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Fallout: New Vegas, gameplay, news ect. EDIT: NEW TRAILER!!


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#51
Funkcase

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Prosthetics511 wrote...

Funkcase wrote...

Prosthetics511 wrote...

Funkcase wrote...

Twitchmonkey wrote...

Funkcase wrote...

I cant wait to try out Hardcore mode, no more instant regeneration via stimpacks and the like. In this mode, you'll have to wait a few seconds before you're back to full health. Furthermore, the player character will be more susceptible to dehydration. You must drink water to survive, and bullets have weight.


Some things about Hardcore mode sound okay, but the need to eat and drink and the ammo weight is too much.


You can turn it off anytime, it's just to make it more realistic and a surivival game also.


Actually I think once you turn it on, you can't turn it off.  Its sort of to prevent abusing the system for highs.

This game is going to be alot like Fallout, but I am looking forward to it not only because of a new experience, but the fact there won't be any more overpowered Power Armor by the looks of it.  In FO3 I had the desire to wear it just becuase I felt naked without it because of the intimidation factor of the BoS and Enclave.  I mean, a guy in power armor taking on some dude in a regulator duster.  You can guess who will win.  The Republic of Cali's troops armor also looks badass (the guy with the flag in the earlier teaser trailer)



No they confirmed that players can choose to opt out of hardcore mode at any time, but it can't be turned back on once it's been deactivated.

Yeah, but tbh i loved wearing a regulator duster with a hood i got from one of the people in Oasis looks badass, but not very protective lol. For big battles against the likes of Enclave i tend to switch to Medic armor or the TB-51 or the winter TB-51.



Well do you get what I mean that in the face of power armor, anything but power armor seems pathetic?


Pretty much, especially against the dam Enclave hellfire troops with there annoying heavy incineratiors lol. But when it's just like three troops i would just take them out quickly. But i must be close range if it's hellfire troops or my armor is gonna need some repairs.

#52
Funkcase

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smecky-kitteh wrote...

I too like the medic amor. I named him bob and he always tells me how I kick ass!

when im just roaming I like the chines jump suite or the lukes sims duster.



You killed Simm's? Noooo! lol.

#53
Jalem001

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Funkcase wrote...

I cant wait to try out Hardcore mode, no more instant regeneration via stimpacks and the like. In this mode, you'll have to wait a few seconds before you're back to full health. Furthermore, the player character will be more susceptible to dehydration. You must drink water to survive, and bullets have weight.


The only thing I don't like about hardcore mode is the whole stimpak thing.  I suppose I'll adapt and it won't be an issue, but in FO3 some fights just destroyed yourself health.  It's not like cover was abundant in that game.  Everything else sounds great, especially the need to drink (and eat?).

#54
Funkcase

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Jalem001 wrote...

Funkcase wrote...

I cant wait to try out Hardcore mode, no more instant regeneration via stimpacks and the like. In this mode, you'll have to wait a few seconds before you're back to full health. Furthermore, the player character will be more susceptible to dehydration. You must drink water to survive, and bullets have weight.


The only thing I don't like about hardcore mode is the whole stimpak thing.  I suppose I'll adapt and it won't be an issue, but in FO3 some fights just destroyed yourself health.  It's not like cover was abundant in that game.  Everything else sounds great, especially the need to drink (and eat?).


I have heard it's just drink water not eatting, not sure yet.  Yeah hopefully stimpacks wont cost as much as they did in the old Fallout games lol.

#55
A Killing Sound

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I'm surprised Fallout New Vegas uses the exact same on screen HUD. That seems kinda lazy on Obsidians part, but I'll reserve judgement until the final version is released. Could be a very early work in progress. I just hope New Vegas turns out to me more than a "glorified expansion pack".

#56
Funkcase

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A Killing Sound wrote...

I'm surprised Fallout New Vegas uses the exact same on screen HUD. That seems kinda lazy on Obsidians part, but I'll reserve judgement until the final version is released. Could be a very early work in progress. I just hope New Vegas turns out to me more than a "glorified expansion pack".


