Game Features You Wish Were In Fallout: New Vegas

Post » Tue May 10, 2011 2:47 pm

1. Poker - How can you make a game based on casinos and gambling and not have a poker game? Red Dead Redemption showed that a decent poker game can be implemented into a video game. I spent more time at a poker table in RDR than actually playing the game. I was really hoping for poker in FNV.

2. Low Intelligence Play-through - Being able to play as a person of low intelligence really helped bolster the replayability of the first two games. They have already shown that they have the ability and brilliance to implement something like this. Read this article for a description on low intelligence in the previous games http://fallout.wikia.com/wiki/Low_intelligence_character

3. Redesign Quests - I hate the quest indicator showing exactly where you need to go. There is no sense of figuring anything out. You just follow the marker and then talk to the guy it points to. You can't just turn off the marker though, as usually there is nothing in the notes or quest description detailing exactly where to go. I would rather have a more detail description in the quest, and the notes for the quest hinting at where you should go. I would have accepted a marker showing the general area you need to go instead of the specific person or thing you need to interact with.

4. Drop Box Redesign - The Mojave drop boxes should be like an ATM for items instead of a courier service. I would think this would be easy to implement, just have all drop boxes linked so you can access all your items from every drop box. I ended up never using the drop boxes. There aren't that many in the wasteland, and if I have to fast travel to use one then I might as well fast travel to my base instead.

5. Traveling - I liked the traveling of the original games, and the random encounters. I would like the traveling to be reverted to the old system. Then they could implement random encounters correctly, make the survival skill useful again, implement caravan protection jobs (or caravan raids), and also enlarge the area that you are exploring (you could go across the country if you wanted). If they made each point of interest large enough I think this could work.

edit - fixed due to censorship.
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Jessie Rae Brouillette
 
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Post » Wed May 11, 2011 2:59 am

All I'm hoping for is a DLC that allows you to play after the ending of the game.
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Louise
 
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Post » Tue May 10, 2011 11:56 am

I wish we had Stupid playthroughs.

I was told there would be stupid playthroughs.

The stupid playthrough is a lie.
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anna ley
 
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Post » Wed May 11, 2011 1:22 am

3. Redesign Quests - I hate the quest indicator showing exactly where you need to go. There is no sense of figuring anything out. You just follow the marker and then talk to the guy it points to. You can't just turn off the marker though, as usually there is nothing in the notes or quest description detailing exactly where to go. I would rather have a more detail description in the quest, and the notes for the quest hinting at where you should go. I would have accepted a marker showing the general area you need to go instead of the specific person or thing you need to interact with.


Not sure what platform you use, but for the pc there is a mod called Wasteland Explorer which turns off the arrows when one wants to just wander about. If you use this while pursuing other quests, it takes some of the "lead you by the leash to the next arrow" out of the game. It’s not perfect though, sometimes you have to jump back and forth between that and the quest proper to get it updated properly. But it’s a good start.

Discussed this in another thread, but I though it would be great if when one fast-traveled there was a random chance to drop out on some point along the journey, when crossing the paths of enemies.
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Leanne Molloy
 
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Post » Tue May 10, 2011 2:41 pm

MOAR HAIRSTYLES!

Stupid playthrough would have been awesome, but it would have taken a lot of work, seeing as every key NPC would need more dialog...

A companion associated with CL obviously...

Less locations with more depth to them.
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Jesus Lopez
 
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Post » Tue May 10, 2011 6:56 pm

I wish alot more of the locations had explorable interiors. I don't knock Obsidian for it, but going to a place like Searchlight Airport to find nothing but boarded up doors, it just leaves a sense of something missing to the feel of the location. No backstory for what happened there.
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YO MAma
 
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Post » Tue May 10, 2011 6:52 pm

Caravan jobs.

Skilled trait.

Extreme Mode.

hardcoe Mode +1 - +5

Quest boards.

Bouncer/guard job.

Wattz 2000.

