Originally Posted by Kekvit Irae:
In contrary to Froggy's comments, I have never once had any trouble what so ever with fast travel. Once a static enemy dies, they stay dead for the entire game. Unless you're playing a total pacifist, you won't have any trouble going back to areas that were previously explored. The exception to this is apparently Deathclaws, which repop every time I traveled to that area (Old Olney, I think).
I played a bit more this afternoon and got killed twice when fast travelling back to areas which I had entirely cleared. The first time I spawned in the middle of a super mutant mob, including my first mutant master. The second I was surrounded by raiders. Hehe, the super mutant spawn was so bad that the space between the area loading and watching my head spin across the landscape was so short I didn't have time to draw my weapon. Lots of areas in the wasteland respawn; I see it when I'm wandering on foot too. It seems to take around a week of game time, and the new enemies will be scaled to your current level. For example, when I originally cleared the area which had the super mutants, I faced bloatflies and mole rats. There weren't any super mutants for miles. Indoor locations don't respawn in my experience, with the exception of a single respawn in the super duper mart.
If it moves and is coded in red, I kill it. XP - it's all I care about. I collect all that I can see. Every. Last. Point. I'll chase a fleeing enemy halfway across the map rather than let its points escape.
Heck, last weekend I spawned in the middle of a raider mob when I went back to Tenpenny Towers and that's a) not territory which had enemies immediately by it, and b) surrounded by well equipped human guards.
Originally Posted by :
And I've never once bothered with Luck, except for purposes of getting the 6 Luck requirement needed for a few perks. An extra 1% critical chance is not worth sacrificing an additional 10 to your carry limit.
Increased carry limit is something I haven't felt the need for. I've got STR 5, increased from 4 with a bobble head. If I were using heavy weapons then yes, I probably would want more. In that case I'd go with the bare minimum to get the boosting perk, as the perk provides a better return than spending special points. Then again I might not: I'm carrying 5 weapons plus heavy armour plus a spare to repair my two favoured weapons plus grenades and other supplies, and still don't feel the need for more capacity. I leave low worth loot behind because I've got over 6,000 caps I can't seem to find a use for. The plentiful criticals, on the other hand, bear much of the responsibility for making combat a breeze. Stealth gives you one critical; luck gives you a whole chain of them on groups and on tough monsters.
Originally Posted by :
The Oasis quest
I did that one this afternoon. Same pictures apply, though possibly not for the same reasons. (vague spoilers ahoy)
Originally Posted by Sarmation:
Teleporting without danger refers to the fact that nothing can happen to you while you travel. There is no danger of a random band of raiders and things like that. Sure, every once in a blue moon you'll teleport somewhere where bad guys are, but that can hardly be called consequence.
Funny thing: If I'd walked I would have survived both of the encounters which killed me this afternoon, and I'd have done it with ease. Fast travelling killed me. I died, had to reload, and then needed to change my plans. That's a consequence. You lose the chance to gain additional XP and loot by fighting as you travel. That's a consequence. Time passes too; the well rested bonus effectively lasts for less time when you fast travel because a part of its duration is taken up by a period where you don't do anything.That's another consequence. You lose out on the chance to see a blip on your radar or some ruins in the distance and wandering off to discover a new location. That's a consequence.
Loading due to dropping in on a super mutant party might not sound like a bad thing. It can be. I've noticed that the area's population sometimes changes when you load. I can be killed by 4 raiders at a specific location, load, go right back to the exact same point, and now it's populated by rad scorpions and dogs. Or super mutants. Or - in one rapidly fatal and very messy case - those incredibly lethal mutant bear things. You can end up losing potential XP and gear, or end up stuck with a situation you aren't able to deal with. This applies to mobs found both fast travel and ordinary travel, and it's made me curse on multiple occasions. :weeps for that raider group with combat shotguns which got replaced by a single mole rat:
Hmm. On reflection, most of my 'getting from A to B' deaths have come from fast travelling :sweatdrop: If I walk then I have a far higher survival rate, since I can sneak, snipe, pick my approach, and am aware that I'm heading into a combat situation. When I fast travel into danger I rarely have time to start VATS up, let alone counter attack. Taking the traditional route allows me to run away too! Hard to do that when you're in the middle of a mob, disoriented, viewing the world through a screen splashed with blood, and unsure what is attacking you, how many, and where from.
You know I sort of wonder why I use fast travel at all.
Hmm, another thought. The only difference between fast travel in older RPGs (the first Fallouts IIRC, also the Infinity Engine games) and what I'm experiencing in Fallout 3 is that the combat comes on arrival, not in the middle of transit. If anything the older games handled it in a less harsh manner because you had chance to react. Fallout 3 has the bad habit of dropping me in completely surrounded by enemies with powerful close range attacks.
