Future DLC Suggestions #6

Post » Fri May 27, 2011 3:29 pm

I think that there should be a dlc where you can continue Fallout: New Vegas after beating it ( like brocken steel for Fallout 3), i mean really who isn't mad about that.

I'm not.

also aren't the players wondering how new vegas turned out after they sided with House, Yes man, Legion, or the NCR.

They showed that in the ending sliders.

The lucky 38 should be an active casino

Don't need a continuation DLC for that.

also maby add a new faction that could be a threat to the vegas you formed and the Hoover Dam as part of the main quest line

Why repeat the same storyline?
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Joey Avelar
 
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Post » Fri May 27, 2011 5:19 pm

These guys
http://fallout.wikia.com/wiki/Sentry_Bot_(Fallout_2)
http://fallout.wikia.com/wiki/Auto-Cannon
http://fallout.wikia.com/wiki/Gun_Turret
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Tasha Clifford
 
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Post » Fri May 27, 2011 12:24 pm

Something that does with http://fallout.wikia.com/wiki/Daughters_of_Hecate in a DLC. Supposedly they rival Caesar's Legion in strength, numbers, and brutality.
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ladyflames
 
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Post » Fri May 27, 2011 1:06 pm

Something that does with http://fallout.wikia.com/wiki/Daughters_of_Hecate in a DLC. Supposedly they rival Caesar's Legion in strength, numbers, and brutality.


If they truly rivaled the Legion, I'd say that we would have heard about them in the base game. I do, however, see them having involvement with the New Canaan DLC, considering their headquarters is in Utah. Re-writing would most definitely be necessary, but that's not really a problem for a lot of the VB things in New Vegas. Basically, I give their appearance in any future DLC my seal of approval :disguise:
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.X chantelle .x Smith
 
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Post » Fri May 27, 2011 3:12 pm

Hmmm not a DLC, but a new enemy for a DLC. A cross between a deathclaw and a behemoth. You find a vault that has a genetics lab in it and yes you need to go into it. Imagine a super mutant with claws of a deathclaw.
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gary lee
 
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Post » Fri May 27, 2011 3:31 pm

definitely a legion dlc
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Alan Cutler
 
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Post » Fri May 27, 2011 10:09 am

what makes the legion so great anyways??
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Nathan Hunter
 
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Post » Fri May 27, 2011 4:50 am

what makes the legion so great anyways??

the NCR is overrated in this game there were hardly any legion quests at all
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WYatt REed
 
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Post » Fri May 27, 2011 10:05 am

I want to play someone in the wasteland a nice game of chess :geek:

I am not talking about a radscorpion this time lol.
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Michael Korkia
 
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Post » Fri May 27, 2011 2:29 am

Perhaps some more mutant-type creatures could appear in some future DLC's? I'm talking about things that do not look like they are of this earth; nothing such as a version of animals that have simply "grown" due to the environment. I'm talking about stuff that is freaky like the Night Stalkers, or horrifying like the Deathclaws, or something hideous like the Centaurs.

I know times have changed, but I would suspect there to be more mutant-type creatures to be roaming around than just the Abominations we get in NV. Granted there is a good list of them, but some more couldn't hurt. It's a post-apocalyptic world! One interesting creature I saw was the http://fallout.wikia.com/wiki/Wanamingo of Fallout 2, and there was some concept art of a version of the Wanamingo (see Wiki page it links to it) for Fallout 3 that looks like the two-legged crocodile thing from Morrowind. Seeing as how the Great Divide is supposed to have mutants that are not seen anywhere else, and some signs point to (but have yet to confirm) that we'll be making a trip there, so I hope some more mutant type creatures, rather than normal "beast" types, could make an appearance. I am sure there are some creatures that could have accidentally mistaken the FEV for some food and mutated off of that over the years as new species.

Another type of creature that needs some love is the Robots. Like the Great Divide, The Big Empty is supposedly also to be a DLC area, so I do hope some more robotic-type foes make it as well. There is a perk dedicated to killing robots, yet they are a rarity at best in the Mojave. A DLC with more metal friends/enemies would be refreshing.
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Mashystar
 
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Post » Fri May 27, 2011 8:32 am

Hmmm not a DLC, but a new enemy for a DLC. A cross between a deathclaw and a behemoth. You find a vault that has a genetics lab in it and yes you need to go into it. Imagine a super mutant with claws of a deathclaw.