Turn-Based comat.
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carly mcdonough
 
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Post » Tue May 10, 2011 8:11 pm

Gabriel, I'm surprised you forgot your turn based gameplay :laugh:
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Ebou Suso
 
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Post » Tue May 10, 2011 8:18 pm

Gabriel, I'm surprised you forgot your turn based gameplay :laugh:

Sorry I'm kinda tired from work and angry as [censored] from Left 4 Dead. :P
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Cameron Wood
 
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Post » Wed May 11, 2011 12:57 am

I'd enjoy a more robust character creation mechanism. Similar to that of Dragon Age Origins in which you have a full view of your character and can change their overall body type. More hairstyles for the females would be nice too.
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Sunny Under
 
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Post » Tue May 10, 2011 2:51 pm

2. Low Intelligence Play-through - Being able to play as a person of low intelligence really helped bolster the replayability of the first two games. They have already shown that they have the ability and brilliance to implement something like this. Read this article for a description on low intelligence in the previous games http://fallout.wikia.com/wiki/Low_intelligence_character

I wish we had Stupid playthroughs.

I was told there would be stupid playthroughs.

The stupid playthrough is a lie.


It's actually already in there in a couple of spots; one conversation with Arcade, in the Medical clinic where you get implants, Helios One when you talk to Fantastic, and REPCONN Headquarters (ICE CREAM!)
Sadly it's not anything close to fully implemented. Maybe we'll get it in a patch one day...
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Zach Hunter
 
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Post » Tue May 10, 2011 12:24 pm

I wish alot more of the locations had explorable interiors. I don't knock Obsidian for it, but going to a place like Searchlight Airport to find nothing but boarded up doors, it just leaves a sense of something missing to the feel of the location. No backstory for what happened there.


I assume they did this on purpose for future DLC. This way they can add content without revamping the main world too much (they only need to add a door).
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Josephine Gowing
 
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Post » Tue May 10, 2011 3:00 pm

All I'm hoping for is a DLC that allows you to play after the ending of the game.

:thumbsdown:

i want daily jobs more jobs revolving around the casino
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Gaelle Courant
 
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Post » Tue May 10, 2011 11:42 am

I assume they did this on purpose for future DLC. This way they can add content without revamping the main world too much (they only need to add a door).

I'd rather they just add subtle area changes like in F3s DLCs. I mean, take the very south middleish area of the main map in New Vegas, a boarded up train doorway, thats one possibility. The road northeast of Las Vegas is another good possibility. Then also the 'courier go home' area to the southeast of goodsprings/primm.

TBH, to rely on DLC to add content that should have been there to begin with is a rather poor move on the part of the developer in my opinion.
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u gone see
 
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Post » Tue May 10, 2011 4:34 pm

It's actually already in there in a couple of spots; one conversation with Arcade, in the Medical clinic where you get implants, Helios One when you talk to Fantastic, and REPCONN Headquarters (ICE CREAM!)
Sadly it's not anything close to fully implemented. Maybe we'll get it in a patch one day...


Those are just references. (Ice Cream was the Override function in the robot.)
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Suzie Dalziel
 
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Post » Tue May 10, 2011 6:40 pm

It's actually already in there in a couple of spots; one conversation with Arcade, in the Medical clinic where you get implants, Helios One when you talk to Fantastic, and REPCONN Headquarters (ICE CREAM!)
Sadly it's not anything close to fully implemented. Maybe we'll get it in a patch one day...


It's weird how my otherwise normal character has these random outbursts of retardation all of a sudden.
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Donatus Uwasomba
 
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Post » Tue May 10, 2011 3:25 pm


3. Redesign Quests - I hate the quest indicator showing exactly where you need to go. There is no sense of figuring anything out. You just follow the marker and then talk to the guy it points to. You can't just turn off the marker though, as usually there is nothing in the notes or quest description detailing exactly where to go. I would rather have a more detail description in the quest, and the notes for the quest hinting at where you should go. I would have accepted a marker showing the general area you need to go instead of the specific person or thing you need to interact with.

