should we be able to keep our weapons on a DLC

Post » Sat May 28, 2011 3:02 am

.
User avatar
Janine Rose
 
Posts: 3428
Joined: Wed Feb 14, 2007 6:59 pm

Post » Sat May 28, 2011 12:32 am

Lolwut... We can take and keep the weapons from the dlc if that what your asking
User avatar
Red Sauce
 
Posts: 3431
Joined: Fri Aug 04, 2006 1:35 pm

Post » Sat May 28, 2011 12:04 am

Lolwut... We can take and keep the weapons from the dlc if that what your asking

O:A - simulation - our gear is stripped away.
The Pitt - turned into a slave - our gear is stripped away.
Dead Money - security search - our gear is stripped away.
User avatar
Marie Maillos
 
Posts: 3403
Joined: Wed Mar 21, 2007 4:39 pm

Post » Sat May 28, 2011 9:29 am

I'd rather take our stuff. Leads to being able to travel back and such.

As much freedom as possible.
User avatar
George PUluse
 
Posts: 3486
Joined: Fri Sep 28, 2007 11:20 pm

Post » Fri May 27, 2011 6:54 pm

no like thu the whole dlc just have our weapons from the main game without them getting taken away
User avatar
Jessie
 
Posts: 3343
Joined: Sat Oct 14, 2006 2:54 am

Post » Fri May 27, 2011 9:28 pm

O:A - simulation - our gear is stripped away.
The Pitt - turned into a slave - our gear is stripped away.
Dead Money - security search - our gear is stripped away.

Point Lookout - Kept our gear
Broken Steel - Kept our gear
Mothership Zeta - Get gear back early

Your point?
User avatar
Yama Pi
 
Posts: 3384
Joined: Wed Apr 18, 2007 3:51 am

Post » Sat May 28, 2011 12:00 am

It is a mixed bag here i see one side of the argument but i also see another. For DM and OA the removal of player inventory was kind of necessary or it would blow the story in DM and the fact that OA was a simulation, I do agree it was weird to be able to keep stuff from the simulation (OA) but if i remember correctly you had to glitch it to do so, so i do not really think that counts. I would have liked to carry my crafting stuff through DM, as i RP my characters a bit more hardcoe than even hardcoe, i was more concerned with removal of my crafting items and the lack of crafting locations that were convient to the player. As i RP my characters i have strict loot rules so i must rely on crafting to succede, granted this self nerfing is NOT the developers problem but my own, it still is a bit perplexing. It is perplexing in that there is a rich crafting interface, and in HC mode one must do some to survive that to not encourage the player by reasonably convient crafting benches seems contrary.

Asai
User avatar
Maria Leon
 
Posts: 3413
Joined: Tue Aug 14, 2007 12:39 am

Post » Sat May 28, 2011 10:19 am

I'm kind of yes but no on this subject. I mean dead money, the pitt I liked. Getting striped of your stuff felt right and finding weapons, gear, food and meds within the dlc was pretty cool. Gave it more of a scavenge to survive feel.

Point lookout and the others, keeping your gear just felt right. I mean you were never searched and well, they didn't have that survival feel to it

So yeah, i like both ways. Striped of your gear, or you keeping your gear.
User avatar
Amelia Pritchard
 
Posts: 3445
Joined: Mon Jul 24, 2006 2:40 am

Post » Fri May 27, 2011 6:34 pm

Poll dosent have I don't care poll is racist
User avatar
Brooke Turner
 
Posts: 3319
Joined: Wed Nov 01, 2006 11:13 am

Post » Fri May 27, 2011 5:53 pm

I like the fact that the games force you to kind of restart your character - no loot, no supplies - forcing you to get by on the skin of your teeth. In Oblivion, at some point in the game I would leave all my stuff in Frostcrag and go out adventuring with an iron sword and fur armour.Bandits would come after me and then surprise! Owned by a level 40 guy in fur armour.
User avatar
Veronica Flores
 
Posts: 3308
Joined: Mon Sep 11, 2006 5:26 pm

Post » Sat May 28, 2011 7:44 am

I'm fine with having my stuff taken. If players could go into DM with all their gear they could cut through it like it's just the same old, same old. Some people carry enough supplies to rule the whole wasteland without breaking a sweat.

