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Post » Thu Jan 27, 2011 7:43 pm

http://kotaku.com/5610615/my-first-30-minutes-with-fallout-new-vegas

Interesting bit : Now, from the start, players can combine like weapons and repair them to 100% functionality. If you raise your repair skills in this game you are raising your ability to make better forms of ammo and to slow the degradation of your guns.


Aww, I hoped they'd gotten rid of that. And that does sound like Repair skill doesn't affect repair anymore (except for perahaps some specific quests and dialog) but crafting, which I find a bit odd. Not a biggie, though.

Since repair kits now aren't all that necessery regarding guns, would they be used to repair armor (and the skill affecting that), I wonder?
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Vahpie
 
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Post » Thu Jan 27, 2011 7:44 pm

Maybe, but Caesar's legion didn't seem to wear wolf skins too much in the previews we've seen of them. They're more post-nuclear Romans rather than post-nuclear Huns.


Wasnt there a Wolf themed tribe in Van Buren? Or something to that effect.

Edit: The Hangdog? A tribe which "runs with packs of dogs" and are "slavers and scavengers". Wouldnt be much of a stretch for a tribe to wear the pelts of the strongest wild dogs/wolves theyve killed, and any slavers could easy enough have ties to Ceasers Legion.

Just a thought
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Lexy Dick
 
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Post » Fri Jan 28, 2011 1:02 am

i am hype :woot:
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Lizzie
 
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Post » Fri Jan 28, 2011 4:51 am

Aww, I hoped they'd gotten rid of that. And that does sound like Repair skill doesn't affect repair anymore (except for perahaps some specific quests and dialog) but crafting, which I find a bit odd. Not a biggie, though.

Since repair kits now aren't all that necessery regarding guns, would they be used to repair armor (and the skill affecting that), I wonder?

Repair still affects the efficiency of the repairs you do. Sure, you can mash ten decent 9mm pistols together into a perfect one but you're wasting a lot of resources by doing so.

Repair kits are still pretty valuable if you don't have a matching weapon around to do repairs. I found a crummy Cowboy Repeater early on in my most recent playthrough. With a good Repair skill and two repair kits, it was in good condition despite not having any other Cowboy Repeaters on hand.
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Guy Pearce
 
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Post » Thu Jan 27, 2011 4:06 pm

Looks like some kind of flamer, or the grenade machinegun thing.


Comparing from the E3 trailer, I'd say that is the grenade machine gun, for sure.
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john palmer
 
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Post » Thu Jan 27, 2011 1:22 pm

Aww, I hoped they'd gotten rid of that. And that does sound like Repair skill doesn't affect repair anymore (except for perahaps some specific quests and dialog) but crafting, which I find a bit odd. Not a biggie, though.

Since repair kits now aren't all that necessery regarding guns, would they be used to repair armor (and the skill affecting that), I wonder?


It makes a bit more sense to me actually. Because of all of the traders with really crappy repair skills, a lot of the time you had to settle for a low quality weapon if you had a low repair skill. Normally I would say that's a good thing, if you didn't invest in the repair skill you shouldn't be able to do much. But at the same time, it's kind of a handicap. I think it's better that they are making it so each skill is a worthwhile investment instead of making it so certain skills are obviously better than others.
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Isabella X
 
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Post » Thu Jan 27, 2011 10:09 pm

Awesome," I think. "I stole a powder gang outfit when I offed those two gang members on the way over. I'll just slip this on, and waltz into town."

Bad idea. The convicts accept me all right, but I hadn't figured on the fact that the Powder Gang was engaged in a high octane firefight with the forces of Law and Order who surround Primm. As soon as I got in sight of the soldiers, they lit me up from two sides, tearing me apart with gunfire while I fruitlessly ran for cover. Bang -- dead. Life in the Vegas wasteland is cheap and ends fast, and I never even found out which sons of [censored]es shot me.


So does this mean we can disguise ourselves now? Would be sweet if we could.
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Haley Cooper
 
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Post » Thu Jan 27, 2011 7:06 pm

Awesome," I think. "I stole a powder gang outfit when I offed those two gang members on the way over. I'll just slip this on, and waltz into town."

