I simply cannot bring myself to finish Dead Money.

Post » Sat Aug 20, 2011 2:27 am

I started Dead Money, and was incredibly pleased to find myself alone in closed off area with limited firearms and ammo. You have to be sneaky, lest the Harvesters find you, and it was really intense. Or so I thought...

I'm now about an hour or two in now, and I have easily over 400 rounds, and I just kind of run around, letting Dog rip everything in half... I'm on Very Hard (Not-hardcoe) and I still effortlessly kill everything with more than enough ammo and chips to spare... At this point I simply cannot play anymore. I want to leave and go back to the regular game, but I'm stuck until this is finished... Every conversation you are put into drags on for hours, and yet I still find myself confused as to what I am doing next. So far I have just been following my quest marker, as my pipboy seems to magically know where to go next, even though most of the time, you were never told where to go. Also, the girl who talks with her hands is so annoying. I read the lines, but am still confused as hell. I find myself randomly clicking dialog options, simply to get to the end of the conversation. The collar traps (radio's, security emmiters, etc) were a great idea, but they got old really fast. There is never a dramatic rush to find the source of the signal, you always just effortlessly walk up and turn off or shoot whatever is going to blow up your collar. They could have easily made it so you have to run in and find it in seconds or you die. Instead you can casually stroll into an affected area, look around calmly, then find the source, mosey on over to it, and disable it. Also, the red cloud stuff that hurts you seems more like it was added in the end to give the player a need for the vending machines. Dog kills everything before it can come anywhere near hurting me, and even with out him, I effortlessly kill things. I feel like they found this out, and instead of fixing it, they added the clouds. Now the red clouds hurt me, and I must use food, then use my chips at the vendors to get more food...

Did this happen to anyone else? They had such a great opportunity to do really nicely with this, but it has quickly turned into me simply running around being the arrand boy for whoever the hell the old man is...

What was the general reaction to this DLC? I never followed it since at the time I couldn't afford getting it... I'm just curious to see if somehow I'm out of the loop on enjoying this, or if this was the general reaction.

Thanks,

Alexander J. Velicky

EDIT: To make this seem a little less negative, does anyone have any tips on how I can make this more entertaining? Maybe I am just going about this in the wrong manner or something?
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Alina loves Alexandra
 
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Post » Fri Aug 19, 2011 4:27 pm

Thats the feeling I had when I first played DM to, but after I did another playthrough I liked it. Well I wasn't on these fourms when it came out, but I was on an another fourm and lets just say there was a lot of complaining and whining with a few people liking it. So it was a mixed reaction with it leaning towards not liking DM.
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Ben sutton
 
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Post » Sat Aug 20, 2011 5:45 am

DM would have been a hell of a lot more fun if you were able to sneak in one or two of your favorite weapons into the DLC. But instead your given a bland choice between a bear trap fist, throwing spears, a knife, or if your lucky, a police pistol for the entire DLC. Oh yeah and you get a handful of shots for the holorifle and automatic rile, which amounts to maybe 1 or 2 kills.
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Jenna Fields
 
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Post » Sat Aug 20, 2011 4:20 am

DM would have been a hell of a lot more fun if you were able to sneak in one or two of your favorite weapons into the DLC. But instead your given a bland choice between a bear trap fist, throwing spears, a knife, or if your lucky, a police pistol for the entire DLC. Oh yeah and you get a handful of shots for the holorifle and automatic rile, which amounts to maybe 1 or 2 kills.


You must not be looking very hard for MF cells and .308 rounds. They're scarce at first, and they're never exactly falling off the trees, but if you poke around you can find more than enough of them to get by.
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Dezzeh
 
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Post » Fri Aug 19, 2011 3:43 pm

Hmmm, maybe I just need to keep playing then and see where it goes. I do have an incredibly critical eye when it comes to video games, and I often find small things to be big problems. :P (Fortunately, that really helps when I make my own quest mods.)

I'll play again and see if I can find a good time in it all...
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bonita mathews
 
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Post » Sat Aug 20, 2011 6:06 am

I'm curious...

What's your build, level, how far in are you and where'd you get all the ammo from?
I don't THINK you can accumulate 400 rounds so quickly unless you're using vending machines and/or not firing a shot. Keep in mind that the difficulty of Dead Money depends on your skills. For example, a person with maxed science has access to the ammo codes, whereas a person with low science does not, so ammo becomes scarce.

