Continuing after the main Quest.

Post » Wed May 11, 2011 4:20 am

Broken steel just further broke an already broken system with everything it added. Overpowered enemies, an even worse story line, and increasing the level cap making your character's godlike lvl 20 abilities even more over powering. Thus breaking the game mechanics even more.

@Westoftherockies you have yet to provide any proof of your claims. You have no Idea what they plan for FO4, or you can never prove that Ob, was "successful" as you put it do to it's ability to play after the main quest.
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Kathryn Medows
 
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Post » Wed May 11, 2011 4:26 am

I like the definitive ending, it gives me motivation to not continue that character and move on to a new one. plus its like FO1 and 2 which =good.

FO2 allowed play after the main quest, and unlocked items only available once it was completed, although those items do break the game by making the PC massively Overpowered.

(don't get me wrong though, I'm on your side, I cant see the point of it).
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Tiff Clark
 
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Post » Tue May 10, 2011 8:18 pm

FO2 allowed play after the main quest, and unlocked items only available once it was completed, although those items do break the game by making the PC massively Overpowered.

(don't get me wrong though, I'm on your side, I cant see the point of it).


Non canon play after ending though.

All NPCs act as nothing ever happened.
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Klaire
 
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Post » Tue May 10, 2011 1:50 pm

All NPCs act as nothing ever happened.

No they all do not. Father Tully and First Citizen Lynette being the major two that I'm aware of.
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Mandi Norton
 
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Post » Wed May 11, 2011 3:15 am

No they all do not. Father Tully and First Citizen Lynette being the major two that I'm aware of.


It is still not canon.
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Verity Hurding
 
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Post » Tue May 10, 2011 8:27 pm

It is still not canon.

And?

A lot of what you do in any given game won't be canon. Future games get based on other quest resolutions.

Any after game play in NV would equally be non canon.
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Gen Daley
 
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Post » Wed May 11, 2011 4:20 am

And?

A lot of what you do in any given game won't be canon. Future games get based on other quest resolutions.

Any after game play in NV would equally be non canon.


I only remember People in New Reno giving you congrats, and the cheat stuff.
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gary lee
 
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Post » Wed May 11, 2011 3:28 am

And?

A lot of what you do in any given game won't be canon. Future games get based on other quest resolutions.

Any after game play in NV would equally be non canon.


But I mean EVERYTHING about playing after Fallout 2's ending is'nt canon.

At all.

Nothing.
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Jeff Turner
 
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Post » Tue May 10, 2011 7:24 pm

But I mean EVERYTHING about playing after Fallout 2's ending is'nt canon.

At all.

Nothing.

And your point caller is?

The same would be true with post NV gameplay.
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Gavin boyce
 
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Post » Tue May 10, 2011 2:02 pm

And your point caller is?

The same would be true with post NV gameplay.


I'm just saying, Because I think your saying some of it is?

I don't know, I'm sleepy.
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KU Fint
 
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Post » Tue May 10, 2011 12:56 pm

Fawkes couldn't do it because Bethesda made the mistake of listening to the people on the forums.

Really.

Originally the "Lone Wanderer" was supposed to be the "Lone Wanderer", and not have companions/henchmen/hirelings/whatever you want to call them. Then people started asking for companions. With great frequency. Like constantly. They wanted to be able to have companions. So Bethesda gave in and came up with the companions. But it wasn't until later in the development, and some aspects of the companion thing might not have details worked out as well as they could have hoped.


But why would Beth not want to have companions in a Fallout Game? Its not the fans fault for wanting them seeing as companions can add alot to FO1 and FO2. It just shows that they were not interested in the original fallouts.

On Topic again New Vegas lets you know the end is about to come. The main people say come back when you're ready!. If you want to keep doing quests and explore then do so and come back when you're ready. The game even says "you failed (quest name here) when you side with a faction or kill someone important. If you see that as a mistake load a save and change it. The Devs made sure players would know when the main quest was about to end because that was a complant about FO3.
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Suzie Dalziel
 
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Post » Wed May 11, 2011 1:59 am

No, I do not want some [censored] 3 hour long DLC like Broken Steel to be in charge of showing the repercussions of our actions. Broken Steel's repercussions svcked. You spiked the water with the modified FEV, and as a result, nothing happened except a few people got sick! You are so evil!

