What do you want most in New Vegas?

Post » Fri May 27, 2011 3:06 am

I want realy good machinima support bcus i love my machinimas, and the lone wanderers history from start to stop to be "pressent" so we can see the effects of what we did in the other games
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Adam
 
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Post » Fri May 27, 2011 2:16 am

-More RPG elements, more social interaction and things to do in towns.
-Make it dirtier. And, no, Todd Howard, that does not mean more F-words for the sake of it. This is Vegas, I want to get MESSED UP on drugs. I want to punch a little kid in the groin, while messed up on drugs.
-Red Elvis assassins.
-Non-lethal combat.
-Less firearms, put more emphasis on survival by making us be more resourceful in combat.
-Better AI.
-More realistic damage, no taking 30 bullets to the head.
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Elizabeth Lysons
 
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Post » Thu May 26, 2011 11:16 pm

I really liked FO3 - but it still didn't meet my, granted, lofty expectations. Sorry about the wall of text...

Beefs -
1. The level cap was too easy to reach - and once you did there was no incentive for exploring other than 1. find a good weapon you can use forever, and 2. skill books and bobbleheads

fix - higher level cap OR just harder to reach -seemed to take longer to get really powerful in FO2. MORE unique items/ exploration incentives than FO3 - more quest reward perks (i like the choose 1 of 2 perks for more customization) and greater in game (not just dialogue) effects from your quests - ie you save harold, trees start to spread elsewhere, or you kill some bandits, new merchants become available.

2. Character Development was BS because you can max out almost everything and do anything with any character

- Like FO 1 and 2 make SPECIAL stats harder to increase, and impossible to max across the board - also make ALL stats worthwhile - no more dropping CHA to 1 because it's useless.

3. Housing - this can be a great way to see your in-game progress and rewards. instead of a bed and display case make a home with real reasons to go - ie: slowly build your own casino - quests to get more monetary gain from casino, unique merchants, unique services. unique item storage .make your house a real benefit to you the key is UNIQUE services availalbe no where else in the game.

last one for now...
4. SCARCITY! This is HUGE. In FO3 my inventory was constantly full of ak 47s and whatever else. They tried to use the repair function to fix this but that felt kind of silly. They have to ditch "realism" a bit and make it so every enemy with a gun doesn't actually give you a gun to loot. Let's say it broke or something in the fight. But finding a serviceable weapon in the wasteland should be a BIG DEAL to the PC.

This goes for Stimpaks too - Waaaaay too many stimpaks in FO3 - you were basically invincible if you didnt mind pausing - stimpaks should take a couple seconds of in-game time to apply, unlimited instant heal = no real danger.

So - just put less total containers in the game. FO3 could be renamed "lookin in crates". Instead of 50 containers per building make it 10.

/rantover, for now.
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Amy Melissa
 
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Post » Fri May 27, 2011 6:10 am

Here's what I'd like to see in F:NV. I'll explain each point in order to improve the accuracy of what I mean:

- Gameplay in the style of Fallout 3 (real-time and all).
---- With this said, I also think that V.A.T.S shouldn't necessarily freeze the target in place - it should simply slow them down by a great amount. I'd also like to see a cursor of sorts in order to specify which body part you wish to direct your attack towards with a greater amount of accuracy, as opposed to shuffling through different limbs. This will also make V.A.T.S seem less like a lifesaver, as it will still require focus in order to pull off an accurate attack.

- Slightly down-tuned physics system.
---- Uppercutting a raider into the air from behind with the Power Fist was fun, but when an accurately placed rifle round to the forehead of an unsuspecting Enclave soldier sends their torso doing double-backflips while their head spins around like a bowling ball, it becomes a bit annoying after a while. I'd like to see a physics system in which rag dolls weren't used (or at least, emphasized as much) or one which accommodates the weight values of certain targets in order to determine whether a 200 pound Super Mutant brandishing a minigun is capable of airborne gymnastics.

- Greater sense of realism towards the violence system.
---- By this, I'm referring to those bizarre reactions you get to certain attacks that are completely over the top. While it's fun on most occasions (where it makes sense, at least) other occasions make it seem far-fetched and a bit repetitive. For instance, punching someone (or something) a couple of times with a pair of brass knuckles shouldn't EVER make their limbs explode into pieces. Nor should a single slash to the face with a switchblade decapitate someone.

I'd like to see more 'crushing' blows for certain attacks (particularly those in which blunt objects are used) in which you may disfigure their limbs as opposed to tearing them apart. Such as: breaking their bones (by which they're visibly poking out or out of place while bruised/bleeding), compacting their rib cage, puncturing their muscle tissue, dislocating their joints, etc. (Yes, I know, I'm sick).

In conjunction with this, slashes and bullet wounds to certain body parts should allow for exposure of bones/muscle, or wounds (such as gunshot wounds) forming that spill blood along the frame of the target, with appropriate animations to express pain (in the case of all forms of wounding/damage taken). Armor should also take visible damage in certain cases, eventually deteriorating as continuous damage is placed upon it (bullet punctures, exposed areas, fire damage residue, etc.)