If you want it to be harder, I'd start by not relying on Dog. He'll tear everyone to shreds. The other two companions though, you have to keep your eye on; if they die, you die.
It also gets harder throughout the course of the DLC of course, so just keep pressing on.
And your level might have something to do with it. The Ghost people level, and I do know that if you go in at, say, level 45, then the police pistol is practically worthless. If you went in at just the right (or wrong) level then they might be too easy.
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Marlo Stanfield
 
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Post » Fri Aug 19, 2011 11:35 pm

I think the problem with Dead Money is that it's more favoring to those who appreciate an RPG over a shooter, and since Fallout: New Vegas IS an RPG, this should be expected, the thing about Dead Money is it forces you to do actual thinking as opposed to the generic quest that most games these days are guilty of, IE 'Go to X, kill Y, retrieve Z' and it requires 0 thought to complete, where as Dead Money requires you to use your own mind. Dead Money is a depressing environment, but for some reason, it's seemed to have planted a deep love in my heart for it's story, it's setting. TBH, I wish we could go back just because I enjoyed looking at the beautiful Sierra Madre looming overhead, it's spotlights casting the casino in a beautiful yet forboding light.
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Queen
 
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Post » Fri Aug 19, 2011 9:35 pm

I liked it, However if you want more difficulty play on hardcoe or don't use dog.
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Mariaa EM.
 
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Post » Sat Aug 20, 2011 3:48 am

I would've liked this so much if there had been a way for us to disable the collars and turn the tables on Elijah in the end instead of putting up with the [censored] conceit that someone with 100 explosives, science, and repair can't get one of them off but has no trouble taking them off of other people with less skill.

Colonel Martyr, this was less like an RPG than any other DLC. You skills, stats, and choices don't count for [censored] for over half the play time because all of the obstacles are insurmountable by any tactic other than brute force and running, especially in the Vault. How is it possible that Elijah has so much control over the force fields and other technology and yet needed us to get into the Madre at all? He should've been able to waltz into the place and take whatever he wanted years earlier. If he can have that level of control, why can't we? I hated being confronted with the idea that this mundane brotherhood of steel guy was so much of a technological genius that he could engineer the entire hotel to turn against me having never seen it before.
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C.L.U.T.C.H
 
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Post » Fri Aug 19, 2011 8:23 pm

Well.. I can easily say that one of the reasons your probably confused as where to go is because you said your randomly clicking dialogue options to get through lengthy dialogue.
I personally enjoyed the game.. but I like to explore and take my time. Granted.... if I weren't in the mood for exploring and taking my time, I would also most likely find this DLC as you do. It could very well just be that your not in the mood to play this right now. Or maybe you were expecting something else. My suggestion is wait until you are in the mood.
If I'm not in the mood to play a certain game then I'm just going to find it annoying or boring to play. Your own mood greatly affects your enjoyment of game just as it is with movies, t.v. shows or books. Put the game down and play something your in the mood to play.. come back when your in the mood to play this.
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Nienna garcia
 
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Post » Fri Aug 19, 2011 10:09 pm

This was my second favorite DLC. Though my gripe wasn't confusing dialogue ("Go find the others, and come back here for the next step", real confusing :rolleyes:) it was actually the Police Pistol itself.

First off, it looks like a million bucks. I thought that this would replace Lucky for sure. But alas, it actually has a slower ROF and reload time with the same damage. There were also a few really annoying bugs with it. The crosshairs did not line up with the actual ironsights, making it a thouroughly immersion-breaking weapon. Another such bug is PS3 exclusive whereas the weapon does not account for elevation while in VATS. Say you try to shoot a Gecko and you select the head in VATS. The bullet whizzes 4 feet above him.

In conclusion, I do not like the Police Pistol. :P
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Zach Hunter
 
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Post » Fri Aug 19, 2011 2:32 pm

I'm in the minority here. I loved the story, and I kinda liked the game, but not enough to go through and play it again, or next time I'll get one of those implants beforehand, but the radios and constant exploding heads are just a huge deterrent. I love the characters, and I would totally "les out" for Christine...but I've played it once and after that I had my fill. It was too puzzley, I don't mind survivor horror, but the inevitable head explosions were just irritating.
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QuinDINGDONGcey
 
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Post » Fri Aug 19, 2011 4:36 pm

Well.. I can easily say that one of the reasons your probably confused as where to go is because you said your randomly clicking dialogue options to get through lengthy dialogue.


Read my original post, that isn't what I did. I read through the lengthy conversations, the only one I randomly chose options for was with the mute girl. It said stuff like "She waves her hands wildly, then makes a triangle" and for some reason my option would be "You want me to go buy 3 root beers, and a Snickers? I'll be right back!" I just don't think they did that well, as most of her hand movements made little sense, so I wasn't sure what the hell I was saying my responses in response to.

