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Post » Fri May 27, 2011 2:45 am

No, they don't want realism. They want artificial challenge imposed from above to make up for their inability to exercise restraint.

So wanting to have a need for eating and sleeping, and not having unlimited ammo is an artificial challenge?
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KRistina Karlsson
 
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Post » Fri May 27, 2011 8:56 am

Selfgimping is artificial because it's not something the game offers but it is something you create for yourself despite the game.

The whole experience is artificial. It's a video game. And inventory management is self-gimping? I see you're one of those masses.
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Rudy Paint fingers
 
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Post » Fri May 27, 2011 12:24 pm

I want to ask that too: Any mention of the Enclave or BoS as factions?

And again i will ask why do you hate enclave so much?? They were cool to fight with, and they had cool armours that made u powerful (at least in F2).
I also hope there will be Brotherhood of steel, it would be strange if they wouldn't try to get to the area 51 where enclave should be.

And NO, NO aliens in area 51 (maybe 2 dead bodies in there as an easter egg, so u could also get alien blaster), i don't want any aliens in the fallout NV. And if they will be involved into storyline i won't buy fallout NV.

Also the dialogue options that u can't choose should be hidden.

That storyline doesn't sound to good in my opinion.

If there won't be junkies i will cry.

Also if there won't be plasma rifle and F2 style enclave armour i will cry.

But everything else sounds VERY good.


The enclave are a bunch of tools. They always pop up at the most annoying times. They are such a chore to fight.
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Lucie H
 
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Post » Fri May 27, 2011 11:53 am

One of the screenshots has a Super Mutant with a blonde wig and pink heart-shaped glasses.

woohoo fap fap fap fap xD
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Laura Mclean
 
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Post » Fri May 27, 2011 1:08 am

I'll ask it again. Making it so you are unable to carry around infinite ammunition is for people who are unable to exercise restraint? Please, for the unworthy masses - could you please explain the logic behind that.

Ever since 3 came out people have been complaining that you can carry too much ammo, too many stimpacks, heal too easily, and fast-travel because they lacked the ability to keep themselves from doing so.
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Shannon Lockwood
 
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Post » Fri May 27, 2011 5:45 am

Ever since 3 came out people have been complaining that you can carry too much ammo, too many stimpacks, heal too easily, and fast-travel because they lacked the ability to keep themselves from doing so.


So...we're expected to impose limits on ourselves to make up for shortcomings in game design. Sounds good.

Hey, I don't suppose you're into http://www.mmonotebook.com/wp-content/uploads/2008/04/larp.jpg are you?
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Angus Poole
 
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Post » Fri May 27, 2011 2:53 am

The whole experience is artificial. It's a video game. And inventory management is self-gimping? I see you're one of those masses.


Sigh. Of course a videogame experience is artificial entertainment, has anyone suggested otherwise? The question here is, basically, what makes that experience enjoyable with the least player effort. Also: you don't need invetorymanagement if things do not have weight or they don't take any space. And yes it is self-gimping if you do not take advantages of what the game offers, you're creating artificial barriers. It's that you have to do it, not that you'd only want to. But let me ask this: Why is this a dubest thing in the world to ask for?

Edit: And Muggle, I come along fine with weightless ammo. I just prefer it otherwise.
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T. tacks Rims
 
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Post » Fri May 27, 2011 1:15 pm

Ever since 3 came out people have been complaining that you can carry too much ammo, too many stimpacks, heal too easily, and fast-travel because they lacked the ability to keep themselves from doing so.

I wouldn't say that's it, people complained about it in Oblivion too. Of course it wasn't that people could control themselves, it was the fact that some quests had you going back and worth across the map a few times, which would make it annoying not to fast travel, even if you hated the concept.

No one is forcing you to play hardcoe mode, and if it makes people happy what's the problem? I always eat and sleep regularly in game with FO3 and the TES games, but it's nice to have it be built into the game too.
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Suzy Santana
 
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Post » Fri May 27, 2011 1:33 pm

Hey, I don't suppose you're into http://www.mmonotebook.com/wp-content/uploads/2008/04/larp.jpg are you?


They all have to limit how fast the run and for how long they run, because idiots have a low endurance skill.
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Queen Bitch
 
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Post » Fri May 27, 2011 8:40 am

They all have to limit how fast the run and for how long they run, because idiots have a low endurance skill.


No no, they don't have the self-control to limit how fast they can run so they have to rely on the limits of their bodies to do it for them. Dumbest thing in the world.
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Lori Joe
 
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Post » Fri May 27, 2011 11:50 am

No no, they don't have the self-control to limit how fast they can run so they have to rely on the limits of their bodies to do it for them. Dumbest thing in the world.


