Things you *aren't* pleased to see

Empty09 said:
What's up with the "Own a house thing" ?

Why would anyone want that?

Its nice to have a place to store all my junk that I dont need to carry. I also enjoy collecting random items and displaying them in my house. I had a great time decorating my Megaton house is Fallout 3.
 
Empty09 said:
What's up with the "Own a house thing" ?

Why would anyone want that?

It is a fun feature, nice having a place to store things and call your own. People are materialistic by nature and generally enjoy having a place to call their own and stockpile various things they have collected.

It is an extremely popular feature, Just look to the hundreds of player home mods for Fallout 3 or the constant begging for player housing in games such as WoW.
 
Little_Robot said:
Wow, I've been playing and... honestly... I'm extremely underwhelmed.

The skills seem just like FO3-- namely, despite other improvements, Obsidian seems to have fallen flat in creating "specialization." And just like in FO3, tag skills just gives them a little boost in the beginning without affecting growth. The writing seems fine, but honestly, if there's not the specialization in FO1 and 2 there isn't as much replay value. So far it seems like a waste of money.
I feel the opposite way. The fact that there are about half (3/4?) as many potential skill points in the game compared to FO3 makes it harder to become a jack-of-all-trades-master-of-all. You have to pick certain skills over others because it is impossibly to max all the good ones. One thing that I don't like is how Guns is yet again something you want to max as early as possible, but other than that I am very fond of how they tweaked the skill and SPECIAL systems in comparison to FO3.

TrueLeader7 said:
I am really just dissapointed there is no player home that you can get in Goodsprings. I thought for sure you would be able to get a home there. Anyone have a safe place to store gear around Goodsprings?
I believe the trailer in the south end of the water sources in Goodsprings can be used, although it isn't a very huge location. There are more trailers next to the NCRCF that can be used to house goods and sleep as well.

Overall, I like playing the role of a "Wastelander" who has to create makeshift homes and sleeping quarters out of areas randomly scattered in the world.
 
Little_Robot said:
I must admit, I thought the same thing. But it's still strange for them to speak Latin in the first place.

If it's only sprinkled into their language, it isn't that weird. No more strange than modern English users mixing French (a propos, deja vu, brunette, en route, sommelier, etc) or Spanish (rodeo, pronto, cafeteria, fiesta, negro, pinata, barrio, etc.) into the language at whim.

If they are 'raised & trained' with the Legion, these words would become second nature.
 
Innawerkz said:
Little_Robot said:
I must admit, I thought the same thing. But it's still strange for them to speak Latin in the first place.

If it's only sprinkled into their language, it isn't that weird. No more strange than modern English users mixing French (a propos, deja vu, brunette, en route, sommelier, etc) or Spanish (rodeo, pronto, cafeteria, fiesta, negro, pinata, barrio, etc.) into the language at whim.

If they are 'raised & trained' with the Legion, these words would become second nature.

But why is the Legion speaking Latin in the first place? It doesn't add to the military structure. Like I said, it's like basing your military hierarchy on the revolutionary-war-era redcoats and then having everyone talk in a fake British accent.
 
Little_Robot said:
Innawerkz said:
Little_Robot said:
I must admit, I thought the same thing. But it's still strange for them to speak Latin in the first place.

If it's only sprinkled into their language, it isn't that weird. No more strange than modern English users mixing French (a propos, deja vu, brunette, en route, sommelier, etc) or Spanish (rodeo, pronto, cafeteria, fiesta, negro, pinata, barrio, etc.) into the language at whim.

If they are 'raised & trained' with the Legion, these words would become second nature.

But why is the Legion speaking Latin in the first place? It doesn't add to the military structure. Like I said, it's like basing your military hierarchy on the revolutionary-war-era redcoats and then having everyone talk in a fake British accent.

That I can't tell you. I don't know enough about the origins of the Legion. I could go read on the Vault but I would prefer ot be taught gradually in the game about their history than have advanced knowledge.

