One thing that bothered me.

Post » Fri May 27, 2011 9:13 pm

Why arent my choices in the dlc reflected in the game ? They arent Major, and there arent many outcomes.
For one you could have Dog roaming the wastes looking for food.
Anoter is dog, with some non hostile nightkin, speaking about how you helped.
Another could be Dean Domino in vegas, either planing a theft or singing.

It just made no sense as to why I couldnt see them again. And it would add a nice effect, to see outside of the dlc.
Its minor, but I just dont see why they couldnt have included one or two things outside of the Madre back in the waste.
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Lory Da Costa
 
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Post » Fri May 27, 2011 8:34 pm

As I've said, DLC's are nothing more but arcade games, a game within a game.
It'd be one hell of a lot better if a DLC actually "improved" upon the main game and fleshed it out.
But nope, all DLC's are probably going to be toy-box DLC's/arcade games. :(
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Logan Greenwood
 
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Post » Fri May 27, 2011 11:01 pm

As I've said, DLC's are nothing more but arcade games, a game within a game.
It'd be one hell of a lot better if a DLC actually "improved" upon the main game and fleshed it out.
But nope, all DLC's are probably going to be toy-box DLC's/arcade games. :(

So these wll pretty much be like DAO dlc, only adding a few weapons. Damn. Oh well I have nothing else to do on my main character.
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Andrew Lang
 
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Post » Fri May 27, 2011 8:15 pm

Well, they'll still provide more lore to the Fallout universe and have some slight connections to the main game. (Elijah, Veronica's former girlfriend Christine, Ulysses, Courier Six)
So in the long run it might provide something to the main game.
But as it currently stands I see it as it's own little game and not part of the main game.

Best way I can explain it is this way:
You know how when in some games you can continue past the main quest but nothing changes?
Well, when that happens to me I'm like ".... Now what?"
Same thing happened here.
In Dead Money I was not The Courier.
I was The Puppet, and I completed The Puppets own little story and it wrapped itself up nicely.
But after that I'm thrown back into the main game as The Courier and I wonder "So what was the point of me going there? What has changed?"
Nothing.
Nothing at all.
I can give Veronica a holotape but that's pretty much it.
Oh and I get some fancy new toys to play around with.
But did this epic SAW inspired adventure actually serve a purpose to my character?
Nope.

This DLC would have served a better purpose if it was like that Darkspawn DLC for Dragon Age, where we get to play as a new character.
That would have made more sense to me, to play as a completely new character, The Puppet.
Where the story starts from scratch and by the end it's the end.
Only connection I can find is the "Things of the future" thingie where it's vaguely explained we have a connection to Ulysses.
And those are only subtle hints which could easily have been dropped.
All they're there for is to create suspense (which they did a good job with) but they don't serve much purpose to the actual storyline in Dead Money.

So Dead Money, was fun as hell, great story, great atmosphere, great writing, great characters but I didn't feel like I was The Courier when I entered it or left it.
Again, when leaving it I had a question mark on my forehead.
Now what?
I did this epic adventure and now I'm back to hunting gecko's and doing courier jobs for NCR/Killing NCR?
Would have been better if we were a new character and the story ended right there IMO. (With new items added to main game merchants/generic NPC's of course)

/Opinion.
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Dean
 
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Post » Fri May 27, 2011 4:40 pm

They could of at least created a ghost spawnpoint(one for each type of ghost) near the bunker when you finished dead money,I agree that you should of been able to recruit the DLC companions in vegas.
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Fam Mughal
 
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Post » Fri May 27, 2011 8:28 pm

As I've said, DLC's are nothing more but arcade games, a game within a game.
It'd be one hell of a lot better if a DLC actually "improved" upon the main game and fleshed it out.
But nope, all DLC's are probably going to be toy-box DLC's/arcade games. :(



Not sure if someone already mentioned this because I'm far too lazy to read through every post before writing my own ( :unsure2: )
But what about Broken Steel, to me that had a major impact on the rest of DC...
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Roisan Sweeney
 
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Post » Fri May 27, 2011 5:21 pm

But what about Broken Steel, to me that had a major impact on the rest of DC...


