town to go see what's out there.

Also, given that there are only primitive style agricultural techniques in place, it's not like farming is even remotely as easy in Fallout as it was in the 1800s. How many oxen driven mechanical reaping machines do you think exist today? That's not even a simple machine to invent either, because there's numerous problems when dealing with grain harvesting mechanically. That's why it took two generations of McCormicks to develop the first working one.Robert McCormick spent 15 years of his life working on one before he gave up. Cyrus took up where his father left off, and it still took him year of development time to get it right.

>As for production. My thoughts on
>this are to make a
>limited game that is expandable.
> The idea is that
>the game designers would be
>able to profit from these
>expansions.

FUN FACT: Expansions are no where near as profitable as full games because they never sell as well as a full game *yet* they take about the same time to develop.

There's a reason BIS has been using the infinity engine for nearly five years and the trend has been One Full Game, and then an expansion pack. Then they repeat that.

The only company that's managed to buck that trend is Maxis with The Sims, and that's because The Sims is *widely* popular. It's the best selling game of all time, in fact.

>It seemed a lot of people
>like Fallout Tactics.

You haven't been paying attention, then.

>As for science stagnating. In Europe
>you had a system that
>was dominated by a religion
>that forced an ideology on
>top of science. Inquisitions
>were preventing scientific discourse, but
>this didn't stop education or
>the study of the nature
>of natural world.

Actually, the church funded scientific research, but that wasn't until the late 1400s. You have no one in Fallout that's going to foot the bill for pure scientific development like the church did in the dark ages, because it's post apocalyptic with no infrastructure.

>In other
>areas of the world science
>continued to develop. As you
>note, this comes in part
>from people satisfying material needs.

No, it didn't. The rise of Islam pretty much ended the development of Persian science. Asian cultures were stagnant at the time too. Steel? Gun powder? Paper currency? All those had been developed centuries earlier.

>But as long as
>people have needs, then individuals
>who study the sciences will
>continue. The direction of that
>science will usually reflect the
>needs of the time.

History says otherwise.

>This does not require extensive
>infrastructure, especially if the individuals
>are rediscovering the world.
>Here we have science books,
>repair manuels, medical texts, and
>even in Fallout 1 we
>had people willing to sustain
>this information (the librarian at
>the Hub, the BOS, the
>scientists and craftsman at the
>Boneyard).

And yet, all it would take is one raider finding those people to snuff that out. In fact, even developing something great would be nothing more than an incentive for a raider to come along and claim that stuff because the law of the land is who can take what when it boils down to it.

>Even in Petroleum doesn't exist, alternative
>fuel sources did exist. Read
>the message board about finding
>fuel for the car.

Alternative fuels require infrastructure. Apparently, you don't get the concept of an "infrastructure". You can make an alcohol driven car, but it requires a high grade of alcohol to run on.

That pretty much means you can't dump Rotgut in the tank and expect to do anything more than screw it up. Now, even though you have this car, you have to have a means of distilling this alcohol and the right type of grain with which to make it. Fuel alcohol requires special, fatty kernals of corn for the process.

So, basically, you're limited to half the distance you can get in your vehicle, because you have to return to your point of origin. Why? Simple, because you can't count on other communities to have Mr. Special Grain being grown or the right kind of distilling equipment to make your alcohol.

Steam has even more problems than alcohol!

>If
>there is fuel for the
>car, why not other forms
>of transportation. The cars don't
>exist because the designers didn't
>include them.

In fact, they even presented us with reasons cars didn't exist. Interesting, that!

>They exist in
>Fallout 2 because they did,
>and they continued to exist
>in Fallout Tactics because the
>designers wanted them. Could they
>exist? Even after all the
>years of wear and tear.
> There are a lot
>of derelict vechicles out there
>and if they have working
>parts, why not salvage.

Cars were included in Fallout Tactics because the designers didn't know shit about Fallout. That's the same reason why Supermutants are living in a working and productive oil refinery in the game.

>Save the insults,they make you sound
>like prick.

And without insults, you still sound like a moron.

>As for vessel
>building, yes, some infrastructure. But
>assuming that communities at a
>stage similar to NCR or
>the Shi in SF couldn't
>do it, forecloses a lot
>of possibilities.

They'd also need a reason to do it as well as the means. This reason has to be better than the resources used up by the means as well. Say the NCR made a ship. They'd have to justify the manpower in building it, they'd have to gather the resources needed to build it when there's not that much wood around, they'd have to build a dock to build it, and so on. You're talking decades of work here, since there aren't that many people in the NCR who can be put to such a task.

