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Some of my issues with Fallout NV


marharth

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1. You didn't know where Primm was and who Johnson Nash was While you were shot in the head, there's no mention of amnesia.

I assumed amnesia the first time as a good explanation for why I needed a gun tutorial and directions to Primm but later there's just too much you're supposed to know about the world to make that still believable.

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And what about the mysterious person who abandoned the couriership? This looks like the start of a plot line, and suggests all sorts of questions, but is totally ignored and forgotten once the Courier has learnt about it.

 

It's either a dropped plot thread that the Devs forgot to remove or it's a DLC hook.

 

Don't you think its connected to the blocked canyon south of Goodsprings 'Go home courier six'. Looks like DLC stuff as that location would open one of the largest unused areas on the map.

 

Well now that I've started a new game and visited that Caravan Wreckage west of Primm I do. (I never found it before as usually it's just to dangerous to explore much at those low levels and I don't tend to come back to Primm later in the game unless a quest requires it.)

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Ya Las Vegas was never directly hit by a nuke, which is why most water is safe no fallout. Spots with radiation are cause of contaminants such as barrels. Camp Searchlight was made radioactive by the barrels being opened in the fire station.

 

My problem was quest order I always felt like I had missed so key plot point and that I am doing the quest out of order, even the stand alone side quests. Like I was in an area I shouldn't be YET. In FOR the sidequests were in or around where main plot points were. This lead to massive unused map, but I love exploring so that is fine by me.

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Just to add to my last, I found the world of new vegas much to open. Its a big city that wasn't nuked 50% of the map should have looked like freeside, not this forced cowboy western nonsense. Civi cloths ncr uniform and the ranger set was the only stuff that fit in the western setting. It just to mismatched ether do big city FO3 style or western cowboy but add the right cloths and armor to sell the feel.
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My problem was quest order I always felt like I had missed so key plot point and that I am doing the quest out of order, even the stand alone side quests. Like I was in an area I shouldn't be YET. In FOR the sidequests were in or around where main plot points were. This lead to massive unused map, but I love exploring so that is fine by me.

 

I had the most trouble with quest order. The plot is more linear than Fo3 but the game is just as open so would it have been so hard to have one of the sentries at Maccaran to direct the player to Col Hsu's office for example? If the player made New Vegas by way of Novacs then how exactly are you going to find the Great Khans before your killing Motorunner and ending the 'Abba Dabba Honeymoon quest'? There is a lot of stuff like that and I think the devs missed several tricks that would have helped.

But the thing I missed the most, in view of the fractional infighting was someone like Old Ben to talk about this stuff. A non partisan NPC or two to give some clues about where some in-game decisions would take you would have been a huge help.

Just an NPC in a bar or something that could respond to the players progress through the game would do, but that was one of effects things that Threedogs had in Fo3 and it's more badly needed in FoNV.

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My problem was quest order I always felt like I had missed so key plot point and that I am doing the quest out of order, even the stand alone side quests. Like I was in an area I shouldn't be YET. In FOR the sidequests were in or around where main plot points were. This lead to massive unused map, but I love exploring so that is fine by me.

 

I had the most trouble with quest order. The plot is more linear than Fo3 but the game is just as open so would it have been so hard to have one of the sentries at Maccaran to direct the player to Col Hsu's office for example? If the player made New Vegas by way of Novacs then how exactly are you going to find the Great Khans before your killing Motorunner and ending the 'Abba Dabba Honeymoon quest'? There is a lot of stuff like that and I think the devs missed several tricks that would have helped.

But the thing I missed the most, in view of the fractional infighting was someone like Old Ben to talk about this stuff. A non partisan NPC or two to give some clues about where some in-game decisions would take you would have been a huge help.

Just an NPC in a bar or something that could respond to the players progress through the game would do, but that was one of effects things that Threedogs had in Fo3 and it's more badly needed in FoNV.

 

I would actually say its less linear than FO3, as I will find myself all over the map before I finally decide to visit Benny. While I think it tends to break immersion with all the "quest failed" pop ups for quests you haven't even started, they also feel a lot more connected than the quests from FO3. Instead of start quest A, finish, start quest B, finish, etc.,. , actions in one region may have a profound affect in a region I haven't even visited yet. In FO3, I felt very confined as it basically felt like I would go to an area, do any quests, then move to the next. In FONV, quests can take you all over the place, leading to the player not needing to stay in the same place to still be productive and still having some sense of efficiency. I can hit 30 while remaining completely neutral with both NCR and Legion before I finally start running quests that "forces" me to kill them. While all the additional sidequests can be confusing, I'm grateful that they give the player so much to do before the final battle.

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My main issue with the plot was the above, your supposed to like the NCR for some reason... siding with the NCR seems to be the "good" path. Siding for yourself is "Your kinda evil" Siding with mr house is more of a neutral if not evil, and siding with the legion is the worst possible ending.

 

The issue with the NCR is that they are trying to go back to the old system way to fast... As everyone says, the NCR cares about themselves, and not its citizens. They make them look good by the false impression of freedom and democracy. Mr.House Is a corporatist, and his system will lead to fascism as society goes on. The legion is just bat s*** insane, so that's that...

 

Come to think of it, I would have LOVED to see the followers take over New Vegas. They should of been a much larger faction, the story line tries to tell us Caesar came from them? There are like 50 of them, wtf?

 

Now, the NCR isn't necessarily all good and the Legion isn't necessarily all evil. If you talk to Caesar about his plans, you'll realize that he isn't looking to destroy everything, but rather to reform a lot of things. Also, the Legion doesn't allow drugs, alcohol, or chems into its land, and that's a good thing.

 

Also, the Followers aren't a New Vegas based institution, so it might make sense only to have a small branch in the New Vegas area. They are really based in California, particularly in Los Angeles, in an area once called the Boneyard.

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followers take over New Vegas. They should of been a much larger faction, the story line tries to tell us Caesar came from them?

Go play Fallout 1. They've had possession of the LA Public library for over a century... Their roots are in the NCR's home turf.

Edited by Lt Albrecht
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