The Vault previews Fallout: New Vegas, #1

True.

Anyway, the Express boxes won't really affect how I would play the game anyway. I usually just stick with a couple guns and some ammo for them. Unless they expect me to haul an armory with me, I'm not going to be using them.
 
Per said:
Is this supposed feature rationalized in some way?
If you could add some kind of time period to wait until you can pick your gear from them, I think it'd be a cool feature.

Say, as soon as you arrive to the area where your safehouse is, a x hour counter kicks in. You have to wait x hours before you can pick your gear. This could be useful for say, rest in your safehouse, and when you're about to go, you can pick up the gear from the box. Might as well charge some fee for bringing the gear.

Of course, some tweaks would have to be made so players don't have to wait another x hours just for leaving the area and coming back in some mins. Maybe the hours could be the distance from your last safehouse to the new box?

EDIT: Thinking more about it, those boxes could just be stolen anyway, so I can't play devil's advocate anymore. :P
 
OakTable said:
Anyway, the Express boxes won't really affect how I would play the game anyway. I usually just stick with a couple guns and some ammo for them. Unless they expect me to haul an armory with me, I'm not going to be using them.
Well, not using them doesn't exactly stop them from not making sense, does it?

Anyway, admit it: the temptation of using them will just be too big :wink:

Dario ff said:
If you could add some kind of time period to wait until you can pick your gear from them, I think it'd be a cool feature. (...) Might as well charge some fee for bringing the gear
The fee would be a must if they wanted it to begin making sense. I doubt that in a harsh post-apocalyptic world people would work for nothing...

*remembers Three Dog*

...Oh, wait...

Dario ff said:
Thinking more about it, those boxes could just be stolen anyway, so I can't play devil's advocate anymore. :P
Wise choice :wink:
 
LionXavier said:
I doubt that in a harsh post-apocalyptic world people would work for nothing...
Also:

[spoiler:ba5fe82d20]
the_postman.jpg
[/spoiler:ba5fe82d20]

So... I don't know what my point was. I don't think I had one.
 
OakTable said:
Is Ausir going to finish part 2?

He's probably too busy raging at the new Vault layout. :lol:

I don't seriously care about whether the Mojave Express is explained decently or not in the game, but I'd like the mechanic to NOT gimp hardcore mode. Otherwise they may as well not introduce it.

EDIT : Some good news from Something Awful : Scissorfighter posted:

You mean if you got much less points but they were more effective? Well, that's besides the point. I'm asking if skills will be useful this time as a specialization method instead of being able to max everything but still being mediocre with all weapons like in fallout 3.


Josh's answer :

Especially as you start using the better weapons, you should feel that the weapon skills you specialize in feel much better than the ones you neglect.

I'm 23rd level with a 6 or 7 INT on my current playthrough and I think my three tags are at 100 and one other skill is close to 90. In any case, I'm nowhere near maxing out my skills.
 
LionXavier said:
The fee would be a must if they wanted it to begin making sense. I doubt that in a harsh post-apocalyptic world people would work for nothing...
At first, I was thinking the box stuff was some kind of reward from part of a faction. Like some permanent service unlocked after doing many quests for them. But I doubt they would offer it forever.

With the information given now, it reminds me of the Pokemon games' computers.
 
I think that this box is nothing else than a global crate, just like in the Resident Evil games.

WorstUsernameEver said:
EDIT : Some good news from Something Awful : Scissorfighter posted:

You mean if you got much less points but they were more effective? Well, that's besides the point. I'm asking if skills will be useful this time as a specialization method instead of being able to max everything but still being mediocre with all weapons like in fallout 3.


Josh's answer :

Especially as you start using the better weapons, you should feel that the weapon skills you specialize in feel much better than the ones you neglect.

I'm 23rd level with a 6 or 7 INT on my current playthrough and I think my three tags are at 100 and one other skill is close to 90. In any case, I'm nowhere near maxing out my skills.

But what if he has INT 10, reads all available books, takes all skill-perks and other stuff like that and is at level 30?
 
Lexx said:
But what if he has INT 10, reads all available books, takes all skill-perks and other stuff like that and is at level 30?
Just gonna have to hope he's thought it through properly.
 
LionXavier said:
The fee would be a must if they wanted it to begin making sense. I doubt that in a harsh post-apocalyptic world people would work for nothing...

*remembers Three Dog*
Three Dog: I don't need money, I'm doing this to fight the good fight!
Lone Wanderer:[Intelligence]So you're not doing this to money, you doing this to fight the good fight!
 
More on that by Josh :High INT has a smaller effect on skill points per level than it did in F3. Additionally, we have made tweaks to other stats to raise their value. E.g. all weapons have soft STR requirements that affect weapon sway or (for melee weapons) attack speed. CHR affects a stat called Nerve that grants bonuses to your companion(s).
 
WorstUsernameEver said:
More on that by Josh :High INT has a smaller effect on skill points per level than it did in F3. Additionally, we have made tweaks to other stats to raise their value. E.g. all weapons have soft STR requirements that affect weapon sway or (for melee weapons) attack speed. CHR affects a stat called Nerve that grants bonuses to your companion(s).

:clap: :clap: :clap:
 
^Good read, though some of the stuff you say in it is quite worrying for how New Vegas might turn out (namely the way you keep saying that Fallout 1/2 fans might be disappointed still). No doubt it will still be an improvement over Fallout 3.

By the way, what is J.E. like in person?
 
He's a great guy. As for some Fallout 1/2 fans being disappointed, isn't it evident already from NMA reactions to FNV news?
 
Ausir said:
I decided to venture outside and explore some new places. Unfortunately, when I tried to do the same the next day, a Bethesda employee approached me and told me not to leave Freeside
Bethesda's hand is long-reaching and ruthless. I could be wrong, but somehow I can't conceive SEGA telling people how to play an Alpha Protocol public demo.

Ausir said:
Josh explained that me seeing Damage Threshold only on the leather armor, but Damage Resistance on the Vault 21 jumpsuit was a bug – DR is actually gone entirely from the game in its current build and DT is the only damage-reducing armor stat now
I wonder what led them to reject their plan of reimplementing both DT and DR... Maybe they thought (or were "adviced") that it would have been too... complicated for the audience? :?

Anyway, thanks for the info, Ausir.
 
Sawyer has always been personally fond of ditching DR altogether and keeping only DT.
 
Ausir said:
Josh explained that me seeing Damage Threshold only on the leather armor, but Damage Resistance on the Vault 21 jumpsuit was a bug – DR is actually gone entirely from the game in its current build and DT is the only damage-reducing armor stat now


He did say "CURRENT BUILD" so maybe both will be in the release build.
 
It's an interesting conundrum.

After all, there are multiple types of armor to consider and each does it job in a different way.

That's why I was hoping both DT and DR would be in the games, as a sort of Hard V. Soft armor distinction.

Alas.
 
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