A ton of pointless locations

Post » Fri May 20, 2011 1:34 am

These places exist because they existed; they lend credence to the notion of a shattered world existing centuries before. They don't have to have activities there, or things for anyone to do. :shrug:


Word.
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Roisan Sweeney
 
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Post » Fri May 20, 2011 1:57 am

They were possibly added post-war to prevent anyone from taking their supplies or were there before to prevent anyone from stealing the drugs.

i can understand locks on drugs packs. but aid supplies? nah whole point of first aid is it's easy to access.
so putting locks on aid boxes is kinda absurd.
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Vivien
 
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Post » Thu May 19, 2011 4:25 pm

Consider it as ambience...it's there to make up for the lack of pretty scenery.

I haven't yet read anyone saying that they simply go someplace to look at the view...come to think of it, no one has commented that they like go someplace to rat around in an abandoned shack, either.
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:)Colleenn
 
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Post » Fri May 20, 2011 5:46 am

I have come across locations where I wondered why they were there. One place I found all kinds of unique food items. They were irradiated and had some ineresting effects, such as Irradiated Water that had a -79 H20 stat. So, it svcks water out of your body I would guess and dehydrates you. Maybe there is a side quest somewhere that I have not gotten that is for this location. Nothing else, it makes for interesting SWAG to put in my Suite.

A number of areas in the game are just there because they are there in real life and that is their only purpose.
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Claire
 
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Post » Thu May 19, 2011 11:48 pm

They are not pretending anything. These are locations in the world. Do people explore caves to find anything but more cave?


Yes. When you watch a movie, do you expect there to be any content after the title comes on screen or is just being given the title enough?


**Also FO1&2 actually had all sorts of places with nothing in there ~in addition to the actual places that there were things for the player find and do.


I remember, yes. But those games have nothing to do with the discussion.

Personally an open world loses credibility with me if it comes off like a Disney park with hidden gifts and activities stuffed in every square inch of it. That is my idea of an "immursion" breaker. When I come across a house that has nothing in it, I move on... I don't ever leave dejected for not finding supplies or weapons.


I've never been dejected about not finding supplies or weapons either, only dejected to find a placed asset with no apparent impact, content or reason to be there. It's perfectly ok to not like how FO3 handled their content. I personally never viewed the destroyed and harsh FO3 wasteland as anything even remotely resembling a Disney park, but I do know I felt exploring it was a worthwhile endeavor.

In Fallout... any locker, box, or crate that was not under guard, or in a very isolated and out of the way place ~was almost certainly empty (but then some weren't). In FO3 you'd even find houses and commercial buildings with stocked first aid kits ~nuts I know...


I'm okay with the decision to stock stuff, because this isn't a simulator. I want to have fun playing a game, not being "last to the party" 200 years after an apocalyptic war and exploring a map that the developers have decided has been fully looted and scavenged 150 years before they allowed my character to be born. I'm even fine with acknowledging that the reason that metal crate is filled with stuff is because someone else out scavenging put it there after the war. The most logical place to put scavenged medical supplies being an existing medical supply cabinet does not seem to shatter immersion.

But each to his own, eh? I do have a few mildly critical things to say about FONV, but I do with every game. I still love FONV and am really glad I bought it, it's fantastic.
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Gwen
 
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Post » Thu May 19, 2011 2:41 pm

Yes. When you watch a movie, do you expect there to be any content after the title comes on screen or is just being given the title enough?
Sometimes. :rolleyes:
http://www.youtube.com/watch?v=ZpBkc2jK-6w

*I don't see the correlation here though.
While I may personally prefer a game to an "experience", starting with FO3 the gameplay became the Fallout experience and continues somewhat in FO:NV, but the content is the representation of the world itself along with the main quest and a few side quests. :shrug:

I've never been dejected about not finding supplies or weapons either, only dejected to find a placed asset with no apparent impact, content or reason to be there. It's perfectly ok to not like how FO3 handled their content. I personally never viewed the destroyed and harsh FO3 wasteland as anything even remotely resembling a Disney park, but I do know I felt exploring it was a worthwhile endeavor.
It feels like a "theme park" experience when you find little set piece loot and curiosities all laid out for you on your path... like a winding hall through a grade school sponsored haunted house. FO3 [to me] always felt like it was a theatrical representation of a video game that the onstage characters would play and see Fallout bottlecaps and Fallout Power Armor; and fight Fallout brand supermutants and fallout brand Enclave bad guys. So far FO:NV does not feel this way, and based only on what I've seen (just out of Nipton), I really wish they had Obsidian do it or work with them on Fallout 3 to begin with.

I'm okay with the decision to stock stuff, because this isn't a simulator.
I think that they think otherwise. Look to the top of this (and every) page in these Fallout Forums, and count to the seventh word.

I want to have fun playing a game, not being "last to the party" 200 years after an apocalyptic war and exploring a map that the developers have decided has been fully looted and scavenged 150 years before they allowed my character to be born. I'm even fine with acknowledging that the reason that metal crate is filled with stuff is because someone else out scavenging put it there after the war. The most logical place to put scavenged medical supplies being an existing medical supply cabinet does not seem to shatter immersion.