Bad idea. The convicts accept me all right, but I hadn't figured on the fact that the Powder Gang was engaged in a high octane firefight with the forces of Law and Order who surround Primm. As soon as I got in sight of the soldiers, they lit me up from two sides, tearing me apart with gunfire while I fruitlessly ran for cover. Bang -- dead. Life in the Vegas wasteland is cheap and ends fast, and I never even found out which sons of [censored]es shot me.


So does this mean we can disguise ourselves now? Would be sweet if we could.


I could of sworn that we could. I think it depends on your sneak skill and the people that will likely find you out are Righ-ranking members of a faction and dogs. I might be crazy too.
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Rebecca Dosch
 
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Post » Thu Jan 27, 2011 10:25 pm

I could of sworn that we could. I think it depends on your sneak skill and the people that will likely find you out are Righ-ranking members of a faction and dogs. I might be crazy too.


Paraphrasing was Chris Avellone said on his twitter, it depends only on your disguise. Grunts don't spot you, lieutenants and dogs do. Of course, if you spot a lieutenants or a dog, sneak could indeed come in handy.
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Stace
 
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Post » Fri Jan 28, 2011 1:20 am

Repair still affects the efficiency of the repairs you do. Sure, you can mash ten decent 9mm pistols together into a perfect one but you're wasting a lot of resources by doing so.

Repair kits are still pretty valuable if you don't have a matching weapon around to do repairs. I found a crummy Cowboy Repeater early on in my most recent playthrough. With a good Repair skill and two repair kits, it was in good condition despite not having any other Cowboy Repeaters on hand.

I like this. Since multiple copies of the same gun won't be needed to keep you shooting, it makes truly unique weapons more useable (think anchorage gauss rifle). Also, since you've decuppled the repair skill from the maximum repair condition, it's deemphasized it's importance. You can still maintain 100% gun conditions with all the benefits that brings.
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Yvonne Gruening
 
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Post » Fri Jan 28, 2011 5:26 am

Repair still affects the efficiency of the repairs you do. Sure, you can mash ten decent 9mm pistols together into a perfect one but you're wasting a lot of resources by doing so.

Repair kits are still pretty valuable if you don't have a matching weapon around to do repairs. I found a crummy Cowboy Repeater early on in my most recent playthrough. With a good Repair skill and two repair kits, it was in good condition despite not having any other Cowboy Repeaters on hand.


Ah, ok. Thanks for the clarification.

Though, a curious and thinking the hard way person that I am, that rises another, a bit unrelated question (pushing my luck here, I know) - is the economy of the game designed so that it actually matters if I waste the 10 or so 9mm's (or any other weapons) to get one in good condition (surely, early one it likely does, but what about further down the road, am I drowning in valuables and loot - so to speak)?


Edit - And to really push it: How does CND affect the weapon (or in other words, is it more relevant than before)?
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RAww DInsaww
 
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Post » Fri Jan 28, 2011 3:51 am

Traits have drawbacks as well, so if you take the perk that allows you to shoot faster, you'll shoot less accurately -- life is all about the trade-offs.


Fast Shot confirmed (albeit, changed). :D

Melee weapons will have secondary effects, so each time I landed a right cross on a lizard, there was a chance that I'd knock him back on his Gecko ass.


Neat.

Both from the G4 preview, by the way.
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Anna S
 
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Post » Thu Jan 27, 2011 10:13 pm

Edit - And to really push it: How does CND affect the weapon (or in other words, is more relevant than before)?


yeah i'm curious about this too. i know Fallout 3 had the underpinnings of a jamming system (that was buggy with automatic weapons and presumably disabled because of it) but it doesn't seem like it would be that hard to fix. it would be neat if it was finally implemented.
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Vicky Keeler
 
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Post » Thu Jan 27, 2011 10:22 pm

I get you but don't agree... Like the previewer stated, if you didn't like FO3 you probably won't like NV.... Makes sense, really... They aren't changing the kind of things that would have made people stop playing FO3.
I`m sure they`ll pick up some NEW fans, pre-orders would indicate just that, but the gamers that put down FO3 and said, `I`ll never play that again,` aren`t likely gonna come back for NV... Unless they stopped cause FO3 didn`t have a companion wheel.:)



i mean like its more like 1 and 2 then fallout 3 but with the fallout 3 engine
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Avril Churchill
 
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Post » Fri Jan 28, 2011 5:55 am

i mean like its more like 1 and 2 then fallout 3 but with the fallout 3 engine


Yeah, I get it.... But it's still not turn-based, still FPS, etc... The original fans that gave up on the series cause of FO3, still aren't getting what they want, and the people who weren't fans of the original series and didn't like FO3 are still gonna have the same general experience with NV, so likely won't buy into it either.
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JR Cash
 
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Post » Thu Jan 27, 2011 9:23 pm

Pretty much everything looks great to me. I love the way Repair now works. Good stuff.

