Curious_Tongue
Larpfest
You could say a good book and a bad book share 90% of their words with each other.they're 90% the same game when it comes to what you're spending your time doing
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You could say a good book and a bad book share 90% of their words with each other.they're 90% the same game when it comes to what you're spending your time doing
They infused the fallout universe into the game. They also infused it with interesting characters, locations and factions.They took what works about the basic formula of Bethesda's games and enhanced it through better execution. So in that sense it's a collaboration I suppose, yeah.
You could say a good book and a bad book share 90% of their words with each other.they're 90% the same game when it comes to what you're spending your time doing
Fallout 3 placed a lot more emphasis on combat scenarios to elevate it beyond its awful mechanics
I never felt that playing New Vegas.but in a world: a world that, in New Vegas, feels very sparse, unrewarding and unfulfilling at times.
Fallout 3 placed a lot more emphasis on combat scenarios to elevate it beyond its awful mechanics
I never felt that playing New Vegas.
Well, Nevada is full of deserts. You know, like empty places. If you'd place 'interesting things' every 3 steps it would be one big theme park.
I'll defend the visuals and physical world design of Fallout 3. Plus the sound design and soundtrack. But the amateur writing drags the entire game into the shit category.
I never had any problems with walking trough some empty spaces in New Vegas. It was even quite unrealistically dense, in my opinion. You guys have real problems with attention span.
So why are you doing a non-fast travel playthrough, retard? Would you do the same thing in Fallout 3? "Woohoo, this is the part where I walk back to my house in Megaton for the 15th time. Oh look, a bombed out house! WOW!"I never had any problems with walking trough some empty spaces in New Vegas. It was even quite unrealistically dense, in my opinion. You guys have real problems with attention span.
Dunno, man. It gets boring walking for minutes on end with nothing to see and nothing to do. Were I to Let's Play my non-fast travel New Vegas playthrough, it would get boring very quickly. Backtracking through the same old roads around the Vegas area gets tiring a couple of quests in.
He makes a good argument against sandbox RPGs in general, it's an inherent issue with sandbox games where you have to balance between themepark and empty world.So why are you doing a non-fast travel playthrough, retard? Would you do the same thing in Fallout 3? "Woohoo, this is the part where I walk back to my house in Megaton for the 15th time. Oh look, a bombed out house! WOW!"I never had any problems with walking trough some empty spaces in New Vegas. It was even quite unrealistically dense, in my opinion. You guys have real problems with attention span.
Dunno, man. It gets boring walking for minutes on end with nothing to see and nothing to do. Were I to Let's Play my non-fast travel New Vegas playthrough, it would get boring very quickly. Backtracking through the same old roads around the Vegas area gets tiring a couple of quests in.
An open world sandbox should have empty spaces between the points of interest for pacing purposes, but it's immaterial when they offer a fast travel option and Sigourn inexplicably refuses to use it.He makes a good argument, it's an inherent issue with sandbox games where you have to balance between themepark and empty world.
I personally don't find empty worlds very interesting, and themepark design ends up feeling ridiculous to the point where the game would be far better off not being a sandbox at all.
Yes, but how does the game benefit from being a sandbox? Especially when it has fast travel?An open world sandbox should have empty spaces between the points of interest for pacing purposes, but it's immaterial when they offer a fast travel option and Sigourn inexplicably refuses to use it.He makes a good argument, it's an inherent issue with sandbox games where you have to balance between themepark and empty world.
I personally don't find empty worlds very interesting, and themepark design ends up feeling ridiculous to the point where the game would be far better off not being a sandbox at all.
I don't think it is superior. New Vegas would've been a better game if it looked and played like Fallout 2.Yes, but how does the game benefit from being a sandbox? Especially when it has fast travel?An open world sandbox should have empty spaces between the points of interest for pacing purposes, but it's immaterial when they offer a fast travel option and Sigourn inexplicably refuses to use it.He makes a good argument, it's an inherent issue with sandbox games where you have to balance between themepark and empty world.
I personally don't find empty worlds very interesting, and themepark design ends up feeling ridiculous to the point where the game would be far better off not being a sandbox at all.
How is this superior to the original Fallout world design?
This is very female argument - "the end result doesn't matter, how much effort I put into this is what matter!"
Well, Nevada is full of deserts. You know, like empty places. If you'd place 'interesting things' every 3 steps it would be one big theme park.
And yet nobody walks across Arcanum ignoring the fast travel. Because that would be ridiculous.Someone cited Fallout 1 and 2 map as letting you ignore the empty spaces but I would argue it was the game resources that prevented a full world map which the Troika founders changed in Arcanum so you could walk across the world IIRC
So why are you doing a non-fast travel playthrough, retard?
The survival needs are trivially easy to manage even if you use a mod to speed them up. The only combat that you avoid with fast travel is the hit squads, since you can't fast travel to a location you haven't yet visited, and most of the encounters only happen one time.So why are you doing a non-fast travel playthrough, retard?
Because if you have played the fucking game, you would know that fast travelling:
It doesn't help New Vegas' case that the quest structure is so poorly thought out you are basically forced to fast travel if you don't want to go mad from all the backtracking.
- Renders the Hardcore mode survival needs pointless.
- Removes most of the combat from the game.
The survival needs are trivially easy to manage even if you use a mod to speed them up.
The only combat that you avoid with fast travel is the hit squads, since you can't fast travel to a location you haven't yet visited, and most of the encounters only happen one time.