What we've learned so far Thread #2

Post » Fri May 27, 2011 5:01 am

http://www.gamesas.com/bgsforums/index.php?showtopic=1073985


What we've learned so far (please inform if something's missing):

# There is an optional hardcoe mode, the character needs to drink water, ammo has weight, healing isn't instant etc.

# Normal mode is more similar to Fallout 3 gameplay.

# The storyline is focused on the New California Republic vs. Caesar's Legion (slavers from the east) vs. New Vegas residents (Possibly the denizens of Vault 21).

# You are not a vault dweller but are given a Pip-Boy by someone who is one.

# There is a screenshot of a vault suit as well.

# There is an assault rifle looking like the M4, as well as a new big gun with a backpack, held like a minigun.

# There are special moves for melee weapons in VATS - specifically a move for a golf club called "Fore" which seems to be a groin shot.

# The Hoover Dam is in the game and is supplying electricity to the city.

# There is a quest to rescue a ghoul from some super mutants. The ghoul can then become your companion

# The Geckos are back.

# There are both dumb and intelligent super mutants, including the elite Nightkin. On at least one occasion you can convince them to fight amongst themselves.

# Some super mutants look similar to the ones in Fallout 3, while others are new. There is e.g. a female super mutant with a 1950s hairstyle who apparently is one of their leaders.

# Screenshots include a guy with a beard and straw hat, a ghoul and an NCR Ranger.

# The only picture of New Vegas itself is concept art and not a screenshot.

# Some location screenshots include a huge model dinosaur advertising a hotel, some satellite dishes, an array of solar panels

# A character generation shot showing a "vigour machine" instead of the skill book

# NCR base is the McCarran Airport, Caesar's Legion is based in the Vegas Strip, while super mutants are based in a place called Black Mountain.

# There is also a town called Fremont and another called Primm. A topless reuve is mentioned as being in the latter. Area 51 also appears.

# NCR Ranger armor is similar to a brown combat armor with sleeves, there are concept arts of a Ranger.

# Skils have a bigger effect on conversation choices. E.g. someone with a high Explosives skill may be able to have a coversation about explosives where appropriate.

# There is a Reputation system in addition to Karma.

# First-person action RPG with the same engine as Fallout 3.

# Set in the Mojave wastelands. Vegas didn't get many nukes. More intact buildings, as well as desert vegetation. Vegas itself is mostly intact.

# Vegas itself is mostly intact

# Both karma and reputation are tracked. If I'm reading it right there's separate reputations for each of the settlements, as in 1 and 2.

# All dialogue options are shown to all players, regardless of whether you have the stats to succeed or not, though there's no punishment for failure.

# Bartering is not just lower prices but negotiating for better rewards.

# Weapons also now have knock-back upon death, with shotguns sending people flying.

# Followers can be managed through a context-sensitive menu, with orders like "follow", "stay" or "attack".

# You're a courier, wounded and left for dead in a shallow grave. A friendly robot, Victor, digs you out, and his doctor owner Mitchell patches you up. You take a "vigour test", which is some sort of electric parlour game. This decides who you are and sets up SPECIAL. You can also take some Rorschach tests, but the mag says this is for fun. The Doc then gives you a Pipboy as he was once a Vault dweller.

# "Hoover Dam", and "Helios" (a solar plant, confirmed by the mag to have been built by Poseidon) are fought into and then you can direct the power to wherever you choose. In the case of Helios you can also keep the plant for your self, use the energy to call down a powerful laser, or even try to distribute to all equally, however there is a risk of overloading the reactors.

# There is a "reputation system", in which all three factions (NCR, Ceasar's Legion and the locals) will either see you as good or bad toward them individually.

# There is a screenshot of three Capital Wasteland mutants running toward the player, who is wielding what *looks* to be a heavy incinerator, but has a TV screen and no flamer fuel tanks. He's also wearing NCR combat armour, which is in gold/mustard colours.

# There are two separate screens of supermutants that look to be more local, grey skin, and the two are wearing very different clothes. One is Tabitha, who is hearing a blonde wig and love heart glasses. The mag implies she's "not all there".

