FO3 to FONV changes not commonly mentioned

Post » Wed May 11, 2011 12:54 am

Here is a list of things I've noticed while playing, I wrote them down as I went along. Hope its an enjoyable read :)

Feral Ghouls give + Karma when killed.
Hacking is altered so that the login screen forces you to pause and wait after an initial failed attempt.
Certain animals now run away when wounded (dogs, radscorpions etc) could be pathing bugs however.
Mini achievement list that rewards you with XP such as killing 50/50 insects.
There are little black ravens that appear friendly on the compass that fly away if you get too close, and can be killed for small XP.
There are containers that can be picked up and moved around/taken with the player that hold items! (boxes in goodsprings for example)
SPECIAL stats have new bonuses to your character.
Radio persists through the pause menu (could be a bug).
People don't seem to lock their doors at night, could be for hardcoe players so that can still access shop without having to spend precious time waiting.
Guns accuracy may be much more dependent on weapon condition, a weapon at 100% condition with 90 guns skill has much better vats accuracy than a weapon at 50% condition.
Weapons may cost much more for vendors to repair, and they seem to not break/degrade as fast.
New character animations for jumping, running while armed and also running with weapon holstered.
Killing random people encountered while traveling doesn't always net any karma loss!
You can apply venom to your melee/thrown weapons like in oblivion.
You can't drink from fire hydrants.
Mailboxes often have good stuff compared to mailboxes from FO3.
Enemy A.I. is smarter, enemies will throw explosives when you hide behind corners/cover to flush you out/kill you.
The radio also persists through loading screens!
Loading screens can get much longer when fast traveling (possibly bug).
One hand weapons are excluded from items that slow your movement speed while equipped!

That's all I've recorded so far :) feel free to post any subtle things you've noticed!
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Chloe :)
 
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Post » Tue May 10, 2011 11:39 pm

Is it just me or is the new jumping animation.... Funny/weird/off?
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Emily abigail Villarreal
 
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Post » Tue May 10, 2011 9:43 pm

agi increases run speed etc.

No it doesn't, running speed is always the same, regardless of agility. Only speed it influences is weapon holstering and reloading.
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Taylor Tifany
 
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Post » Tue May 10, 2011 4:30 pm

Waiting long periods of time doesn't have a load screen.
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Rusty Billiot
 
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Post » Tue May 10, 2011 1:44 pm

Is it just me or is the new jumping animation.... Funny/weird/off?

I think it's part of that 'realism' package we got, courtesy of people whining for 'more realistic things'.
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Casey
 
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Post » Wed May 11, 2011 3:27 am

You can't zoom out as far while in 3rd person. In FO3 you could zoom out more which made it easier to get sneak attacks while avoiding enemy detection.
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SexyPimpAss
 
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Post » Tue May 10, 2011 1:25 pm

How the hell can jumping be more, "realistic?"
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Gavin boyce
 
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Post » Tue May 10, 2011 7:00 pm

I think it's part of that 'realism' package we got, courtesy of people whining for 'more realistic things'.

I jump way cooler than that in real life.
I'm like a divine goddess when I gracefully lift my feet off the ground.

But in New Vegas it looks... Weird...
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Joie Perez
 
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Post » Tue May 10, 2011 4:37 pm

You can't zoom out as far while in 3rd person. In FO3 you could zoom out more which made it easier to get sneak attacks while avoiding enemy detection.

I was pretty sad they took that out. They said 'To hide the badly animated feet' WHAT EXCUSE IS THIS. :stare:

@Gabriel- Off Topic: Your continuos shifting from uses of Male to Female gender words confuses me ;-;

On Topic: Meh, It hinders my jumping compared to F3s jumping, but eh, I've come to live with it.
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мistrєss
 
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Post » Tue May 10, 2011 8:19 pm

I was pretty sad they took that out. They said 'To hide the badly animated feet' WHAT EXCUSE IS THIS. :stare:


A pretty damn good excuse...

I liked being able to pull back really far as well. Pulling out far enough makes it look like a original Fallout game, with turn-based combat and everything.
I watched the Enclave and BoS Outcasts duel it out in far away presence, I could say that it made me really wish that this whole game was turn-based combat again.
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kennedy
 
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Post » Tue May 10, 2011 7:10 pm

I was pretty sad they took that out. They said 'To hide the badly animated feet' WHAT EXCUSE IS THIS. :stare:


When at first you fail, give up and hid all evidence that you tried. The took the words to heart :P
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le GraiN
 
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Post » Wed May 11, 2011 3:14 am

During the hacking minigame, a higher Science skill will automatically remove duds on terminals that are way below your skill. So if you hack an easy terminal with a very high Science skill, there will often be only 2 options or sometimes even 1 (the correct one).
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Nana Samboy
 
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Post » Tue May 10, 2011 4:54 pm

It's no longer required to have weapons and armor in pristine CND.