And to top it all off - a 'no gore' mode in which only small amounts of blood are visible (just to shut up the parents :P).

- No more generic NPC's with no identity being used as scenery filler.
--- I think EVERY character you encounter should be capable of at least SOME interaction, because everyone is relevant to your experiences in this sort of journey, and should be capable of fulfilling some sort of purpose. While playing F3, I didn't find the idea of generic NPC's who didn't even have names to be appealing at all, or necessary for that matter (which may have been the point, but it was still a waste considering the fact that this sort of setting is scarce on characters as it is). If everyone had an identity and some form of unique dialogue, you'd feel as though your murdering sprees were more personal. Instead of saying "I had to kill 20 of these Wasteland Settlers to avoid being beaten to death by everyone in Megaton after accidentally punching Confessor Cromwell", you'd be able to say "Oh, I just killed this guy named John Jingleheimer and his wife Pam because I disapproved of their hostility towards me after trespassing on their brahmin ranch".

- More dialogue depth outside of storyline
--- There was nothing more annoying when visiting Rivet City than to hear that constant story about the boy falling off the flight deck because there weren't any railings. The worst part was that EVERY NPC there had it as part of their dialogue, in which it was told in the exact same way as everyone else. To think they had every voice actor read out those lines instead of giving these NPC's more to talk about is kind of disheartening in regards to Bethesda's actual focus on dialogue in the long run. For Fallout: New Vegas, I hope that the NPC's would find a greater amount of topics to talk about as time goes on, in which waiting around for days will result in different conversation each time. This would really add some depth to the characters along with the setting.
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Wayne W
 
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Post » Thu May 26, 2011 11:04 pm

Can we have a ghoul/robot Elvis imitator drinking buddy?

You think that could be the real Elvis I mean He's bound to stop resting sometime, right? :cryvaultboy:
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Jessica Thomson
 
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Post » Fri May 27, 2011 10:09 am

You think that could be the real Elvis I mean He's bound to stop resting sometime, right? :cryvaultboy:
He died before the bombs fell unfortunately.
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Stephanie Nieves
 
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Post » Fri May 27, 2011 6:44 am

I hope we see somebody or something from Fallout 3. Maybe even the Wasteland Survival Guide.
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Louise Dennis
 
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Post » Fri May 27, 2011 1:30 pm

He died before the bombs fell unfortunately.

what he's dead nooooooo I thought he was sleeping damn ah well I'll have to go with the ghoul/robot thingy
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Mark Churchman
 
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Post » Fri May 27, 2011 9:19 am

I'd like for food and drink items to be harder to come by, and actually be used and required for survival, rather than decoration. It is the desert.....
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Cartoon
 
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Post » Fri May 27, 2011 4:35 am

He died before the bombs fell unfortunately.


Elvis dead? Now that's crazy talk!
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adam holden
 
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Post » Fri May 27, 2011 2:10 pm

I'd like for food and drink items to be harder to come by, and actually be used and required for survival, rather than decoration. It is the desert.....


I like this idea too - but in games where you've NEEDED food it gets to be a chore- SO

I think stimpaks should act like super stimpaks in FO2 (but you shouldn't be able to die from them, just go to 1 hp) - they heal you, but only for a short time - they keep you going through a fight.

So stimpaks should give temporary HP that fades over time, think bleeding out. - the only way to actually restore true hp is rest and/or food. food /waterwould be heal over time, not instant.

Sound ok?
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Hannah Whitlock
 
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Post » Fri May 27, 2011 2:57 pm

If not food than water should at least be required. Think about it, if you were required to drink something in fallout3 occasionally to survive, would it be that much trouble? There were food and water items statically placed everywhere, and randomly available from containers. And there are very few areas where you'd be hard pressed to find some sort of irradiated water source (puddle, river, water fountain, etc.)
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Adam
 
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Post » Fri May 27, 2011 3:07 am

My head is full of ideas... Please, try to understand me, because i am don't speaking english so good...
1. More old Fallouts humor,
2. I saw it in some of posts, but the Radio really needs more songs,
3. My idea: hiring a packed brahmin from caravan - that can carry a part of your stuff
4 GECKOS!!
5. Balanced leveling

That's all for now... ;)
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Alexandra Ryan
 
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Post » Fri May 27, 2011 6:56 am

STEALTH

Sneaking should be passive and always on. I know MANY players who never level up sneak in many games because you move slower and it just wastes time. Instead it should just be a passive change in detection range for all enemies and NPCs, and affected by light. Items like camo paint can provide temporary boosts for when you need to get really close.

I see no drawbacks to this system. Friendly NPCs can have unlimited detection range so it doesn't hurt you for anything. This way stealth could be combat viable for melee characters who want to sneak up and puch someone but dont want to constantly toggle sneak and the crawl up to someone for 30 seconds when it only takes 2 to shoot them.
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LijLuva
 
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Post » Fri May 27, 2011 3:20 am

Okay, that cowboy bot? probably an NPc character companion.

What do I want?

Actual six content like some have said.
No, not strippers and pole dancing, screen fades out and you get the gigilo perk and what not.

advlt Content.
As in Drugs, and alchohol, druggies and pimps on every corner. This is vegas baby, I want to BATHE in that vice.