I had an awesome ending, and I don't want to see it butchered.
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cassy
 
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Post » Tue May 10, 2011 9:26 pm

I'm just saying, Because I think your saying some of it is?

I don't know, I'm sleepy.

No. the post I quoted said that no play after FNV makes it like FO1/2. I merely pointed out that FO2 did support post conclusion gameplay, and had several events/items coded in that appeared after the credits.
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Claudz
 
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Post » Wed May 11, 2011 1:50 am

No, I do not want some [censored] 3 hour long DLC like Broken Steel to be in charge of showing the repercussions of our actions. Broken Steel's repercussions svcked. You spiked the water with the modified FEV, and as a result, nothing happened except a few people got sick! You are so evil!

I had an awesome ending, and I don't want to see it butchered.


Agreed. New Vegas endings are awesome. Best of all they don't JUDGE ME. FO3 was the only one to do that. FO3 does not even have any repercussions, nothing that makes playing dozens of hours worth it IMO. Originals and New Vegas have the right way IMO. Broken Steel changed the story as well. FEV was to effect all the water from Project P and Project P was to clean all the water in the area. Broken Steel changed that to only in the building and it gets sent out in bottles by the BoS. Some evil enclave plan. It would not take long for people to learn something was wrong with it.
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Emma-Jane Merrin
 
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Post » Wed May 11, 2011 12:05 am

I only remember People in New Reno giving you congrats, and the cheat stuff.

There is at least one (or more?) quests, accessible only after you beat the game.
Check out the mainframe in Vault 8 after you beat the Enclave. (its a small thing)
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Sarah Unwin
 
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Post » Wed May 11, 2011 2:05 am

There is at least one (or more) quests, accessible only after you beat the game.
Check out the mainframe in Vault 8 after you beat the Enclave. (its a small thing)

Is that the one that gives you XP?
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Marine x
 
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Post » Tue May 10, 2011 4:43 pm

Is that the one that gives you XP?

Yeah.
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Marie Maillos
 
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Post » Tue May 10, 2011 10:33 pm

Yeah I remember that one. Also Aradesh, nice. Do you make those?
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Marnesia Steele
 
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Post » Wed May 11, 2011 4:29 am

Continuing after the main Quest.

Ok so I am sure this has been discussed in length but I have to add my 2 cents.

In Fallout 3 before the DLC Broken steel you couldn't play past the main quest. Realizing this was not a good idea Bethesda 1. raise the level cap to 30 and made it possible to continue to play after the main quest. Great decision everyone loved it. Knowing what they knew going into this game why did they make it not possible to continue after the main quest in New Vegas? Or was it Obsidian's choice? Regardless this was a miss step and one I don't understand.

Or are they planning to make it possible to continue after the main quest in DLC like they did in fall out 3 and if they do will they raise the level cap to 40. Seeing how we would only be able to get 5 additional perks I could see that happening.

Has anyone heard an explanation?


Like many in this thread have mentioned and countless game interviews before and after the release state, the game has a definite ending and Obsidian isn't changing it.

But why would Beth not want to have companions in a Fallout Game? Its not the fans fault for wanting them seeing as companions can add alot to FO1 and FO2. It just shows that they were not interested in the original fallouts.

On Topic again New Vegas lets you know the end is about to come. The main people say come back when you're ready!. If you want to keep doing quests and explore then do so and come back when you're ready. The game even says "you failed (quest name here) when you side with a faction or kill someone important. If you see that as a mistake load a save and change it. The Devs made sure players would know when the main quest was about to end because that was a complant about FO3.


I'm guessing that Bethesda didn't want to include companions because they didn't have them in Oblivion... Of course another explanation would be that they didn't want to have to come up with multiple endings to reflect the different companions' impact on that final leg of the main quest (you know, where you're forced to either commit suicide or chicken out and get Sarah killed?).