Can shoot guns until 75% CND and armor can degrade to 50% before any adverse effects are noticed. Quite awesome that I can run several hundred rounds through some guns before needing to fix them. In FO3 where you where always repairing your stuff after every minor firefight and keeping enough weapons stashed to arm a small country for parts.
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Zualett
 
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Post » Tue May 10, 2011 6:55 pm

A pretty damn good excuse...

I liked being able to pull back really far as well. Pulling out far enough makes it look like a original Fallout game, with turn-based combat and everything.
I watched the Enclave and BoS Outcasts duel it out in far away presence, I could say that it made me really wish that this whole game was turn-based combat again.

If you are serious I will slap you silly :stare:

I know, I remember in F3, I zoomed as far as possible and aimed it over a wall, and watched a raider just walk right around the corner, then POW :blush2:
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CYCO JO-NATE
 
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Post » Tue May 10, 2011 10:19 pm

No it doesn't, running speed is always the same, regardless of agility. Only speed it influences is weapon holstering and reloading.


Oops, you're quite right. I saw ", speed" on the vigor tester and assumed it was for running speed when I saw the perk for 10% increased run speed. Thanks for the correction :)
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Joey Bel
 
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Post » Wed May 11, 2011 12:31 am

I'm a search and explore kind of player and I've noticed that, compared to FO3, most containers in FONV, like metal boxes, desks, mailboxes, contain some loot. I played through FO3 several times and each time I remember thinking why did they bother to put so many metal boxes in a vault or somewhere and most of them are empty. While playing my 170+ hours of FONV, I am thinking now that it's cool that most containers contain something. Sure most often it's crap, but at least you don't see that "empty"..., "empty"..., "empty"... text all the time.
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Scott Clemmons
 
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Post » Tue May 10, 2011 2:35 pm

They said 'To hide the badly animated feet' WHAT EXCUSE IS THIS. :stare:


What, is that true? That's both hilarious and really rubbish.
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matt
 
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Post » Tue May 10, 2011 11:14 pm

Feral Ghouls give + Karma when killed.
Hacking is altered so that the login screen forces you to pause and wait after an initial failed attempt.
There are little black ravens that appear friendly on the compass that fly away if you get too close, and can be killed for small XP
New character animations for jumping, running while armed and also running with weapon holstered.
Killing random people encountered while traveling doesn't always net any karma loss!
You can apply venom to your melee/thrown weapons like in oblivion.
You can't drink from fire hydrants.

From top to bottom...

Really? No wonder my evil guy isn't so evil anymore :(
Noticed that. I'm impatient and don't like waiting.
Yes, and I think there's an ingame achievement to be had after killing a certain amount of them.
I changed mine back to FO3's, especially for walking and running, added a mod for the pistol idle. Plus switched another animation for one converted from Oblivion :P
Never noticed that one.
I like that one.
Really? I never tried. But that's unfortunate. I still won't drink from a toilet, though.
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Janette Segura
 
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Post » Tue May 10, 2011 10:52 pm

Oh, I've just remembered: you can no longer steal from a pack brahmin.
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evelina c
 
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Post » Tue May 10, 2011 10:53 am

Oh, I've just remembered: you can no longer steal from a pack brahmin.

Which makes no sense to me.
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NAkeshIa BENNETT
 
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Post » Wed May 11, 2011 2:20 am

Which makes no sense to me.


Yeah, bummed me out too, I'm not sure if it was an oversight or a balancing issue, as there are a lot more merchant caravans about in NV. I suspect oversight, though.
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Shiarra Curtis
 
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Post » Tue May 10, 2011 4:37 pm

I love those little ravens.
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Donald Richards
 
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Post » Tue May 10, 2011 8:48 pm

How the hell can jumping be more, "realistic?"
Arx Fatalis has the most realistic jumping of any FPP game that I have played. (Yes I'm being serious :laugh:)
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Cayal
 
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Post » Tue May 10, 2011 7:37 pm

No it doesn't, running speed is always the same, regardless of agility. Only speed it influences is weapon holstering and reloading.



NOPE, it increases run speed dramatically!
My agility 5 guy was like a fookin' snail.
My current agility 8 monster is bouncing all over the place and can now outpace most enemies in the game and the agility 5 guy got run down by animals with crippled legs!lol!
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Jesus Lopez
 
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Post » Tue May 10, 2011 6:48 pm

http://fallout.wikia.com/wiki/Agility says that agility does influence walking speed.

That wasn't in vanilla FO3.
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Rebekah Rebekah Nicole
 
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