Please, do tell.
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Silencio
 
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Post » Fri May 27, 2011 4:52 pm

Well first of all, once you beat the Main Quest and then were allowed to play through beyond the end with Broken Steel, all the water in the wasteland was purified!


Oh wait..
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CHARLODDE
 
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Post » Fri May 27, 2011 6:52 pm

New character? No, that would not work...

Im pretty sure you just went there to get its tresure and blah blah blah, and then you find out what has gone wrong and fix it then leave, it doesn't need to impact the MQ. However, little touches after completeing it would be nice...
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sally coker
 
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Post » Fri May 27, 2011 11:19 pm

Not sure if someone already mentioned this because I'm far too lazy to read through every post before writing my own ( :unsure2: )
But what about Broken Steel, to me that had a major impact on the rest of DC...

Broken Steel expanded on the actual game but did so in a horrible way.
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Chloe Mayo
 
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Post » Fri May 27, 2011 2:31 pm

Broken Steel expanded on the actual game but did so in a horrible way.


At least with Broken Steel, most if it dealt with the existing wasteland (didn't go to some location you couldn't go back too). You kept all your existing equipment, and followers.

I wish they would try to do something that you could go back to and repeat. Like a battle between legion, and NCR that would happen every few days. You could head over there and help out. It would add stuff to do, even when most of the game was completed. They tried to do it in Broken Steel, but failed. (cameras to the elder scribe, mutant blood samples to the BOS)
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Jose ordaz
 
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Post » Fri May 27, 2011 9:24 am

Yeah the new stuff we get is cool, but not much of an impact on the overall main game (except making us five levels/two perks better). Aside from some new dialogue with Veronica and having the BoS Bunker as a new house, nothing else happens. Like Gab said: It is nothing more than an extra game in a game; an arcade game with one playthrough per character. What happens there stays there (unless in the unlikely event that future DLC will have some sort of impact from this DLC, though I rather doubt it).

Hopefully future DLC's will allow us to revisit their areas, and hopefully they'll actually be worth revisiting (fighting new enemies for cool stuff for example). Some more DLC's need some lessons from Point Lookout or even something like the Shivering Isles ala Oblivion (of course hoping for something that big may be a bit ludicrous, but the idea of something similar or somewhat as explorable is not). Revisiting areas like The Pitt in F3 was pretty useless after the DLC was done, and DLC's like Fallout 3's OA and NV's Dead Money are one play per character. Having an awesome quest and unique area for a DLC is one thing, but exploration is something that is getting a bit neglected in Vegas.

Just my two cents, but I do hope the "When it ends, that is it" is not a constant trend for more future DLC's, if not everyone to come after Dead Money.
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Katie Samuel
 
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Post » Fri May 27, 2011 5:54 pm

Yeah the new stuff we get is cool, but not much of an impact on the overall main game (except making us five levels/two perks better). Aside from some new dialogue with Veronica and having the BoS Bunker as a new house, nothing else happens. Like Gab said: It is nothing more than an extra game in a game; an arcade game with one playthrough per character. What happens there stays there (unless in the unlikely event that future DLC will have some sort of impact from this DLC, though I rather doubt it).

Hopefully future DLC's will allow us to revisit their areas, and hopefully they'll actually be worth revisiting (fighting new enemies for cool stuff for example). Some more DLC's need some lessons from Point Lookout or even something like the Shivering Isles ala Oblivion (of course hoping for something that big may be a bit ludicrous, but the idea of something similar or somewhat as explorable is not). Revisiting areas like The Pitt in F3 was pretty useless after the DLC was done, and DLC's like Fallout 3's OA and NV's Dead Money are one play per character. Having an awesome quest and unique area for a DLC is one thing, but exploration is something that is getting a bit neglected in Vegas.