Shady Sands(aka NCR) has a population of 3000 people TOTAL. Most of whom have jobs already that go towards other goals. Now, say they can spare 5%, or 150 people, which is way too large a number. We'll use it any way.

Okay, now you have to build a lumbermill, or a place to process trees as well as a dock. Now, factor in that NCR is very much INLAND, you're talking about sending this 150 people over land to get to the coast. Let's assume that they all make it, which is also unlikely, but we'll just assume!

Okay, now you have say 30 people working on the lumbermill and 30 people working on the dock and another 30 working on building housing. You have 30 people guarding both sites to keep the raiders off it. That leaves 30 people to find food and water for all 150 people.

Starting to see the problem? No? I'll go on.

Okay, once the lumbermill is done, that frees up 30 people. Naturally, we're assuming no one's died because of starvation/hydration(LIKELY), disease(LIKELY), creature/raider attacks(LIKELY). Move those lumbermill builders to collecting trees and/or working the mill itself. 20 people on tree scouting, 10 people working the mill. Again, we're assuming that while scouting for trees, no one dies(UNLIKELY SINCE WE HAVE NO GUARDS TO SPARE).

The dock is done, so let's put those 30 on building the ship and gathering the other components for ship like the sail. Say, 10 people looking for sail material that actually works, 10 people ship building, and 10 people building support facilities for the trade thing and storing food for the journey.

Hell, fuck it. This is just way too ludricrious to go on. You're talking about an impossible endevour here because you not only have to build a ship, you have to build the support facilities for the ship, and the infrastructure to build it!

We don't even have people available to research navigation, which is a huge concept, don't you think?

>Most people who
>do sail know how to
>navigate. Even tank drivers in
>the desert during World War
>2 could navigate by stars.
>The knowledge exists so it
>wouldn't be that hard to
>do it again.

Actually, yeah it would. Without any astronomy at all or land marks, let's see you figure out how to navigate from Boston to Barcelona.

>Yes, Fallout is post apocalytic, but
>its not the stone age
>either.

It's a hell of a lot worse than Europe after the fall of Rome. Europeans didn't have to deal with gun toting raiders, giant insects, and death claws.

Suck it down.
 
*ahem*

If you're just going to bitch ad hominem and not add anything to the discussion, don't bother posting.
 
Saint_Proverbius-

Ok, so good ideas from this posting.

Character development. I think a lot of people like this game series because it emphasizes character. So let your character develop without necessary becoming the master of everything (as most characters do at the higher levels). And yes, since the side quests are more interesting emphasize them.

modules- Smaller campaigns but more frequently released games might satisfy player demand. If fallout does not produce a title, interest will fall and you can forget about Fallout 3 If the game allows for the creation of custom campaigns (as it does in Fallout Tactics) then perhaps the designers could put on small, less expensive and more professional expansions.

Expanding the scope of the game outside of California and return to California sites. A lot of people like the places they have been to, but going to the mid west has been a good idea of Fallout Tactics.

I also think that some of the ideas on encounters are good ones and I don't mind seeing vehicles being run on power cells. These things might be rarity, but they might work.

As for the rebuilding of society, yes its difficult but it does seem to be happening in the game's design. The world does seem to be, if slightly, a nicer place, in Fallout 2 than Fallout 1. I would like to see it again 50 or 100 years into the future.

I like Fallout 1 a lot, and I see your points about Fallout 2 and tactics not being as good. But both do have a pretty loyal fan base. What a lot of players want is something new. Replaying the game over and over again eventually gets boring.

You seem to want to go back in time to Fallout 1 and start over again. That would work against a lot of fans who enjoy what they have. You are foreclosing imaginative possibilities by demands that the world live up to your expectations.

Constructive criticism, ok, and some of your thoughts are incisive, but your insults and aggression reduce your crediblity and the willingness of others to exchange ideas. They only make you sound like a prick and tight ass.
 
>Constructive criticism, ok, and some of your thoughts are incisive, but your insults and aggression reduce your crediblity and the willingness of others to exchange ideas. They only make you sound like a prick and tight ass.


It's pretty hard to keep hand-holding when someone is going to blatantly keep verbally masturbating whilst clueless. Someomeone keeps posting clueless crap, the moron flag must be waved.

For example, the bit about diesel/gas. It's almost painfully obvious they have a shitty memory or didn't play Fallout. Perhaps just thought the world ended up that way "for some reason".

