Time Limit on Gameplay?

Post » Tue May 10, 2011 2:56 pm

If anyone remembers Fallout and Fallout 2, there was a time limit on gameplay (In game years). I remember playing Fallout 2 and becoming level 30 with all the best weapons and enough stimpaks and ammo to take on the world only to get the screen of shame as Ron Pearlman tells me I basically took to damn long to save my tribe. There isn't anything in New Vegas like that right?
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Emma Louise Adams
 
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Post » Tue May 10, 2011 7:49 pm

No.

How could you not help you tribe in FO2. You could win and play after the end to do what you just described. (wander around and grind random encounters to get ridiculous levels.
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Cartoon
 
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Post » Tue May 10, 2011 9:55 pm

No, thankfully you can take as long as you like, no towns will get destroyed by marauding Super Mutant armies or anything like that.
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Sheeva
 
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Post » Tue May 10, 2011 6:39 pm

It would be nice to see things happen over time. You know, so the world isn't completely static until you do the right quests. I wouldn't want any time limit though and destroying towns completely would be a bit too much.
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loste juliana
 
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Post » Tue May 10, 2011 3:45 pm

Nope take as long as you like. I mean I ran into the deadlines in Fallout 1 but it never came up in 2 as they gave you plenty of time.
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DAVId Bryant
 
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Post » Wed May 11, 2011 3:16 am

Even Better, you can play the MQ up to the point where everyone is raring and ready to go for the final showdown, then make them all wait while you go off explore.
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Emmie Cate
 
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Post » Wed May 11, 2011 1:35 am

Honestly, after I find the GECK and go back to Arroyo, I just ditch the main quest and pretty much do anything else BUT the main quest. Those loincloth barbarians can wait, random adventures are higher on my priority list.
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Mariana
 
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Post » Wed May 11, 2011 12:48 am

If anyone remembers Fallout and Fallout 2, there was a time limit on gameplay (In game years). I remember playing Fallout 2 and becoming level 30 with all the best weapons and enough stimpaks and ammo to take on the world only to get the screen of shame as Ron Pearlman tells me I basically took to damn long to save my tribe. There isn't anything in New Vegas like that right?

Unfortunately no, [not that I know of]. The series has taken a turn, and the focus has shifted to an essentially timeless format, where the PC can promise immediate aid to someone in immediate need, and then doddle around for weeks doing something else ~and they don't miss a beat when he eventually shows up for the "crisis".

I would have liked to have seen a quest like (for example)... some family with a sick parent or child that asks the PC to seek and return with a doctor (nothing like an escort/fetch mission :banghead:; but this is just an example). The PC must reach a willing doctor and return with him or her alive, and in time. Time spent reduces the odds of responding to treatment, and complete failure has him return to find a fresh grave near the house, and (depending on how much time has passed), a sad, but understanding family, or one that practically vilifies the PC for promising the help and abandoning them.
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Melanie
 
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Post » Tue May 10, 2011 1:57 pm

Unfortunately no, [not that I know of]. The series has taken a turn, and the focus has shifted to an essentially timeless format, where the PC can promise immediate aid to someone in immediate need, and then doddle around for weeks doing something else ~and they don't miss a beat when he eventually shows up for the "crisis".

Thats what I did half-way through Fallout 2. :laugh:
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Kate Norris
 
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Post » Tue May 10, 2011 11:46 pm

Thats what I did half-way through Fallout 2. :laugh:

They removed an important time limit with the patch for FO1; and some missions could wait. I never liked it, and thought it cheapened the game slightly.

(Though I probably did the same myself in FO2)
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Brιonα Renae
 
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Post » Wed May 11, 2011 2:39 am

They removed an important time limit with the patch for FO1; and some missions could wait. I never liked it, and thought it cheapened the game slightly.

(Though I probably did the same myself in FO2)

To be fair, it wasnt a casual decision. I just can't beat Horrigan.
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e.Double
 
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Post » Tue May 10, 2011 8:00 pm

To be fair, it wasnt a casual decision. I just can't beat Horrigan.

Spoiler
Hack the computer and talk to some enclave soldiers in the entry hall.

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Travis
 
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Post » Wed May 11, 2011 2:13 am

I remember how in one playthrough I had counted on turrets to do the dirty job. Then I had some bug and couldn't make them turn on him, so I had to fight Horrigan, turrets and Sgt. Granite's team with not-that-effective equipment. I won it and managed to keep Marcus alive though.
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Robert Jr
 
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Post » Wed May 11, 2011 2:00 am

Unfortunately no, [not that I know of]. The series has taken a turn, and the focus has shifted to an essentially timeless format, where the PC can promise immediate aid to someone in immediate need, and then doddle around for weeks doing something else ~and they don't miss a beat when he eventually shows up for the "crisis".

I would have liked to have seen a quest like (for example)... some family with a sick parent or child that asks the PC to seek and return with a doctor (nothing like an escort/fetch mission :banghead:; but this is just an example). The PC must reach a willing doctor and return with him or her alive, and in time. Time spent reduces the odds of responding to treatment, and complete failure has him return to find a fresh grave near the house, and (depending on how much time has passed), a sad, but understanding family, or one that practically vilifies the PC for promising the help and abandoning them.


I agree with you on this. Some of the quests should really be timed somehow. I don't mean have an obvious counter ticking down but maybe add "Needs to be completed in x amount of days" That would suffice.
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Mariaa EM.
 
