Name reasons you thought Fallout 3 was better than New Vegas

Oh, the nitpick argument, i hate this argument. Read my edited post for more reasons why the world of Fallout 3 is stupid. Not showing where people get their food is a nitpick? Are you serious? Please tell me you're joking about this. Not showing how people are even alive is not a nitpick, it's a major flaw.

It just pales in comparison to other major flaws in Fallout 3 though, to the point where it's hardly worth mentioning. Especially in a thread comparing the game to New Vegas, where they also expect you to believe things like that a ragtag bunch of ghouls could actually launch 200 year old rockets with the help of one scientist. Fallout isn't that serious of a game. And I'm not saying Fallout 3 didn't make horrific errors, it's just like at this point, who even cares?
 
It just pales in comparison to other major flaws in Fallout 3 though, to the point where it's hardly worth mentioning. Especially in a thread comparing the game to New Vegas, where they also expect you to believe things like that a ragtag bunch of ghouls could actually launch 200 year old rockets with the help of one scientist. Fallout isn't that serious of a game. And I'm not saying Fallout 3 didn't make horrific errors, it's just like at this point, who even cares?
That was more a joke quest, similar to a few the first two games had (Fallout 2 had more though). Fallout always had some silly things, most of them just to add humor to the world. And even then, you do most of the work in that quest to fix the rocket, it's just not one scientist.

The entire word building of Fallout 3 is terrible because it's filled with nothing but stupid crap Bethesda thought it was cool. This is not a nitpick, this is a major flaw with Fallout 3, right up there with the terrible RPG elements and terrible writing. This is a franchise that, for the most part, is trying to mimic the real world. And Fallout 3 constantly fails at that with every corner.

I'd rather be playing in a world that is trying to be as much believable as possible than one that "has better exploration".
 
Last edited:
I guess I got two things

- Generally world building and vibe ; I really like the environment in fallout 3 seemed to have alot of build e.g the D.C area. Even though alot was't enter-able you still had some cool location like hurbics comics etc. Most of the world did seem grity and hostile witch I did dig quite alot compered to NV some of that was lost. NV its self had lots of settlements and felt quite 'safe'. I mean I guess it was just down to the location they picked. NV it self was a really good location but the susround area where just desert. Although I did really like in NV the long winding highways. I think a next fallout or whatever have a location with a bit of both would be epic. A gritty out world with a few key massive settlements. I guess they tried that with fallout 4 but on the whloe the game world sorta failed for me at least.

- Random encounters. Now this was something I think was overlooked in FNV. I really did enjoy some of the random encounters from fo3. Either getting susround by talon Mercs or finding a NPC you used to know or even a gang of ghoul outcasts. It was used really well. Could of been used really well in FNV too
 
That was more a joke quest, similar to a few the first two games had (Fallout 2 had more though). Fallout always had some silly things, most of them just to add humor to the world. And even then, you do most of the work in that quest to fix the rocket, it's just not one scientist.

The entire word building of Fallout 3 is terrible because it's filled with nothing but stupid crap Bethesda thought it was cool. This is not a nitpick, this is a major flaw with Fallout 3, right up there with the terrible RPG elements and terrible writing. This is a franchise that, for the most, is trying to mimic the real world. And Fallout 3 constantly fails at that with every corner.

I'd rather be playing in a world that is trying to be as much believable as possible than one that "has better exploration".

Let me just say I've agreed with pretty much all your points so far, I just personally think the issue gets blown out of proportion. That's all I'm trying to get at. It is an issue that exists.
 
I liked menu screen better and default green letters instead of orange. And...uhm... I guess I liked Dunwich Building. FNV doesn't have something like that IIRC.
 
I guess I liked Dunwich Building. FNV doesn't have something like that IIRC.
Descent into madness kind of theme? Dead Money have most of it and done better, although it's not super nature kind of madness, but the kind of madness derived by fear, greed and distrust.
 
That was more a joke quest, similar to a few the first two games had (Fallout 2 had more though). Fallout always had some silly things, most of them just to add humor to the world. And even then, you do most of the work in that quest to fix the rocket, it's just not one scientist.

The entire word building of Fallout 3 is terrible because it's filled with nothing but stupid crap Bethesda thought it was cool. This is not a nitpick, this is a major flaw with Fallout 3, right up there with the terrible RPG elements and terrible writing. This is a franchise that, for the most part, is trying to mimic the real world. And Fallout 3 constantly fails at that with every corner.