# On that quest, you rescue Raul, a ghoul who Tabitha kept alive to fix her favourite robot. He appears to be a follower, as the mag says you can give him items, and also commands, such as "stay, follow or attack", and also tell him to switch to melee, in which case he'll mutter "sure, I'll put away my rather effective gun, and switch to this piece of um, metal tubing here".

# From what I read, the "all dialog" thing seems to imply there will be failures for skill checks as well as speech checks, though, as the mag states, there is no penalty for failing a skill check. In fact, the mag gives an example: A woman who the player tried a Sneak skill attempt on in conversation failed when convincing her an ambush would help the town be rid of a gang of raiders. She simply says "Good luck with your, uh, ambush"

# Regardin dialog (J.E.Sawyer): This is how it works. Each skill-based dialogue option has two different texts: one for high skill (which will result in success) and one for low skill (which will result in failure). If you do not meet the required threshold, you see the latter.

There are a few reasons for including this:

* In the same way that a locked safe beyond your Lockpicking skill indicates, it lets the player know that there's an option here.
* Some of the NPC responses to low skill checks can be pretty entertaining.

I also do want to clarify what is meant by "no penalty for failure". All it means is that you won't wind up in a worse position than you were before selecting it. If a dude bursts in and is intent on killing you, he's still going to want to kill you if you fail the Speech check to talk him out of it.

# A Vault 21 suit spotted (possibly the inhabitants of New Vegas - speculation)

# About Area 51 (Jason Bergman, Bethsda): The Area 51 thing was pure speculation on PC Gamer's part. We did not show it or confirm whether or not it's in there. PC Gamer put it in because it's Nevada, and they think that means it will be in there.

I'm not saying it is or isn't, just that we haven't said either way.



Continue, if you will.
User avatar
Antony Holdsworth
 
Posts: 3387
Joined: Tue May 29, 2007 4:50 am

Post » Fri May 27, 2011 1:06 pm

The Geckos are back.


Geckos are back FNV will own
User avatar
MISS KEEP UR
 
Posts: 3384
Joined: Sat Aug 26, 2006 6:26 am

Post » Thu May 26, 2011 11:43 pm

Ugh I'm dieing to see some screen shots , can't wait !
I wonder if any other mags are going to have some different info.
User avatar
T. tacks Rims
 
Posts: 3447
Joined: Wed Oct 10, 2007 10:35 am

Post » Fri May 27, 2011 3:05 pm

(J.E. Sawyer @ Feb 6 2010, 05:12 PM)
This is how it works. Each skill-based dialogue option has two different texts: one for high skill (which will result in success) and one for low skill (which will result in failure). If you do not meet the required threshold, you see the latter.

You're just making your game more expensive with this stuff. Extra voice work for something that always ends in failure. You know, people will eventually just ignore the low skill option since it leads them nowhere.
If you really want two options why not giving them for two different skills like science and explosive instead of this high&low thing for just one skill.
But whatever, you're developer.
User avatar
Trevor Bostwick
 
Posts: 3393
Joined: Tue Sep 25, 2007 10:51 am

Post » Fri May 27, 2011 1:25 am

You're just making your game more expensive with this stuff. Extra voice work for something that always ends in failure.

When taken in the context of all of the VO that needs to be recorded for the game, alternate responses for low-skill dialogue checks account for a very small percentage of lines.

F3 also (often) had alternate lines for failed skill checks; they just originated from the same player line. Player lines aren't voiced, so there's no real increase there.
User avatar
Nikki Lawrence
 
Posts: 3317
Joined: Sat Jul 01, 2006 2:27 am

Post » Fri May 27, 2011 7:23 am

You're just making your game more expensive with this stuff. Extra voice work for something that always ends in failure. You know, people will eventually just ignore the low skill option since it leads them nowhere.
If you really want two options why not giving them for two different skills like science and explosive instead of this high&low thing for just one skill.
But whatever, you're developer.

I'm not Sawyer but this would make it worth putting some points to conversation skills even if the PC is not optimized for conversations. For me, it's a welcome feature.

PS Oops, Sawyer was quicker...


