The Dutch Ghost said:Okay, so perhaps I am mistaken about FO:NV being rail roaded in the beginning but it is still strongly encouraged to go south first, through Nipton and then go to locations like Novac and Boulder in order to get to 'meet' some of the factions and learn about the region's history before hitting New Vegas after which the game becomes more open.
Something else I liked about New Vegas is how 'colorful' some of the factions are, the new ones aren't automatically copies of factions of Fallout 1 and 2 that are 'reskinned' and given a new name, that made finding out about them more fun.
I really didn't care for any of the factions in Fallout 3 and expansions including the Enclave while I did like them in Fallout 2 despite being somewhat cliché.
Typical NMA manners, I disagree in a polite way asking why the dialogue canceling "swinging arms" doesn't count as a bug and you respond with insults. Maybe I should have clarified I only believe getting to NV is "very" on rails....Dukeanumberone and if you think FNV is rail roaded, then what game isn't by your weird/stupid standards?
Ok , then how is the whole "direct to NV" considered a legitimate point against it being on rails? You still have to exploit 1st hand or previous gameworld knowledge to do it.
Thats all i'm saying.The point is, it should be like this.
For 1st players, the best way, is southern way and no one is saying otherwise.
Speed run without using bugs is nice example, showing how rail-roaded is game.
If you can complete FNV in 200h or 40 min... then it's cleary not-rail-roaded.
If you can complete New Vegas faster on later runs by taking alternate routes and advancing other points of the plot then it's obviously not rail roaded.
Maybe I should have clarified I only believe getting to NV is "very" on rails....
How is having multiple ways to get to the Ending, and New Vegas, being able to ignore Benny in certain Quest paths a rail roaded game?
So again, my question, why crpg game isn't rail-roaded to you?
Maybe I should have clarified I only believe getting to NV is "very" on rails....
Speedruns are just small part of it...I did lose track here, kind of rambling, was about the whole speedrun thing and using prior game knowledge to achieve said speedrun faster.
Again those, with 0 knowledge about lore... god, protect us from more ignorants.but not as completely destroyed as it should have been
woo1108 said:for Fo2, what you have to find is vault 13 to get geck.
there's 2 sources
1. information from Vault city
2. origin of flask: while the brahmin run.
so there are two way to find Vault 13
Mameluk said:Good luck getting past giant radscorpions, deathclaws and cazadors as a level 5 character.
I did it at Level 1. No killing, no experience, no special looting, no NOTHING of any kind except completion of the "Ain't That a Kick in the Head" quest. Once I left Doc Mitchell's, I literally made a straight b-line North, and I was able to get to my destination, THROUGH the Deathclaws, with minimal fuss. It didn't require a Stealth Boy. It didn't even require luck. Although you could argue it was highly abusive of the game's engine (and it was) because I used the sloppy collision detection to escape Cazadores and Deathclaws by "rock climbing", in a way. Point being, you can head North and survive the trip with the BARE MINIMUM of resources provided at the beginning.Tagaziel said:I did it with a level 3 character.
I agree with thatYes, it urges you to go South to prevent you from avoiding all of the tailor-to-newbies low-level quests and miss a large portion of the game, and they placed roadblocks as added incentive to reinforce this suggestion. But that is in no way the same thing as PREVENTING you from choosing your own path. It's no different than FO1 making journeys immediately West of Vault 13 to be nearly-suicidal, yet still not impossible to venture. If the experienced player wanted to do this, they had the option to do so. The negative reinforcement merely served as "guiding hands" for newer players, before that term meant literal railroading and hand-holding tutorials for each and every action the player had to take. In a day and age where such guidance almost NECESSITATES needless hand-holding, the methods Obsidian employed were very open-ended, and much in the spirit of the original games. The level of linearity in FONV is almost non-existent.
Lol, ok. But only because you asked nicely.Without joining the other.... "conversation"... which Duke is a part of, yet still addressing its important details: Duke, shut up.