Getting dropped into an unfamiliar area without your equipment gives you a feeling of vulnerability for at least a few minutes until you can get your bearings, and you might even be forced to look at alternative ways to get by instead of just sticking with your favorite method that you've been using for a hundred hours.
User avatar
Carolyne Bolt
 
Posts: 3401
Joined: Mon Jul 10, 2006 4:56 am

Post » Fri May 27, 2011 5:58 pm

I don't count the Pitt as one of the DLC's that does this, since you get your gear back so easily in it.
Anchorage, its a simulation. Don't be stupid.
And Dead Money, dang pre war security systems outsmarting us again.
User avatar
Brad Johnson
 
Posts: 3361
Joined: Thu May 24, 2007 7:19 pm

Post » Sat May 28, 2011 2:02 am

Point Lookout - Kept our gear
Broken Steel - Kept our gear
Mothership Zeta - Get gear back early

Your point?

Erm... This guy seemed confused as to what the OP meant by "keep out weapons "on" a DLC"
Lolwut... We can take and keep the weapons from the dlc if that what your asking

Therefor I wrote examples of when our gear was taken away to help him understand the OP's point.
O:A - simulation - our gear is stripped away.
The Pitt - turned into a slave - our gear is stripped away.
Dead Money - security search - our gear is stripped away.

User avatar
Your Mum
 
Posts: 3434
Joined: Sun Jun 25, 2006 6:23 pm

Post » Sat May 28, 2011 6:26 am

Having to re-boot a character is always something I like, since it is usually the closest thing to the beginning of a game where you're the weakest and the gameplay seems to be the most fun and challenge. On the other hand, if the DLC doesn't support your character archetype, then it makes it a very difficult playthrough. I recently took my lvl 30 explosives expert through DM and was less than thrilled with the lack of effective weapons. Grenades, mines and gas bombs. My guy gave up throwing explosives when he got his first grenade rifle. I was forced to play a little out of character, as the only weapons my guy was expert with were less effective than the guns he ended up using to get through the thing. Now, that's a rational desicion my guy had to make to survive, but the game designers could easily have made it so that he didn't have to stoop to that. When you only have 5 weapons skills, how hard is it to place a range of weapons from each class in the DLC to satisfy all reasonable scenarios and character builds?

So to sum up:
A) Yes, I don't mind being stripped of weapons.
2) Correlary #1 to A): Make sure you place enough weapons (old or new, I'm easy to please) for each weapon class to satify all reasonable character builds.

-Gunny out.
User avatar
Kelly Tomlinson
 
Posts: 3503
Joined: Sat Jul 08, 2006 11:57 pm

Post » Sat May 28, 2011 6:38 am

Poll dosent have I don't care poll is racist

The poll is not a living entity and therefore cannot hold prejudice over any creed, race, ethnicity, group, ect. and therefore cannot be racist. Please consider this in future dealings with these forums and remember to fight apathy...or don't
User avatar
SEXY QUEEN
 
Posts: 3417
Joined: Mon Aug 13, 2007 7:54 pm

Post » Sat May 28, 2011 10:26 am

The poll is not a living entity and therefore cannot hold prejudice over any creed, race, ethnicity, group, ect. and therefore cannot be racist. Please consider this in future dealings with these forums and remember to fight apathy...or don't


i concur.
User avatar
Channing
 
Posts: 3393
Joined: Thu Nov 30, 2006 4:05 pm

Post » Sat May 28, 2011 12:40 am

Back on topic...

The base game already confiscates stuff at five separate intervals, and re-assigning hotkeys is a chore.

So, yeah, you should get to keep your stuff for the upcoming DLC's.
User avatar
Je suis
 
Posts: 3350
Joined: Sat Mar 17, 2007 7:44 pm

Post » Sat May 28, 2011 1:48 am

No, because the DLC will be to easy. Still they need to come up with something better then getting knocked out or someone with a hand gun telling you while wearing PA and have a light machine gun to put your stuff away.
User avatar
natalie mccormick
 
Posts: 3415
Joined: Fri Aug 18, 2006 8:36 am

Post » Fri May 27, 2011 8:39 pm

No, because the DLC will be to easy. Still they need to come up with something better then getting knocked out or someone with a hand gun telling you while wearing PA and have a light machine gun to put your stuff away.

Or they could design DLC to take things such as Power Armor and AMRs into account, so that taking top-end gear in does not turn the DLC into a walkover.