Just my two cents, but I do hope the "When it ends, that is it" is not a constant trend for more future DLC's, if not everyone to come after Dead Money.

I hope we get a dlc with some forests in. It would be a nice change of pace, We have a forest around jacobstown, but cazadors...
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Katharine Newton
 
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Post » Fri May 27, 2011 9:19 pm

On that note (forests), I'm no scientist or even very knowledgeable within cold winter but, where are all the vegetation?
FO1, Shady Sands barely gets by.
FO2, Arroyo is dying and places like Klamath and Modoc are barely getting by.
FO3, just about every plant except for Harolds babies are dead.
FONV, it's a desert, I can understand it, and there's fully living trees near Jacobstown.

Still, does the world "really" need a GECK in order for vegetation to be brought back?
Shouldn't it grow back on it's own? (It's been 204 years..)
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Melis Hristina
 
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Post » Fri May 27, 2011 5:06 pm

On that note (forests), I'm no scientist or even very knowledgeable within cold winter but, where are all the vegetation?
FO1, Shady Sands barely gets by.
FO2, Arroyo is dying and places like Klamath and Modoc are barely getting by.
FO3, just about every plant except for Harolds babies are dead.
FONV, it's a desert, I can understand it, and there's fully living trees near Jacobstown.

Still, does the world "really" need a GECK in order for vegetation to be brought back?
Shouldn't it grow back on it's own? (It's been 204 years..)


They need a supply of water and it sometimes takes 70+ years for trees to grow. :|
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Rach B
 
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Post » Fri May 27, 2011 7:14 pm

They need a supply of water and it sometimes takes 70+ years for trees to grow. :|

Where the rain at?
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Sakura Haruno
 
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Post » Fri May 27, 2011 12:13 pm

Non-existant appartently, the game never makes mention of rain... at all.

Stupid, stupid oversights.. I still wish New vegas had weather conditions in hardcoe mode, freaking rain and sandstorms would've been great.
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Mr. Ray
 
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Post » Fri May 27, 2011 2:59 pm

On that note (forests), I'm no scientist or even very knowledgeable within cold winter but, where are all the vegetation?
FO1, Shady Sands barely gets by.
FO2, Arroyo is dying and places like Klamath and Modoc are barely getting by.
FO3, just about every plant except for Harolds babies are dead.
FONV, it's a desert, I can understand it, and there's fully living trees near Jacobstown.

Still, does the world "really" need a GECK in order for vegetation to be brought back?
Shouldn't it grow back on it's own? (It's been 204 years..)

Fallout 1 was just after war so I let them off. Allthough wouldnt it cause nuclear winter and have loads of snow that melts, forming new rivers and lakes ?
Fallout 3 had ne excuse, and the "all water is still radioactive" was a crap excuse.
NV is fine its a desert after all. I think the next fallout should have lots of vegitation though, much like vault 22, you could have the plants growing over the ruins, like chernobyl, but they should include vegitation, what I never understood ws what the brahmin ate...
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Michelle davies
 
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Post » Fri May 27, 2011 7:25 pm

Where the rain at?


Ah yes.. changing weather conditions in Fallout.. I dream of the day.

Rain, cloudy vs sunny skies, maybe even snow depending on the specific area, hail, thunder and lightning.. plz Obsidian/Bethesda/Other.
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Mari martnez Martinez
 
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Post » Fri May 27, 2011 9:23 am

Broken Steel expanded on the actual game but did so in a horrible way.

no it didn't , broken was fine it breathed new life into the game, the problem with FO3 was too many skill points and perks, and broken steel raised the level cap to 30, so all the skills got maxed out etc, but the content it added to the game was fine what are you talking about ? it added hellfire troopers which were fun to fight, it added overloards which i liked to kill, it added a few pretty decent quests, old olney quest, who dares wins and the other one with the robot, so i liked broken steel fine, it was a good dlc, a lot better than dead money was, the pitt was way better than dead money, dead money is lousy dlc. if i wanted to spend a few hours puzzle solving i would buy a rubiks cube.
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Emma Pennington
 
