question about random encounters and wild wasteland

Post » Wed May 04, 2011 4:11 pm

so does wild wasteland encounters replace the encounters that are there without the trait or can you still experience both types of encounters?
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Amie Mccubbing
 
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Post » Thu May 05, 2011 2:07 am

so does wild wasteland encounters replace the encounters that are there without the trait or can you still experience both types of encounters?

WW enables more and wackier random encounters. "it makes you a weird magnet" and increases the rate at which both positive and negative random encounters occur
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Kelli Wolfe
 
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Post » Thu May 05, 2011 12:13 am

WW enables more and wackier random encounters. "it makes you a weird magnet" and increases the rate at which both positive and negative random encounters occur


Awesome! I'm definitely picking that up.
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Julie Ann
 
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Post » Thu May 05, 2011 4:39 am

yeah im definitely taking this perk then.. A bad encounter is like what maybe 5 raiders i can run from a good encounter could possibly give me one of the best weapons in the game lol
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Tiffany Carter
 
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Post » Wed May 04, 2011 4:02 pm

Awesome! I'm definitely picking that up.

as will I, but not on my first play through.

on my 2nd i will and on my third i will do hardcoe.

i want to do a normal playthrough so that the second playthrough will feel different. well different-er

@failwhale- if the bad encounter is anything like the pariah dog from the first game (i think it was fallout 1) it may not be that easy.
but hey even the "bad" wacky encounters would be entertaining
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Michelle davies
 
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Post » Wed May 04, 2011 9:14 pm

I'll be using this on my second play through, I want the game's random encounters not to draw me out of my fallout trance on the first one.
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Ross Zombie
 
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Post » Wed May 04, 2011 8:50 pm

yeah im definitely taking this perk then.. A bad encounter is like what maybe 5 raiders i can run from a good encounter could possibly give me one of the best weapons in the game lol

5 Raiders? Hahaha. Oh, my friend. Obviously you have never experienced the wacky side of Fallout 1 and 2 encounters before. Bad encounters could include exploding brahmin, time portals, talking giant stone heads, flying whales, or even Death itself. And this time there will be no text box to warn you with, "For some odd reason you feel it would be a really good idea to save your game right now . . . in a separate slot."

Five raiders indeed . . . ahahahaha!
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Alisia Lisha
 
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Post » Wed May 04, 2011 4:25 pm

5 Raiders? Hahaha. Oh, my friend. Obviously you have never experienced the wacky side of Fallout 1 and 2 encounters before. Bad encounters could include exploding brahmin, time portals, talking giant stone heads, flying whales, or even Death itself. And this time there will be no text box to warn you with, "For some odd reason you feel it would be a really good idea to save your game right now . . . in a separate slot."

Five raiders indeed . . . ahahahaha!


FTW? You had me at flying whales. Why oh why did I never pick the 'weird magnet' perk? I think a quick FO 1 and/or 2 playthrough might be in order as I wait for Tuesday.
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koumba
 
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Post » Wed May 04, 2011 5:49 pm

so does wild wasteland encounters replace the encounters that are there without the trait or can you still experience both types of encounters?


A lot of criticism of FO2 came from people complaining that there was too much pop culture / wackiness. I loved it, but a good few didn't. The WW trait dials up the FO pop culture / wackiness and turns what would be a NORMAL (good or bad) random encounter into a WILD WASTELAND (good or bad) random encounter. I remember watching a video that said that they wanted each encounter, normal or WW, to be "worth" the same. This is so if you don't like wackiness and did not choose the WW trait, you didn't feel ripped off loot wise. Smart move on their part.


"FTW? You had me at flying whales. Why oh why did I never pick the 'weird magnet' perk? I think a quick FO 1 and/or 2 playthrough might be in order as I wait for Tuesday."

For the love of god save before you approach the robed man on the bridge......

Spoiler
:ninja:

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kitten maciver
 
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Post » Thu May 05, 2011 2:36 am

Why oh why did I never pick the 'weird magnet' perk?

what?
there was no perk like that in the original. they were like that on there own
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Isabel Ruiz
 
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Post » Wed May 04, 2011 7:17 pm

Basically, you have to choose between the red or blue pill.
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suzan
 
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Post » Thu May 05, 2011 6:48 am

WW is a trait I will take every time.
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Marquis T
 
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Post » Wed May 04, 2011 9:03 pm

For the love of god save before you approach the robed man on the bridge......