I'd rather be playing in a world that is trying to be as much believable as possible than one that "has better exploration".

To be honest, it's pretty clear you really dislike Fallout 3, and I think that's why you're not willing to forgive the same sort of flaws that you see in New Vegas.
 
Descent into madness kind of theme? Dead Money have most of it and done better, although it's not super nature kind of madness, but the kind of madness derived by fear, greed and distrust.


True, Dead Money does have that, but there are differences. First of all, it's limited by the fact that it is a DLC. Second, it is a whole DLC versus a single building.
I love Dead Money, it's my favorite FNV DLC. I've actually replayed it recently and I really appreciate how tightly knit and thematically focused Obsidian made it, while retaining a very original atmosphere that's somewhat of a novelty in Fallout universe.

Bethesda kinda did that too with Dunwich, albeit on a far smaller scale. True, it's thematically completely different, being quite openly Lovecraftian and supernatural, but it's quite atmospheric*. I also cannot help but appreciate the fact that this is a single location in the game and its story is really just self-contained and completely unrelated to the main quest and even rest of the CW, but still feels fitting. I don't think Obsidian did something like that in FNV - granted, they didn't really have time and maybe had planned on it.

*When it comes to atmosphere, I think that's Bethesda's strong suit in general. They might have failed to make a logical setting in FO3, but made quite an atmospheric one.
 
I thought New Vegas have a better duration/repair system?
It's pretty obvious that Obsidian didn't like or care for the repair system. They did all they could to make it negligible and non restrictive. I am sure they would have gotten rid of the Repair and equipment durability if they could.

In Fallout 3 you can't repair weapons and armors to 100% with low Repair skill. In FNV you can do it with any skill value. FNV also implemented the "Jury Rigging" perk, which makes it very easy to repair equipment. Also made weapon repair kits to make it easier to repair equipment. And gave Raul the companion perk to make things degrade slower (which is pretty much useless when you have so many ways of repairing and no restrictions).

In FO3 you can only repair to a certain % depending on your Repair skill, and you have to use vendors to repair stuff if you don't invest in Repair. It is hard to keep your equipment in good shape if you don't use vendors.

It is the only thing I prefer from FO3 to FNV.
 
One thing that 3 did better than NV?
Being shit.

And maybe crafting.
 
He was an annoying creep who somehow knew so much about you. In fact his existence in the game is daft. Why does the BoS protect him and the station? What possible use could he be to them to warrant all those Power Armour soldiers protecting him?

The reason the BOS is protecting him is due to morale. Morale is one of the most important things to have when your running an army. If your morale is low, people will flee or not fight as hard. 3 Dog helps improve their morale and keep hopes high (3 Dog also plays some kick ass music to boot!)
 
It's pretty obvious that Obsidian didn't like or care for the repair system. They did all they could to make it negligible and non restrictive. I am sure they would have gotten rid of the Repair and equipment durability if they could.

In Fallout 3 you can't repair weapons and armors to 100% with low Repair skill. In FNV you can do it with any skill value. FNV also implemented the "Jury Rigging" perk, which makes it very easy to repair equipment. Also made weapon repair kits to make it easier to repair equipment. And gave Raul the companion perk to make things degrade slower (which is pretty much useless when you have so many ways of repairing and no restrictions).

In FO3 you can only repair to a certain % depending on your Repair skill, and you have to use vendors to repair stuff if you don't invest in Repair. It is hard to keep your equipment in good shape if you don't use vendors.

It is the only thing I prefer from FO3 to FNV.

Yeah I really preferred this alot too keep the game little more changeling and also made use guns weapons that you might not of wanted but had too. Do you know any mods for FNV that change back to a more fo3 kinda repair system !?
 
To be honest, it's pretty clear you really dislike Fallout 3, and I think that's why you're not willing to forgive the same sort of flaws that you see in New Vegas.

Norzan is just parroting the same 'immersion breaking' illogical oversights that were slowly gathered over time and are now used as a weapon against Fallout 3. He has a valid point, but these things are far less serious problems than people on this forum make them out to be. I'm the pickiest, most critical person in the world, and I didn't even realize half of these things when I first played Fallout 3. It reminds me of how everyone shits on the movie Signs because 'oh why would aliens come to a planet covered in water if they get hurt by it?'. Who the fuck actually thought of that the first time they watched Signs? Most people just read someone else say it on the internet.