Need to throw in a psyker to the mix as well.
Psyker Death Behemoth.
Has a nice ring to it.

Perhaps some more mutant-type creatures could appear in some future DLC's? I'm talking about things that do not look like they are of this earth; nothing such as a version of animals that have simply "grown" due to the environment. I'm talking about stuff that is freaky like the Night Stalkers, or horrifying like the Deathclaws, or something hideous like the Centaurs.

I know times have changed, but I would suspect there to be more mutant-type creatures to be roaming around than just the Abominations we get in NV. Granted there is a good list of them, but some more couldn't hurt. It's a post-apocalyptic world! One interesting creature I saw was the http://fallout.wikia.com/wiki/Wanamingo of Fallout 2, and there was some concept art of a version of the Wanamingo (see Wiki page it links to it) for Fallout 3 that looks like the two-legged crocodile thing from Morrowind. Seeing as how the Great Divide is supposed to have mutants that are not seen anywhere else, and some signs point to (but have yet to confirm) that we'll be making a trip there, so I hope some more mutant type creatures, rather than normal "beast" types, could make an appearance. I am sure there are some creatures that could have accidentally mistaken the FEV for some food and mutated off of that over the years as new species.

Another type of creature that needs some love is the Robots. Like the Great Divide, The Big Empty is supposedly also to be a DLC area, so I do hope some more robotic-type foes make it as well. There is a perk dedicated to killing robots, yet they are a rarity at best in the Mojave. A DLC with more metal friends/enemies would be refreshing.

Mutations have to make sense though.
And FEV should not exist anywhere else on the west coast except for Mariposa and West-Tek.
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sara OMAR
 
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Post » Fri May 27, 2011 8:32 am

Mutations have to make sense though.
And FEV should not exist anywhere else on the west coast except for Mariposa and West-Tek.


I was using FEV as an example, but nevertheless I would still like to see some more mutants in future DLC regardless of how/what/why they're there or how they became :dance:
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sally R
 
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Post » Fri May 27, 2011 5:18 pm

I'd like to perhaps see something with the Boneyard, or something in Texas or even perhaps something that has to do with New Arroyo as a central part of new dlc, you know go see how it turned out and perhaps see the Vault Dweller's/Chosen one's present family and involve mabye saving the world again, much like they did themselves. I'd really like to see a California DLC involving that, afterall it was the main part of the fallout series, and mabye even follow in the chosen ones footsteps and find their final resting place and/or what became of them after the events of FO2
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xemmybx
 
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Post » Fri May 27, 2011 5:50 am

How about something simple..... Like BRING THEM OUT ON PS3!!!! I bought a non-returnable and non-tranferable £20 code for PSN especially to get this add-on and one more only to find that it is an X-Box exclusive. WTH! Think of your fans on PS3, we want add-ons too! What is the point of only giving X-Box an add-on and no one else, I got all excited about this add-on only to have my hopes totally destroyed in half a second. So in the future, could you just bring all of them out on everything. Please?
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Brentleah Jeffs
 
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Post » Fri May 27, 2011 3:53 am

This suggestion is kinda weird but hear me out.
A skill beta DLC. (Or include it with one of the other DLC's as a bonus)

The skill beta DLC is for upcoming Fallout games, to see what we like and what we don't like.

First off, skills.
Tagged skills will always require 1 skill point for 1 raise.
But un-tagged skills will require 2 skill points for 1 raise at 50 and 3 skill points for 1 raise at 90.

So here's a skill I don't have tagged:

Sneak, 23.
To raise it to 50 I need 27 skill points.
To raise it from 50 to 90 I need 80 skill points
And to raise it from 90 to 100 I need 30 skill points.
All in all, to raise sneak from 23 to 100 as an untagged skill would require 137 skill points.
This would make the Tag! perk much more useful and if Skilled trait is brought back it would be a great bonus.
Skill books raise as normal unless an untagged skill is at 90, in that case it will raise 1 skill point, with comprehension it will raise 2 skill points per book.


This is to see how a change in the skill point distribution will be received and for Bethesdian to see if it would be a good thing to have it as default skill point distribution in FO4/FO:Arizona.


And here's the second part.
With 13 skills we become clones waaaaay too easily.
So I say, divide them.
This is not going to "force" players to use this new system at all, you need to create a new character to use it.
So no "this is unnecessary!" bullcrap, okay?
Cause this is a beta and unless we play through this beta we will not know if it's a good change or a bad change.