As for being confused the other times, it's because what your doing is never exactly clearly stated. The old man pops up, and says you die if they die, and to go find them. He never actually tells you where they are, yet you have a map marker. So for that part, I was simply blindly following the map marker.

And I did go slow and explore, it's just when the entire DLC is the same 6 buildings over and over and over, it gets a little old...
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Marilú
 
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Post » Sat Aug 20, 2011 3:02 am

I enjoyed it. I agree that the feeling of having to start from scratch is awesome. On my first (and also in my latest) playthrough, I stopped using my guns and switched to melee/thrown weapons (kept the laser pistol for dealing with speakers and radios, tho') just for a change of pace. I was rolling in gear, guns and ammo by the time I finished the Villa end of things, but didn't really need them. I ended up leaving them in the central fountain and didn't tote most of them back to the Mojave. I think that's a fairly good indicator that the loot was bit too plentiful, even if it didn't seem that way at the outset. I think I understand why it was a one-shot mission and agree with the devs on that decision (sort of - I forgot to snag the Snow Globe on my last trip and there isn't much I can do to fix that except reload a save -:facepalm:)
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SiLa
 
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Post » Fri Aug 19, 2011 11:39 pm

Read my original post, that isn't what I did. I read through the lengthy conversations, the only one I randomly chose options for was with the mute girl. It said stuff like "She waves her hands wildly, then makes a triangle" and for some reason my option would be "You want me to go buy 3 root beers, and a Snickers? I'll be right back!" I just don't think they did that well, as most of her hand movements made little sense, so I wasn't sure what the hell I was saying my responses in response to.

As for being confused the other times, it's because what your doing is never exactly clearly stated. The old man pops up, and says you die if they die, and to go find them. He never actually tells you where they are, yet you have a map marker. So for that part, I was simply blindly following the map marker.

And I did go slow and explore, it's just when the entire DLC is the same 6 buildings over and over and over, it gets a little old...


This reply is directed towards your signature (mods). The mods you have created seem to be of excellent quality and appeal, providing an ardent incentive to replay the mods.
Also, Alchestbreach is doing a playthrough of your most current mod ( to my knowledge) D.E.I.M.O.S.
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Cathrine Jack
 
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Post » Sat Aug 20, 2011 5:28 am

It's my favorite DLC.
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Liii BLATES
 
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Post » Fri Aug 19, 2011 9:59 pm

This reply is directed towards your signature (mods). The mods you have created seem to be of excellent quality and appeal, providing a ardent incentive to replay the mods.
Also, Alchestbreach is doing a playthrough of your most current mod ( to my knowledge) D.E.I.M.O.S.

Awesome. AIchestbreach did a playthrough of my last mod, which I thought was hilarious. :D

It's my favorite DLC.

Hmm. I will have to eventually get the others. Though, from what I have heard, Honest Hearts svcked, but OWB is pretty awesome...
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Leanne Molloy
 
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Post » Sat Aug 20, 2011 3:59 am

Read my original post, that isn't what I did. I read through the lengthy conversations, the only one I randomly chose options for was with the mute girl. It said stuff like "She waves her hands wildly, then makes a triangle" and for some reason my option would be "You want me to go buy 3 root beers, and a Snickers? I'll be right back!" I just don't think they did that well, as most of her hand movements made little sense, so I wasn't sure what the hell I was saying my responses in response to.

As for being confused the other times, it's because what your doing is never exactly clearly stated. The old man pops up, and says you die if they die, and to go find them. He never actually tells you where they are, yet you have a map marker. So for that part, I was simply blindly following the map marker.

And I did go slow and explore, it's just when the entire DLC is the same 6 buildings over and over and over, it gets a little old...



That's part of the RP factor of Dead Money.

As I said, a high science character will find Dead Money easier because you have access to the ammo codes for the vending machines. With Christine, you need high Perception or high Intelligence for the game to tell you what she means, or you need to be able to figure her out yourself.

Oh and as for knowing where the others are, that's explained. The Old Man is quite skilled with technology and familiar with your Pip-boy. He's basically hacked into it. Your Pip-Boy is what's allowed him to set this whole thing up to begin with, so that's how you're getting the map markers and such without him actually telling you where to go: it's because he's doing it via your pip-boy.
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Johnny
 
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Post » Sat Aug 20, 2011 6:32 am

DM would have been a hell of a lot more fun if you were able to sneak in one or two of your favorite weapons into the DLC. But instead your given a bland choice between a bear trap fist, throwing spears, a knife, or if your lucky, a police pistol for the entire DLC. Oh yeah and you get a handful of shots for the holorifle and automatic rile, which amounts to maybe 1 or 2 kills.