Though, I am a bit disappointed in the Strip's entrance -- it looks kind of slumy. But it won't be like that when we get in, so it's all good.
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Maria Garcia
 
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Post » Thu Jan 27, 2011 3:04 pm

Pretty much everything looks great to me. I love the way Repair now works. Good stuff.

Though, I am a bit disappointed in the Strip's entrance -- it looks kind of slumy. But it won't be like that when we get in, so it's all good.

Glad someone else mentioned it because that bothered me as well. For an entrance that leads to strip full of casinos that entrance is a little on the lackluster side...
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Alexis Estrada
 
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Post » Thu Jan 27, 2011 8:49 pm

What, you expected a set of rhinestone encrusted golden gates guarded by platinum plated robots?
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Laura Ellaby
 
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Post » Thu Jan 27, 2011 11:33 pm

I look at it from a practical standpoint, the gate is there to protect the strip from the uncivilized riff raff, not to look pretty. It probably gets shot up quite a bit.
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Holli Dillon
 
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Post » Thu Jan 27, 2011 4:27 pm

What, you expected a set of rhinestone encrusted golden gates guarded by platinum plated robots?

Nope just didn't expect such a slummy entrance...which by the way leads to a strip full of money and casinos...seems a bit odd.
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Scott
 
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Post » Thu Jan 27, 2011 5:49 pm

Nope just didn't expect such a slummy entrance...which by the way leads to a strip full of money and casinos...seems a bit odd.

Very true. But as someone else said, there's probably a few brawls there, and heck, maybe it's meant to look like that so they don't get hundreds of people knocking on their door.

Perhaps it's just the camera angle. It might look bigger when we actually get there. Whatever the case, it's not a big deal -- I just hope the city of Vegas itself is big, and isn't just the Strip and a few other small settlements.
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Marie
 
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Post » Thu Jan 27, 2011 8:49 pm

Very true. But as someone else said, there's probably a few brawls there, and heck, maybe it's meant to look like that so they don't get hundreds of people knocking on their door.

Perhaps it's just the camera angle. It might look bigger when we actually get there. Whatever the case, it's not a big deal -- I just hope the city of Vegas itself is big, and isn't just the Strip and a few other small settlements.

I'm pretty sure the majority of people know what lies behind the sign (a strip full of casinos) so I don't think a slummy sign would keep more people away compared to a more glitzy entrance. I do agree with you though its not that big a deal I just find it odd. Yea hopefully the city itself is big.
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Manuela Ribeiro Pereira
 
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Post » Fri Jan 28, 2011 3:02 am

super mutants look fantastic. and it looks like the strip is walled in with gedhos all surrounding.
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Cash n Class
 
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Post » Fri Jan 28, 2011 5:44 am

I'm pretty sure the majority of people know what lies behind the sign (a strip full of casinos) so I don't think a slummy sign would keep more people away compared to a more glitzy entrance. I do agree with you though its not that big a deal I just find it odd. Yea hopefully the city itself is big.

I have more evidence for New Vegas itself being huge.

http://www.1up.com/do/previewPage?cId=3180855

It claims that Freeside is about 10 times the size of Megaton. :D And that's just the outskirts.
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lucy chadwick
 
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Post » Fri Jan 28, 2011 6:24 am

I have more evidence for New Vegas itself being huge.

http://www.1up.com/do/previewPage?cId=3180855

It claims that Freeside is about 10 times the size of Megaton. :D And that's just the outskirts.

Ten times the size of megaton and that's just the outskirts...nice!

Edit: why does it say the following at the very beginning of the preview...
"Full Disclosure: Bethesda paid for our hotel room at the Hotel Anatole during QuakeCon 2010."

What's that all about?
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Charles Weber
 
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