Then, about it being like a novel. Sure, let's make it into something like Final Fantasy or some other linear game. Oh, but where did Fallout get it's popularity? Because it wasn't really a linear game. You could play it fairly how much how you wanted to play it.

It seems like you didn't get a clue about FOT, in where it did cheese of a substantial amount of of fans. Yes, even a good amount outside of the Fallout fansites, even on Usenet, at PCGR.com (according to a friend), and many others. What happens when Fallout 3 ends up going even more ridiculous and neglectful of the setting than FOT was? Sure, it would be something "new", but it wouldn't get well-received if it didn't match the quality and setting of the original game. Even some of the most hardy of Fallout 2 fans will generally admit that the easter eggs were a bit too much and their implementation was a bit...lame.

>A lot of people like the places they have been to, but going to the mid west has been a good idea of Fallout Tactics.

How? In how you knew exactly where you were most of the time, there was no snse of exploration, and that even the plot flow design was rather lacking, in having BoS-created items in the depths of enemy lines, where you see it for the first time? Also, nevermind the plot that was rejected by Ed Wood.

So the "good idea" is that they just moved it to another place. *rolls eyes*

Also, in sequels, the point is to have the familiar and build upon it with new exploration. Having the whole US would be fairly stupid, given the size of the US with travel times. Please, no pulling out vertibirds from your orifice of choice. Having the whole US or a substantial amount of North America would detract from the story. It just becomes a sightseeing tour. The interactions of one settlement to another would hardly be as felt, or wasn't the relation between the cities obvious for you? For the interaction to exist between locations in such a spread-out manner, it would either require easier and faster access between them (sorry, caravans are the method of choice and that takes a while), or a higher development of civilization into states, which would reduce the feel of the post-apocalyptic setting. Which, oddly enough, was the appeal to Fallout. Then it would be cities with more filler and wars, and other crap that just really skews the intended setting out fairly well.

If you had a large scope that spread over the remains of states, the interaction is gone, or the detail of those areas becomes smaller. BIS doesn't have the time to do something along Morrowind, so keeping the scope smaller and more in-depth is the best route of action.

>modules- Smaller campaigns but more frequently released games might satisfy player demand. If fallout does not produce a title, interest will fall and you can forget about Fallout 3 If the game allows for the creation of custom campaigns (as it does in Fallout Tactics) then perhaps the designers could put on small, less expensive and more professional expansions.

That is just...stupid as hell. Relying on player-made modules, or dev released modules, has always been proven to be mediocre and a laugh at best. Didn't you learn anything from V:TM? Sure, could have modules and that like, but it's been kind of (un)dead with the fans. Arcanum is kind of the same way, with some projects being made, but I'd hazard a good guess only the hardcore followers of the game would care to play them. The same thing happened with DarkStone. NWN goes along the same theory, but for every good game created, there's going to be dozens that are incredibly shitty. There will be a time when people will tire of it and put it aside. I can't believe that someone mentioned this when those "buildware" games now (aside from NWN) have a mediocre following, while Fallout has always had a strong following. Can you guess why that might be?

>As for the rebuilding of society, yes its difficult but it does seem to be happening in the game's design. The world does seem to be, if slightly, a nicer place, in Fallout 2 than Fallout 1. I would like to see it again 50 or 100 years into the future.

Go play Shadowrun, then. Fallout is meant to be post-apocalyptic, in that the world is pretty well screwed. It was first started in Fo2, and later admitted by the developers, that good parts of it did not fit into the setting at all. New Reno was a giant fucking joke, appealing to puerile fancies, without an ounce of real design behind it. It was because the game was rushed and slapped together that it lost a lot of refinement, especially when they stuffed it with inane crap before working on what mattered.

For every good idea posted by this fellow, there has been few really poor ones. The inclusion of FOT events into Fo3 has been fairly anathema to many people, even some of the BIS fanboys have agreed with that. Much of the plot was ludicrous and from a design standpoint it would be most beneficial to treat it like Highlander 2.

The gas suggestion, while a bit ludicrous, was a god indication that someone needs to spend $10 at a local Wal-Mart to play Fallout and get an idea of the setting.
 
[font size=1" color="#FF0000]LAST EDITED ON Jul-28-02 AT 02:51PM (GMT)[p]>Character development. I think a lot
>of people like this game
>series because it emphasizes character.
>So let your character develop
>without necessary becoming the master
>of everything (as most characters
>do at the higher levels).
> And yes, since the
>side quests are more interesting
>emphasize them.

