GamesRadar - The Infinite Potential of Fallout 3

thefalloutfan said:
Humpsalot said:
no break limits, silly ammo, back up quest npc's, invisible walls, taking super mutants down with pistols, un-interactive environments, the so far bad main quest, supermen children? Come on focus. lol

Back up quest NPCs and No break limits, what are those?

And what's wrong with taking down super mutants with pistols? And the "so far bad main quest"? Wtf is that about? We don't know anything about the main quest, except to find our father. It will *obviously* change, the objective I mean, just like the water chip objective changed, just like the GECK objective changed. Ammo doesn't bother me in the least, I don't think I've ever used AP ammo in FO2, it didn't seem to make any difference. And invisible walls could have been something else, though that's a very minor issue (for me).

The rest, I agree with (invincible children, indestructible environments).

Back up quest NPC = when you kill the guy who gave you the quest (on a whim or w/e) you will be able to turn the quest into someone else, and I read somewhere if you kill that guy there will be another one to turn the quest into.

What I was talking about as far as "break limits" is something special you can do. Instead of just Vats shoot shoot Vats. I just think it would add some depth if you had some cool downs like Mass effect, or in a lesser way to Oblivion where you had those 1 day cool downs. Or you could kill 5 guys and have a level 1 special ability, or if you wait to kill 10 you would have a level 2. Not a big deal to me just some depth changing things, but since they modeled it after FO1 that game does not have it so again, not a big deal.

Killing and getting past super mutants with only a pistol in the first 4 hours of game play. You did that?

Not saying the main quest is a bad story. I am saying it is so not desperate that it might as well be a sidequest. No water chip = everyone you knew is going to die, you got to buy water transports to elongate this time. Desperation is what I am looking for. Same with geck, village will die ect. Dad missing? I think I'll go help deliver this letter... It will turn into something more pressing but...

Ammo was talking about teddy bears and nukes 15 feet away from you, fat man doesn't bother me even a millionth as much as teddy bears. The rock-et launcher is cool, shooting pool balls and ashtrays, making junk not junk, but a teddy bear killing someone?

Invisible walls took me and everyone else 5 seconds to come up with better ways to deal with this.

I don't want to kill kids, but they shouldn't be immune to damage. I have reloaded in FO2 when I accidentally killed a kid, it is just depth and caution I'm looking for.

Uninteractive environments. Referring to that guy that was chained up in a church and he didn't swing when touched. Chains didn't break when shot, I understand that it takes up a ton of memory in a world that big to make anything interactive, but find a better way to deal with it.

Uninteractive environments, blow up a car by a building, building takes no damage, gas station doesn't explode, rocks don't fly everywhere.

Sigh I hate long post, I thought my people knew what I was talking about when I wrote my original message, except the break limit thing.
 
Ah I see what you mean. I thought killing someone who gave you a quest could result in the quest having to be completed differently.

I thought we all liked the fact that a quest can be completed in more than one way, so if you kill someone, you can sometimes still be able to finish the quest, in a different way.
 
Humpsalot said:
Back up quest NPC = when you kill the guy who gave you the quest (on a whim or w/e) you will be able to turn the quest into someone else, and I read somewhere if you kill that guy there will be another one to turn the quest into.
I don't necessarily think that's bad. It depends on how often it's used.

Killing and getting past super mutants with only a pistol in the first 4 hours of game play. You did that?
You didn't?

I am saying it is so not desperate that it might as well be a sidequest.
Kay.

Ammo was talking about teddy bears
That's unlikely to be a regular piece of ammunition for the launcher. They put it in a trailer to show that you can use anything, and that it's funny.

Invisible walls took me and everyone else 5 seconds to come up with better ways to deal with this.
Yes, your ideas were all better, and not just slightly aesthetically different versions of the same thing.

I don't want to kill kids, but they shouldn't be immune to damage. I have reloaded in FO2 when I accidentally killed a kid, it is just depth and caution I'm looking for.
Well, maybe you can still cripple them... I'm not sure how you should show them being damaged short of them dying, and beyond that, you can still hit them.