Agreed. New Vegas endings are awesome. Best of all they don't JUDGE ME. FO3 was the only one to do that. FO3 does not even have any repercussions, nothing that makes playing dozens of hours worth it IMO. Originals and New Vegas have the right way IMO. Broken Steel changed the story as well. FEV was to effect all the water from Project P and Project P was to clean all the water in the area. Broken Steel changed that to only in the building and it gets sent out in bottles by the BoS. Some evil enclave plan. It would not take long for people to learn something was wrong with it.


This here folks is what Obsidian was trying to avoid and is also the reason why Fallout: New Vegas ends. Obsidian wanted to make a story that actually put the player in the shoes of someone who actually has some say in the way things go in the wasteland. You go from a "Near-Death Nobody" to the "Determiner of Fates" as you progress through the story. You decide who rises to power and siezes control of the Mojave Wasteland. Your actions have weight... value.

In Fallout 3 there wasn't any of that. You could make a couple aesthetic changes to the story that in the end, had zero impact whatsoever. Not only that but like Styles so aptly said, Fallout 3's ending was judgmental of the player's choices. It wasn't an account of the events and the fate of the region that was being described... You were treated to a slideshow where the two outcomes basically were either "The Lone Wanderer was a complete selfish jackwagon" or "The Lone Wanderer should've gotten the Medal of Honor and a pony despite the fact that he/she was a tool".

...I must remember to breathe... My rant is over...
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willow
 
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Post » Wed May 11, 2011 3:44 am

yeah well, all these supposed changes are kinda stupid anyway, i'm not too impresssed with the slideshow at the end, its not all that rewarding to me one bit,


For crying out loud what more do you want? The ending pretty much sums up what becomes of nearly everyone you come in contact with during your playthrough?

To say that isn't any improvement over the FO3 ending is, imo, a bit disingenuous.

actually todd howard said the opposite, he said they learned their lesson from FO3 and will not let their games end, so you have to take it up with todd, obsidian won't be making FO4. and also for your information, bethesda RPG's do not end.


I'm not sure if that's a good thing or not as I have only played two Bethesda games. FO3 which had a fairly weak ending (I thought Dad/James passing away in the purifier earlier in the game was a far better/dramatic scenario than the actual ending) and Oblivion which I must admit, I haven't gotten to the ending yet (the game is so poorly written/voice acted that I keep going back to FONV).

I guess we'll see when FO4 comes out. I know I'm buying it.
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Eduardo Rosas
 
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Post » Tue May 10, 2011 9:53 pm

Why are people so obsessed with continuing after the game is ended? They did that in Fallout 2 and... nothing happened. There isn't a point, game is over.
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Cartoon
 
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Post » Tue May 10, 2011 8:49 pm

As Ferris says, "You're still here? It's over. Go home."

I enjoyed Oblivion. But I must say that the after party left a LOT to be desired. Gates weren't popping up anymore, the center ofthe city was different. I had a statue someplace. People would talk about me like I wasn't the person who had just saved their asses. But no big change. More of a, "return to normalcy" than anything. The only reason to have the keep playing option, as I see it, is to finish up what you missed. NV gives you plenty of warming so you know you can do that, before you go into the last mission. It surprised me when I saw it was my last mission, but I saw the warning and back away.
Some people have suggested that they could just make it an option to keep playing in some vanilla version of the world. Sadly, if they had originally, I would have thought that this was part of how they intended you to play, and then I would have been disappointed with the world not reflecting my actions. Clearly, either way, someone is disappointed. Someone in one of these threads mentioned Dragon Age: Origins as a game that let's you keep playing after the end. Not quite true. After you beat it, it puts you back in the game, at a prior time, before the ending.
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Vera Maslar
 
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Post » Wed May 11, 2011 2:06 am

I don't mind the definitive ending. At least this ending takes into account many of the actions you took and quests you completed. Personally, I believe Broken Steel was planned from the beginning. I think Beth. wanted to originally keep the ending in the same style as past Fallout games but later on add in post-game free roaming. Personally, I think Broken Steel should have been the first add-on to be released.

And I think the second poster made a valid point that I have told others. It takes a lot of time and resources to add post-game free roaming to a game that has many different endings and outcomes not just for the main quest but side quests too.

Overall, I loved it. The endings you get are only as bad or as good as you made them.
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Kim Bradley
 
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Post » Tue May 10, 2011 2:17 pm

As Ferris says, "You're still here? It's over. Go home."