I'm sure if I was paid to think on it I could come up with a passable reason as to how the Latin language was used (exclusively) within their ranks. Unfortunately I'm not as well versed in the FO world as Ausir (for example) to be able to tie everything into the lore seamlessly.
 
What bothers me most about this game: it's a western. Story-wise this makes sense in my opinion. Untamed wilderness, no strong central government, vast caches of natural resources to fight over, etc. But the sci-fi seems to be going by the wayside.

What really worries me is that the next installment could very well just be set in a time when all the robots have finally broken down, all the laser guns' crystals have been corroded, all the power armors' fusion generators have run down and all you have left is a video game version of a John Wayne movie with some ghouls and super mutants thrown in.

I'm not saying this wouldn't be entertaining (I'm having far too much fun with F:NV already), but would it still be Fallout?
 
Mapex said:
Little_Robot said:
Wow, I've been playing and... honestly... I'm extremely underwhelmed.

The skills seem just like FO3-- namely, despite other improvements, Obsidian seems to have fallen flat in creating "specialization." And just like in FO3, tag skills just gives them a little boost in the beginning without affecting growth. The writing seems fine, but honestly, if there's not the specialization in FO1 and 2 there isn't as much replay value. So far it seems like a waste of money.
I feel the opposite way. The fact that there are about half (3/4?) as many potential skill points in the game compared to FO3 makes it harder to become a jack-of-all-trades-master-of-all. You have to pick certain skills over others because it is impossibly to max all the good ones. One thing that I don't like is how Guns is yet again something you want to max as early as possible, but other than that I am very fond of how they tweaked the skill and SPECIAL systems in comparison to FO3.

TrueLeader7 said:
I am really just dissapointed there is no player home that you can get in Goodsprings. I thought for sure you would be able to get a home there. Anyone have a safe place to store gear around Goodsprings?
I believe the trailer in the south end of the water sources in Goodsprings can be used, although it isn't a very huge location. There are more trailers next to the NCRCF that can be used to house goods and sleep as well.

Overall, I like playing the role of a "Wastelander" who has to create makeshift homes and sleeping quarters out of areas randomly scattered in the world.

I'm gonna adopt that quonset hut next to the Yangtze Memorial, if I can. Have to leave a test item in there to make sure the containers don't reset.

I don't understand the appeal of the "player house" thing either, because there's always lots of places you can inhabit informally - in all the Fallout games, not just 3.
 
Or just burned out from the start so that they do not explode.

Makes sense too after two hundred years after the war.

Still makes more sense not to build exploding cars after all, no self respecting car manufacturer would even consider such a thing.
 
I feel the opposite way. The fact that there are about half (3/4?) as many potential skill points in the game compared to FO3 makes it harder to become a jack-of-all-trades-master-of-all. You have to pick certain skills over others because it is impossibly to max all the good ones. One thing that I don't like is how Guns is yet again something you want to max as early as possible, but other than that I am very fond of how they tweaked the skill and SPECIAL systems in comparison to FO3.

And another neat feature - the books now only give temporary boost instead of constant skill bonuses. It's more difficult to max out this way.

One thing I'm a bit disappointed about is the Hardcore mode - while some features are nice (like no steampack-heal cripple) overall all it does is add more micromanaging to the game. Ohwell.

The silly karma is still there. One ridiculous thing I had happen was to take out a gang outpost, and then lose karma for taking their stuff. Really now?

Melee still comes w/o targeting. It does feel a bit more dynamic but still pretty much sucks.
 
There are special melee attacks when you get your melee skill high enough. I think books still add perma skillpoints but magazines are the temporary ones.

I wish the character models had been redone but there will be mods for this.

One thing I dont like they added (although I can see why) is that when hacking if you power off after 3 attempts to start again it takes a while to log back into the terminal.
 
sea said:
Exploding cars, skill-boosting clothes, skill magazines, and endlessly respawning enemies are all things I both do not like and things I know are in the game. Really makes me sad that nuclear cars are still there, but then, I guess you've gotta have mini 'shroom clouds to remind the shooter kiddies that this is a Fallout game. I won't mind so much if the number of cars has been decreased, though.