Here's the new skill list for the beta mode:

  • Sidearms (Includes pistols, revolvers, SMG's and sawn off shotgun)
  • Shotguns (Includes all shotguns from Guns.)
  • Rifles (Includes all rifles, from sniper rifle to Marksman Carbine)
  • Unarmed
  • Blade
  • Blunt
  • Laser Weapons
  • Plasma Weapons
  • Electric Weapons (Tesla Cannon, Gauss Rifle, Pulse Pistol (I guess holorifle might fit into this one as well)
  • Flame Weapons (Incinerator, Flamer, Incendiary Grenade)
  • Big Guns (What it used to be.)
  • Explosives (All explosive weapons, we can't divide it up into grenade rifles, missile launchers and GMG like, we can't have a skill for "one" weapon...)
  • Throwing (All throwing weapons including grenades.)
  • Lockpick
  • Hacking
  • Chemistry (All quest and world object events where electronics fit this skill governs, this skill also governs all crafting where Chemistry take place like crafting Slasher and stimpacks.)
  • Electronics (All quest and world object events where electronics fit this skill governs, this skill also governs all crafting where Electronics take place like overcharging microfusion cells for example.)
  • Thieving (This skill governs the success rate of pick pocketing from people, for this skill to be worth a damn a lot more keys and password holotapes and other misc items needs to be added to NPC's for this skill to be useful. (The new keys and password holotapes are not added to the main games NPC's.))
  • Sneak (Mainly for sneaking and getting sneak attacks in.)
  • Deception (This skill governs how well you can fool the bouncers at casino's that you don't have any weapons with you, it also governs how well you can disguise yourself and all [Lie] speech options.)
  • Persuasion (It's speech, but you can't use [Lie] speech options, those are Deceptions area.)
  • Survival
  • Barter
  • Mechanics (All times science served the purpose of a mechanical event this skill takes over, it also governs how well you can repair weapons.)
  • Traps (In this mode all traps' effects should be tripled or quadrupled so that they are a lot more deadly, making this skill a useful skill, you can get a perk later on which highlights all traps when you're 15 feet near them.)
  • Gambling (This removes the gambling minigames (As I SAID!... This is a beta, let it work it's magic.) and lets success be on character skill and Luck stat.)
  • Medicine


The new skills will have a lot of new perks in order to balance it out somewhat.

This new beta mode can only be accessed by creating a new character from the starting menu.
From feedback from us players the developers can know whether we like it or not like it and know a little better of how the community wants FO4's skill system to be like.
It will also allow us who wants more specialized characters to play as such.

AGAIN!
This DLC will not "force" any of it's changes onto current characters we have, we need to start a brand new character to use it.
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Jarrett Willis
 
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Post » Fri May 27, 2011 2:16 pm

Personally I want to see the Abbey finally canonised, much like Francis Gerald did the Beatus Leibowitz.
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Dean
 
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Post » Fri May 27, 2011 12:22 pm

This suggestion is kinda weird but hear me out.
A skill beta DLC. (Or include it with one of the other DLC's as a bonus)

The skill beta DLC is for upcoming Fallout games, to see what we like and what we don't like.

First off, skills.
Tagged skills will always require 1 skill point for 1 raise.
But un-tagged skills will require 2 skill points for 1 raise at 50 and 3 skill points for 1 raise at 90.

So here's a skill I don't have tagged:

Sneak, 23.
To raise it to 50 I need 27 skill points.
To raise it from 50 to 90 I need 80 skill points
And to raise it from 90 to 100 I need 30 skill points.
All in all, to raise sneak from 23 to 100 as an untagged skill would require 137 skill points.
This would make the Tag! perk much more useful and if Skilled trait is brought back it would be a great bonus.
Skill books raise as normal unless an untagged skill is at 90, in that case it will raise 1 skill point, with comprehension it will raise 2 skill points per book.


This is to see how a change in the skill point distribution will be received and for Bethesdian to see if it would be a good thing to have it as default skill point distribution in FO4/FO:Arizona.


And here's the second part.
With 13 skills we become clones waaaaay too easily.
So I say, divide them.
This is not going to "force" players to use this new system at all, you need to create a new character to use it.
So no "this is unnecessary!" bullcrap, okay?
Cause this is a beta and unless we play through this beta we will not know if it's a good change or a bad change.