I enjoyed Oblivion. But I must say that the after party left a LOT to be desired. Gates weren't popping up anymore, the center ofthe city was different. I had a statue someplace. People would talk about me like I wasn't the person who had just saved their asses. But no big change. More of a, "return to normalcy" than anything. The only reason to have the keep playing option, as I see it, is to finish up what you missed. NV gives you plenty of warming so you know you can do that, before you go into the last mission. It surprised me when I saw it was my last mission, but I saw the warning and back away.
Some people have suggested that they could just make it an option to keep playing in some vanilla version of the world. Sadly, if they had originally, I would have thought that this was part of how they intended you to play, and then I would have been disappointed with the world not reflecting my actions. Clearly, either way, someone is disappointed. Someone in one of these threads mentioned Dragon Age: Origins as a game that let's you keep playing after the end. Not quite true. After you beat it, it puts you back in the game, at a prior time, before the ending.


AI doesn't make for the best companions. In the first two FOs, I vaguely recall one companion that killed my character far more frequently than he killed the enemies he was supposed to be shooting at. I hate getting shot in the back by someone who is supposed to be on my side. I also hate killing someone who is supposed to be on my side because they constantly run in my line of fire. The only good thing about Fawkes was the amount of damage he could take. I used Fawkes once. Never bothered with him after that. Never got the others in any of my games.

Dragon Age: Origins doesn't have a "play after the end". It makes a save and any dlc you get starts from that "after the coronation" save. You can't do anything else; you are restricted to the party camp unless you're playing the dlc. You never go back to the game world *after* the coronation. The expansion Awakening continues the story, but even that doesn't let you back in the DA:O areas. You get a cameo by whoever you made ruler, and unfortunately one companion from the original game is available to be a companion in this game. Another game people bring up is ME2. You can play after the end, but unless you really, really like mining for minerals, nothing changes. You can finish missions, but there isn't any point. You did the main one; you don't need anyone loyal, you don't need any more upgrades to the ship, you can't upgrade or get better armor for your companions, your companions have no new dialogue, so playing after the end doesn't matter. You can get the Lair of the Shadowbroker, but even that has inconsistencies. If you wait until after finishing the main mission, you get information to give to Liara. Considering I told TIM to shove it and shut up, I don't think he'd be nice enough to help me with more information immediately. None of the other companions have anything to say about the mission or Liara, even if you invite her to the ship to continue your romance.
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kevin ball
 
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Post » Tue May 10, 2011 8:17 pm

AI doesn't make for the best companions. In the first two FOs, I vaguely recall one companion that killed my character far more frequently than he killed the enemies he was supposed to be shooting at. I hate getting shot in the back by someone who is supposed to be on my side. I also hate killing someone who is supposed to be on my side because they constantly run in my line of fire. The only good thing about Fawkes was the amount of damage he could take. I used Fawkes once. Never bothered with him after that. Never got the others in any of my games.

Dragon Age: Origins doesn't have a "play after the end". It makes a save and any dlc you get starts from that "after the coronation" save. You can't do anything else; you are restricted to the party camp unless you're playing the dlc. You never go back to the game world *after* the coronation. The expansion Awakening continues the story, but even that doesn't let you back in the DA:O areas. You get a cameo by whoever you made ruler, and unfortunately one companion from the original game is available to be a companion in this game. Another game people bring up is ME2. You can play after the end, but unless you really, really like mining for minerals, nothing changes. You can finish missions, but there isn't any point. You did the main one; you don't need anyone loyal, you don't need any more upgrades to the ship, you can't upgrade or get better armor for your companions, your companions have no new dialogue, so playing after the end doesn't matter. You can get the Lair of the Shadowbroker, but even that has inconsistencies. If you wait until after finishing the main mission, you get information to give to Liara. Considering I told TIM to shove it and shut up, I don't think he'd be nice enough to help me with more information immediately. None of the other companions have anything to say about the mission or Liara, even if you invite her to the ship to continue your romance.


Sulik in FO2 always use burst, and sometime kill innocent people, or worse, me :brokencomputer:
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Inol Wakhid
 
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