I searched every nook and cranny of DM. There was more than enough ammo for me to use my holorifle with impunity. It was really only during the beginning when I was having trouble with my ammo count.
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Roisan Sweeney
 
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Post » Sat Aug 20, 2011 4:32 am

I've done Dead Money enough times to know where everything useful is, and where to go and stuff lol!
I enjoyed it tbh.
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Hilm Music
 
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Post » Sat Aug 20, 2011 4:27 am

I'm curious...

What's your build, level, how far in are you and where'd you get all the ammo from?
I don't THINK you can accumulate 400 rounds so quickly unless you're using vending machines and/or not firing a shot. Keep in mind that the difficulty of Dead Money depends on your skills. For example, a person with maxed science has access to the ammo codes, whereas a person with low science does not, so ammo becomes scarce.

If you want it to be harder, I'd start by not relying on Dog. He'll tear everyone to shreds. The other two companions though, you have to keep your eye on; if they die, you die.
It also gets harder throughout the course of the DLC of course, so just keep pressing on.
And your level might have something to do with it. The Ghost people level, and I do know that if you go in at, say, level 45, then the police pistol is practically worthless. If you went in at just the right (or wrong) level then they might be too easy.

i went into dead money at lvl 12 not hardcoe and on normal and i had a hard ass time lol, i usually like to go into the dlcs at lower lvls, id say u should do HH first then dead money then old world blues easeist to hardest kind of things
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Ann Church
 
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Post » Fri Aug 19, 2011 11:52 pm

I enjoyed the DLC overall. It's not my favorite, but I never dread going through it as the rewards are worth the effort.

Far as ammo for the holorifle. There is plenty of the stuff around and drained cells as well. Trick is converting all the SEC/ECP ammo that you don't need into MFCs that you do need. There is also at least one stash of 100+ MFCs and I think a second. I used the holorifle allot in the DLC and walked out with around 300 MFCs at the end.

Needed the vending machine for some (100-200?) .308 ammo as the Automatic Rifle is what's needed for fighting in the casino lobby.
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Natalie J Webster
 
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Post » Sat Aug 20, 2011 4:25 am

I feel the same way (as the title) about Honest Hearts. I went into a cave, and just quit it and started playing Oblivion instead. That was monday, and nothing has changed :hehe:
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Emma-Jane Merrin
 
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Post » Fri Aug 19, 2011 5:28 pm

The strong point of Dead Money is the story, the gameplay comes in 2nd hand, which is still great.
Focus on the story.
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Jessica White
 
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Post » Fri Aug 19, 2011 6:31 pm

I think the problem with Dead Money is that it's more favoring to those who appreciate an RPG over a shooter, and since Fallout: New Vegas IS an RPG, this should be expected, the thing about Dead Money is it forces you to do actual thinking as opposed to the generic quest that most games these days are guilty of, IE 'Go to X, kill Y, retrieve Z' and it requires 0 thought to complete, where as Dead Money requires you to use your own mind. Dead Money is a depressing environment, but for some reason, it's seemed to have planted a deep love in my heart for it's story, it's setting. TBH, I wish we could go back just because I enjoyed looking at the beautiful Sierra Madre looming overhead, it's spotlights casting the casino in a beautiful yet forboding light.


First time I tried it was with a Med head, science chick, very low endurance and low strength.
Combat was tense and more tactical, as I had trouble finding weapons that would actually help ( caravan shotgun.)
Relied on a lead pipe most of the DLC.
The dialogue and exploring part ( apart from the constant health drain.) was fun and intrigueing.
Everything was revealed, but as a first run I missed a lot of things.
Also I suffered a glitch where the cloud effect got stuck on permanently, killing me in seconds no matter where I was.

Second run a tank, melee, unarmed character with at best 50 in science and repair ( started DM quite below this level.)
Cobat and exploring the constant health draining resort was a cake walk.
If the perk Lead belly actually worked it would have been even easier.
But not being able to pick locks, hack terminals, repair things, pass speech checks made it far more difficult in general.
Getting stuck in a cloud with a door you can't open and a radio signal near by negates your high health.

So I liked it, it's one of those things that you actually have to try with different builds to appreciate the depth.
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Charity Hughes
 
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