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Loose ends


Antioche

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Okay, first of all let me state, I really like the game. NO doubt.

 

I've got a buncha mods now loaded though, that make the game ( imo ) what it SHOULD have been.

 

Some that make you need to eat and drink, a portable sleeping roll, etc. I like realism, but I'm not fanatical about it.

 

Storyline though, wow, am I a stickler for that one!! I can see already from the forums that I'm not the only one who wanted to put a bullet in Dr. Lesko's head for his genome research; but how about some of the other 'weirdness' in the game.

 

The first one that bugs me, is Silver. Not only is she glitched (questwise) but her character is unrealistic in her dealing with you, and the whole setup is bogus.

 

My FIRST work with the Geck was to build a short quest, triggered by helping Silver stay away from Moriarty, she moved out when Moriarty told her her niece was going to 'learn the business'. Only to have the little girl nabbed by the Raiders who have set up shop in the nearby school..."oh, by the way, I hear the raiders have a plan, something to dol wht the vault YOU just came out of.." You rescue the little girl and bring her to Silver, and you have yourself your first true 'friend' in the wasteland.

 

So, little things like that are what I was working on, when a friend began telling me about vault 108..

 

"Oh, yeah, I never got down to the end, a super-hard locked door, I GOTTA go back there.." I say.

 

He replies, "Don't bother, there's nothing in there, nothing 'worth' being behind a 100 skill door anyhow..."

 

What?....No cache of mind-altering euphoria drugs? No stack of computer records from the last sane survivors as the ghosts of the past took over the vault?....

 

How about the Chryslus building? You overhear two supermutants talking about 'finding one'..arguing in fact as to whether it is all a wild goose chase or not...Again, SERIOUSLY locked doors down deep...and beyond them *scarie music* OmG mutants with several fresh HEV cylinders they found; and have hooked directly to people's cryo tubes; either turning or killing them one by one!!!

 

nope.

 

Nothing, well, again, nothing worth me writing in a notebook "remember, locked door end of hallway in Chryslus building." so that I can go check it later.

 

I don't want everything answered, I don't need every lost story told....but when Bethesda baits me with a lock that hard? or sets up a nice story and then doesn't tell the ending? wtf? throw me a BONE here!!

 

Am I the only one who feels this way? I hope not, as I am writing a series of simple mods, that will at best have a little decent adventure to them, and at worst; link some areas ( like Silver and the school raiders ) that were never fleshed out to begin with. What do you all think? as long as they were released "singly" so you could choose what you put in and what you didn't...

 

Two cents anyone?

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Obviously, added content is good, and if you enjoy making these kinds of quests deeper, that makes it a win-win.

 

I am not sure I would call these things "loose ends" simply because they didn't meet your expectations. The Chryslus building, for instance, has super-hard doors to force you to engage in battle with the Super-mutant Master to get his key. In Vault 108, the super-hard door can be cracked by cracking the computer. There are lots of examples in the game of using hard (or even impossible) locks to drive the story or pose a particular challenge.

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My friend was super pissed when he unlocked the doll house in one of the houses in Minefield and it had only random loot. He thought for sure there would be something really nice in there, or at least worth coming back after leveling up lockpick all the way. So I can understand the feeling, but like grumbler said, there might be other reasons to lock doors up or whatever than amazing plot-moving information being back there.

 

That one in specific was an easter egg to an old game I've never heard of, and only know about after having read about it somewhere.

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