Now, for Dead Money in particular I can see being stripped of your gear since you got gassed into unconsciousness and dragged off to the location, however in the general case this mechanic got old long ago and there has to be a better way to handle being relocated to the enclosed area of a DLC.

There's also the fact that said gear removal inherently favors those who specialize in Melee and/or Unarmed combat, since those methods are not supply-dependent and DLC opponents are usually not all that dangerous. In Dead Money's case those specializing in EW or Explosives get boned, since both are extremely limited in available supplies, while those who use Guns are only limited until they find the vending machine codes for .308 and .357 ammunition (both of which are fairly easy to find early on). Granted EW users get a very powerful weapon in the Holorifle, but the fact you'll never have a decent supply of ammo makes using it a losing proposition (if the GPs stayed dead that would be another matter entirely, but then the HR would be rather OP for the setting...).

I don't actually mind the survivalist aspect that being stripped of one's gear lends to a given scenario, and in fact I tend to play all my characters Scavenger-style, but I do mind DLC design that favors some specializations over others. Of course, one then runs into the issue of a DLC that caters to a more generalized combat style being a relative cakewalk for those who specialize in either sneak combat or mass critical hits, and the discussion begins all over again.


Idle speculation: I wonder how folks would react to a DLC that not only strips your gear but disables your perks too...

(I'd actually like it, however I would also expect that said DLC would offer relevant perks to take in place of the regular ones, which would be disabled in turn when you left. Would be an interesting exercise in minimalist character design)
User avatar
Karine laverre
 
Posts: 3439
Joined: Tue Mar 20, 2007 7:50 am

Post » Sat May 28, 2011 9:43 am

.


Idle speculation: I wonder how folks would react to a DLC that not only strips your gear but disables your perks too...

(I'd actually like it, however I would also expect that said DLC would offer relevant perks to take in place of the regular ones, which would be disabled in turn when you left. Would be an interesting exercise in minimalist character design)

To a ceratin degree DM did this. It didn't strip all perks, but it made a lot (especially some of the better combat perks) useless. And it replaced their utility with the perks you get from the new companions that were tailored to the new game world.

I don't neccessarity have a big problem with this, as long as some rational explanation can be given as to why I all of the sudden forgot how to make .44SWC or now longer remember how to pack my gear so tightly.

-gunny out.
User avatar
Samantha Pattison
 
Posts: 3407
Joined: Sat Oct 28, 2006 8:19 pm

Post » Sat May 28, 2011 7:06 am

I think MZ did it well, but it gave you your stuff back so soon that you never used the aliens weapons, you went on and used your kickass gear you drug along for the ride. it should be a challenge to retrieve your gear, instead of "oh hey, all my stuff! Well, isn't this just convienent."
User avatar
James Shaw
 
Posts: 3399
Joined: Sun Jul 08, 2007 11:23 pm

Post » Fri May 27, 2011 8:39 pm

Or they could design DLC to take things such as Power Armor and AMRs into account, so that taking top-end gear in does not turn the DLC into a walkover.


Do you not remember Point Lookout?
User avatar
Tanya
 
Posts: 3358
Joined: Fri Feb 16, 2007 6:01 am

Post » Fri May 27, 2011 6:30 pm

Only if there is good reason for it. Dead Money is an example of good reason because they tried to make a specific effect with it, and it was necessary to take the weapons away.

My prediction:

Honest Hearts: Likely to be open world (why give us some place amazing like Zion National Park and not be able to roam freely around the wilderness?) and I doubt the Mormon fuzz from New Canaan will take our weapons, so we'll probably keep them.

Old World Blues and Lonesome Road: Hard to say, we don't know for sure which one is the Big Empty and which one is the divide with Ulysses. It's possible that Ulysses will get the drop on us and there might be some sort of security system in the Big Empty.
User avatar
CYCO JO-NATE
 
Posts: 3431
Joined: Fri Sep 21, 2007 12:41 pm

Post » Sat May 28, 2011 8:28 am

no like thu the whole dlc just have our weapons from the main game without them getting taken away

it would be good if we could keep them, but its good that we don't because there are so many other weapons which we wouldnt be able to carry if we kept them :P
User avatar
josie treuberg
 
Posts: 3572
Joined: Wed Feb 07, 2007 7:56 am


Return to Fallout: New Vegas