Fallout 3 Impressions and Opinions

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Re: Fallout 3 Impressions and Opinions

Post by Covenant »

BTW, read some senate posts. All boards have an edit function now, but it only is available for a few minutes after posting.

Well, but the bonus party members were still a tangible bonus, which made higher-charisma characters useful even for someone focused on violence. Plus, those games also offered more non-combat options, so while Charisma was a dump stat for combat characters it was still a sensible place to keep higher than 4. Don't get me wrong, it was still mostly useless, but the fun value of hearing your party members chat was enough of a reason to take a few points. I wouldn't call "4 points minimum" a dump stat. Now I would though, since there's no legitimate reason to leave more than a single point in Charisma, even for a character that wants to be well liked and a brilliant negotiator. Heck, especially that kind of a character, since they are more likely to max out speech than anyone else, and having a high charisma becomes redundant then--but they can still benefit from higher agility and endurance and strength stats.
Joviwan wrote:
Ryan Thunder wrote:And if somebody wants to pour their resources into that useless dump stat, that's their decision to make. Not sure why you'd want to provoke anybody over it... :?

Is it just for the lulz? :P
He's provoking the people who are trying to defend Charisma as being a legitimate and game-winning mechanic, not the people who put it into charisma because they like putting things into charisma.
Damn, lost my post due to an outage, but yes--that's what I was doing. I've seen a lot of posts elsewhere about the virtures of Charisma, and it's simply not true. Mostly that, and also advising caution to others. Really, what I was mad at was the sheer math of it not adding up.

Most stats, even shitty ones, have a passive benefit. Endurance provides quite a few extra hitpoints if buffed at start. Strength increases carry weight and sledgehammer damage. Agility gives you more action points. Charisma's only passive benefit is superior success rates in Speech checks, which is something that is redundant with skillboost clothes, liquor, and becomes obsolete when maxing out your speech skill. Even the other shitty stats also have some value from perks they unlock. The perks that Charisma unlocks are nearly entirely bullshit. Animals quickly stop being commonly encountered, and your charisma can't befriend robots, deathclaws or radscorpions, so good luck getting any use out of Animal Friend. The Child at Heart perk can save you about 500 caps, but that's it, the rest is just as easily obtainable via speech checks which you should be succeeding at anyway. Bonuses to selling price are irrelevent by the level you get Master Trader too, so who knows what good that is. At least that benefit is tangible though.

What really killed me was doing the math for a theoretical neutral character, and trying to plan out getting the most use out of Impartial Mediator, which is Charisma's biggest and most impressive perk, in my opinion. It provides a whopping +30 to speech so long as you maintain a neutral karma, requires a Charisma of 5 and is available at level 8. So even this is open to every plebian and doesn't convince me that Charisma is a useful, game winning stat--but it was partially convincing me to play my Charisma down the middle instead of in the crapper. However, look at the tradeoff.

For 4 points of Charisma you gain +30 to speech at level 8 for cost of a perk. But if I had put those 4 points of Charisma into Intelligence I would have been able to accrue an extra 32 skillpoints by level 8, making my speech higher without the cost of a perk, as well as benefitting me more greatly down the line and in situations where my Karma dips out of the narrow "neutral" range into "kinda good" or "kinda evil." Since Charisma's passive benefit is basically nonexistant for Diplomacy/High Charisma characters and entirely nonexistant for everyone else, it should have some useful perks. The fact that it's perks are useless too just point to bad design. Your average casual gamer won't be able to see that, and I think it's pretty lame to hide lackluster design choices by being intentionally vague about a stat's benefit.
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Re: Fallout 3 Impressions and Opinions

Post by chitoryu12 »

Ah, shit. I lost Spoiler
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Re: Fallout 3 Impressions and Opinions

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At least you don't have to go hunting for holotapes to get her special SMG now.
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Re: Fallout 3 Impressions and Opinions

Post by Pablo Sanchez »

I was replaying Fallout 1, and there's one thing that you can say for Bethesda's quest design: they weren't the ones who put the Glow a month's travel away from any other area, made it impossible to enter without a rope, and gave no indication in the quest description that you would need a rope. I forgot, so when I got there I said "Fuck this". It's going to be a couple days before I pick that save up again.
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Re: Fallout 3 Impressions and Opinions

Post by Darth Onasi »

Pablo Sanchez wrote:I was replaying Fallout 1, and there's one thing that you can say for Bethesda's quest design: they weren't the ones who put the Glow a month's travel away from any other area, made it impossible to enter without a rope, and gave no indication in the quest description that you would need a rope. I forgot, so when I got there I said "Fuck this". It's going to be a couple days before I pick that save up again.
I don't know, I quite like the chance of screwing up like that.
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Re: Fallout 3 Impressions and Opinions