5. Traveling - I liked the traveling of the original games, and the random encounters. I would like the traveling to be reverted to the old system. Then they could implement random encounters correctly, make the survival skill useful again, implement caravan protection jobs (or caravan raids), and also enlarge the area that you are exploring (you could go across the country if you wanted). If they made each point of interest large enough I think this could work.

edit - fixed due to censorship.


It's not as bad as the glowing trail of the fable series, at least the arrow doesn't show you an exact breadcrumb path that doesn't deviate at all. I think it's a budget limitation, if they had improved too much upon polishing all the characters in the world with quest-related dialogue (like in FO1 & 2) it would have taken too many resources from the rest of game development. If the cursor really bothers you just switch it to a quest you aren't on and try to find your way without a guide.

If you go to freeside, the pipboy is really messed up on the Xbox 360, it was actually pretty frustrating going through 10+ load screens to find a dinky 100 xp quest target. Wasn't fun either. *shrug* to each their own though.
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brian adkins
 
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Post » Tue May 10, 2011 12:30 pm

Damage types and corresponding damage type resistances.
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Chloe Botham
 
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Post » Wed May 11, 2011 12:01 am

Horse armor.
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Carlitos Avila
 
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Post » Tue May 10, 2011 10:21 pm

Damage types and corresponding damage type resistances.

Do you mean like:

Leather Armor
Fire 20%
Laser 0%
Plasma 0%
Electricity 0%
Ballistic 25%
Blunt 0%
Blade 0%

Metal Armor
Fire 25%
Laser 10%
Plasma 0%
Electricity 5%
Ballistic 45%
Blunt 20%
Blade 60%

Tesla Power Armor
Fire 35%
Laser 25%
Plasma 15%
Electricity 50%
Ballistic 55%
Blunt 30%
Blade 65%
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Neliel Kudoh
 
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Post » Tue May 10, 2011 9:33 pm

hardcoe Mode +1 - +5
Turn-Based comat.
Damage types and corresponding damage type resistances.


These.

Also, combatskill/str requirements with real punch plus overall higher stat&skill impact on gameplay and a difficultyslider that does what it tells.
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jaideep singh
 
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Post » Wed May 11, 2011 3:22 am

A hardcoe mode that restricts your weapon carry limit. I feel that this has become a bugbear of mine now. :). It would involve -

- one dual-handed weapon (Commando)
- any two from the Pistols (Gunslinger), Unarmed and Melee categories.

Carrying around 10-15 weapons is ridiculous. I know its just a game, but it just feels wrong carrying so many weapons around. The game is all about making choices when it comes to karma, factions, quest decisions etc. Why should weapons be any different? :shrug:
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Bedford White
 
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Post » Tue May 10, 2011 8:31 pm

I'd rather they just add subtle area changes like in F3s DLCs. I mean, take the very south middleish area of the main map in New Vegas, a boarded up train doorway, thats one possibility. The road northeast of Las Vegas is another good possibility. Then also the 'courier go home' area to the southeast of goodsprings/primm.

TBH, to rely on DLC to add content that should have been there to begin with is a rather poor move on the part of the developer in my opinion.

just so y'all know, the Mojave outpost road is the one you take to go to Bakersfield.
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alyssa ALYSSA
 
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Post » Tue May 10, 2011 11:25 pm

I really liked the inventory system of Deus Ex for the PC. It'd be cool to have something like that.
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Susan
 
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Post » Tue May 10, 2011 4:46 pm

I really liked the inventory system of Deus Ex for the PC. It'd be cool to have something like that.

And replace 45/300, 281/280 (over encumbered)?
I'd rather have it as it is.
I mean, either we would need A LOT of squares and have it hard as hell to navigate or our inventory would be incredibly small and we wouldn't be able to fit everything. (Damnit I want that Xander Root!! But I've used up all my squares... :sadvaultboy: )
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Natalie Harvey
 
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