Character development? He stated that he wanted the game to start with the character already being motivated towards re-uniting the world and establishing a United States government by getting all the factions to unite.

How is THAT character development? The character is developed before you open the box! They might as well name the character for you, and do his stats, since they're already telling you what he thinks.

>modules- Smaller campaigns but more frequently
>released games might satisfy player
>demand. If fallout does
>not produce a title, interest
>will fall and you can
>forget about Fallout 3
>If the game allows for
>the creation of custom campaigns
>(as it does in Fallout
>Tactics) then perhaps the designers
>could put on small, less
>expensive and more professional expansions.

First off, how many custom campaigns are there for FOT? None? One? I think that makes this a moot point. I also haven't seen any additional Fallout Tactics campaigns coming from Interplay or Micro Forte, so the idea that publishers and developers will add on to that later is also moot.

Secondly, you're talking in circles here. Welsh was talking about how Fallout 3 should be made, so.. How could Fallout 3 be made in such a manner that would make us forget about looking for Fallout 3?

>Expanding the scope of the game
>outside of California and return
>to California sites. A
>lot of people like the
>places they have been to,
>but going to the mid
>west has been a good
>idea of Fallout Tactics.

A lot of people also come up with stupid Fallout 3 plots based on what was in Fallout 2 because they're not original enough to come up with something new. Considering Fallout is an OPEN ENDED CRPG that allows you to do your thing, your way, having Fallout 3 overlap all of Fallout and Fallout 2's territory is nothing more than cementing the idea that there should be "Correct" ways of solving the game.

In fact, this whole bullshit idea that Fallout 3, and even later chapters of Fallout, should be set EXACTLY where Fallout and Fallout 2 were set pretty much green lights the notion that Fallout 3 should be a linear and closed as Baldur's Gate and other shitty CRPGs. Why bother having evil paths for a player when the good way is the correct way? Why give the option to side with one faction over another when one faction is the "right faction"?

>I also think that some of
>the ideas on encounters are
>good ones and I don't
>mind seeing vehicles being run
>on power cells. These
>things might be rarity, but
>they might work.

Thus setting up FALLOUT: WASTELAND RACER for the Gamecube.

The reason there are no vehicles was hashed out rather handily in Fallout. Adding more and more vehicles to the setting in spite of what was said about them just assrapes the series further. It'd be like Star Wars: Episode 3 saying Wookies are extinct. Ooops! We forgot about Chewbacca!

>As for the rebuilding of society,
>yes its difficult but it
>does seem to be happening
>in the game's design.
>The world does seem to
>be, if slightly, a nicer
>place, in Fallout 2 than
>Fallout 1. I would like
>to see it again 50
>or 100 years into the
>future.

Which, BTW, was a mistake on the part of BIS when they made Fallout 2. Fallout is supposed to be Post Apocalyptic, not Sci-Fi. Then again, you have a bunch of monty haul people given 10 months to make a Fallout sequel with little communication going on between the designers, and that's the kind of shit you end up with.

"Hey, let's toss in some real world weapons! Ooops! We made the stats of the real world weapons better than the stuff the U.S. was using right before the Great War! Our bad!"

>I like Fallout 1 a lot,
>and I see your points
>about Fallout 2 and tactics
>not being as good. But
>both do have a pretty
>loyal fan base. What a
>lot of players want is
>something new. Replaying the
>game over and over again
>eventually gets boring.

Playing something good, over and over, beats the hell out of playing something shitty once. Other than the reviewers, most of the feedback on Fallout Tactics was *extremely* negative. Ever see Interplay's official Fallout Tactics forum for the months following the release of the game? It was filled with complaints about how the setting was ruined, how many bugs there were, and how the gameplay stunk.

>You seem to want to go
>back in time to Fallout
>1 and start over again.
> That would work against
>a lot of fans who
>enjoy what they have.
>You are foreclosing imaginative possibilities
>by demands that the world
>live up to your expectations.

Making Fallout just another sci-fi setting isn't imaginative at all.

>Constructive criticism, ok, and some of
>your thoughts are incisive, but
>your insults and aggression reduce
>your crediblity and the willingness
>of others to exchange ideas.
>They only make you sound
>like a prick and tight
>ass.

It is cute that you can parrot Welsh's two insults readily though. Can't come up with anything better than "tight ass" and "prick", so you have to just repeat Welshy boy over and over?

What was that you were saying about "imaginative" earlier? You certainly aren't the foremost choice of spokesman for the "Imagination" cause.
 
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