This video looks like it is from a early build, they are using the FO3 super mutant model but they have made a new skin for the super mutants to look more like the old FO1 and 2 super mutants.

#57
Astranagant

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Funkcase wrote...

Eli-da-Mage wrote...

These mutants seem to look more human.
Rather than having alot of mutations.


Yeah the east coast super mutants are more intelligent and civilized than the west coast super mutants, west coast super mutants are made with a heavily modified strain of FEV making them dumber but grow much larger and stronger as they age.
 
Edit: Fawkes will be a behamoth one day, but he wont be friendly then since as east coast super mutants grow they get dumber and more agressive "There are times... I feel... the primal part of me...pulling me away."



The West coast is where Fallout 1&2 take place and it's the place with the real/smart super mutants, it's DC and Fallout 3 that has the knuckle-dragging idiot SMs.

And the disparity is due to radiation exposure in the victims. The FEV was made to mutate people who were genetically normal in the pre-war world, but due to the radiation of the war, most people in the wasteland are too different from that original baseline for the FEV to work as intended, which is why The Master wanted to find Vault 13 in F1.


Jalem001 wrote...

Funkcase wrote...

I cant wait to try out Hardcore mode, no more instant regeneration via stimpacks and the like. In this mode, you'll have to wait a few seconds before you're back to full health. Furthermore, the player character will be more susceptible to dehydration. You must drink water to survive, and bullets have weight.


The only thing I don't like about hardcore mode is the whole stimpak thing.  I suppose I'll adapt and it won't be an issue, but in FO3 some fights just destroyed yourself health.  It's not like cover was abundant in that game.  Everything else sounds great, especially the need to drink (and eat?).


If you don't like it, don't play the Hardcore mode. There was no need to eat or drink (resting was optional,) in the original Fallout games, and Stimpaks have always healed instantly. You could spam as many as you wanted while in your inventory in battle, so it's not like Hardcore has any kind of precedent or is faithful to the original games.

Modifié par Astranagant, 06 juin 2010 - 04:07 .


#58
Funkcase

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Astranagant wrote...

Funkcase wrote...

Eli-da-Mage wrote...

These mutants seem to look more human.
Rather than having alot of mutations.


Yeah the east coast super mutants are more intelligent and civilized than the west coast super mutants, west coast super mutants are made with a heavily modified strain of FEV making them dumber but grow much larger and stronger as they age.
 
Edit: Fawkes will be a behamoth one day, but he wont be friendly then since as east coast super mutants grow they get dumber and more agressive "There are times... I feel... the primal part of me...pulling me away."



The West coast is where Fallout 1&2 take place and it's the place with the real/smart super mutants, it's DC and Fallout 3 that has the knuckle-dragging idiot SMs.

And the disparity is due to radiation exposure in the victims. The FEV was made to mutate people who were genetically normal in the pre-war world, but due to the radiation of the war, most people in the wasteland are too different from that original baseline for the FEV to work as intended, which is why The Master wanted to find Vault 13 in F1.


Jalem001 wrote...

Funkcase wrote...

I cant wait to try out Hardcore mode, no more instant regeneration via stimpacks and the like. In this mode, you'll have to wait a few seconds before you're back to full health. Furthermore, the player character will be more susceptible to dehydration. You must drink water to survive, and bullets have weight.


The only thing I don't like about hardcore mode is the whole stimpak thing.  I suppose I'll adapt and it won't be an issue, but in FO3 some fights just destroyed yourself health.  It's not like cover was abundant in that game.  Everything else sounds great, especially the need to drink (and eat?).


If you don't like it, don't play the Hardcore mode. There was no need to eat or drink (resting was optional,) in the original Fallout games, and Stimpaks have always healed instantly. You could spam as many as you wanted while in your inventory in battle, so it's not like Hardcore has any kind of precedent or is faithful to the original games.


Crap thanks for pointing that out, i wrote it the wrong bloody way round lol. I think i did that twice, i edited it once before lol.

#59
Jalem001

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If you don't like it, don't play the Hardcore mode. There was no
need to eat or drink (resting was optional,) in the original Fallout
games, and Stimpaks have always healed instantly. You could spam as many
as you wanted while in your inventory in battle, so it's not like
Hardcore has any kind of precedent or is faithful to the original games.