Sorry, I hadn't read the original context...however, I think it is how conversation skills work normally...
User avatar
Kelly James
 
Posts: 3266
Joined: Wed Oct 04, 2006 7:33 pm

Post » Fri May 27, 2011 4:10 am

people will eventually just ignore the low skill option since it leads them nowhere.

I guess sometimes it's just hard to understand which option u chose: high-skill or low-skill.
And that way it's gonna be fun.
User avatar
Riky Carrasco
 
Posts: 3429
Joined: Tue Nov 06, 2007 12:17 am

Post » Fri May 27, 2011 12:57 am

I'm dying for some screenshots. All sounds amazing so far.

Oh, and, nerdgasm.
User avatar
claire ley
 
Posts: 3454
Joined: Fri Aug 04, 2006 7:48 pm

Post » Thu May 26, 2011 11:28 pm

so the dead person in the sand is you and the robot is trying to save you
User avatar
Nathan Hunter
 
Posts: 3464
Joined: Sun Apr 29, 2007 9:58 am

Post » Fri May 27, 2011 2:09 am

You're just making your game more expensive with this stuff. Extra voice work for something that always ends in failure. You know, people will eventually just ignore the low skill option since it leads them nowhere.
If you really want two options why not giving them for two different skills like science and explosive instead of this high&low thing for just one skill.
But whatever, you're developer.


Personally, I love the sound of this feature. It makes my character even sound like a wimp if I for example have only 1 strength.
User avatar
Jonathan Montero
 
Posts: 3487
Joined: Tue Aug 14, 2007 3:22 am

Post » Fri May 27, 2011 1:40 pm

Quick question do the devs, will the ratio Small guns : Big Guns/Energy Weapons not be so screwed anymore? Because I find the energy weapons and big guns to be really interesting.
User avatar
Auguste Bartholdi
 
Posts: 3521
Joined: Tue Jun 13, 2006 11:20 am

Post » Fri May 27, 2011 12:04 am

When taken in the context of all of the VO that needs to be recorded for the game, alternate responses for low-skill dialogue checks account for a very small percentage of lines.

F3 also (often) had alternate lines for failed skill checks; they just originated from the same player line. Player lines aren't voiced, so there's no real increase there.


That's true. But, regarding the lowskill text always ending up in failure, what about the thing that people may not want to fail on purpose, unless the failure offers some purpose of its own?

Noteworthy: I'm fine with the system now that I understand it, I'm just curious.
User avatar
Georgine Lee
 
Posts: 3353
Joined: Wed Oct 04, 2006 11:50 am

Post » Fri May 27, 2011 12:11 pm

It's interesting that the Brotherhood of Steel wasn't mentioned at all as far as we can see. Does that mean the NCR defeated them in California? Does it mean they made a treaty and merged? Does it mean that the Brotherhood simply doesn't have a significant presence this far east? I'm glad reputation is back and hopefully with three large factions competing (with the player stuck in the middle) we will get a Daggerfall type of story where the player is like a pawn (i.e. not like Fallout 3 where the game was centered around you and all Three Dog ever talked about was you... :( ). Can't wait to see some screenshots!
User avatar
Anna S
 
Posts: 3408
Joined: Thu Apr 19, 2007 2:13 am

Post » Fri May 27, 2011 4:10 am

I'm reminded of seemingly the only low skill check in Fallout 3, when you threaten Jericho with a very low unarmed skill and he laughs it off. I hope to see this much more often in New Vegas.
User avatar
Darian Ennels
 
Posts: 3406
Joined: Mon Aug 20, 2007 2:00 pm

Post » Fri May 27, 2011 3:43 am

That's true. But, regarding the lowskill text always ending up in failure, what about the thing that people may not want to fail on purpose, unless the failure offers some purpose of its own?

Noteworthy: I'm fine with the system now that I understand it, I'm just curious.