Here's the new skill list for the beta mode:

  • Sidearms (Includes pistols, revolvers, SMG's and sawn off shotgun)
  • Shotguns (Includes all shotguns from Guns.)
  • Rifles (Includes all rifles, from sniper rifle to Marksman Carbine)
  • Unarmed
  • Blade
  • Blunt
  • Laser Weapons
  • Plasma Weapons
  • Electric Weapons (Tesla Cannon, Gauss Rifle, Pulse Pistol (I guess holorifle might fit into this one as well)
  • Flame Weapons (Incinerator, Flamer, Incendiary Grenade)
  • Big Guns (What it used to be.)
  • Explosives (All explosive weapons, we can't divide it up into grenade rifles, missile launchers and GMG like, we can't have a skill for "one" weapon...)
  • Throwing (All throwing weapons including grenades.)
  • Lockpick
  • Hacking
  • Chemistry (All quest and world object events where electronics fit this skill governs, this skill also governs all crafting where Chemistry take place like crafting Slasher and stimpacks.)
  • Electronics (All quest and world object events where electronics fit this skill governs, this skill also governs all crafting where Electronics take place like overcharging microfusion cells for example.)
  • Thieving (This skill governs the success rate of pick pocketing from people, for this skill to be worth a damn a lot more keys and password holotapes and other misc items needs to be added to NPC's for this skill to be useful. (The new keys and password holotapes are not added to the main games NPC's.))
  • Sneak (Mainly for sneaking and getting sneak attacks in.)
  • Deception (This skill governs how well you can fool the bouncers at casino's that you don't have any weapons with you, it also governs how well you can disguise yourself and all [Lie] speech options.)
  • Persuasion (It's speech, but you can't use [Lie] speech options, those are Deceptions area.)
  • Survival
  • Barter
  • Mechanics (All times science served the purpose of a mechanical event this skill takes over, it also governs how well you can repair weapons.)
  • Traps (In this mode all traps' effects should be tripled or quadrupled so that they are a lot more deadly, making this skill a useful skill, you can get a perk later on which highlights all traps when you're 15 feet near them.)
  • Gambling (This removes the gambling minigames (As I SAID!... This is a beta, let it work it's magic.) and lets success be on character skill and Luck stat.)
  • Medicine


The new skills will have a lot of new perks in order to balance it out somewhat.

This new beta mode can only be accessed by creating a new character from the starting menu.
From feedback from us players the developers can know whether we like it or not like it and know a little better of how the community wants FO4's skill system to be like.
It will also allow us who wants more specialized characters to play as such.

AGAIN!
This DLC will not "force" any of it's changes onto current characters we have, we need to start a brand new character to use it.


This is not to say that your idea is "unneeded", but rather a critique on it.

The first part: Instead of what you suggested, why not just make the amount of skill points received equal the amount of one's Intelligence? This would mean that the total amount of possible skill points is 10-12 depending on Educated perk. This would lower the amount of skill points, and therefore make players have to think a bit more about how to distribute points and whether or not to sacrifice some other SPECIAL stats to pump up Intelligence. I think this would be a bit simpler to implement and would have a similar, though not as dramatic, effect.

Part Two: To be frank, I believe future Bethesda games (whether they are made be them or not) may be heading toward a "less is more" approach. Skyrim is doing this, and this may be true for Fallout 4. However, this is going a bit off topic here, so I'll stop there and go to what I think needs changing.

I can see certain skills getting a split here and there, such as Guns into Sidearms Guns and Large Guns, and the same could go for EW (Sidearms EW and Large EW). Thrown Weapons could be a skill, but Explosives is pretty much lame as is. However, perhaps if the Flame weapons go into Explosives (which would be a way better place to put them IMO), then Thrown weapons might be a nice alternative skill to put in for more diverse combat playing.

However, I think there may be a bit too many skills here. This would make for some pretty diverse playing, but it would make the game a bit tedious gameplay wise IMO. I personally do not see why skills like Barter and Speech cannot be combined into a skill like Haggling, and the same goes for Sneak and Lockpick into whatever. Heck, they could take half of the Science skill (the hacking part) and Lockpick to combine them into one skill (They could just call it Hacking as that is pretty much what it is), and take the other half of the Science skill (the technical/knowledge half) and Medicine skill to make another (they could call it Knowledge or keep it as Science). Another two that could work is to replace the Medicine with Repair for the last suggestion and make something like the Maintenance skill you mentioned.