Er...what?

I thought I was pretty clear in that the only thing that bothered me about the hardcore mode was the healing being done over time -since there is no decent cover system-.  Everything else about that sounds awesome to me.  None of what you said makes sense in response to what I said.

#60
Loerwyn

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Jalem001 wrote...
I thought I was pretty clear in that the only thing that bothered me about the hardcore mode was the healing being done over time -since there is no decent cover system-.

Tactical healing. If you think you're gonna take damage, use a Stimpak just as it begins to start (or just before).

#61
Jalem001

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OnlyShallow89 wrote...

Jalem001 wrote...
I thought I was pretty clear in that the only thing that bothered me about the hardcore mode was the healing being done over time -since there is no decent cover system-.

Tactical healing. If you think you're gonna take damage, use a Stimpak just as it begins to start (or just before).


Right.  I also conceded that it was possible to adapt to the system.  It's just going to lead to some irritating deaths, mostly me wide eyed spamming the stimpak button and realizing that that bar isn't gonna go up faster then the bullets.

#62
Guest_gmartin40_*

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I'm getting it. I loved all the other Fallout's.

#63
Guest_Capt. Obvious_*

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I'm interested in how they handle the companions considering they promised that companions will be more deep.

#64
ObserverStatus

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hell, its about time.

#65
Highdragonslayer

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bobobo878 wrote...

hell, its about time.




Jokes aside the reason why the fallout universe exists is because the zerg swarm invaded and the UED decided to try and survive the zerg swarm by nuking earth to oblivion. They didn't survive the zerg swarm and now it's moved on.

#66
Some Dude

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Look's awesome. I never got to play the old-school Fallout's (I'm 17) but Fallout 3 was awesome. So, I'm looking forward to it. When's the release date?

#67
Sand King

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Some Dude wrote...

Look's awesome. I never got to play the old-school Fallout's (I'm 17) but Fallout 3 was awesome. So, I'm looking forward to it. When's the release date?

Some time in the Fall, probably September.

#68
Astranagant

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Highdragonslayer wrote...

bobobo878 wrote...

hell, its about time.




Jokes aside the reason why the fallout universe exists is because the zerg swarm invaded and the UED decided to try and survive the zerg swarm by nuking earth to oblivion. They didn't survive the zerg swarm and now it's moved on.


Uh, no.

#69
Loerwyn

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Some FO: New Vegas news.
PC version will use Steamworks, i.e. you'll have to install Steam if you don't have it. Yay! I would be running it through Steam anyways so I'm actually not bothered by this at all.
Edit: Fnergle. Didn't see the topic already about it.

Modifié par OnlyShallow89, 09 juin 2010 - 08:48 .


#70
Dethateer

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Great. So no more titanic, gizmo-filled flying battleship bases for me, then.

#71
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Ugh, no way i'm getting the PC version now. Mods or no.





Damn Steam...

#72
Funkcase

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A Fallout New vegas dev diary, and below that some questions the Bethesda community have asked have been answered, there is more to come.