Bethesda kinda did that too with Dunwich, albeit on a far smaller scale. True, it's thematically completely different, being quite openly Lovecraftian and supernatural, but it's quite atmospheric*. I also cannot help but appreciate the fact that this is a single location in the game and its story is really just self-contained and completely unrelated to the main quest and even rest of the CW, but still feels fitting. I don't think Obsidian did something like that in FNV - granted, they didn't really have time and maybe had planned on it.

I thought Vault 11 in New Vegas was better than the Dunwich Building in Fallout 3, but the developers at Bethesda definitely had a knack for creativity within an engine. I like how they were able to create a subtlely disturbing feeling just by having objects move by themselves in an isolated location. This same kind of creativity is on display at the Gold Ribbon Grocers where they set up an elaborate Rube Goldberg machine using Gamebryo's physics.

One thing that 3 did better than NV?
Being shit.

And maybe crafting.

How is a bench where you can only contextually make a few weapons with found blueprints better than a fully implemented mechanic which allows you to systematically create useful things like upgraded ammunition and consumables with better effects based on your statistics?
 
Last edited:
The reason the BOS is protecting him is due to morale. Morale is one of the most important things to have when your running an army. If your morale is low, people will flee or not fight as hard. 3 Dog helps improve their morale and keep hopes high (3 Dog also plays some kick ass music to boot!)

What if you're playing as an evil character? Wouldn't really boost morale then.

But I see your point, I don't run with that idea, but I understand.

Descent into madness kind of theme?

A nice, out of the way Lovecraft reference, I'll admit I don't mind that location. And Vault 108, despite how silly it is, I like the idea of clones experimenting on people they capture because they don't understand natural human beings (or something, that's my theory and I'm sticking to it).

Pity Bethesda overused both concepts in Fallout 4.
 
What if you're playing as an evil character? Wouldn't really boost morale then.

'Hey hey hey troops, it's Three Dawwwg, just poppin' in to remind you to abandon all hope because that ice cold cat from Vault 101 isn't interested in fightin' the good fight with you folks this playthrough! Just nuked a city and now he's on the war path looking for some frrrresh new T-45d power armor! Here's another one of the eight songs I play!'
 
I thought Vault 11 in New Vegas was better than the Dunwich Building in Fallout 3, but the developers at Bethesda definitely had a knack for creativity within an engine. I like how they were able to create a subtlely disturbing feeling just by having objects move by themselves in an isolated location. This same kind of creativity is on display at the Gold Ribbon Grocers where they set up an elaborate Rube Goldberg machine using Gamebryo's physics.

Vault 11 was probably the single best location in FNV. It's depth and complexity, combined with particular method of storytelling, rival that of Glow. And best of all is it was completely optional, which was mind-blowing for me.

Bethesda knew how to create great locations and fill them with nothing of real substance but they end up being great and memorable. If you ask me, it's one of the reasons why people remember FO3 sandbox, wasteland-roaming part of FO3 far better than actual quests and story.
 
If you ask me, it's one of the reasons why people remember FO3 sandbox, wasteland-roaming part of FO3 far better than actual quests and story.

Undoubtedly. If you actually take the time to ask a Fallout 3 fan why they enjoyed the game instead of jumping down their throats about FEV, most of them will point to experiences like exploring the Dunwich Building. Fallout 3 was certainly a giant middle finger to fans of the previous games, but it did accomplish basically all of the goals that Todd Howard had set for it.

Fallout 3 is often ranked second to last in the series for a reason. Unlike Fallout 4, the third major installment actually knew what the hell kind of game it wanted to be.
 
I liked the Metro. It's one of my most deviant opinions, but I love dungeon-crawling, with the ability to have save slots, unlike most damn dungeon crawlers that want to be rogues. The NV sewers didn't do it for me. The DC metro, though? Awesome.

Modding has almost always been a let down for me. If I snag gameplay altering mods and I don't know the game inside-out, that's fine, but after another voyage into the wastes and every option is already known, full-blown overhaul mods always fail to bring something polished enough to the table. There was footage of a F3 mod about the Lone Wanderer in Europe or going around the world via Mothership Zeta? but it has disappeared off the web and thus is of no real use to anyone, if they can even get F3 to start on modern computers at all.
 
Back
Top