It's not hard to understand - but it might not be like this. What you don't get is that we won't know that the low-skill lines are that - low-skill lines. We won't know, that's why we might choose them. At least that's how it should be. Otherwise, it wouldn't be logical...
User avatar
Vincent Joe
 
Posts: 3370
Joined: Wed Sep 26, 2007 1:13 pm

Post » Fri May 27, 2011 3:02 pm

Maybe the Brotherhood will appear but just play a minor role, like in Fallout 2.
User avatar
Eduardo Rosas
 
Posts: 3381
Joined: Thu Oct 18, 2007 3:15 pm

Post » Fri May 27, 2011 10:57 am

I'm reminded of seemingly the only low skill check in Fallout 3, when you threaten Jericho with a very low unarmed skill and he laughs it off. I hope to see this much more often in New Vegas.


That was great. :biglaugh: From the sound of it, there'll be more of it.
User avatar
jessica Villacis
 
Posts: 3385
Joined: Tue Jan 23, 2007 2:03 pm

Post » Fri May 27, 2011 11:54 am

It's not hard to understand - but it might not be like this. What you don't get is that we won't know that the low-skill lines are that - low-skill lines. We won't know, that's why we might choose them. At least that's how it should be. Otherwise, it wouldn't be logical...

I expect Obsidian products to be good at dialogue choices and I think there must be something interesting in it. High skill and success of conversation "rolls" don't necessarily mean the PC can get his/her desired result. I think the feature would be interesting to experiment a bit.
User avatar
SaVino GοΜ
 
Posts: 3360
Joined: Mon Sep 17, 2007 8:00 pm

Post » Fri May 27, 2011 8:12 am

Maybe the Brotherhood will appear but just play a minor role, like in Fallout 2.


That's what I'm thinking. And as for special VATS moves (i.e. "Fore" groin shot), I have a feeling that these are going to be simply awesome! :D
User avatar
biiibi
 
Posts: 3384
Joined: Sun Apr 08, 2007 4:39 am

Post » Fri May 27, 2011 6:48 am

It's not hard to understand - but it might not be like this. What you don't get is that we won't know that the low-skill lines are that - low-skill lines. We won't know, that's why we might choose them. At least that's how it should be. Otherwise, it wouldn't be logical...


That's true, but I'm thinking more of the replayvalue of the things that utilize this system.
User avatar
Kyra
 
Posts: 3365
Joined: Mon Jan 29, 2007 8:24 am

Post » Fri May 27, 2011 8:47 am

That's true, but I'm thinking more of the replayvalue of the things that utilize this system.

I began to think this is more likely to be a culture gap between those who are accustomed to classic FO conversation skill checks and those who only know FO3 conversation options... :(
User avatar
katie TWAVA
 
Posts: 3452
Joined: Tue Jul 04, 2006 3:32 am

Post » Thu May 26, 2011 10:46 pm

The Area 51 thing was pure speculation on PC Gamer's part. We did not show it or confirm whether or not it's in there. PC Gamer put it in because it's Nevada, and they think that means it will be in there.

I'm not saying it is or isn't, just that we haven't said either way.
User avatar
Isaiah Burdeau
 
Posts: 3431
Joined: Mon Nov 26, 2007 9:58 am

Post » Fri May 27, 2011 2:37 am

i hope there will be more factions to join than these 3.
User avatar
Dustin Brown
 
Posts: 3307
Joined: Sun Sep 30, 2007 6:55 am

Post » Fri May 27, 2011 11:17 am

The Area 51 thing was pure speculation on PC Gamer's part. We did not show it or confirm whether or not it's in there. PC Gamer put it in because it's Nevada, and they think that means it will be in there.

I'm not saying it is or isn't, just that we haven't said either way.


I would rather it wasn't there. Too many bad memories of Mothership Zeta.

Although, it probably will be...
User avatar
City Swagga
 
Posts: 3498
Joined: Sat May 12, 2007 1:04 am

Post » Fri May 27, 2011 10:21 am

The Area 51 thing was pure speculation on PC Gamer's part. We did not show it or confirm whether or not it's in there. PC Gamer put it in because it's Nevada, and they think that means it will be in there.

I'm not saying it is or isn't, just that we haven't said either way.


Thanks you Jason, for clarifying.
User avatar
Joe Alvarado
 
Posts: 3467
Joined: Sat Nov 24, 2007 11:13 pm

Next

Return to Fallout: New Vegas