Vote for your top 5 changes from fallout 3 to new vegas

still it feels wrong with Moira but that has more to do with the fact that Bethesda isnt really good about choices and its concequences. Would have made much more sense if Moira died with the others in Megaton so that you have to deal with the fact that you both 1. cant finish her quests anymore and 2. cant use her as merchant anymore. But making her a ghoul that "survived" Megaton ... well its just a easy way. To easy in my eyes. But thats probably a matter of taste.

5 things to change. Well where to start

1. The plot and story. It should make more "sense" and have les plot holes

2. Characters and NPCs should be better and more interesting

3. Settlements and Towns should have actualy better defences and just different in general (I would like less "cities" but biger ones that do not look like 5 raiders could kill them)

4. Better working weapons. Quite a lot of them had strange functionality in Fallout 3 like the Sniper. I am not sure if it have been bugs or if it was intentionaly but if I have 100 with small weapons, the sniper perk and what ever else is needed I want to f**** damn HIT what I have in my scope!

5. Make Powerarmor, real Powerarmor. Simple.
 
Crni Vuk: I agree on all of your points, sortof.

Could you give many examples of plot holes in Fallout 3?

Also, 5, what do you mean?
 
Holiace said:
Could you give many examples of plot holes in Fallout 3?
Jet being in pre-war houses, robots roaming the wasteland on batteries that would have died out ages ago, fusion powered cars still being explosive after 200 years, every place with a little computer in the wasteland has power, Super Mutants are yellow instead of green, Aliens and Mothership Zeta being part of the canon whereas in the old games they were merely an easter egg, windows and buildings still intact right beside where a nuke dropped, crappy wooden houses still standing, people making a town around an unexploded bomb deliberately, kids in the capital wasteland are immortal, most of your actions do not affect anything at the end of the game, and don't even get me started on the bobbleheads. There's about 1000 more, you might wanna read through this thread.

Holiace said:
Also, 5, what do you mean?
Power Armor is meant to make you look fu**ing huge, but in Fallout 3 it didn't modify your size at all, just put a layer of metal over you, even if you argue "well, t-45d is made to look like that", then the t-51b in Fallout 3 is still wrong.
 
How does one survive a nuclear explosion in a ramshackle house 15 meters away from the bomb? She fell down unconsious and got up a few seconds later?
 
Reconite said:
Holiace said:
Could you give many examples of plot holes in Fallout 3?
A lot of text :)

Most of those are not plot holes, they are just inconsistencies. Sure, they make no sense, but they are not really plot holes.
 
It could be a loose end, but I don't know of any loose ends in FO3.

A plothole:
An inconsistency in a storyline that goes against the logic established by the story's plot.
 
Holiace said:
A plothole:
An inconsistency in a storyline that goes against the logic established by the story's plot.
Well, we're taking the Fallout series as a whole and putting storylines against each other, Bethesda says Fallout 1 and 2 are canon with 3, yet 3 has so many inconsistencies and fucked up bits in the canon so it's kinda impossible for 1 and 2 to be in the same canon as 3, no matter what they say.
 
Holiace said:
Crni Vuk: I agree on all of your points, sortof.

Could you give many examples of plot holes in Fallout 3?

With the plot holes (You played the game I guess?) you have to expect spoilers. THough not everything might be seen as "plot hole".


- Your companion beeing imune to radiation [Charon, Fawkes, Robot] refusing to start the purifier and thus forcing either you or the Paladin chick fighting with you to start and thus "die" in it.

- When you sacrifice your self you get with a DLC the option to continue your "game" thus making the point of sacrifice completely meaningless


This 2 things are pretty much the bigest issue I found so far. The rest could be at some point eventualy neglect. Maybe there is also more I dont know its not like I play Fallout 3 every day.

- the "sarifice" of your father in the purifier which, with a perfectly armed and enclave killing son right outside of the door makes no sense (by the way I still didnt figured out how the Col. survived ...)

- Talking the president (if you want one of the main vilains in the game) of the enclave in to suicide in 2 sentences.

- Blowing up Megaton while no one cares to notices it (if that isnt a plot hole then its at least bad design)

- the need for a purifier when it seems to be quite easy for you at least to get water.

Holiace said:
...
Also, 5, what do you mean?
That the powerarmor should give you adequate protection and make it impossible to get damaged and killed by raiders runing around with knives and small arms.

You can get armor in the game without the "penalties" of the power armor (like its weight) but still get a better! protection.

In Fallout 3 you seem to have only 1 or 2 forms of damage while Fallout 1/2 had here at least 3 I think even 4 different types of damage and the Powerarmor would give you against those different protection. I think those are Laser, Plasma, usual weapons and electricity (EMP). The Powerarmor should give you at least a good protection against laser weapons and a very good one against usual weapons while still have adequate protection against plasma weapons. Yet in Fallout 3 its all the same kind of damage. Pretty simplified. And its worse with the fact that your armor starts wear down extremly fast just like your weapons and thus loose its effectivnes in combat very fast.

I think it would be much better to see way less powerarmor but make it better in protection and more effective in general. Fighting against enemies in powerarmor should not be a easy thing and at the same time usual "bandits" deciding to attack you should not damage you with a "knive".
 
