SimpleComplexity
Arbiter
Patroling the Codex, almost makes me wish for a nuclear winter.
Personally, I tend to use "movetoqt" when I get bored of needless fedex. Teleports you straight to where you need to be.RK47 said:but definitely fast travel is a must. Especially when you're doing 'Return to Sender'
Same here. Hardcore purists will yell popamole etc. but I'd rather save 10 minutes I'd have to spend simply running back to quest giver (BoS quests being good example).Jaedar said:Personally, I tend to use "movetoqt" when I get bored of needless fedex. Teleports you straight to where you need to be.RK47 said:but definitely fast travel is a must. Especially when you're doing 'Return to Sender'
Topher said:Encounter Design and why games stopped being 2D in the first place.
With the advent of 3D gaming the designer needs to begin to design content while keeping three-dimensional spaces in mind. Why then do all the enemies in New Vegas appear at roughly the same elevation? Strangely enough I actually think that Fallout 3 handled encounter design in a 3D space much better the New Vegas has. In Fallout 3 it was very common to engage enemies that were positioned several floors above or below my character, this was particularly prevalent in the ruins of outdoor building and in the subway tunnels. Enemies would fire down at me from the window of a second story building as I worked my way up to them or would notice my character while patrolling the upper levels of an underground subway platform. Yet all of this has been conspicuously absent during my time with New Vegas and I’m left wondering why. There are still outdoor ruins but I have yet to see any enemies in the upper levels of these even though they are surrounding the building at ground level and there are still plenty indoor factories and vaults with a network of catwalks for enemies to take advantage of. So why then does it seem like the designers approached encounter design with a two-dimensional frame of mind? Perhaps it all stems from Obsidian’s lack of familiarity with fully 3D environments? After all New Vegas is the first time they have worked in a fully realized 3D space (at least to my knowledge) and because of this I am willing to chalk it is as understandable oversight. Of course there are times when New Vegas remembers to take advantage of its extra dimension but these instances are the exception rather than the rule and in the future I would beg developers to remember why games gravitated to 3D in the first place and to be sure to take full advantage of that extra dimension when working on any aspect of game design. Remember that not everybody out there thinks that every game has to be 3D but if you choose to design a 3D game be sure to take advantage of all the extra possibilities it offers, otherwise what was the point in the first place.
no need if you have the parts.Elwro said:edit: nevermind, found it. Goddamn, high reqs. Will get back to this place later on.
Mortmal said:Topher said:Encounter Design and why games stopped being 2D in the first place.
With the advent of 3D gaming the designer needs to begin to design content while keeping three-dimensional spaces in mind. Why then do all the enemies in New Vegas appear at roughly the same elevation? Strangely enough I actually think that Fallout 3 handled encounter design in a 3D space much better the New Vegas has. In Fallout 3 it was very common to engage enemies that were positioned several floors above or below my character, this was particularly prevalent in the ruins of outdoor building and in the subway tunnels. Enemies would fire down at me from the window of a second story building as I worked my way up to them or would notice my character while patrolling the upper levels of an underground subway platform. Yet all of this has been conspicuously absent during my time with New Vegas and I’m left wondering why. There are still outdoor ruins but I have yet to see any enemies in the upper levels of these even though they are surrounding the building at ground level and there are still plenty indoor factories and vaults with a network of catwalks for enemies to take advantage of. So why then does it seem like the designers approached encounter design with a two-dimensional frame of mind? Perhaps it all stems from Obsidian’s lack of familiarity with fully 3D environments? After all New Vegas is the first time they have worked in a fully realized 3D space (at least to my knowledge) and because of this I am willing to chalk it is as understandable oversight. Of course there are times when New Vegas remembers to take advantage of its extra dimension but these instances are the exception rather than the rule and in the future I would beg developers to remember why games gravitated to 3D in the first place and to be sure to take full advantage of that extra dimension when working on any aspect of game design. Remember that not everybody out there thinks that every game has to be 3D but if you choose to design a 3D game be sure to take advantage of all the extra possibilities it offers, otherwise what was the point in the first place.
That one is easy, you just need to look at the companions behavior. They hardly succeed in following you, that was the same in oblivion and nehrim. I wont spoil it, but you will realize why encounters on different levels are a no go when you enter vault 34, your companions will just get stuck everywhere trying to chase enemies.
Even outside, they cant target very well enemies higher or lower than them sometimes emptying all of their ammo in a wall .
I never changed my mind upon F3:NV. I never said it was shit, I just said it was retarded. Also I never said it was great, nor am I saying it now.Multi-headed Cow said:Don't you normally gowhen people change their minds on games, 1eyedking?
1eyedking said:Fuck it, I'm hooked.
DalekFlay said:I love that Boone and I just wiped out the Legion Camp at Cottonwood Cove with no discussion, no antics. We stood atop some rocks on a cliff and sniped them all until they were dead, failed quest notifications coming up twice over the course of it. Who cares? I will do them on my Legion playthrough someday, no worries. Go talk to Caesar? Fuck that, go KILL Caeser is more like it.
Oblivion and Fallout 3 were designed so the player could do every quest in the game in one playthrough, only the results of quests had any variation. I like that the fact I chose to play an NCR-loyal sniper who craves order and kills slavers, legionaries and murderers on sight has repercussions in the game world. More to the point I love that those repercussions feel good, not bad, because another playthrough will feel much more different than this one.
I sound like an advertisement for an RPG from 1999, which amuses me.
POOPOO MCBUMFACE said:Is it pretty safe to wipe out factions you don't like? I assumed some later-game quests would make use of them to some extent; I'm always kind of afraid to kill people in games like this in case I fuck something up spectacularly.
DalekFlay said:POOPOO MCBUMFACE said:Is it pretty safe to wipe out factions you don't like? I assumed some later-game quests would make use of them to some extent; I'm always kind of afraid to kill people in games like this in case I fuck something up spectacularly.
The game actually encourages you to do it... when I wiped out the Powder Gangers at the prison a lot of NPCs commented on it. When I wipe out Legion Camps they comment on it. "Heard someone cleared out Cottonwood Cove... bout time!" Shit like that. I doubt it screws up the ending unless you piss everyone off, and even then you could do the Yes Man independent ending I would guess.
When you have Boone with you heading into Legion territory he says "I shoot every Legion member I see, so if that's a problem we part here." You can then tell him "that's not a problem, that's a solution." Fucking awesome.