The "set" pieces seem underused....

Post » Sun Mar 06, 2011 10:35 am

I was surprised that the casinos didn't have more quests built into and around them.

Here are these amazing, grand structures and then they each have just one quest overall.

I had envisioned each one being a crime family with intricate quest lines and instead barely entered the casinos. In contrast, I found 5-6 quests in McArran (spelling? the NCR air base fort in NV) alone....

It seems wasteful to have built such amazing set pieces that give the game its central theme and then not use them much more ...

Thoughts?


I love New Vegas, but I have to agree for the most part... especially regarding the Ultra-Luxe. The Ultra-Luxe could have been my favorite spot in the game if it had a couple more quests. Gomorrah had enough quests (two fairly long ones, and a couple outside quests have you go there). I also think they should have put in one more casino, perhaps with the Excalibur style.

Oh, and craps. Why are there even craps tables if we can't play craps? BAH.
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michael danso
 
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Post » Sun Mar 06, 2011 11:31 pm

They have some of the most complex quests in the game with various approaches and multiple objectives. Each casino having one, except for one casino that has two. That's 4 complicated quests. As it stands, its already the single most complex non-main quest hub in the game. Though it is hooked for some main quests. We didn't need each casino being a hub.

McCarran, as mentioned, had basically 4 quests, too. One was single objective. One was linear, but two objective. One was three objective "go out and kill X guy." And the last was also pretty simple. For quests, the Strip beats it on complexity. All McCarran has over it is the Legion infiltration side.
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Ashley Clifft
 
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Post » Sun Mar 06, 2011 6:42 pm

The fact that all the families get along (even if they don't really like each other) and all work for the same authority figure really makes the families not nearly as cool as the ones in Fallout 2.

The Omertas don't really get along, you'll see what I mean if you play on The Strip enough. The White Glove Society are to dainty to get into a fight on that scale, and The Chairmen only care about a good time. AND Mr. House has some very powerful force behind him, IE his securitrons.
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Manuela Ribeiro Pereira
 
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Post » Sun Mar 06, 2011 8:37 pm

I wish the strip wasn't so small and it would be nice if it was actually a strip and not 3 separate areas lol


This. I want the strip shown in the intro video. The one before it was chopped into tiny little bite-size pieces with a loading screen every other building or so.
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Sophh
 
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Post » Sun Mar 06, 2011 12:05 pm

This. I want the strip shown in the intro video. The one before it was chopped into tiny little bite-size pieces with a loading screen every other building or so.

Alot of it was beneficial though. I've read about alot of the 'one long road' strip mods that remove the barriers and it wont load the NPCs until your near them. It might just be me, but my assumption is there are so many scripts and effects running there.
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Stephani Silva
 
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Post » Sun Mar 06, 2011 5:35 pm

I'm just taking it as assumed that the consoles and engine can't handle too much detail, namely NPCs, at once. So they kind of have to portion things out like that. I'm sure they would have loved to have more NPCs and wider open area. But were constrained by technical limits.

It's a thought that goes back to Oblivion and Fallout 3, actually. Why else would Super Mutant Masters and Overlords show off their supreme skills as leaders of mutants by hanging around only one other Super Mutant.
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^~LIL B0NE5~^
 
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Post » Sun Mar 06, 2011 7:55 pm

I'm just taking it as assumed that the consoles and engine can't handle too much detail, namely NPCs, at once. So they kind of have to portion things out like that. I'm sure they would have loved to have more NPCs and wider open area. But were constrained by technical limits.

It's not just consoles, as I said, I read on the Nexus (I'm a PS3 user, but I like to see what mods people create, I've seen countless terrible ones, and just as many shining gems) that alot of PC users were having 'invisible NPCs' up until they got near their spot.
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Johnny
 
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Post » Sun Mar 06, 2011 10:15 am

It's not just consoles, as I said, I read on the Nexus (I'm a PS3 user, but I like to see what mods people create, I've seen countless terrible ones, and just as many shining gems) that alot of PC users were having 'invisible NPCs' up until they got near their spot.
That doesn't really tell us anything. That's the fact that the system is optimized that way on PC. But it could simply be mimicing the console behavior. Something the games do to an almost unnecessary degree (I'm looking at you, keybinding).
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m Gardner
 
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Post » Sun Mar 06, 2011 9:23 pm

That doesn't really tell us anything. That's the fact that the system is optimized that way on PC. But it could simply be mimicing the console behavior. Something the games do to an almost unnecessary degree (I'm looking at you, keybinding).

I may be wrong but I wonder if for some of the technical aspects like The Strip they ran an 'equal across the board' thing. PC and Console on the strip and so on.
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Skivs
 
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Post » Sun Mar 06, 2011 11:08 am

I'm pretty sure that's exactly what it is. It's the only explanation for the key layouts. I can't even fathom how the PS3 handles weapon binds.
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Alexandra walker
 
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Post » Sun Mar 06, 2011 12:18 pm

I may be wrong but I wonder if for some of the technical aspects like The Strip they ran an 'equal across the board' thing. PC and Console on the strip and so on.


Probably. Wouldn't be the first instance of "If everybody's machine can't handle it, you people with machines that can handle it get the short end of the stick as we adjust everything for the lowest common denominator then lock it that way." :sadvaultboy:
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Dewayne Quattlebaum
 
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Post » Sun Mar 06, 2011 4:02 pm

I'm pretty sure that's exactly what it is. It's the only explanation for the key layouts. I can't even fathom how the PS3 handles weapon binds.

Weapons binds?
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Cathrine Jack
 
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Post » Sun Mar 06, 2011 9:50 pm

Weapons binds?

Your d-pad functions. I don't particularly like the PS3 controller for hitting diagonals, unless it's part of a movement (D, DR, R). Because for a diagonal you're literally pressing two buttons. I can only imagine this makes it somewhat less responsive or it causes lots of instances of "I meant to get this weapon out, but ended up getting this other weapon instead."
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Claire Jackson
 
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Post » Sun Mar 06, 2011 8:49 pm

Your d-pad functions. I don't particularly like the PS3 controller for hitting diagonals, unless it's part of a movement (D, DR, R). Because for a diagonal you're literally pressing two buttons. I can only imagine this makes it somewhat less responsive or it causes lots of instances of "I meant to get this weapon out, but ended up getting this other weapon instead."

I wouldnt know, I used it for F3 when I used a sniper rifle, To a PC user, it might be essential, but on PS3, its essentially as important as the Karma system in NV, IE not at all. I just use my pipboy to pull it up. :laugh:
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Steve Bates
 
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Post » Sun Mar 06, 2011 12:29 pm

The Omertas don't really get along, you'll see what I mean if you play on The Strip enough. The White Glove Society are to dainty to get into a fight on that scale, and The Chairmen only care about a good time. AND Mr. House has some very powerful force behind him, IE his securitrons.


They don't fight each other, they aren't at war (plotting doesn't count). That's what I was talking about.

And I didn't say it's bad storytelling or doesn't make sense, I just prefer New Reno with its open family warfare and no central authority figure.
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Jack Bryan
 
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