Uninteractive environments. Referring to that guy that was chained up in a church and he didn't swing when touched. Chains didn't break when shot, I understand that it takes up a ton of memory in a world that big to make anything interactive, but find a better way to deal with it.
Personally, I could deal with a little less interactivity in environments. I can't control my character as well as I can control me, so my character is always knocking shit down all over the place in Oblivion.
 
i wonder how many cash beth spend paying journalist to hype the game, if this is not the case well them this guy is a kid that have never played a decent RPG in all his life.
 
sarfa said:
Well... if you look at football from the managers perspective (as opposed to the level of 'just having a kickabout') then football is a game all about using your pieces strengths well to take advantage of the oppononents pieces weaknesses, while minimising your pieces weaknesses.
I am talking about the level of 'just having a kickabout', the core concept of the game as it was when it was created way back in whenever BC.
 
mandrake776 said:
I don't want to kill kids, but they shouldn't be immune to damage. I have reloaded in FO2 when I accidentally killed a kid, it is just depth and caution I'm looking for.
Well, maybe you can still cripple them... I'm not sure how you should show them being damaged short of them dying, and beyond that, you can still hit them.
They are unkillable NPCs and work like such did in Oblivion: you reduce their health to zero, they get knocked out and lie around for awhile, and then they get back up and act as if nothing happened (we'll see how much they care).

mandrake776 said:
Uninteractive environments. Referring to that guy that was chained up in a church and he didn't swing when touched. Chains didn't break when shot, I understand that it takes up a ton of memory in a world that big to make anything interactive, but find a better way to deal with it.
Personally, I could deal with a little less interactivity in environments. I can't control my character as well as I can control me, so my character is always knocking shit down all over the place in Oblivion.
Oblivion had terrible physics (everything was the same mass it seemed) which translated into walking by tables and clearing them of everything on them. I'd agree that I'd prefer no physics on stuff like that (table settings, maybe items in general) than the crap in Oblivion but one thing that you should try to do with a modern game is have a consistent game world. Having physics for crap like items but not for swings, tied up corpses, or the environment in general is a problem, just as having the only interactable terrain being exploding cars (though this we're more used to since it's so common).
 
Humpsalot said:
I'm not at all sure what a phyco is, but I'm not the one bitching about how the children are invincible.

From the most rudimentary of research I have determined you are calling me algae or seaweed. This aggression will not stand, man.
 
hey, killing children is harsh indeed...but making them invincible in a game is just stupid man...

Kid : hahaha you just killed my entire family, neighbors and wiped my entire town but you cant kill me! im the lil one and devs made me invincible! now im gonna kill you with ma stones! *throws stone*

Vault Dweller : dude whats a dev?
 
UncannyGarlic said:
They are unkillable NPCs and work like such did in Oblivion: you reduce their health to zero, they get knocked out and lie around for awhile, and then they get back up and act as if nothing happened (we'll see how much they care).

Actually, the second you shoot a kid, they take off running and every nearby person becomes hostile towards you.

I doubt they even have a health bar.
 
thefalloutfan said:
On a positive note killable children will be modded in 5 minutes after game release.
Ok, the kid killing thing is just plain creepy now. Seriously, it make you look like crazy people.
 
Better yet having children victims in the Saw series.

Yeah...

Anyway, having killable children will only add more to the game, making sure you protect them in battle.
 
generalissimofurioso said:
I don't see how wanting a harsh, quasi-realistic wasteland makes me any crazier than someone who enjoys the Saw series of movies.
OK. People who like torture porn movies are creepy bastards too. Is that better?
 
I'm reading the Deathland series by Axler. Children can be killed, and are killed. What's the big deal?
 
mandrake776 said:
Humpsalot said:
I'm not at all sure what a phyco is, but I'm not the one bitching about how the children are invincible.

From the most rudimentary of research I have determined you are calling me algae or seaweed. This aggression will not stand, man.

*Psycho as in psychopath, was my bad misspelling, just making a joke.

I am still really looking forward to it, I would just like some very fixable aspects of the game fixed.

I want it to get game of the year and 10/10, and not second place and 9/10
 
Pope Viper said:
I'm reading the Deathland series by Axler. Children can be killed, and are killed. What's the big deal?
I'm not sure you understand. Yes, children die, in literature, real life and sometimes, video games. In this case, they do not. Arguing that the game is not as good because you cannot murder children is fucking creepy.
 
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