The point I am driving at is that having some more skills for weapons is okay, but the other more mundane stuff shouldn't have that many skills. Players at this point still have to pick what they want to get through the game and still sacrifice other stuff. Players should be able to get through a good amount of the game with what they pick, but not everything. Understandably, if the level cap is raised to around 50 or so (which may be the case if all DLC's have the same attachments as Dead Money) or if your idea implements a higher level cap, then I would be perfectly fine with having more skills dedicated to non-combat gameplay. A higher level cap would allow players to still achieve a well-rounded character while still being quite diverse with the amount of skills you suggested.

The only other problem would be the Skill Checks in dialogue and situations (such as fixing ED-E). There are a lot of these, and it would take a while to adjust these to the proper skill sets and such. Dev's would have to choose the proper skill to replace the old skill in every Skill Check. This would definitely be taxing in time, and more or likely frustrating for them to change all of those checks. This is the biggest flaw I see here.

All in all, I like where your idea is going, but I just do not think it would be too practical to implement as is. Perhaps with some adjustments maybe, but I think this would be better suited as a mod than as a downloadable. Of course that could be said for everything in this thread, but I think this would be legitimate argument for this :wink_smile:

Again, I am not saying that this is "unneeded" (in fact I think it would be cool for something like that to be implemented :tops:), but rather that it sounds a bit impractical as it is is all, whether it be as an option or otherwise.
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Pixie
 
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Post » Fri May 27, 2011 11:30 am

Part Two: To be frank, I believe future Bethesda games (whether they are made be them or not) may be heading toward a "less is more" approach.

Which quite frankly I find horrible, less is less, well, for people who want to roleplay as specialized characters it is. :(

However, I think there may be a bit too many skills here. This would make for some pretty diverse playing, but it would make the game a bit tedious gameplay wise IMO. I personally do not see why skills like Barter and Speech cannot be combined into a skill like Haggling, and the same goes for Sneak and Lockpick into whatever. Heck, they could take half of the Science skill (the hacking part) and Lockpick to combine them into one skill (They could just call it Hacking as that is pretty much what it is), and take the other half of the Science skill (the technical/knowledge half) and Medicine skill to make another (they could call it Knowledge or keep it as Science). Another two that could work is to replace the Medicine with Repair for the last suggestion and make something like the Maintenance skill you mentioned.

The point I am driving at is that having some more skills for weapons is okay, but the other more mundane stuff shouldn't have that many skills. Players at this point still have to pick what they want to get through the game and still sacrifice other stuff. Players should be able to get through a good amount of the game with what they pick, but not everything. Understandably, if the level cap is raised to around 50 or so (which may be the case if all DLC's have the same attachments as Dead Money) or if your idea implements a higher level cap, then I would be perfectly fine with having more skills dedicated to non-combat gameplay. A higher level cap would allow players to still achieve a well-rounded character while still being quite diverse with the amount of skills you suggested.

The only other problem would be the Skill Checks in dialogue and situations (such as fixing ED-E). There are a lot of these, and it would take a while to adjust these to the proper skill sets and such. Dev's would have to choose the proper skill to replace the old skill in every Skill Check. This would definitely be taxing in time, and more or likely frustrating for them to change all of those checks. This is the biggest flaw I see here.

All in all, I like where your idea is going, but I just do not think it would be too practical to implement as is. Perhaps with some adjustments maybe, but I think this would be better suited as a mod than as a downloadable. Of course that could be said for everything in this thread, but I think this would be legitimate argument for this :wink_smile:

Again, I am not saying that this is "unneeded" (in fact I think it would be cool for something like that to be implemented :tops:), but rather that it sounds a bit impractical as it is is all, whether it be as an option or otherwise.

Well the major point of it is specialization and logic.
I mean, I can't see how I can get great at chemistry by hacking computers yknow.
I'm all against merging skills "unless" they no longer serve a purpose for them to be worth their own skill.

For example, Steal was removed and I understand that cause honestly, how many times have we actually "needed" to pick pocket anyone in FO3 and New Vegas?
But if they in this mode added a lot more password holotapes, keys and other misc items for quests then the stealing skill could be a more valid skill.
So.
If a skill can't support it's purpose enough to be worth a damn then it should be merged with another skill.

