Will all wildlife want to kill you again?

Post » Sat May 28, 2011 6:27 pm

Thing is, most animals know when it's foolish to keep fighting or fight in the first place: if injured and being beaten, most animals (deathclaws included) would sooner flee than attack. The humans in fallout 3 behave in such a way that they will flee if you are completely destroying them but animals should act the same too.
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Stephanie Valentine
 
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Post » Sun May 29, 2011 12:44 am

There was a random encounter in Fallout 3 I encountered a few days ago, I was heading south from Megaton, there's a small point just before you starting going uphill where there's always some random encounter happening. I watched a giant rad scorpion take on giant ants and win, then it turned to me, but instead of attacking me it just watched me before turning away. It didn't even register as an enemy.

Maybe there might be the same kind of thing in New Vegas.

It was, most likely, a glitch I've had it happen before.
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Gemma Woods Illustration
 
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Post » Sat May 28, 2011 12:32 pm

I agree one hundred percent with this. I would love to have some creatures that I could just look at and be like, "Oh, a man-bear-pig, nice." And keep walking.
But...
Let me play Devil's advocate here, real quick.
Now the animals in the game, if not instantly hostile, will have to be attacked to get their meat from them. Some people may have a problem with killing an innocent animal if it's not the aggressor. Some of these people may play hardcoe mode, and will not even kill the animals to survive. This pacifistic play style may cause them to starve to death, if coupled with poor financial choices. Too many deaths will result in complaints, causing stress for the devs. High stress results in low work quality. Thus, Fallout: San Andreas will bomb.
But the odds of this occurring exactly as detailed are slim, so I give this my full support.
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Rachel Tyson
 
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Post » Sat May 28, 2011 11:21 am

Yeah but those are the domesticated ones, I seem to remember them mentioning the wild ones were pretty dangerous.


Yeah. Bighorners have beefy health and like to travel in packs. Just like seagulls...
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Sabrina garzotto
 
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Post » Sun May 29, 2011 2:52 am

I agree one hundred percent with this. I would love to have some creatures that I could just look at and be like, "Oh, a man-bear-pig, nice." And keep walking.
But...
Let me play Devil's advocate here, real quick.
Now the animals in the game, if not instantly hostile, will have to be attacked to get their meat from them. Some people may have a problem with killing an innocent animal if it's not the aggressor. Some of these people may play hardcoe mode, and will not even kill the animals to survive. This pacifistic play style may cause them to starve to death, if coupled with poor financial choices. Too many deaths will result in complaints, causing stress for the devs. High stress results in low work quality. Thus, Fallout: San Andreas will bomb.
But the odds of this occurring exactly as detailed are slim, so I give this my full support.

You just don't stop with extremely offbeat conspiracies..

To be honest, being a pacifist is difficult in its own right, but making poor financial choices is only the fault of the user, not the developer, if you spend 2000 caps on a bottle of scotch a random waster offers you because 'It makes you the smartest waster' instead of a suit of combat armor, thats your own damn fault. Sad thing is, I know someone is bound to do something this dumb.
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Robert Devlin
 
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Post » Sat May 28, 2011 7:36 pm

Well, yes. That's true. Talking deathclaws were always a mistake, though. (imo)

I agree, they should have used the Talking Raccoons in fallout 1 instead. :meh:
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Stephanie Kemp
 
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Post » Sat May 28, 2011 4:11 pm

I agree, they should have used the Talking Raccoons in fallout 1 instead. :meh:

Furries? In MY Fallout? It's more likely than you think.
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JeSsy ArEllano
 
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Post » Sun May 29, 2011 2:23 am

Furries? In MY Fallout? It's more likely than you think.

http://fallout.wikia.com/wiki/S%27Lanter
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Franko AlVarado
 
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Post » Sat May 28, 2011 1:53 pm

http://fallout.wikia.com/wiki/S%27Lanter

Lol, I knew about those. I guess you dont know that internet joke I made. xD
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Leah
 
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Post » Sun May 29, 2011 2:49 am

Lol, I knew about those. I guess you dont know that internet joke I made. xD

.. Yes I did. :unsure:
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Christie Mitchell
 
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Post » Sat May 28, 2011 7:32 pm