Robotic Companion NPCs.
May sound nitpicky, but...I like robots.

Ghoul Companion.
and I like ghouls.

Supermutant companions.
and well, I like a lot of things.

Supermutants Old fallout style.
Tough as combat armor and armed to the teeth.

Power armor actually worth wearing.
you know, the kind that makes you pretty much immune to small arms fire?
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Jonathan Windmon
 
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Post » Fri May 27, 2011 11:02 am

Okay, that cowboy bot? probably an NPc character companion.

What do I want?

Actual six content like some have said.
No, not strippers and pole dancing, screen fades out and you get the gigilo perk and what not.

advlt Content.
As in Drugs, and alchohol, druggies and pimps on every corner. This is vegas baby, I want to BATHE in that vice.

Robotic Companion NPCs.
May sound nitpicky, but...I like robots.

Ghoul Companion.
and I like ghouls.

Supermutant companions.
and well, I like a lot of things.

Supermutants Old fallout style.
Tough as combat armor and armed to the teeth.

Power armor actually worth wearing.
you know, the kind that makes you pretty much immune to small arms fire?



Agree with all- caveats

Max companions ACTIVE (0-3) should be based on CHA. Dogmeat excluded. Inactive companions, once recruited, should wait at your home base/home casino. No dying on accident "enroute" to locations like in FO3
Companions should have easy stat view, and inventory controls. PC should NOT control level up point disbursemants though.
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Ebony Lawson
 
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Post » Fri May 27, 2011 8:06 am

Hmm, I dunno, I played NWN 1 and 2 and I was pretty fond of customizing my NPC companions to suit my playing style.
So being able to level them up to my tatses, choose perks would be nice, but again we all have our own tastes.

Oh, and I'd like a craft system of some sort, ammunition, armor, whatever, I'd like my Repair and Science skill to be useful thanks.
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Logan Greenwood
 
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Post » Fri May 27, 2011 1:32 pm

Hmm, I dunno, I played NWN 1 and 2 and I was pretty fond of customizing my NPC companions to suit my playing style.
So being able to level them up to my tatses, choose perks would be nice, but again we all have our own tastes.

Oh, and I'd like a craft system of some sort, ammunition, armor, whatever, I'd like my Repair and Science skill to be useful thanks.


I could really go either way on the companion level ups - i feel like if its a set progression fo someone to be melee/explosives or energy weapons/science it gives more to their character - but i agree it has drawbacks

A good craft system would be GREAT- needs to have a way better interface than the shoddy list in FO3 (you know, like actually list the components you have, how many of each, how many needed for item, etc)- repair and science should have more unique skill check locations - and be better in general - both can have checks for crafting certain items.

Also - items need better art in inventory screen than greenwireframe - also, textual item descriptions (fun place for jokes!)
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Unstoppable Judge
 
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Post » Fri May 27, 2011 2:21 pm

i want to be a super mutant!!
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StunnaLiike FiiFii
 
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Post » Fri May 27, 2011 10:36 am

Traders/Arms Dealers Traveling around the wasteland in Vegas (loved it in FO3)
More Long Coats
Smoking (Was pretty upset i couldn't in FO3 after i picked up so many cartons)
Barbers
Underground Fight Club
Pet (dogmeat or something)
Mr Burke to Make his Return
Buying Apartments (Maybe 3 or 4 in the game that you can buy instead of making you choose between 2) Complete with a Robobutler or a Maid
Relatives you may notice of the other fallout games
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Kevan Olson
 
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Post » Fri May 27, 2011 10:10 am

the music was pretty cool in fallout 3 and really set the mood, but after a few hours you had listened to everything... maybe if not adding more radio stations, they could make it possible for custom soundtracks for ps3 anyway cause if you want you can listen to your own music on 360 and a computer.
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jessica sonny
 
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Post » Fri May 27, 2011 12:26 pm

NON LETHAL WAEPONS!!!!!!!!!!!!!!!!
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HARDHEAD
 
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Post » Fri May 27, 2011 12:18 pm

45 main quests.

120 side quests.

200 unmarked quests.

500 repeatable quests.



would rather have

4 really strong and deep main quest filled with multiple solutions and consequences
30 side quest with multiple solutions and consequences
0 repeatable quest which usally turn into xp grinds.
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Abi Emily
 
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Post » Fri May 27, 2011 2:10 pm

Traders/Arms Dealers Traveling around the wasteland in Vegas (loved it in FO3)
More Long Coats
Smoking (Was pretty upset i couldn't in FO3 after i picked up so many cartons)
Barbers
Underground Fight Club
Pet (dogmeat or something)
Mr Burke to Make his Return
Buying Apartments (Maybe 3 or 4 in the game that you can buy instead of making you choose between 2) Complete with a Robobutler or a Maid
Relatives you may notice of the other fallout games


RE: apartments - wouldn't you rather be able to build your own casino, complete with personal living quarters? even if it was a smaller casino?
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Tamara Primo
 
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Post » Fri May 27, 2011 3:37 am

Killable children without mods like in Fallout 1 & 2 + more drama
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Kelly Tomlinson
 
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