:biglaugh:
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Karine laverre
 
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Post » Fri May 27, 2011 5:21 am

No no, they don't have the self-control to limit how fast they can run so they have to rely on the limits of their bodies to do it for them. Dumbest thing in the world.


Haha. :D

Curse the unwashed masses. I spit on them.

Also, I forgot to say - thanks for the write-up Born Acorn.
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Devin Sluis
 
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Post » Fri May 27, 2011 1:26 pm

The problem with ammo in Fallout 3 is, that you need a [censored]load of it. In the original games, it was different. But here you have to shoot [censored] every 10 meters... So adding ammo weight by default might not be the best move, exactly because you have to carry around a [censored]load... always.

Really, in Fallout 1 and 2 I come along good with a Combat Shotgun + 30 bullets and nothing else. In Fallout 3 you can't do anything with that combination.


/Edit: Do I get a "censored"-achievement now?
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SamanthaLove
 
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Post » Fri May 27, 2011 9:52 am

The problem with ammo in Fallout 3 is, that you need a [censored]load of it. In the original games, it was different. But here you have to shoot [censored] every 10 meters... So adding ammo weight by default might not be the best move, exactly because you have to carry around a [censored]load... always.

In fallout 3 it was way worse because it took so many bullets to kill people, so you needed more ammo. If they make less bullet sponges then it would work fine.
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Alessandra Botham
 
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Post » Fri May 27, 2011 8:30 am

So adding ammo weight by default might not be the best move


It's not by default, it's an optional mode.
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Silvia Gil
 
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Post » Fri May 27, 2011 9:31 am

Well i do look forward to getting some screenshots online. But all of this sounds pretty cool. I just hope there will be people in Power armour.. like the brotherhood and enclave.. Plus more types of Power armour.
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Emily Shackleton
 
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Post » Thu May 26, 2011 11:13 pm

It's not by default, it's an optional mode.


I know that it's an optional mode. My post was @ the people who want this by default.
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maria Dwyer
 
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Post » Fri May 27, 2011 9:51 am

So spread out placed enemy groups a bit farther from one another and make random encounters slightly less common to balance it out?

edit: placed enemy groups
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Cedric Pearson
 
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Post » Fri May 27, 2011 3:51 am

So spread out enemy groups a bit farther from one another and make random encounters slightly less common to balance it out?


Exactly. And have the wildlife AI to be less rabid, so you can avoid some of them critters too.
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Ashley Tamen
 
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Post » Fri May 27, 2011 5:27 am

The only way I guess that could work is if different skill levels actually affect the wording of the dialogue choice. So if your character's of average intelligence your [Intelligence] choice would actually be far less intelligent than a character with an INT score of 9 or 10. That would actually make sense I think. Otherwise....mehhh.

This is how it works. Each skill-based dialogue option has two different texts: one for high skill (which will result in success) and one for low skill (which will result in failure). If you do not meet the required threshold, you see the latter.
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Charlie Ramsden
 
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Post » Fri May 27, 2011 11:01 am

I know that it's an optional mode. My post was @ the people who want this by default.

In that case I agree with you.

I don't see why it should matter though if it's an option and that's what your into then you can use the option to change your default.
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Floor Punch
 
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Post » Fri May 27, 2011 12:49 am

Fair enough, although why would one then choose the low skill one if it always ends in failure ? Seems a bit curious.

And what about the Power Armour ?.. i do hope one won't be tied to a quest long off in the storyline to get any actual training
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Emma
 
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Post » Fri May 27, 2011 12:27 am

This is how it works. Each skill-based dialogue option has two different texts: one for high skill (which will result in success) and one for low skill (which will result in failure). If you do not meet the required threshold, you see the latter.


Thank you for clarifying. The only wonder I'm having now (for the moment, that is :bolt:) , is how obvious are the lines.
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Jhenna lee Lizama
 
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Post » Fri May 27, 2011 2:30 pm

This is how it works. Each skill-based dialogue option has two different texts: one for high skill (which will result in success) and one for low skill (which will result in failure). If you do not meet the required threshold, you see the latter.


Sounds good in that case! Thanks for the clarification.
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Travis
 
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Post » Fri May 27, 2011 1:55 pm

- You don't play a Vault Dweller (or descendant of one) but a courier, left for dead and saved by a friendly robot.


Well, looks like that's what the robot in the trailer was looking for. I'm guessing the hand belongs to the player, and the person with the NCR flag isn't the player. Oh well. :P
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Brentleah Jeffs
 
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