.. Yes I did. :unsure:

THEN WHAT IS THIS EXCHANGE ABOUT! :laugh:
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Amy Masters
 
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Post » Sat May 28, 2011 9:44 pm

THEN WHAT IS THIS EXCHANGE ABOUT! :laugh:

http://mootee.typepad.com/photos/uncategorized/2007/10/16/idea_couture_consumer.jpg :cryvaultboy:

http://img102.imageshack.us/img102/880/socuterabbitvw7.jpg - Found this when searching for "crazy rabbit".
Now that's one crazy rabbit!
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Marine x
 
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Post » Sat May 28, 2011 7:38 pm



http://img102.imageshack.us/img102/880/socuterabbitvw7.jpg - Found this when searching for "crazy rabbit".
Now that's one crazy rabbit!


.......... :brokencomputer:
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FoReVeR_Me_N
 
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Post » Sat May 28, 2011 9:53 pm

In more than a few heavy conversion mods for the PC version of both Fallout 3 and Oblivion, one of the things they did was modify the creatures so not all of them are out to kill you. They made it so some ignore you completely, while some others flee from you.

So... Will we have to take a Pessimistic Golden Rule (do unto others before they do unto you) to all creatures out in the wastes, or can we be a little more at ease concerning the Mojave fauna?\

And secondly... will they not set your companions into aggro?

Oscuro's Oblivion Overhaul did such for Oblivion, and Jorge Salgado (AKA "Oscuro") is on the FONV dev staff, so I hope that bit of sensibility made it over into FONV.


You want to be the doctor doolittle of the mojave .
Have all the animals follow you.
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Leilene Nessel
 
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Post » Sun May 29, 2011 1:11 am

oddly enough in F3 the only hostile "Territorial" creature was the Radroach. If we get more enemies with the scripting of "Get away from me or ill attempt to bite you." and ill be happy.
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Claire
 
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Post » Sat May 28, 2011 6:44 pm

It was, most likely, a glitch I've had it happen before.

no its not a glitch my friend :P ive tested it on multiple acc's, after the fight itll wander a little and if you get to close it raises up to make itself look more threatening, then if you back up and step away from it itll go on about its business, if you get too close after its warned you, itll go hostile
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Logan Greenwood
 
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Post » Sun May 29, 2011 1:51 am

Well considering I was a level 5 at the time, I knew I wouldn't stand a chance if the giant rad scorp attacked, so I backed away after it's warning and left it to it's business. No desire to be fighting something a lot stronger than me while on a low level, learned that lesson the first time I played the game.
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Skrapp Stephens
 
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Post » Sat May 28, 2011 10:00 pm

Well considering I was a level 5 at the time, I knew I wouldn't stand a chance if the giant rad scorp attacked, so I backed away after it's warning and left it to it's business. No desire to be fighting something a lot stronger than me while on a low level, learned that lesson the first time I played the game.

I know what you mean, Deathclaws are unforgiving.
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Adrian Powers
 
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Post » Sat May 28, 2011 10:46 am

The first Deathclaw I came across in my first playthrough was terrifiying, I had clearly explored a little too far and I didn't have any good weapons on me. So I battered it to death with a baseball bat.

I wonder how unforgiving New Vegas will be when it comes to exploring too far before having any decent weapons.
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Kathryn Medows
 
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Post » Sat May 28, 2011 1:46 pm

I remember coming across a Deathclaw in Fallout 3 right outside the Super-Duper Mart while I was like, level 3. I just barely managed to kill it and make a deathclaw gauntlest from all the parts in the pharmacy. I was then completely OP for the next 10 hours.
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Breautiful
 
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Post » Sat May 28, 2011 10:40 pm

You just don't stop with extremely offbeat conspiracies..


No, sir, I do not. I must look at all things from all sides, and attempt to find both the good and the bad of each. Doing so may bring new ideas to the table, or clarify ideas already in existence.
Also, the gov'ment.
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Keeley Stevens
 
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Post » Sat May 28, 2011 7:21 pm

Agree completely with the majority of the posts, more mix of behaviors with appropriate creatures.

And better AI for molerat for sure
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BRAD MONTGOMERY
 
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