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My favorite part is it won't get canceled because of this note in the descriptionCame here to talk about that mod. Looks insane in a good way.
I'm assuming they've been looking for their next hit and finally found it.Special thanks to Dave Oshry, CEO of New Blood Interactive.
Just a heads up, there is nothing stopping you from skipping straight to Vegas. The detour the main quest points out to you is much easier than going straight thru the critters directly north, but there is no invisible walls or quest triggers forcing you to take the detour either. Something to keep in mind when replaying the game, similarly to how you can go straight to Vault 112 in Fallout 3 if you know where it is and skip the entire first act.I'm really enjoying it so far and I've barely scratched the surface. Can't wait to get to the Strip, but I'm going to take my time getting there.
even though I enjoy FO4 the on-rails experience immediately after Vault 111 was always a turn off for me im considering giving FO3 another shot, its old but is still straight forward enough to not filter me, I might browse nexus later to see if theres any decent graphics mods thoughUpdate: took a small bit of work, but New Vegas runs on my machine. I was pleasantly surprised at how open-ended Goodsprings is compared to Vault 101, Vault 111, and Helgen. Didn't take me long to get back into the habit of carrying spare guns/armor for repair purposes.
Choose to boot the Powder Gangers out of Goodsprings and set up Meyers as the sheriff of Primm. On my way to Nipton/Novac now. Mr. New Vegas > Three Dog.
I'm really enjoying it so far and I've barely scratched the surface. Can't wait to get to the Strip, but I'm going to take my time getting there.
Believe me, just picking a direction and heading towards it is the optimal way to play the game. I skipped the Concord tutorial and never even activated Minutemen in my latest playthru, and it was one of the best ones. Just goes to show you how forced that whole setpiece is, game plays much more organically when you aren't given OP gear, kill a deathclaw and then get made a fucking general within the first 15 minutes. Who would have thought?even though I enjoy FO4 the on-rails experience immediately after Vault 111 was always a turn off for me im considering giving FO3 another shot, its old but is still straight forward enough to not filter me, I might browse nexus later to see if theres any decent graphics mods though
Eh? You either kill the niggers or the townies. if you actually go the evil path you get a bunch of unnamed npc with no quests or ties to anything whatsoever. You do get into the correctional facility though, just a karma thing though.Update: took a small bit of work, but New Vegas runs on my machine. I was pleasantly surprised at how open-ended Goodsprings is compared to Vault 101, Vault 111, and Helgen. Didn't take me long to get back into the habit of carrying spare guns/armor for repair purposes.
Choose to boot the Powder Gangers out of Goodsprings and set up Meyers as the sheriff of Primm. On my way to Nipton/Novac now. Mr. New Vegas > Three Dog.
Goodsprings is a good tutorial locations. Back on the Homefront is a "cinematic quest" where nothing much happens aside from a few conversations or maybe a fight if you screw things up. It's basically a playable slideshow showing you what happened in your absence, which is funny because the only outcomes that matter are:Eh? You either kill the niggers or the townies. if you actually go the evil path you get a bunch of unnamed npc with no quests or ties to anything whatsoever. You do get into the correctional facility though, just a karma thing though.
Its the illusion of depth. Vault 101 has a follow up quest thats actually really good, has multiple endings that leads to random encounters in the wastes and also takes into account who you killed when you left the vault the first time.
Sorry but V101 destroys Goodsprings.
And Goodsprings is what exactly? You either kill Cobb or you help the town. That's it, nothing changes and it affects nothing after it. You don't even get cool shit either way.Goodsprings is a good tutorial locations. Back on the Homefront is a "cinematic quest" where nothing much happens aside from a few conversations or maybe a fight if you screw things up. It's basically a playable slideshow showing you what happened in your absence, which is funny because the only outcomes that matter are:
>Did you kill the Overseer or not
>Did you kill Butch and his mother or not
Other NPCs are immortal and you can't kill them. Fake sense of choice, like with most of Fallout 3. At least the simple quest in Goodsprings has consequences no matter which route you go and every single NPC involved is killable(plus there is a big fight at the end, unlike in Fallout 3 where at best you get to fight a single guy with an Assault Rifle if you don't go out of your way to shoot innocent NPCs).
Nigger, it's the first quest in the game after the literal tutorial, calm down. It teaches player about choices, consequences and lets them utilize their first speech checks, it does what it needs to and that's still more than half the Fallout 3 quests(let alone Fallout 4 that has zero skill checks outside of one designated quest made by a former Obsidian employee).And Goodsprings is what exactly? You either kill Cobb or you help the town. That's it, nothing changes and it affects nothing after it. You don't even get cool shit either way.
The quest utilizes no skill check aside from talking to Overseer or Amata(which can be skipped with a handy note in the unlocked terminal anyways, rendering it moot), otherwise it is just wandering around the vault like in a walking sim and maybe a gunfight if you killed the overseer the first time around. Most NPCs re-appearing in the quest are immortal and you can't kill at the start of the game, there is only a few exceptions and the rest are generic NPCs that either always die or don't appear a second time either way. I will give you that, there is actually some interactivity with the world if you open up the vault/get Butch available as companion, but this is a one-off thing that rarely ever happens otherwise in the game. Lessons Goodsprings teach you stay consistent thru out the entire game, Homefront quest is a cinematic nothing-quest to show what happened to the tutorial bunker and has little impact as there is no ending slides for any faction in Fallout 3. You don't see people of Megaton trading with Vault 101 dwellers, you can only randomly find them out in the game world via a random encounter and it doesn't matter what choice you took, you just get punished with No Butch if you keep the vault closed or get a random encounter where the angry 101 dwellers will attack you if you broke a water chip. No actual impact in the game world outside one new companion and a few random encounters you might not even get. Meanwhile, if you save Ringo, he comes back later to give you more money and you get rep in town, however you will be unable to work for Powder Gangers as punishment and there will be more hostile enemies in the early game area(not to mention you can't do the Vault 19 quest). First real quest of New Vegas has more reactivity than one of the premier quests in Fallout 3, how sad. Imagine if helping Amata led you to an exclusive quest where you get to help them set up trade with Megaton or an exclusive quest for evil characters that let you sell out the vault to Raiders or Enclave and you get rewarded properly for it. No matter what you do, you can't even come back to the Vault since the devs didn't want the extra work of programming in actual player choice.How is it a slideshow? You go back to the vault, if you killed certain NPC's like Gomez etc they will either be present or others will replace them with different dialogue. If you kill the Overseer you get a dramatically different interaction, If you help Butch you get a new follower. Depending on who you help during the quest you will run into named dwellers in the wastes either trading or dying.
The more time passes, the more convinced I am that New Vegas was a happy accident, even the fact that it came out in a popular engine that people love making mods for was perfect.Obsidian was never good.
You write like nigger. V101 is the first quest in FO3 and still manages to have a significant role in the game, cope.Nigger
No counter argument, then.You write like nigger. V101 is the first quest in FO3 and still manages to have a significant role in the game, cope.
Didn't read the wall of text, format your posts faggot.
Inb4 the "muh kotor2" tards come outThe more time passes, the more convinced I am that New Vegas was a happy accident, even the fact that it came out in a popular engine that people love making mods for was perfect.
It's like a natural 20 of circumstances.
I liked the first one.Inb4 the "muh kotor2" tards come out
I have heard good things about it so maybe it's a testament that they do best when they work with an existing IP or for what could be considered expansion packsInb4 the "muh kotor2" tards come out
You aren't actually restricted from this, those are identical to the ones from Primm and a different internal Faction entirely, despite the end of the quest giving Powder Ganger fame.not to mention you can't do the Vault 19 quest
You're locked out of this if you get negative reputation, not Karma. Access requires either skipping the Goodsprings quest for either side or some seriously scuffed stealth kills alongside some fame to even out the negative rep from completing the Goodsprings-aligned version of the quest.You do get into the correctional facility though
Ironically the opening sequence is one of the few times where there's only two immortal NPCs present- Amata because of fucking course, and the Mr Handy for... reasons, i assume he's a support poster or something.Other NPCs are immortal and you can't kill them.
It affects who you return to when using the town later (for the worse in some options), and does actually affect things after it as mentioned above.And Goodsprings is what exactly? You either kill Cobb or you help the town. That's it, nothing changes and it affects nothing after it.
Starter quest. I'd say Leather Armor at level 2 or so is pretty cool compared to what's available, though not nearly so stylish.You don't even get cool shit either way.
More of a bug in the scripts, but you can manipulate them to keep the vault open.No matter what you do, you can't even come back to the Vault since the devs didn't want the extra work of programming in actual player choice.
This is more Fallout 4's fucktardation than anything inherently bad in 3.It's a story about a water purifier, then Fallout 4 starts and any INT 1 character can build one straight out of the vault. Let's not pretend like Fallout 3 is some forgotten masterpiece, because it isn't.
Actually KotOR 2 is great and it's a good example of Obsidian's historical strengths as a studio, building off a previous game and world from another angle. You couldn't have KotOR 2 without the first one.Inb4 the "muh kotor2" tards come out
I agree, in fact if people went after 3 for this I would have far less issue with the Neo Vagina crowd. They go on as if every aspect of 3 is bad and every aspect of NV is some 10/10 work of art.Don't get me wrong, 3 is still pretty bad for being set 200 years after the apocalypse and we could go over how every little bit of the game leads up to it being far better if set before the first game in the timeline,