"Answer me these questions three, ere the other side you see . . . ."

http://www.youtube.com/watch?v=cV0tCphFMr8&feature=related

Yeah, I have a feeling that the people who never played Fallout 2 and choose the Wild Wasteland trait have no idea what they are getting into . . . .
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Nina Mccormick
 
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Post » Thu May 05, 2011 1:00 am

Do these Random Encounter show up when you are just walking along or when you Fast Travel. Because if you are just walking along, it would be rather easy to avoid them. If you wanted to. Unless they just pop up in front of you.
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[Bounty][Ben]
 
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Post » Wed May 04, 2011 7:07 pm

Do these Random Encounter show up when you are just walking along or when you Fast Travel. Because if you are just walking along, it would be rather easy to avoid them. If you wanted to. Unless they just pop up in front of you.

I don't know how they'll work in New Vegas, but it FO2 they only occurred when "fast traveling" between towns and settlements, and some (like the Bridgekeeper) trapped you in one spot until you solved the encounter (either a puzzle, a quest, or combat).

I imagine it will work like in FO3, where there is just a chance of an encounter happening when you enter certain cells in the game world. But some wacky encounters (like the Bridgekeeper) lose all meaning unless the player is trapped and can't proceed without dealing with the encounter.
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MISS KEEP UR
 
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Post » Wed May 04, 2011 9:39 pm

I don't know how they'll work in New Vegas, but it FO2 they only occurred when "fast traveling" between towns and settlements, .



That is why I was asking. Because in FO2 one would not walk in real time between these towns (maybe you could but who would want to), so the Fast Travel Random Encounter mechanism would work. However in this game, people sometimes walk sometimes fast travel. I have been able to avoid almost every encounter when I wanted to out in the wilderness in FO3. I think being able to avoid them would kind of negate the Perk.
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Dylan Markese
 
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Post » Thu May 05, 2011 1:53 am

That is why I was asking. Because in FO2 one would not walk in real time between these towns (maybe you could but who would want to), so the Fast Travel Random Encounter mechanism would work. However in this game, people sometimes walk sometimes fast travel. I have been able to avoid almost every encounter when I wanted to out in the wilderness in FO3. I think being able to avoid them would kind of negate the Perk.


That would be a bit funky, I almost never fast travel. Not that I have a problem with it, I just can't stand the thought of creeps unkilled and loot unlooted.
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Chris Ellis
 
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Post » Thu May 05, 2011 9:14 am

Definitely taking WW, the wackier the better. :) America is a wacked place in the best of times, I can just imagine the insanity in the worst of times. :P
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Marina Leigh
 
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Post » Wed May 04, 2011 8:24 pm

That is why I was asking. Because in FO2 one would not walk in real time between these towns (maybe you could but who would want to), so the Fast Travel Random Encounter mechanism would work. However in this game, people sometimes walk sometimes fast travel. I have been able to avoid almost every encounter when I wanted to out in the wilderness in FO3. I think being able to avoid them would kind of negate the Perk.

yes but most people picking this perk aren't doing it just cause they want positive encounters, they also want to experience all the wacky stuff.

so if you chose this perk chance are you wouldn't try to avoid the encounters
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Peter P Canning
 
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Post » Wed May 04, 2011 10:14 pm

In FO1 & 2, you really had to go out of the way to get these random encounters. Toons with a high luck rating and that picked perks like pathfinder (extra) would still have to run from one end of the map to the other just to "Find" them. They really didn't happen all that much on a normal play through. I liked how FO3 did it. Having specific cells where it was "likely" to have a random encounter was great. Just my 2 ring pulls.

Spoiler
:ninja:

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Angel Torres
 
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Post » Thu May 05, 2011 7:57 am

I will more than likely be taking Wild Wasteland. Wackiness is part and parcel with the Fallout franchise.
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Mylizards Dot com
 
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Post » Thu May 05, 2011 10:33 am

WW wont just effect random encounters but everything around and in the mojave wasteland, which can all be changed but i hope its not like in shivering isles where you piss off shagorath and he teleports you high up in the sky and then drops your ass DEAD! who am i kidding that [censored] was awsum just as the lil evil girl was in tranquility lane "you shouldnt have done that" BOOM! my mom lol'd after seeing that.

Also while in the discussion of random encounters; the dev said there'd be ambient events but no confirmation of random encounters :(
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Spooky Angel
 
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Post » Wed May 04, 2011 11:08 pm

I'll be using this on my second play through, I want the game's random encounters not to draw me out of my fallout trance on the first one.


Hell yeah. I want that fourth wall firmly in place for my first play-through.
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~Sylvia~
 
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