Funny thing is, there actually is an Energy Resistance stat in FO3, it's just not used by any armor, not even Tesla.
 
Holiace said:
Crni Vuk: I agree on all of your points, sortof.

Could you give many examples of plot holes in Fallout 3?

[spoiler:7b3a3ea593]-Not everyone in vault 101 knew that the rule "nobody enter, nobody leaves" wasn't entirely true yet nobody found strange the sudden appeareance of a new doctor with a son
-Nobody knew where the SMs came from even though there was a settlement confining with their hideout
-James goes to check the Project Purity but we found it filled with SMs. What happened? Did he check the plant with the enemies going around or what?
-The only entrance the SMs use in Vault 87 is surrounded by ultra-lethal radiations yet they can bring in humans unharmed.
-The SMs apparently can't defeat a bunch of children protected by a wooden fence.
-The SMs are said to be searching something in DC, which result in the war with the BoS, but it's never explained (or even hinted) what they are searching.
-Eden wants to poison the pure water of the PP to get rid of every mutant life form in the wastes, even though the clean water it produces has to be distributed. [/spoiler:7b3a3ea593]
 
Stanislao Moulinsky said:
-The SMs apparently can't defeat a bunch of children protected by a wooden fence.
One of my biggest gripes with Fallout 3. Along with not being able to kill the kids, "Major Macready" or whatever his fucking name was gets to boss you around because him and his friends are immortals. I'd rather not have any kids in Fallout 3 than that shit.

Mature rating my ass, the game was made for all the shitty little console kids.
 
Crni Vuk said:
A ton of great points
I agree, some of those are actually plot holes and the rest are, like you said, bad design (a big bunch of "not thinking before nor after doing stuff).

Also, about your Power Armor remarks, what you're saying makes total sense to me. But then again, this is an rpg with hitpoints, just because you land a bullet in someones head doesn't mean you'll kill them, even though it should IMO. Either way, a Power Armor should protect you from pretty much anything, since it's made out of what seems like thick steel.

You had me at "With the plot holes" :)

Stanislao Moulinsky:
Wow, there sure is a whole lot wrong with this game. Thanks for making me realize! The game just became a whole lot dumber. What the [spoiler:ad2d119351]fuck[/spoiler:ad2d119351] Bethesda?

I'm sure A LOT of other games have plot holes that are just as bad or even worse. But still, the main quest should at least be a bit more perfect.
 
My top 5 changes:

-Rebalanced SPECIAL: The "high base value, small increments/decrements" sucks. This way there's no reason to specialize.
-Having high values in SPECIAL unlocking quest, sub quest and special events, NOT stupid pointless dialogue choices that serve no purpose
-Intertwined (sp?) quests. In FO3 all quests are self contained.
-More usage for skills and perks. I recently played Bioshock and it's ridicolous how much you can customize your character and change your strategies compared to FO3. And that's a FPS!
-No more magical clothes and bobbleheads, please...
 
no one is either expecting or really demaning "realism" with powerarmor or damage in any Fallout game. A hit with a gun to the head didnt outright killed most people in Fallout 1 or 2 either but it caused usualy (if you had success of course) a critical hit! So a head shoot wasnt definetly anything a character could take likely, not yours and not the enemy.

All I am asking for is a bit more verisimilitude and complexity. The main issue with the power armor is that instead of using the already well working Fallout system around damage which could have been used quite nicely even in a "real time" game (sorry Bethesda thats never an excuse for me to simplfiy something!) they just pretty much copy pasted Obllivions armor system.
 
Now now, let's not devolve it into a Fallout 3 related thread, there is a whole section of the forum for this.

I have already posted my top 5, but let me think of something more:

1. Higher emphasis on gathering resources - bullets should be hard to come by for someone who doesn't have the means to produce them. Also, put some kind of manufactury plant for weapons, so there'd be an obvious source of weaponry in the game. Making your own equipment would be nice, or at least upgrades like in KotOR 2 - 2 slots in which you can put a ceramic plate or a bigger clip.

2. More compact, yet better finished off game world. Make 3 settlements for the whole game, but make them feel alive and put a lot of content in one area.

3. Overhaul dialogues - more text per response, diffrent dialogue window than the Oblivion rip-off (something more like original Fallouts), diffrent font color

4. New inventory system and UI

5. More mature humor
 
Ravager69:
1. Yes, less ammo and less guns. (the guns should not break down so quickly though)

2. I want a really big world to walk through, but I want it to be realistic. Bigger settlements with a lot of people in them.

5. YES. It is a "Mature 17+" game. There should not be a blockage for killing kids for example.
 
Holiace said:
2. I want a really big world to walk through, but I want it to be realistic. Bigger settlements with a lot of people in them.

I'd rather they start out small, fill a few locations as much as possible and then expand if they have enough time. Knowing Obsidian they'll want to make an epic story and shit and run of out time to polish things well enough or even finish them properly, like in KotOR 2. This isn't a fully-fledged Fallout sequel, but a sort of standalone expansion IMO, so it's better for them to keep it compact.
 
Back
Top