But each to his own, eh? I do have a few mildly critical things to say about FONV, but I do with every game. I still love FONV and am really glad I bought it, it's fantastic.
That's what the series was about. The world was destroyed and the PC was to pop out into it just long enough to find an electronic chip to repair their water purification machine and get back to the world ~in the vault.

Outside it was a desolate waste, but there were a few places where mankind (and other kind) survived. Not every building in Fallout 1,2,3, or NV need have hidden bounty and concealed purpose ~and they don't. Your PC is late to the party, and most of the stuff is gone. I found it absurd to see medical supplies in obvious first aid kits in obvious places to look for them.

But each to his own...
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MISS KEEP UR
 
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Post » Fri May 20, 2011 2:53 am

I don't mind pointless locations, what I do mind is a lot of them having fast-travel markers when they were clearly not needed, while other places that did need them didn't get them. (Ahem, WHOLE NEW VEGAS FOR AN EXAMPLE!! :banghead: )
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Meghan Terry
 
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Post » Fri May 20, 2011 2:34 am

Spot on Gabriel...there's only so many freeside thug ambushes you can take before you start running culling operations in the back streets so you aren't interupted when you are actually heading off somewhere important.

Mind you, I now have a large supply of gecko steaks and other assorted snackery from the kings....
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Janeth Valenzuela Castelo
 
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Post » Thu May 19, 2011 9:31 pm

I don't mind pointless locations, what I do mind is a lot of them having fast-travel markers when they were clearly not needed, while other places that did need them didn't get them. (Ahem, WHOLE NEW VEGAS FOR AN EXAMPLE!! :banghead: )

Its only a guess, but I'd assume that they did not (or could not?) support certain scripted events if the player could just pop in behind the walls (or perhaps out from them).
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Elle H
 
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Post » Fri May 20, 2011 3:54 am

Its only a guess, but I'd assume that they did not (or could not?) support certain scripted events if the player could just pop in behind the walls (or perhaps out from them).

Scripted events?
Like the NCR guy puking?
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ruCkii
 
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Post » Thu May 19, 2011 8:11 pm

I love exploring the wasteland it's on one of the best parts of the game (in my opinion), but is it just me or are there way to many pointless map destination? Nothing is worse (besides all the glitches) than discovering a new location (i.e. toxic waste dump) and there being absolutely nothing to do there, no enemies to kill, not even a container to open. What the hell, Did they just get lazy? Towards the end of development did the realize they didn't have enough location to discover? What gives?


I kinda agree. But you do get EXP for finding 'em.
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Jon O
 
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Post » Thu May 19, 2011 2:31 pm

Scripted events?
Like the NCR guy puking?
Not having played much past Nipton, I dunno yet, but what I was thinking was more along the lines of [hypothetically], the PC being approached by a character upon returning to the city after doing some act that changed faction alliances or completed a quest in an unsatisfactory way for someone, and them "ambushing" you (with mandatory dialog) just inside on your way through... but had you just popped in further into the city the responses would have to support other variations of the intended events that perhaps don't really help the story.
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Aliish Sheldonn
 
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Post » Thu May 19, 2011 6:42 pm

Not having played much past Nipton, I dunno yet, but what I was thinking was more along the lines of [hypothetically], the PC being approached by a character upon returning to the city after doing some act that changed faction alliances or completed a quest in an unsatisfactory way for someone, and them "ambushing" you (with mandatory dialog) just inside on your way through... but had you just popped in further into the city the responses would have to support other variations of the intended events that perhaps don't really help the story.

Only played til Nipton huh?
Spoiler
There is no such scripted event to my knowledge
The only one I know of is Mr Holdout running up to you but that doesn't mess the game up as you can fast-travel away and enter again and he will chase up to you again.
And then there is Sir Inculta and random Trooper guy running up to you after you leave the Tops, but I fast-traveled away again and then fast-traveled to the main gate and walked back in and they started dialogue with me anyway.
So I don't think "scripted events" are what prevents it cause I haven't seen any that requires me to walk through the gates.
[edit]
AAAAHBAHAHAASDFJO ONE MORE!!! Victor starts dialogue in the first part when you enter, but again, nothing that would have required me to go through the main gate as I could take the monorail and get the same dialogue.

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Jennifer Munroe
 
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Post » Thu May 19, 2011 3:35 pm

Only played til Nipton huh?
Spoiler
There is no such scripted event to my knowledge


Spoiler
A pity then :(


PC's could get a modded map with travel markers then I suppose.