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Post » Wed May 11, 2011 1:07 am

Unfortunately no, [not that I know of]. The series has taken a turn, and the focus has shifted to an essentially timeless format, where the PC can promise immediate aid to someone in immediate need, and then doddle around for weeks doing something else ~and they don't miss a beat when he eventually shows up for the "crisis".

I would have liked to have seen a quest like (for example)... some family with a sick parent or child that asks the PC to seek and return with a doctor (nothing like an escort/fetch mission :banghead:; but this is just an example). The PC must reach a willing doctor and return with him or her alive, and in time. Time spent reduces the odds of responding to treatment, and complete failure has him return to find a fresh grave near the house, and (depending on how much time has passed), a sad, but understanding family, or one that practically vilifies the PC for promising the help and abandoning them.


There are those guys in Fallout 3 who will die if you talk to them and then don't give them water. There should be more stuff like that, although I generally dislike time limits in games. Reasonable time limits are okay, but the ones that make you rush all the way down to the wire aren't very fun to me.
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Romy Welsch
 
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Post » Tue May 10, 2011 8:56 pm

Anybody remember The Magic Candle for the Commodore 64?
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Scared humanity
 
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Post » Tue May 10, 2011 7:12 pm

I hate timed games with a passion. Why would you want to rush through a game just to finish it? I paid almost 70 dollars for Resident Evil Outbreak when it first came out and I still haven't finished it. I actually just put it in the garbage a few months ago.
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electro_fantics
 
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Post » Tue May 10, 2011 5:18 pm

No. Best thing to happen to the FO franchise was the removal of time limits.
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Astargoth Rockin' Design
 
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Post » Tue May 10, 2011 8:58 pm

Unfortunately no, [not that I know of]. The series has taken a turn, and the focus has shifted to an essentially timeless format, where the PC can promise immediate aid to someone in immediate need, and then doddle around for weeks doing something else ~and they don't miss a beat when he eventually shows up for the "crisis".

I would have liked to have seen a quest like (for example)... some family with a sick parent or child that asks the PC to seek and return with a doctor (nothing like an escort/fetch mission :banghead:; but this is just an example). The PC must reach a willing doctor and return with him or her alive, and in time. Time spent reduces the odds of responding to treatment, and complete failure has him return to find a fresh grave near the house, and (depending on how much time has passed), a sad, but understanding family, or one that practically vilifies the PC for promising the help and abandoning them.


I agree with you in that, only a time limit for some quests. If you had a time limit like the one in the other fallouts would not be very good. A lot people don't even though there is time in F3 and FNV
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April D. F
 
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Post » Wed May 11, 2011 3:36 am

Imo, time trigger (as opposed to event trigger) is bad for an RPG....unless it is focusing on time (i.e. time traveling) and have slower game time ratio.
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Anna S
 
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Post » Wed May 11, 2011 2:16 am

If anyone remembers Fallout and Fallout 2, there was a time limit on gameplay (In game years). I remember playing Fallout 2 and becoming level 30 with all the best weapons and enough stimpaks and ammo to take on the world only to get the screen of shame as Ron Pearlman tells me I basically took to damn long to save my tribe. There isn't anything in New Vegas like that right?


Wait, so you managed to log 13 years in Fallout 2 and only becoming level 30??
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Sherry Speakman
 
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Post » Tue May 10, 2011 2:20 pm

No. Best thing to happen to the FO franchise was the removal of time limits.

i agree that some missions should be timed, it gives a since of urgency.

but the main quest should not.
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Wane Peters
 
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Post » Tue May 10, 2011 2:14 pm

STALKER put 1 game-day time limits on non-essential quests. Main quests had no time limit.

Oh! if you start some quests, like assisting in a fight, the fights would occur promptly with or without you present so you had to pay attention when accepting work.
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Sunny Under
 
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Post » Tue May 10, 2011 11:20 pm

I agree with you in that, only a time limit for some quests. If you had a time limit like the one in the other fallouts would not be very good. A lot people don't even though there is time in F3 and FNV
But what is the difference though? In my example the dying man had a week to live (say), and in Fallout 1 the Vault 13 denizens had 21 weeks to live (with option for more if you sent them water*).

The one difference that I see is that their deaths end the game instead of just ending badly [for them], and the PC moves on; But their life (V13) was the reason you left, fail that and you fail everything.
The Waterchip quest was a "boot you out into the world" starter quest that kept you running and the PC realistically could not afford the time to leisurely explore unrelated tangents. If you were sent to call an ambulance, would you stop to help someone get their cat out of a tree or carry their groceries? (once the emergency is handled, you could go back). Fallout begins with a world where you can go anywhere you like; but starts you out with a "Life or Death" pressing concern that must be attended to ~FIRST. How else (or better) to impress this upon the player than to end the game if they fail.

Imo, time trigger (as opposed to event trigger) is bad for an RPG....unless it is focusing on time (i.e. time traveling) and have slower game time ratio.
Myself I don't like event triggers, (unless very carefully handled). In FO:NV I walked the PC though an area that was lifeless and abandoned, down the road I accepted a quest and it had me return to the very spot to eliminate a threat that was no where to be found (10 minutes before), but was suddenly crawling with enemies. :( :thumbsdown:
* I was disappointed that they were not there to begin with, and that I was not given the "Been there Done that; Your welcome" option in dialog with the quest giver, had I encountered their threat and dealt with them already. Same thing happens again when they ask you to visit Nipton and you've already been through there..
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Big mike
 
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