CT Phipps
Carbon Dated and Proud
Man, imagine a properly scaled and populated New Vegas.
I mean, it'd be without the Mojave basically.
Man, imagine a properly scaled and populated New Vegas.
A huge chunk of the complaints about Fallout 3 seem to be, "This is literally the world despite the fact it's obviously a scaled down version."
apparently, in Skyrim, they'd all say, "Whiterun only has 30 people! How is it the largest city!"
I think he's just saying that if the map were scaled close to real life, the ruins of New Vegas alone would be so large as to be the entire map.What?
I think he's just saying that if the map were scaled close to real life, the ruins of New Vegas alone would be so large as to be the entire map.
Adding more to the game world is rarely a good thing, at least for stability reasons. Hell, whenever I used to play New Vegas, I'd actively look for mods that removed things. But I understand what you are referring to, an ideal version of New Vegas that's capable of doing it.Man, imagine a properly scaled and populated New Vegas.
Adding more to the game world is rarely a good thing, at least for stability reasons.
Bethesda's version of Gamebryo. I'm not certain about the original Gamebryo/NetImmerse, though it was used for MMO's.Honestly that's just a skill issue on Gamebryo's end. There were a lot of games released at the time that could simulate large world spaces fairly well.
Bethesda's version of Gamebryo. I'm not certain about the original Gamebryo/NetImmerse, though it was used for MMO's.
The point I'm trying to make, is that people blanketly blame the Gamebryo engine for all of Fallout 3, NV and yes 4's (as the Creation Engine is built off the bones of it) issues. When in reality, it's just Bethesda's slapdashed version of it.If I remember correctly, Divinity II used Gamebryo as well, though I'm not sure how it compares to Fallout.
i mean thats bad in skyrim too. you do get that right? when small villages in morrowind are bigger than the capital of skyrim which is two streets youre goofin. look at some of the cities in tamriel rebuilt. 100s of npcs just in karthwasten which in skyrim was 4 huts. its embarassingA huge chunk of the complaints about Fallout 3 seem to be, "This is literally the world despite the fact it's obviously a scaled down version."
apparently, in Skyrim, they'd all say, "Whiterun only has 30 people! How is it the largest city!"
The point I'm trying to make, is that people blanketly blame the Gamebryo engine for all of Fallout 3, NV and yes 4's (as the Creation Engine is built off the bones of it) issues. When in reality, it's just Bethesda's slap dashed version of it.
Don't forget about how they attached the Havok engine to it like a parasitic twin. You ever wonder why things get fucky when the game goes over 60fps? It's because the physics are attached to the framerate.Fair, I don't know about the original Gamebryo engine. But it's still a skill issue on Bethesda's engine nonetheless. And actually now that I take into account that it's Bethesda's tweaked version of the engine it makes a lot more sense. Bethesda didn't WANT any major cities for Fallout 3. They wanted little mini Junktowns scattered around like Megaton, Rivet City, Girdershade, whereas New Vegas WANTED a major city with the Vegas area. Even D.C. proper was secluded cells separated by the metro stations.
I can’t help but feel like their games would run a lot smoother if they didn’t feel the need to attach physics to every single piece of clutter in the game. I remember first playing Oblivion and thinking it was so cool that you could pick up anything, kick shit off tables, and so on, but by the time Fallout 3 came out I realized how utterly pointless that is compared to actual gameplay.Don't forget about how they attached the Havok engine to it like a parasitic twin. You ever wonder why things get fucky when the game goes over 60fps? It's because the physics are attached to the framerate.
Something something radiant AI. Anything to keep the player distracted from the abysmal story telling.I can’t help but feel like their games would run a lot smoother if they didn’t feel the need to attach physics to every single piece of clutter in the game. I remember first playing Oblivion and thinking it was so cool that you could pick up anything, kick shit off tables, and so on, but by the time Fallout 3 came out I realized how utterly pointless that is compared to actual gameplay.
They could've atleast faked the scale of White run, like Caesar's Legion is really just a small Fort, but in the distance you can see many tents, implying that there are bigger force, same could've been done to Whiterun.A huge chunk of the complaints about Fallout 3 seem to be, "This is literally the world despite the fact it's obviously a scaled down version."
apparently, in Skyrim, they'd all say, "Whiterun only has 30 people! How is it the largest city!"
Pretty sure you can get to Necropolis with a caravan tho.Sounds like a skill issue on your behalf. Ghouls being radioactive mutants have a very low caloric diet. combined with their rat farms and fungus hunting parties working at peak performance they just need a steady source of clean water because Set has standards and dirty toilet water just won't do.
It's scaled down, sure, but it doesn't make the attempt to show anything scaled down, either. It's at most implied like in the 2D fallouts, and that doesn't fly in a 3D world that isn't abstracted. They learned in Skyrim and Fallout 4, mainly from NV I suspect.A huge chunk of the complaints about Fallout 3 seem to be, "This is literally the world despite the fact it's obviously a scaled down version."
apparently, in Skyrim, they'd all say, "Whiterun only has 30 people! How is it the largest city!"
We can have map encounters with hostile ghoul scavenger groups around Necropolis, so there is ingame support for the raiding of normies.Given Seth's affect, I think it's more likely that the ghouls procure their food by raiding hapless normies who pass in the vicinity of the Necropolis. Or perhaps the hydroponics wing of the vault is still operational, that doesn't seem out of the question to me given it's water purification is still working.
the thing about physics being tied to the framerate is that those problems have been fixed multiple times by modders and Bethesda never bothered. You can run modded New Vegas at 144 fps without the game world breaking every time there's an explosion, but Bethesda still can't be assed to fix all the problems Fallout 4 has, and it's been almost 9 years since its release date! Basic and straightforward problems that they never got around to addressing because it would've been pointless to fix for the console market.I can’t help but feel like their games would run a lot smoother if they didn’t feel the need to attach physics to every single piece of clutter in the game. I remember first playing Oblivion and thinking it was so cool that you could pick up anything, kick shit off tables, and so on, but by the time Fallout 3 came out I realized how utterly pointless that is compared to actual gameplay.
Eventually normies would learn to just avoid Necropolis, and in sewers you can see dead ghouls, who were killed by rats, how didn't they died out with those deaths per hunt?We can have map encounters with hostile ghoul scavenger groups around Necropolis, so there is ingame support for the raiding of normies.
EDIT: I just remembered that Necropolis sewers do have a ton of Rats and some Mole Rats (which are quite large). I can't remember if there are any Pig Rats in there.
It's pretty frustrating that Bethesda wastes so much development time in shit like this that in the end is either kind of pointless, outright immersion breaking, detrimental to the game's perfomance, or all combined.I can’t help but feel like their games would run a lot smoother if they didn’t feel the need to attach physics to every single piece of clutter in the game. I remember first playing Oblivion and thinking it was so cool that you could pick up anything, kick shit off tables, and so on, but by the time Fallout 3 came out I realized how utterly pointless that is compared to actual gameplay.