I hope you asked for the PC version CE (if you'd already bought the Xbox version)
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Chris Jones
 
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Post » Fri May 20, 2011 5:37 am

Spoiler
A pity then :(


Spoiler
Updated my last post, there is three actually! :D


Actually, my computer is really crappy and can't even support sims 1 let alone a game from 2010.
So it's xbox for me until I can get money for a new computer. (Not upgrade, new, this one is way too crappy and can't be fixed by upgrading it piece by piece.) :mellow:
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Gen Daley
 
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Post » Fri May 20, 2011 2:56 am

Spoiler
Updated my last post, there is three actually! :D


Actually, my computer is really crappy and can't even support sims 1 let alone a game from 2010.
So it's xbox for me until I can get money for a new computer. (Not upgrade, new, this one is way too crappy and can't be fixed by upgrading it piece by piece.) :mellow:
I thought you bought the Xbox version, but won the CE as well.




Perhaps the travel markers to locations that have no obvious purpose but as scenery may have been placed so that modders could base mods in those locations and have the travel markers already set. (or just maybe they are there to let you go back to them fast, for whatever reason.)
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Darren
 
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Post » Thu May 19, 2011 3:23 pm

Yes, the locations are pointless. Yes, I believe the people who are defending it must not understand the concept of a game. No, I don't hate the game. No, I never expected Obsidian to come close to matching Bethesda's sandbox exploration. Yes, I am still disappointed. Yes, every game has flaws.
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Dalley hussain
 
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Post » Fri May 20, 2011 3:45 am

Yes, the locations are pointless. Yes, I believe the people who are defending it must not understand the concept of a game. No, I don't hate the game. No, I never expected Obsidian to come close to matching Bethesda's sandbox exploration. Yes, I am still disappointed. Yes, every game has flaws.

Lots of us understand the concept of a game... and scenery for scenery sake does not damage it in the least... Playing the exact same game with these scenery missing would not change the gameplay in the least, yet it would look even emptier for their removal. I can't help but love the game more than FO3, but then I like it for its differences, and can't stand sandbox games. :shrug: NV just seems more like a Fallout title to me than FO3 ever did. It just feels right ~despite the similarities to FO3.
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Amanda Furtado
 
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Post » Thu May 19, 2011 9:51 pm

I thought you bought the Xbox version, but won the CE as well.




Perhaps the travel markers to locations that have no obvious purpose but as scenery may have been placed so that modders could base mods in those locations and have the travel markers already set. (or just maybe they are there to let you go back to them fast, for whatever reason.)

I bought the xbox version but won the CE xbox version. So I have two versions. (Let's not go into detail with that, I had a really really really annoying conversation with a friend of mine the other day about it.)

Anyway, I know these games are great for modding and the developers know it but I honestly think a modder could place out his/her own map locations.
The one at Abandoned House or Jean Sky Diving kinda made sense as one could make it his/her house (since we aren't really given one straight away.)
But that trailer with a lot of equipment in southwest of Goodsprings didn't really need a map marker.
In fact, it would have been better to have it be an unmarked location considering it has a
Spoiler
Survival Guide
in it.
I think I found a location to the north-east that had nothing around it and I mean nothing.
It was sand.
Nothing else.
Not even a cactus.
Not even a slightly big rock.
Not even a medium sized rock.
Some small rocks were there.
But no significant rock.
Anyway, even if it was for modders it gave off a weird feeling for us that can't mod and can't use mods as we find a location and think "Why did this need a map marker?" while someone on the PC might think "You know what? This place could be nice to mod."
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Zoe Ratcliffe
 
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Post » Thu May 19, 2011 1:51 pm

you want to know what else we have a ton of thats pointless? threads just to complain about NV.
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Ludivine Dupuy
 
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Post » Fri May 20, 2011 4:12 am

you want to know what else we have a ton of thats pointless? threads just to complain about NV.

It's not really pointless though, if the fans complain enough about a topic they might patch it/fix it with a dlc/remember it for the next game.
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I’m my own
 
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Post » Thu May 19, 2011 2:24 pm

Lots of us understand the concept of a game... and scenery for scenery sake does not damage it in the least... Playing the exact same game with these scenery missing would not change it in the least, yet it would look even emptier for their removal. I can't help but love the game more than FO3, but then I like it for its differences, and can't stand sandbox games. :shrug: NV just seems more like a Fallout title to me than FO3 ever did. It just feels right ~despite the similarities to FO3.

Scenery for scenery's sake is garbage when the scenery is advertised as being meant for exploration.
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Roberto Gaeta
 
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Post » Fri May 20, 2011 6:15 am

Scenery for scenery's sake is garbage when the scenery is advertised as being meant for exploration.

Made me think of: http://www.hongfire.com/cg/data/516/Yo_Dawg.jpg

Anyway, scenery for scenery?
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Imy Davies
 
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Post » Fri May 20, 2011 1:14 am

At first i was worried about spoiling parts of the game or encountering something i didn't want to encounter due to a certain characters RP, but once i stopped worrying i uncovered some of the most unique and interesting areas. It seems like once you feel like you've depleted all there is too do in an area all you have to do is walk for 10 mins and you'll find something new, heck even when you go back to that "depleted" area youll find some stuff you missed.
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Motionsharp
 
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Post » Thu May 19, 2011 11:50 pm

For all the pointless locations they made, they could have been making an Area-51 type place. Why this was not added is a complete mystery, and a disappointment.
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Chris Ellis
 
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