Post by Hotfoot »

Darth Onasi wrote:
Pablo Sanchez wrote:I was replaying Fallout 1, and there's one thing that you can say for Bethesda's quest design: they weren't the ones who put the Glow a month's travel away from any other area, made it impossible to enter without a rope, and gave no indication in the quest description that you would need a rope. I forgot, so when I got there I said "Fuck this". It's going to be a couple days before I pick that save up again.
I don't know, I quite like the chance of screwing up like that.
I don't see how he screwed up in any way. Please clarify: Do you mean you enjoy being fucked over by poor mission design, or that you enjoy being forced to trot back and forth across an entire game looking for some minor piece of inventory that you need to solve quest X?
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Re: Fallout 3 Impressions and Opinions

Post by Stark »

The same thing happened to me a decade ago, and the best part was that 'a rope' is apparently one of the rarest items in the wasteland. Lasers? Miniguns? Piles of money? Easy. A rope? A trivial piece of essential equipment for low-tech societies?

There's like TWO in the WHOLE GAME.
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Re: Fallout 3 Impressions and Opinions

Post by Darth Onasi »

Well it may have been a little thoughtless mission design, but I personally regarded it as a learning experience.
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Re: Fallout 3 Impressions and Opinions

Post by Pablo Sanchez »

Darth Onasi wrote:Well it may have been a little thoughtless mission design, but I personally regarded it as a learning experience.
That's stupid. What the fuck am I supposed to learn from it? That I should always carry heavy trash items around? The rope weighs as much as a combat shotgun and is only useful twice, with no prior indication in either case that you might need one. Would you "quite like the chance of screwing it up" if there was a Fallout 3 quest where you had to go into the farthest corner of the map and only when you got there somebody told you that you needed a garden gnome to continue? That'd be some "learning experience!"
Stark wrote:The same thing happened to me a decade ago, and the best part was that 'a rope' is apparently one of the rarest items in the wasteland. Lasers? Miniguns? Piles of money? Easy. A rope? A trivial piece of essential equipment for low-tech societies?

There's like TWO in the WHOLE GAME.
It's funny that you should mention that, because I rage-quit and deleted the save in a fit of pique a few minutes ago. I walked back to the Boneyard, where nobody has any fucking rope, including the Gun Runners ("Do you want a plasma rifle? No? Just some rope? Well, you're shit out of luck!"), and I got killed by Deathclaws trying to leave.
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Re: Fallout 3 Impressions and Opinions

Post by Alyeska »

I've been playing Fallout 3 for some time since it just came out. I rather like the game. It has its flaws. Some very glaring. And yet, I really like the game. I think that mods will do a very good job improving it. I am also looking forward to the expansions. I wonder how Bethesda is going to do these. Prices, distribution, and the like. At least we get more value out of these compared to the Oblivion Horse Armor.

Some thoughts

You level up too quickly. Yeah, its fun being able to do cool shit, but the game levels you up quickly. Then again, with no "guild missions", the side missions don't take up a large part of the game. If you slow down the leveling very much, you would play through 70% of the game before reaching the highest level. Then again, thats how they did it in the original Fallout.

VATS is fun. I find myself using it even when I don't need to. That said, I wish you could change the settings to make VATS do quick resolutions. The slow motion gets boring.

Sniper Rifles are worthless. Not much more powerful then the Hunting rifle, uses up insane Action Points, and even with accuracy boosts has a hard time hitting anything.

I want to be able to mod existing weapons. You get a work bench, let us mod the guns in game a little.

Intelligence and Agility are the two most important stats with perception being a distant third. In Fallout you can use a Charismatic character to beat the game in 20 minutes if you know what your doing. In Fallout 3 you are better off putting Charisma at a 1 and Intelligence at a 10. Combat perks are usually the only useful perks to pick.

The main story was fun. A little contrived at times, but what game is perfect? The side missions could be fun, but some of it didn't make sense. Little Lamplight was stupid. I need to mod the game so I can waste those little Brats and then get myself the Child Killer perk.

Fast travel is nice, but also flawed when you can use it to travel to a location you know is full of enemies. A random encounter system should have been built in. And when approaching locations you should start just out of range if hostiles are around.

I give the game a 8.5/10 rating. Very fun to play, but some fundamental flaws that can't be ignored. Modding can fix some issues, but not all. Even still, well worth the price in my opinion.
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Re: Fallout 3 Impressions and Opinions

Post by Jade Falcon »

I must admit to enjoying Fallout 3, hell I've enjoyed all the Fallout games bar the console top down abomination. For anyone talking about bugs, you've got to remember that FO2 shipped with quite a number of bugs, and it sucked even more in the European version which shipped with children removed which totally broke the Modoc quests.

