Ostriig on 22/11/2008 at 15:57
Quote Posted by Angel Dust
That's nothing compared to some of the shit in FO3 which has trouble taking the current situation into account with the dialogs. For example I talked to in Rivet City to some lady in Rivet City and was given the option to say something like "Is that your son James blah running around?" when I had only just arrived and hadn't seen, let alone talked to, anyone by that name yet. I've had two other situations just like that also.
I've ran into a couple of these myself, but I think this sort of situations should be judged with some leniency. The sheer scope of the world makes it hard to account for any and all possible approaches and contexts to each individual conversation or event. It's a game that, typically, offers varied solutions to a problem and does not constrain you in either time or space, as, generally, you can pick up and go somewhere else at pretty much any point, from any place. It's sometimes hard to envision all possible circumstances and testing may well prove a nightmare - slip-ups should be expected. It's not like in a more focused experience, say, Deus Ex, where the scope of the action and storytelling is, at any given time, limited to one base or city block over a period of up to a couple of hours of game-world time.
Totally agreed on the lockpick and hack minigames - made of win. Unlike plumbing. Though I think it might've been interesting to have them happen with the real-world still active around you - kinda like in Thief or DX.
Angel Dust on 22/11/2008 at 20:50
Quote Posted by Ostriig
I've ran into a couple of these myself, but I think this sort of situations should be judged with some leniency. The sheer scope of the world makes it hard to account for any and all possible approaches and contexts to each individual conversation or event.
I agree to an extent but not for the examples I am talking about. We aren't talking about the over reaching implications of something I did on the other side of the world, we are talking about a very simple situation in a contained enviroment that should be easily testable.
Rogue Keeper on 24/11/2008 at 08:49
Quote Posted by EvaUnit02
Your English seems very good, why didn't you just import a copy from the UK or buy it off Steam?
Right, well one good thing is that most (but not all) publishers either add localization as separate installer or, like in case of F3, add it as a mod file. So I'm playing without localization mod, but anyway some text on textures is localized (like STATS-ITEMS-DATA PipBoy buttons). It's not a biggie, worse thing is I have to wait for patches longer and some mods may be not compatible with localized version, although F3 seems to cooperate with the few ones I use.
The more and more I'm getting into the game, the more I'm discovering it's really Oblivionized, but for some reason it doesn't bore me yet like Oblivion used to. Some aspects fo the game are too easy or downright primitive (quests, most combat situations) while others are done well (lockpicking and hacking as others mentioned). What's very dull is that NPCs in some locations have nothing interesting to say, only they moan about their problem I'm supposed to solve and I can ask them the same questions and they give me the same boring answers. Loosers at Big Town whine about the Super Mutants, residents of Tenpenny whine about Ghouls... in the end I was so pissed by the boring snobs at Tenpenny that I chose the worse option and allowed the feral ghouls to kill everyone, Karma loss or not. Serves them right for being uninteresting NPCs.
I have explored barely 1/4 of the map, didn't visit Galaxy News Radio yet and I'm already level 10, so I guess I reach the L20 cap rather quickly.
I had some good time decorating my Megaton shack, dragging objects around and arranging them on shelves for few hours, and I guess the Havok engine will cause me some bad dreams. Then my super-intelligent robotic butler decided to move to the second floor, hovered over my dining table and messed up all those nicely decorated cups and bottles. Useless idiotic tinhead. So there are opportunities for fun in the game, yes, if you take it as post-apocalyptic variation of The Sims. :ebil:
Ostriig on 25/11/2008 at 15:34
Release of a construction set has been (
http://www.bethsoft.com/bgsforums/index.php?showtopic=916357) announced for some time in December, along with
Operation: Anchorage, the first of three publicly confirmed DLC packets.
Quote Posted by Angel Dust
I agree to an extent but not for the examples I am talking about. We aren't talking about the over reaching implications of something I did on the other side of the world, we are talking about a very simple situation in a contained enviroment that should be easily testable.
Yeah, I see your point there.
Rogue Keeper on 25/11/2008 at 15:45
No expansions with fighting for the Enclave or Supermutants. :(
Rogue Keeper on 25/11/2008 at 17:09
Quote Posted by Howard Todd
We can't wait to see what the community does with the G.E.C.K.
Quote Posted by Judith
I want F1 & F2 remakes
- The NCR Lampoons : Secret Teenage Diary of President Tandi
- Marcus' Adventures in Cat's Paw Brothel
- Angela Bishop : "I Suck For Jet" (a Corsican Brothers production)
The_Raven on 25/11/2008 at 21:21
"You woke up the baby!"
PeeperStorm on 26/11/2008 at 04:07
I've had a few days to wander around the DC area on my PC and get into all sorts of trouble, so here's my impressions. First a list of complaints, since a skunk under my house has made me a bit grumpy:
- The game itself is lots of fun, although it's a disappointment as a sequel to the Fallout games. I will try not to compare it to them beyond that.
- The PipBoy interface is a Fail Sandwich. It is made of console and Oblivion. And it would have been nice if they could have avoided making it look like something from FT:BOS. Bad memories and all that.
- It has minigames. I hate minigames, although I must admit that these are very well designed minigames.
- The documentation leaves a lot to be desired.
- Remapping keys needed more testing and fixing before release.
- The radio stations are a nice inclusion, but get tiresome after a while. It would be nice if you could turn your radio off in the same part of the interface where you choose stations.
On to random gameplay notes. The stuff in the vault at the beginning went as expected since there's been lots of info released about it. As soon as I emerged I stopped to admire the view, and I was rudely interrupted as the game grabbed me by the hair, screamed "assign points now!" and slammed my face into the level-up screen. So no assigning skill points at my leisure I guess. Bad game designer, no biscuit!
Megaton is a Mega-Town on a micro scale. Lots of stuff going on. And I don't know whether I want to strangle the gal who runs the general store or marry her. Or both.
A little experimentation involving a pistol, the baseball cap, Deputy Weld, and V.A.T.S. mode revealed the undocumented (see complaints above) feature that higher Perception does increase one's chances of hitting in ranged combat. Good to know. Apparently there's more of the original S.P.E.C.I.A.L. system still in place than I thought.
Now that I've done a few good deeds there's a woman who won't leave me alone. She keeps running up and handing me stims and bottlecaps and stuff. Not that I'm complaining, but it's a little odd.
The first time I activated a toilet was a bit of a shock. 'Nuff said.
The Blood Ties quest seems an awful lot like the Ghost Farm hijinks in Fallout 2.
Brown trousers moment: After barely surviving my first run-in with a super mutant, having four of them come charging at me out of a ruined building in another area. On the positive side, I found out that I can run pretty fast.
Want to travel and get stuff with very little risk? Look for a wandering Outcast patrol and follow them around, looting corpses as they create them and mapping new locations. And if they get killed, you can take their power armor. Nice.