Rogue Keeper on 28/11/2008 at 09:35
After I explored locations in southern half of the map and got bored by lack of quests, at level 11 I decided to move on with the main quest and got hired by Three Dog as his errand boy.
As I was fighting through seemingly endless chain of underground tunnels and metros, blowing heads of many feral ghouls, raiders and mutants, I had pretty much the same feelings like you guys have described above. I tried to follow the map markers but it was useless, I got lost and tried to progress south on my own and eventually I found Museum of Technology. I had to sneak past all thouse supermutants near the Monument at night, because I had pretty much wasted my supplies of stimpaks... and didn't I kill enough vermin on my way there already?
It looks to me like the destroyed Washington is a total maze, both underground and on ground level.
I have mixed feelings from this. It's neat I can explore such detailed world, but then it's veeerrryyyy tedious to fight so long and explore hundreds of generic looking stashes, finding hundreds of generic items.
But I discovered something interesting in this game, which doesn't happen often to me in RPGs. At times I find myself lost! Surely I have some map (not very detailed) but it's not very useful in DC ruins. Many locations are interconnected and for a while I was running in circles. And strangely, it somehow feels good to feel lost in a game world. Suddenly I felt like my character has life of his own, chooses his path differently. At this point I can appreciate the open-ended nature of sandbox RPGs like this. But at the same time I felt terrified by the size of the world - damn, how long it takes me to explore it completely? I have some other games to play! I'd love to explore - only if the environments were more diverse and unique. Why can't I meet a single interesting friendly NPC during my two days long exploration of Washington ruins?
To sum it up, exploration feels good but at the same time it's terribly repetitive. It's good that after a boring episode of exploration I finally manage to find an interesting location with something to read, somebody to talk to, some quest to take, but they seem to be so far between and getting to them through hordes of hostiles and generic environments is a chore.
There's been said enough about primitivized character development system too. Normal RPGs reward you for making your character a specialist. This one seems to push you to make a generic know-it-all supercharacter. Plenty of opportunities to raise basic stats and skills, all perks are rewarding but none have negative downside like traits in F1-2 and their prerequisites are generally low. It's very likely you can end the game with stats like 9-7-8-10-9-8 and most skills similarly high.
I'm used to tighter narrative than this, I appreciate a world to explore and sidequests, but at the same time I need stronger, more urgent narrative (and better writing) to drive me on. F3 still holds my attention, it interests me more than Oblivion, but for how long it keeps me interested I can't tell yet.
242 on 28/11/2008 at 10:45
Quote Posted by Talgor
With that character my playtime stood at 40 hours, but it was not my first character (who completed the game with 50 hours but missed about a third of the locations), so I was going to and through some familiar places faster than on the first time...
Still don't know how it's possible if you explored very thoroughly. My play time is 70hrs+ and I've explored only 30 or 40% of the marks on the global map at best. I check every container and crack every terminal/safe I see, but do it very fast and otherwise don't tarry much, still a standard indoor maze-like area (consisting generally of 3 sub-maps) takes probably not lesser than 0.5-1hr to fully explore it. Now it's really hard to find a reason to continue and explore other 60% of the areas. This game has too many instances of the same contents, either the world should be much smaller, or assets and design style should be more varied. I didn't play Morrowind or Oblivion much, may be after them FO3 seems ok in terms of variety, I'm more used to games with much smaller worlds like Gothic1/2 where every location was manually created with love and was very distinctive.
PeeperStorm on 29/11/2008 at 04:51
I just noticed that there's a sniper over the gate to Megaton. How does he get up there?
Now that I think about it, I like the idea of the GNR station even more because it provides a justification for NPC reactions being modified by your karma rating. There's a dj blabbing about all the stuff that you do, so it's natural that everyone will know about it.
Thanks to Jason Moyer for telling me how to turn the radio off. Now that I've done so, I can listen to the background music, which is very nice. With a tiny bit experimentation I've discovered that the PC version of F3 inherits one of the features of Oblivion that is completely Made Of Win: You can add your own mp3s to the soundtrack by dropping them into the various Data/Music subfolders, and the game will automagically use them. Want your battle music to include "Let's Have a War", "2 Minutes to Midnight" or "Another One Bites the Dust"? Go for it. You can also remove the existing music if you want.
I really wish that the buy/sell interface included the ability to sort by weight, type and price. Or is that another feature that I just haven't figured out yet?
There's a lot of justice in the accusations of copy/paste design here. I think a big part of the problem is that, as in Oblivion, interior spaces frequently come as pre-defined models of complete "rooms". Contrast with Morrowind where interior spaces are assembled from much smaller "wall/floor/ceiling" models, allowing for much greater variety. Oh sure, the new spaces have higher poly counts and are beautifully detailed, but you end up looking at differently furnished variations on the same set of spaces over and over.
icemann on 29/11/2008 at 18:31
The Pipboy needs to have the option of sorting your notes Alphabetically, rather than it just being the most recently received note to the first one you got. Makes finding similar notes very time consuming.
Jason Moyer on 29/11/2008 at 18:36
The notes section definitely needs cleaned up some. It would be nice if they were organized somehow, i.e. all of the schematics are grouped together, all of the audio logs from a specific location are grouped together and in order, etc.
I also don't like how audio logs expire sometimes, if they're quest related.
michaelg on 29/11/2008 at 18:42
One thing that annoys me is that item descriptions of the many of the things you pick up in the game are very vague. I wasted a stealthboy because I didn't really know what it would do, nor how long it would last.
I know there is a mod for this. Anyone tried it?
june gloom on 30/11/2008 at 05:34
Got my copy months ago, and am now (finally) installing it.
Seems to be stuck on installing Live at the moment. Hooray.
Sulphur on 30/11/2008 at 06:51
Yep, that takes a while. You'd best go make some coffee in the meantime. :p
PeeperStorm on 30/11/2008 at 18:03
Yes, three cheers for non-optional Microsoft software that you probably won't use!
I'm beginning to suspect that a character's Luck plays a big part in determining what random encounters you hit. My new low-ish Luck character attracts Talon mercenaries like a magnet. Incidentally, Deputy Weld apparently doesn't recognize the Talons as being bad guys.
A little mystery: While wandering around near Big Town I saw a tiny human form being flung through the air way, way up high and far off in the distance. All I can think of is that it's the result of someone encountering a mutant with a Fat Man over there somewhere, far enough away that I couldn't even hear the explosion.
Speaking of things in the air, it's a nice touch that communities and other "interesting" places tend to have birds circling overhead. Make's 'em easier to find too.
june gloom on 30/11/2008 at 20:47
My history with Bethesda games:
Daggerfall: arrrrgh
Morrowind: zzz
Oblivion: ZZZ
Fallout 3: ... :D
Also added a ton of custom music- original FO/2/T music plus stuff from various sources as the Stalker soundtrack (and for that matter the Robert Rich/Lustmord album Stalker), Aphex Twin's Selected Ambient Works Volume II (it was obligatory), among other things.