Feargus Urquhart, President of Obsidian Entertainment
Hi everyone! I'm Feargus Urquhart, President of Obsidian Entertainment. I am excited to kick off this interesting series of developer diaries about us and our experiences working on Fallout: New Vegas.
In a lot of ways, it is really odd to be writing about working on Fallout again. Odd, but awesome.
As some of you might know, I had the privilege of working on the original Fallout 1 and as one of the Lead Designers on Fallout 2 when I was the head of Black Isle Studios. While I didn't get that chance to work on Fallout 3, us getting to make Fallout: New Vegas here at Obsidian right now is like coming home. Well, if your home was a burned out bomb shelter with radioactive goop and a Deathclaw staring down at you wondering what your liver is going to taste like.
Now when it comes to making Fallout games, I've always found it easy to work on them. I guess my twisted view of the post-apocalyptic world just fits with what Fallout became during the original development of Fallout 1. But, what wasn't easy was actually getting Fallout 1 finished, since we were still figuring out how to make big RPGs back in the mid 1990's. To help, I ended up polishing up one of the larger areas of the game, the Hub, and also finished up a couple of the later areas - the Boneyard and Adytum. I made some good decisions and some bad ones. My addition of a quest in the Hub to get a special gun turned out to be a fun quest that people liked, while my addition of the Turbo Plasma Rifle unbalanced the game. It was near the end of the game, but it's still one of those things where I look back and go "Feargus.....".
All of this really taught me a lot about designing areas and how we need to think about making games like Fallout. In fact, I took away ideas and methods we still use to this day. I do have to give an immense amount of credit to the design team on Fallout 1, in particular Scott Campbell, Jason Taylor, Chris Taylor, and Tim Cain. A lot of their original thoughts and ideas are what really made Fallout what it ended up being.
Now fast forwarding about ten or twelve years, here at Obsidian, it's not just me with all of that experience, but a bunch of other people who have worked on other Fallout projects. Chris Avellone, one of Obsidian's other owners, created the huge (and I mean HUGE) New Reno portion of Fallout 2, and he also became the unofficial minder of the Fallout Bible for a good number of years. The Project Director on Fallout: New Vegas, Josh Sawyer, came to Black Isle Studios to be the web guy on Planescape: Torment, but after seeing his work in posing for one of the original D&D modules (no joke), we had to bring him over as a designer on pretty much every one of our projects after that, and then almost every project at Obsidian. Brian Menze has drawn most of the beloved pictures of the Vault Boy - a few of which should maybe have never been actually put down on paper. And, Scott Everts created the level layouts for almost every level on the original Fallout 1 and a good portion of the maps in Fallout 2 using our level layout tool at the time - Mapper. While great for the time, I wouldn't wish Mapper on any of my worst enemies now.
In addition to Chris, Josh, Brian and Scott, we have a really great team working on Fallout: New Vegas, and what we really all realized from the very start of the project was that we had a tall order to live up to with what the internal team at Bethesda created with Fallout 3.
So, we are going to take Fallout back across the United States to the west and bring some new ideas into the mix. But, what's important is that whatever it is that we do create - it all remains distinctly Fallout.


Questions:


Will perks be available every level, every other level, every third level, etc.?
From OakTable via Bethesda Blog
Josh Sawyer: We have shifted the perk rate to a game setting within the GECK. We currently have it set to one perk every two levels. Internal feedback to it has been mixed, so it's too early to say if we will keep it at this setting.
Will we be able to level past 20? Or 30?
From Justin via Facebook
JS: Our level cap is 30.
Will the PC retail game be able to be activated via Steam?
From @litrock via Twitter
Jason Bergman, Senior Producer at Bethesda Softworks: Yes. Fallout: New Vegas will fully utilize the Steamworks SDK. This means that retail PC copies will activate via Steam. We are also using Steam for achievements and other features (but not multiplayer, of course. FNV remains a single player only game).
I’m assuming that you are reusing some of the animations from Fallout 3. Have you done anything to improve these or are they going to stay the same way that they did in Fallout 3?
From Zearox via Bethesda Blog
Josh Sawyer: We started our animation work by determining what new animations we needed, what existing animations we thought needed revision, and what else we could revise. We have already changed some of the core combat animations (for example, all first-person firearm aim animations have been revised) as well as creature animations (our "West Coast" Super Mutants have new idles, walk, and run cycles).
Can you confirm 'Dogmeat' will be a companion?
From Barry via Facebook
JS: The Mojave Wasteland is full of dogs. Who knows who will want to be your pal this time around?
You hinted at multiple ammo choices being available. How deep are you going with that? Will that only be regular and AP ammo?
From DanishMIKI via Bethesda Blog
JS: What ammunition sub-types are available to the player depends on the base type. Not all ammunition types have standard, hollow point, and armor piercing variants. For example, there is no armor piercing .22 ammunition. In addition to "standard" ammunition, hollow point and armor piercing are the two most common variants. 20 gauge and 12 gauge shotguns have slug variants in addition to the standard (buckshot). Some calibers also have +P (overpressure) rounds, military surplus rounds (bought in bulk, increased power, increased wear on the weapon), or hand loads. Hand loads are always built at reloading benches in the world and can take a number of different forms. For example, you can craft .308 Jacketed Soft Points or .45-70 Gov't Semi-Wadcutters with very "hot" loads.
Energy Weapons and Explosives can also use ammunition subtypes. Some energy ammunition has "over charge" or "bulk" variants, the former being high-powered but damaging to the weapon and the latter being cheap but under-powered. 25mm grenades (used in the grenade machinegun) have a high explosive variant and 40mm grenades have an incendiary variant.
Are the Super Mutants in the screen shots graphical stand ins? Will they eventually have the unique appearance of the Mariposa Super Mutants from FO1 & FO2 (as seen in talking head dialogues), or will they appear as they do in the screen shots, almost identical to FO3 Vault 87 mutants?
From Chadious Maximus via Bethesda Blog
JS: Our early Super Mutant and Nightkin models were placeholders. All of them have been re-textured, slightly remodeled, and re-animated to more closely resemble the Mariposa Super Mutants.
Will the ending slides for all of the settlements return in New Vegas?
From @B3nt0k via Twitter
JS: We may not hit every single group or location, but our ending is pretty comprehensive in what it covers.