The expansions might be interesting and mods could also be a good thing. I'll admit that customising your weapons should be an option.

It's not a perfect game, but its perfectly enjoyable and it does have more atmosphere than Oblivion.
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Re: Fallout 3 Impressions and Opinions

Post by Losonti Tokash »

Jade Falcon wrote:I must admit to enjoying Fallout 3, hell I've enjoyed all the Fallout games bar the console top down abomination. For anyone talking about bugs, you've got to remember that FO2 shipped with quite a number of bugs, and it sucked even more in the European version which shipped with children removed which totally broke the Modoc quests.
The children weren't removed, they were made invisible. The kids in the Den still pickpocket you. They'll even steal quest items. It sure is wonderful to have Vic's radio get more or less removed from the game without you even being aware of it until later.
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Re: Fallout 3 Impressions and Opinions

Post by Jade Falcon »

Aye, true, it did mean it was difficult to plant a live grenade on the little SOB's though. :)

I do believe it still made the Modoc quest broken.
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Re: Fallout 3 Impressions and Opinions

Post by Darth Onasi »

Jade Falcon wrote:Aye, true, it did mean it was difficult to plant a live grenade on the little SOB's though. :)

I do believe it still made the Modoc quest broken.
It also broke one of the earlier ways to get the toolset needed for the car by removing the kid outside Vault City (and his rather funny Mr. Nixon quest).
To be fair though, the invisible kids were done over the objections of the developers.
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Re: Fallout 3 Impressions and Opinions

Post by Jade Falcon »

Oh I'm not blaming the developers, and thankfully some of the sites like NMA and Duck and Cover provided patches that sorted the problem.
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Re: Fallout 3 Impressions and Opinions

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Alyeska wrote:The main story was fun. A little contrived at times, but what game is perfect? The side missions could be fun, but some of it didn't make sense. Little Lamplight was stupid. I need to mod the game so I can waste those little Brats and then get myself the Child Killer perk.
Here's a karma neutral side-quest idea I thought about while completing the Little Lamplight/Vault 87 quest. Say that after you explore V87 and find out that it's the source of the Supermutants in the DC area, you can get a quest from Elder Lyons to explosively overload the V87 reactor a la Megaton. But when you get there, of course, none of the kids will believe you and they won't leave their safe little place. So you can blow it anyway, permanently eliminating the local source of Supermutants (which the game would render by ceasing random Supermutant spawns and merely leaving holdouts in areas they control at game start) but also killing a ton of little kids. Or you could decide not to blow the reactor. Either choice is karma neutral, because of the "greater good" issue--sacrifice kids to save many more people, or put everybody at risk to save the innocents?
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Re: Fallout 3 Impressions and Opinions

Post by Joe Momma »

Nephtys wrote:We know a few things. There are only 3 aliens in FO

1. The Alien Blaster(s)
2. The 'Aliens' you encounter in FO2.
2. The crashed spaceship in FO3
There's also the crashing spaceship (or exploding overhead, more accurately) random encounter in FO3 that can provide the Firelancer special weapon. So whichever way one wants to go ("Aliens Among Us" or Enclave/Chinese/Other special projects), there's an in-universe rationale for making it a on-going current concern.
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Re: Fallout 3 Impressions and Opinions

Post by Darth Onasi »

Joe Momma wrote:
Nephtys wrote:We know a few things. There are only 3 aliens in FO

1. The Alien Blaster(s)
2. The 'Aliens' you encounter in FO2.
2. The crashed spaceship in FO3
There's also the crashing spaceship (or exploding overhead, more accurately) random encounter in FO3 that can provide the Firelancer special weapon. So whichever way one wants to go ("Aliens Among Us" or Enclave/Chinese/Other special projects), there's an in-universe rationale for making it a on-going current concern.
One thing's for sure, these guys are useless pilots.
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Re: Fallout 3 Impressions and Opinions