I never found the exploding cars that big of a deal in FO3. I somehow managed to resist the urge to shoot exploding cars on sight. The only time it was an issue was in Minefield where that old coot was deliberately setting them off. Otherwise, I never really paid much attention to them.

As for the other things you mentioned, it is too bad they bother you so much. I find it helps my immersion thinking of these things a little more abstractly.

Skill boosting clothes could be the modern day equivalent of wearing high-end running shoes vs. high heels. One is much more comfortable and allows the user to walk longer distances. So a +1 to Endurance would be granted to the comfort gear.

Same could be used for athletic sports gear with sweat wicking tech vs. cumbersome/restrictive armour. Thus a +1 agility granted to reflect the benefit. Hats giving +1 to Perception always made sense to me. It's simply blocking the sun from your eyes which allows you to see clearer (not squint). Why this benefit is granted underground/nighttime/indoors is most likely lazy/restricted coding.

SKill mags I can justify the same way. How many doctors offices have you been in and read about which TV is the best to buy or some sports statistic about your favourite team? Maybe some medical breakthrough that they are working on in India or a Do-It-Yourself tip on how to create your own homemade adhesive? How much of that do you remember now? My point is - in that office or wherever you were reading it - you owned that knowledge but it is quickly forgotten.

Why does the mag disappear? Game balance reasons - nothing else. Which does break the immersion. A slick way to try and appease both sides of the debate may have been to allow a +1 permanent bonus if the boosted skill was used before the buff expired, but it is easier to balance this way. Otherwise people would be complaining about over-powered characters again.
 
Exploding cars never bothered me either since it's a video game. Of all the crazy, unrealistic things they've included in these titles (like a talking plant, a chess playing scorpion, a ghost, spaceships, spirit visions) it boggles my mind that people would complain about exploding cars.
 
Grimhound said:
Zeronet said:
The Language thing is fairly cool and shows a impressive level of attention to detail. They don't actually speak latin, they just pronounce latin and roman phrases such as Caeser, classically(properly) because that's the way they were taught.
Unfortunately, it varies between NPCs based on who VA'd them. There are a few who say see-zarr.

It varies between members of The Legion? Because all Legion guys so far used the classical pronunciation for me. None legion people use see-zarr, but that's INTENDED :roll:
 
Let me be the first to say that the Wild Wasteland perk is AWESOME, shame on you all if you are not using it. Some serious wtf and mind boggling moments because of that trait.
 
Bal-Sagoth said:
Let me be the first to say that the Wild Wasteland perk is AWESOME, shame on you all if you are not using it. Some serious wtf and mind boggling moments because of that trait.

I literally haven't encountered a single Wild Wasteland encounter except for the body in the fridge. Where have you been finding all these mind-boggling things?
 
Little_Robot said:
But why is the Legion speaking Latin in the first place? It doesn't add to the military structure. Like I said, it's like basing your military hierarchy on the revolutionary-war-era redcoats and then having everyone talk in a fake British accent.
I haven’t played the game yet, but in a purely theoretical capacity there are a lot of good reasons that a group living in a post apocalyptic world may choose to keep classical Latin alive.

Firstly, it functions as a code, preventing communications from being intercepted.
Secondly, anthropologically it allows you to distinguish your group from the rest of the herd. There are plenty of real-world cultures that have an altered language or different language for the ‘upper’ class. It shows superiority over lesser castes.
Lastly, if they are trying to recreate something that they have read about, they may recognise the superiority of the Roman Army without having the skill to determine the specific elements that made them successful.

So, perhaps, if the original group used Latin as a code, the subsequent members may not distinguish between the original reason for the group’s success and the use of the dead langue as a code.
This is not dissimilar to cultures promoting belief in a deity because they attribute past military successes to said deity.
 
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