But anyway, I'm really against merging stuff.
Characters just end up becoming clones of one another.
Sure I can choose to join House, NCR, Legion or Yes Man so there are still choices, but the actual character starts to look too much alike the previous character.
Takes away the fun for me.
So if knitting could be implemented I would be all for it as it's own skill. :laugh:

But yeah, some can seem kinda unnecessary but the only way of knowing it is to try them out. :)

And yeah I know they'd have to change perks skill requirements, speech checks, pop ups et cetera for the new skills but I think it would be worth it.
They'd have to put down a lot of work on it though which is really making me doubt they would create it but hey, a girl can dream can't she. :laugh:
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des lynam
 
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Post » Fri May 27, 2011 5:33 pm

How about something simple..... Like BRING THEM OUT ON PS3!!!! I bought a non-returnable and non-tranferable £20 code for PSN especially to get this add-on and one more only to find that it is an X-Box exclusive. WTH! Think of your fans on PS3, we want add-ons too! What is the point of only giving X-Box an add-on and no one else, I got all excited about this add-on only to have my hopes totally destroyed in half a second. So in the future, could you just bring all of them out on everything. Please?


Dont forget PC man, seriously i'll be just as pissed if they dont release it for PC
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Ymani Hood
 
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Post » Fri May 27, 2011 3:50 am

I personally hate the nitpickiness (nice vocab) of the calls for skill point distribution changes. Unless you get more skill points per level to put towards skills, it just seems like you personally want the game to be harder for you.. personally.


No thanks. I like fun.
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Petr Jordy Zugar
 
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Post » Fri May 27, 2011 12:29 pm

I personally hate the nitpickiness (nice vocab) of the calls for skill point distribution changes. Unless you get more skill points per level to put towards skills, it just seems like you personally want the game to be harder for you.. personally.


No thanks. I like fun.

I think it's fun to have specialized characters instead of the same character every time only changing the combat skill. :shrug:
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Steeeph
 
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Post » Fri May 27, 2011 1:44 pm

I want to play someone in the wasteland a nice game of chess :geek:

I am not talking about a radscorpion this time lol.


hah..

It's better than losing to one at lockpicking though.

Damn that scorpion, though I do want to see him again.
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Kevin S
 
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Post » Fri May 27, 2011 12:34 pm

I think it is quite obvious that there will be AREA 51 I mean who would not want to explore aliens and ufo infested buildings i think that would be great....Also this is just a hunch that there will be because they had one in fallout 3 and it really didn't belong there i'm not saying it wasn't fun it just was kinda random if you know what i'm saying, and it would also make a lot more sense to have on this game mainly because there is an area 51 nearby.. I would be so greatly Be mad if it was an xbox exclusive i'm not mad that bad money is one because i heard it wasn't fun and it doesn't look very fun to me.. So don't come crying to me saying that oh it is amazing well it just doesn't look all that great to ME! :banghead: And this is the only one i would be mad about mainly because aliens are cool to kill :mohawk:
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Blaine
 
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Post » Fri May 27, 2011 5:19 pm

I think it is quite obvious that there will be AREA 51 I mean who would not want to explore aliens and ufo infested buildings i think that would be great....Also this is just a hunch that there will be because they had one in fallout 3 and it really didn't belong there i'm not saying it wasn't fun it just was kinda random if you know what i'm saying, and it would also make a lot more sense to have on this game mainly because there is an area 51 nearby.. I would be so greatly Be mad if it was an xbox exclusive i'm not mad that bad money is one because i heard it wasn't fun and it doesn't look very fun to me.. So don't come crying to me saying that oh it is amazing well it just doesn't look all that great to ME! :banghead: And this is the only one i would be mad about mainly because aliens are cool to kill :mohawk:

are you kidding me aliens are stupid and dumb i hate them mothership zeta was absollutly terrible
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Elle H
 
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Post » Fri May 27, 2011 9:50 am

I think it's fun to have specialized characters instead of the same character every time only changing the combat skill. :shrug:


Meh. I don't really see Bethesda or whomever develops the next Fallout game changing skills much beyond maybe adding a couple which is welcome if they're actually useful in normal situations like Survival is if you're playing in hardcoe mode.. but then even Survival is "if you're playing hardcoe"... or you want that Jules fella to teach you about those Magnum something or other bullets.
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Svenja Hedrich
 
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