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Post » Fri May 27, 2011 8:34 am

no it didn't , broken was fine it breathed new life into the game, the problem with FO3 was too many skill points and perks, and broken steel raised the level cap to 30, so all the skills got maxed out etc, but the content it added to the game was fine what are you talking about ? it added hellfire troopers which were fun to fight, it added overloards which i liked to kill, it added a few pretty decent quests, old olney quest, who dares wins and the other one with the robot, so i liked broken steel fine, it was a good dlc, a lot better than dead money was, the pitt was way better than dead money, dead money is lousy dlc. if i wanted to spend a few hours puzzle solving i would buy a rubiks cube.

Broken Steel expanded upon the main game instead of giving us yet another arcade game (a game within a game).
But did so horribly because the ending felt very anti-climactic, the raise in level cap messed up skill point distribution, new perks for unbalance and bullet sponges were added.
Dead Money was awesome IMO, it did not feel very Fallouty but was still a great little arcade game.
The only part I was "ugh" about was the Vault part, it was just annoying and tedious, but the rest was fun as hell. :)
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GabiiE Liiziiouz
 
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Post » Fri May 27, 2011 1:11 pm

no it didn't , broken was fine it breathed new life into the game, the problem with FO3 was too many skill points and perks, and broken steel raised the level cap to 30, so all the skills got maxed out etc, but the content it added to the game was fine what are you talking about ? it added hellfire troopers which were fun to fight, it added overloards which i liked to kill, it added a few pretty decent quests, old olney quest, who dares wins and the other one with the robot, so i liked broken steel fine, it was a good dlc, a lot better than dead money was, the pitt was way better than dead money, dead money is lousy dlc. if i wanted to spend a few hours puzzle solving i would buy a rubiks cube.

Right so making you have less skill points would make broken stell good. Nothing to do witha slap in the face to enclvae/anti BoS characters. Nothing to do with failing at any sort of immersion "oh that killer virus you planned to kill us all with, turned out it just gave 4 people stomach cramps, oh by the way even though you helped the enclave, we still want you to work with us".
Broken steel expanded on the bad parts of fallout 3, removing choice, the least that they could have done is opened up the enclave as a non hostle faction if you help them. but hey it was a cop out dlc,they didnt exactly plan it, so they wouldnt want to spend much time, making it good.
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Sabrina garzotto
 
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Post » Fri May 27, 2011 7:22 am

Broken Steel expanded on the actual game but did so in a horrible way.


*Ahem*

Opinion. Apparently, many people don't agree with you.
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Josh Sabatini
 
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Post » Fri May 27, 2011 5:51 pm

*Ahem*

Opinion. Apparently, many people don't agree with you.

If you like bullet sponges.
Unbalanced like hell perks.
Skill all being max with no character specialization at all.
A story which just feels like a dragged out final battle.
And an anti-climactic ending.
Then I'm sure you're gonna love it, but I wouldn't say that you'd have good taste. :rolleyes:
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Saul C
 
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Post » Fri May 27, 2011 10:06 pm

If you like bullet sponges.
Unbalanced like hell perks.
Skill all being max with no character specialization at all.
A story which just feels like a dragged out final battle.
And an anti-climactic ending.
Then I'm sure you're gonna love it, but I wouldn't say that you'd have good taste. :rolleyes:


Agreed, some of the perks were just plain stupid and should have at least been made available earlier, those Karma ones for example wtf. Not everyone wants to walk around in pwnage Hellfire armour (even it's name is douchy) with Gatling Lasers, Overlords, Albinos and Reaver were all ridiculous even on Very Easy, I personally never asked for the damn things. As for Broken Steel itself just read the OP's excellent comments on how it disregards choice and railroads you into it's stupid story once again, just spent forty minutes on another thread bashing Fallout 3 and I'm not in the mood to repeat myself.
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sophie
 
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