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Pablo Sanchez wrote:Here's a karma neutral side-quest idea I thought about while completing the Little Lamplight/Vault 87 quest. Say that after you explore V87 and find out that it's the source of the Supermutants in the DC area, you can get a quest from Elder Lyons to explosively overload the V87 reactor a la Megaton. But when you get there, of course, none of the kids will believe you and they won't leave their safe little place. So you can blow it anyway, permanently eliminating the local source of Supermutants (which the game would render by ceasing random Supermutant spawns and merely leaving holdouts in areas they control at game start) but also killing a ton of little kids. Or you could decide not to blow the reactor. Either choice is karma neutral, because of the "greater good" issue--sacrifice kids to save many more people, or put everybody at risk to save the innocents?
You couldn't find a better example of what's wrong with Beth's mission design. Let's create an artificial, retarded situation, artificially limit the player's choices for no reason, then declare it 'ethically neutral' when one of the options is CLEARLY superior, and even set it in the most laughably retarded location of the game. You'd think you'd just sell them out to slavers, blow up the reactor, then kill the slavers and release the kids, but noooooo, that's far too interesting and interactive. I personally disarmed everyone in Lamplight anyway, but relocting them is not a magic dialog option so you can't do it, lol!

I hear 87 is a magical unlimited spawn of supermutants too, even though it's clearly derelict and contained no more than 25 people anyway. :lol:
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Re: Fallout 3 Impressions and Opinions

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Joe Momma wrote: There's also the crashing spaceship (or exploding overhead, more accurately) random encounter in FO3 that can provide the Firelancer special weapon. So whichever way one wants to go ("Aliens Among Us" or Enclave/Chinese/Other special projects), there's an in-universe rationale for making it a on-going current concern.
Why exactly? Just because it happens in a random encounter doesn't mean that it's considered canon or whatever. Unless you also think that there's a crashed ToS style federation shuttle somwhere in northern California, an exact replica of the Maltese Falcon in from the Hub full of crazy people talking about how they weren't included in some com-pew-tor game, that The Doctor visited post war Los Angeles, and that some BoS losers LARPing Monty Python's Holy Grail were canon as well. :?
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Re: Fallout 3 Impressions and Opinions

Post by Vympel »

It's funny that you should mention that, because I rage-quit and deleted the save in a fit of pique a few minutes ago. I walked back to the Boneyard, where nobody has any fucking rope, including the Gun Runners ("Do you want a plasma rifle? No? Just some rope? Well, you're shit out of luck!"), and I got killed by Deathclaws trying to leave.
There's rope in Shady Sands. Or did you use that to get down to Vault 15? :)

Yeah, fuck that rope bullshit.
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Re: Fallout 3 Impressions and Opinions

Post by Ohma »

Vympel wrote:There's rope in Shady Sands. Or did you use that to get down to Vault 15? :)

Yeah, fuck that rope bullshit.
I never understood why they made rope weigh as much as it does when you can only use it a grand total of three times in the game. :?

I mean, I'd have been somewhat okay with rope being like, mostly useless if carrying around an extra length of it just in case wasn't taking up space that could be like, a laser pistol, or half a suit of combat armor. But yeah, that aspect is one of the dumb ones in the game. Doesn't the general store dude in the hub have rope for sale though? Or am I just confusing rope with the two other mostly useless items which I know he has: a giger counter, and a motion detector?
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Re: Fallout 3 Impressions and Opinions

Post by Pablo Sanchez »

Stark wrote:You couldn't find a better example of what's wrong with Beth's mission design.
That's not actually a mission, it's just an idea I had, to give the player a more complex choice structure than "kill everybody for no reason 'cos you're evil" versus "be a post-apocalyptic Christ figure".
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Re: Fallout 3 Impressions and Opinions

Post by Stark »

Well it's so plausible I thought I'd just missed it, even if I was confused about it being THAT vault and not the OTHER one where the sooper mutons were coming from. :) There are a lot of interestign opportunities for missions/story events that were missed, such that I'm interested to know how they dealt with mission creation internally at Bethesda because it looks like it was done the same way as Oblviion, with really uneven results across the world.
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Re: Fallout 3 Impressions and Opinions

Post by Pablo Sanchez »

Stark wrote:There are a lot of interestign opportunities for missions/story events that were missed, such that I'm interested to know how they dealt with mission creation internally at Bethesda because it looks like it was done the same way as Oblviion, with really uneven results across the world.
I'd be interested, too, especially with respect to the writing end of it. In all the Beth games some of the story work is really smartly done, but at the same time a lot of it is obnoxiously bad. I mean, compare the writing and conceptualization for Morrowind's main quest to Oblivion's. It's a huge step down in quality. But at the same time, the Guild storylines in Oblivion were really very good--my only problem with them was that they had no apparent effect on the game world or the main quest.

The impression I get from Fallout 3 is that the production was truncated. Not the technical development; except for the inexcusable stability issues the game mechanics are all present and solid, if simplistic and too easy. It just feels like the idea of the game is not articulated, as if there was a point they could have taken the game where it would have really felt like you were part of a world, and they stopped well short of it.
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