Originally Posted by :
People giving you several caps, bits of food and 10 bullets isn't what I consider "karma having an effect". When you're good, bad guys randomly spawn to kill you, when you're bad, good guys randomly spawn to kill you. Not because you've wronged someone or something. They just want to kill you. Again bad game design.
As opposed to most other RPGs where nothing at all happens based on your good/evil stat? Except perhaps determining whether you do flavour A or flavour B on a single sidequest? I didn't say it was a good effect, merely that for once there is one.
Originally Posted by :
Alistair Tenpenny has the perfect British aristocrat accent.
It's Hollywood wannabe British. No, it doesn't make sense. Yes, it is rubbish. I still say it is hyperbole. Hyperbole in that it is a single character, not an entire world. Hyperbole in that Queen Victoria's accent was entirely different to the 'classic' British accent people think of (that would be BBC news reader circa 1940), which in turn is quite different to the one predominant today. Fallout's world is full of people who say :shivers: "y'all", a word that was surely created for the purpose of making the English cringe. Fallout's version of DC is full of Americans, who use American slang, have a tendacy towards aggressive phrasing, and who swear and curse frequently. I don't see how else they would sound.
Originally Posted by :
Change of heart is possible, but unfortunately in FO3 most of the times it's used as an excuse for bad game mechanic.
It's always a bad mechanic. Always. The point was, it's a staple bad mechanic, and one which has appeared in the classic games this reviewer has such a fond opinion of. The way it is included in the review feels like a case of selective memory. I've seen plenty of spoilers for Fallout 3's ending; if half of them are true then it has a tonne of problems and a change of heart mechanic is by far the least of them.
Originally Posted by :
it still boils down to: uninteresting quests that in 99% are simple dungeon crawls, half imbecile dialogues, boring NPCs and uninspiring main quest.
My earlier posts on the game in a nutshell. At this point I don't know whether to go with a ~:) for "I am not trying to be a smart idiot" or a ~:( for "I wish it wasn't so"
While I am an avid player of RPGs and a vet of many of the classics, I'm not a Fallout fan, in that I played them both and found them to be good but not awesome. I avoided the pre-release hype and the wailing, avoided previews, read only one review, and did my all to go in with an open mind and very little in the way of expectations. I wanted the game to show me what it was. I'm still stunned that I have ended up disappointed. That shouldn't have been possible - I've completed and had considerable fun with games like Two Worlds, a buggy, lower budget "I want to be Oblivion too!" game which needed huge patches before it was remotely playable.
Looking at it with an analytical eye I can see it should be good, if flawed. I know it has fixed many of Oblivion's worst problems and is a better game for it. I can see it should be a good game. I know that a lot of care and love went into it. I can tell that some of it is meant to be funny, touching, whatever. In practice? Total disconnect.
I have been struck 4 times by a particularly nasty bug which has the potential to be a game breaker. If you fast travel into a horde of enemies, press the right trigger to draw your weapon and/or right bumper to enter VATS, then die, all in a very short space of time, the game sometimes glitches when it reloads your autosave. You get stuck with your character attacking all the time, and nothing stops it. If you put your weapon away it gets pulled out again. If you swap to another weapon then that fires continuously instead. If you run out of ammo your character continues to attempt to attack. If you manage to change locations and force the game to load the glitch nearly always continues in the next location. If you load a save game then the glitch often carries over, even if the save dates from hours ago. If you pull the batteries out of the controller, replace them and turn the controller back on then it does not make a jot of difference. You can't talk to people. You can't go near people without hurting them. You can't pick up objects. It's very difficult to activate doors because you have to time it between the attacks. You burn through your resources pointlessly.
The first 3 times I got struck by this bug I managed to wriggle out of the endless attack cycle by forcing the game to load many times in short succession; entering and leaving areas, loading and reloading saves. This afternoon, after another death by fast travel, I got stuck in the cycle yet again, and no amount of loading would fix it. Fortunately shutting the console down did. I hope that means the problem is something which lives in RAM, because if it isn't that means that there's the possibility your game can be stuck with your character permanently attacking, rendering it unplayable.
I did find the majority of today's playtime to be more fun than any of the previous. Why? I didn't play it like an RPG, and I ignored most of the main content. I went on a scavenger hunt for bobble heads and skill books. I checked a list for the name of a bobble head's location and got a very rough idea of where in the wastes it was, then set out to find the location and search for the bobblehead with no further spoilerage. It's post apocalyptic Challenge Anneka. :laugh4: