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Game News Fallout: New Vegas Trailer & Release Date

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Well, I hope there's at least penalties for failing pseech checks

What is the problem with failing, anyway? If the player really wants to bruteforce succeed, he can just reload and try again.

Though, in the example, that's an appropriate reaction, since there's no reason for her to do anything else (you're suggesting something to help the town, and you couldn't convince her it's a good idea, so she doesn't want to get involved).
 

DriacKin

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I'm going to give them the benefit of the doubt here.
Skill checks within dialogue were well done in MotB and were one of the few things that SoZ did well, imo. There were a lot of them, and they usually made sense in context.
 
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TwinkieGorilla said:
- You don't play a Vault Dweller (or descendant of one) but a courier, left for dead and saved by a friendly robot.

Aha, so you're that guy buried under the sand (with the hand sticking out) on the teaser.


- Both karma and reputation are tracked. If I'm reading it right there's separate reputations for each of the settlements, as in 1 and 2.

fuck yes. I hope they affect the nearby settlements, though, or it won't make much difference (slaughtering a townisn't a problem with that town only)

- All dialogue options are shown to all players, regardless of whether you have the stats to succeed or not,

Bad. It means I will know which skills are useful and which aren't by the second playthrough.

though there's no punishment for failure.

Again, not sure. Some things dont demand punishment (like suggesting the ambush to that woman, there's no reason for punishment there because you're just trying to help her)

- Bartering is not just lower prices but negotiating for better rewards.

fuck yes, barter is useful now

- VATS returns, and melee weapons have special moves in it. The golf club has "Fore!", which is a shot to the golf balls (so to speak) that knocks the opponent down. Weapons also now have knock-back upon death, with shotguns sending mans flying.

I wasn't expecting them to get rid of vats, so I'm not bitching. At least, they made melee weapons useful. the knockback thing is retarded and will only make the deaths last longer. It will be boring by the third guy I kill.

- Followers can be managed through a context-sensitive menu, with orders like "follow", "stay" or "attack".
- Hardcore Mode! In this mode, Stimpacks heal over time (as opposed to instantly), combat is tougher, ammo has weight and you can suffer dehydration, so keep some water on you!

fuck yes, game is harder and followers won't fuck up every sneak attempt by going FOR THE EMPEROR on a bunch of enemies.
 
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Elwro said:
Sneak skill attempt in a conversation?

You're using your stealth knowledge to suggest how you guys could ambush the bandits. failing means you couldn't convince the woman your plan is good enough.

it doesn't mean you're going to sneak on her. It's like using your repair skill to talk to a mechanic, it doesn't mean you're trying to repair him.

" Skils have a bigger effect on conversation choices. E.g. someone with a high Explosives skill may be able to have a coversation about explosives where appropriate."
this quote kind of contradicts the offending quote.

"All dialogue options are shown to all players, regardless of whether you have the stats to succeed or not, though there's no punishment for failure."

stats to succeed != stats to unlock? maybe there's a difference. like you have enough explosives skill to select an explosives line, but not enough skill to actually succeed.

sounds less offensive like this.

more or less.

what the quote means is that, while all the options DO show up, they will be either grayed out (not selectable - the player knows they're there, but the character doesn't because he lacks the expertise) or selectable, but with no chance of succeeding because you lack the expertise.

So yeah, the only thing it affects is that you will know which skills are used most by the second playthrough (if almost no conversation uses Medicine, for example, you wouldn't bother with medicine for your next character). It won't let you select any skill option regardless of your actual skill.
 

TwinkieGorilla

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Solivagant said:
stats to succeed != stats to unlock? maybe there's a difference. like you have enough explosives skill to select an explosives line, but not enough skill to actually succeed.

Yeah, but man...I HOPE that unless you have high enough skills you do NOT see the option for dialogue. Know what I mean? Like, if you don't have high enough explosive skills you cannot get a dialogue option. That's what I took the first explanation to mean. But then the second bit seems to contradict that and say all options will be available but will have higher or lower chances of success based on skill level. That's more like Fallout 3, less like Fallouts 1 & 2 and much, much more like "Suck my dick, Obsidian" unless I'm interpreting this completely incorrectly.
 

likaq

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Most of this quoted things are good so maybe there is hope for F:NV?
Or curse of this guys:

8003normal.jpg


will reach obsidian and NV will turn to banal shit boring game.
 

Gerrard

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Clockwork Knight said:
What is the problem with failing, anyway? If the player really wants to bruteforce succeed, he can just reload and try again.
hines.png
WE CAN'T HAVE PEOPLE FAILING AT THE GAME
 

likaq

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Comment on beth forum about dialogue:

The only way I guess that could work is if different skill levels actually affect the wording of the dialogue choice. So if your character's of average intelligence your [Intelligence] choice would actually be far less intelligent than a character with an INT score of 9 or 10. That would actually make sense I think. Otherwise....mehhh.

And reply from Sawyer:
This is how it works. Each skill-based dialogue option has two different texts: one for high skill (which will result in success) and one for low skill (which will result in failure). If you do not meet the required threshold, you see the latter.

Incline.
 

bat_boro

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Ìs that a pedosmile on Todd's face? Shiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiit
 

Grunker

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likaq said:
Comment on beth forum about dialogue:

The only way I guess that could work is if different skill levels actually affect the wording of the dialogue choice. So if your character's of average intelligence your [Intelligence] choice would actually be far less intelligent than a character with an INT score of 9 or 10. That would actually make sense I think. Otherwise....mehhh.

And reply from Sawyer:
This is how it works. Each skill-based dialogue option has two different texts: one for high skill (which will result in success) and one for low skill (which will result in failure). If you do not meet the required threshold, you see the latter.

Incline.

Man, I don't know. Everytime you hear something about this game it's either "fuck yeah, fallout-style" or "Bethesda and Sawyer smoked crack together again."

If the product ends up being half beth/half obs, I'm pretty sure it'll be all bad.
 

TwinkieGorilla

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Well...I feel better, I guess. It's still a fucking compromise even if it *is* an improvement over Failout 3's lack of skillchecks and what I wrongly assumed might be the case.
 

Jaedar

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likaq said:
Comment on beth forum about dialogue:

The only way I guess that could work is if different skill levels actually affect the wording of the dialogue choice. So if your character's of average intelligence your [Intelligence] choice would actually be far less intelligent than a character with an INT score of 9 or 10. That would actually make sense I think. Otherwise....mehhh.

And reply from Sawyer:
This is how it works. Each skill-based dialogue option has two different texts: one for high skill (which will result in success) and one for low skill (which will result in failure). If you do not meet the required threshold, you see the latter.

Incline.

That sounds almost to good to be true. Really looking forward to this now.
 

TwinkieGorilla

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why even have the option for low skill if you know it will result in failure? like, it can't take much to know if you're going to fail or succeed. duh...did you put points into that skill or not? i don't get it. i really want to love this game but this rubs me the wrong way. it sounds like something Bethesda would do...i can't imagine this was anything other than a lukewarm compromise.
 

likaq

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Grunker said:
Man, I don't know. Everytime you hear something about this game it's either "fuck yeah, fallout-style" or "Bethesda and Sawyer smoked crack together again."

If the product ends up being half beth/half obs, I'm pretty sure it'll be all bad.

This, for now is more propably that this game will suck than it will be good.


TwinkieGorilla said:
Well...I feel better, I guess. It's still a fucking compromise even if it *is* an improvement over Failout 3's lack of skillchecks and what I wrongly assumed might be the case.

Yes, it is incline only in comparision with fall3 , in comparision with fall1/2 its still decline.
Sadly.
 

likaq

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Sawyer said:
I also do want to clarify what is meant by "no penalty for failure". All it means is that you won't wind up in a worse position than you were before selecting it. If a dude bursts in and is intent on killing you, he's still going to want to kill you if you fail the Speech check to talk him out of it.
 

Black

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likaq said:
Sawyer said:
I also do want to clarify what is meant by "no penalty for failure". All it means is that you won't wind up in a worse position than you were before selecting it. If a dude bursts in and is intent on killing you, he's still going to want to kill you if you fail the Speech check to talk him out of it.
But can you get in a worse position? Say you intimidate someone who's been "neutral" til now and you fail, does he go "get the fuck out of here you pathetic piece of shit" or just takes it as a joke?
 

likaq

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Propably latter, obsidian is under bethsoft boot after all, and the last thing todd and hines wants is to make game which is too hard or too ambitious.
 

TwinkieGorilla

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Black said:
But can you get in a worse position? Say you intimidate someone who's been "neutral" til now and you fail, does he go "get the fuck out of here you pathetic piece of shit" or just takes it as a joke?

Sawyer: Hey guys, I have some cool ideas about this game which involve dialogue.

toddhead.png
"Just make sure everybody can win and nobody can fail!"

Sawyer: *Intimidate*

toddhead.png
"Lol! Have fun with your, uh, cool ideas!"
 
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Don't worry, guys, it will be good for what it will be.
 

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