Image IPB

Image IPBCazador concept art
What other creatures are in New Vegas, and is it possible to see concept art of a new creature?
From Richard via Facebook
JS: One of my favorites is the Cazador. Cazadores are mutated tarantula hawk wasps that have found their way north from the Sonoran Desert. They aren't very durable, but their poison is deadly and they are very creepy looking.
Will each faction have a radio station?
From @hawker101 via Twitter
JS: Not every faction has a radio station, but I hope people are happy with the radio stations, DJs, and music selection we have.
Will there be any sort of party involved? A few companions to tag along?
From Rui via Facebook
JS: Yes. The player may have one humanoid and one non-humanoid companion at any given time.
Will you get to meet that badass from the teaser trailer?
From @Xenoliath via Twitter
JS: Eventually. :)

 

Modifié par Funkcase, 09 juin 2010 - 01:01 .


#73
Funkcase

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Bethesda Blog has yet another interview in the Inside the Vault series. This time they talk to Scott Lawlor, Obsidian audio director.

.Can you give us a broad sense of what goes into the design of a New Vegas sound effect? How much original recording have you done?

We have done a ton of original recording for New Vegas. Some sounds end up being relatively easy to replicate. For example, the sounds of boxes and bottles bouncing on the ground are somewhat simple. We just search for an object that sounds like we want and throw it around in our recording studio for a while. Those recordings get edited into usable sound effects and pretty much go straight into the game.
On the other hand, some sounds are significantly more complex to recreate. Even something as simple as a footstep can be quite a process. We really wanted the footsteps on wood to have a very particular quality to them. They needed to be solid and strong, yet gritty and decayed at the same time. In order to achieve this we went to some pretty ridiculous lengths. We have brought in multiple types of wood and boards into the studio but it still felt like something was missing.
The final sound effect is actually a mix of a number of different wood footsteps. One is from a broken down wooden trailer from trip we all took to Paramount Ranch, an old movie set were they used to film westerns. Another layer of the sound comes from a ghost town called Panamint City on the edge of Death Valley National Park. After a six mile climb up waterfalls and rocky paths we came to the city and found a number of old cabins with decaying wood floors that had the perfect sound quality that we were looking for.
It may seem like a lot of work for a footstep but it all pays off when it is for a sound you hear thousands and thousands of times as you play the game.


.How involved are you in the music of New Vegas?

We have made a number of changes and improvements to how we approach music in this game. We want the music to flow freely and guide the experience for the player. Music in this game is tied to locations and is reactive to how the people in the locations feel about you. For example, in the first town in the game, the exploration music has a gentile, rustic feel. As you enter and leave the town you can hear layers of instruments beings added or removed from the soundscape. It even morphs the instruments subtly as it turns from day to night. However, if you decide to start shooting all of the innocent townsfolk, the music changes and becomes dark and disturbing and also seamlessly morphs into battle variations of the music.
The goal of the music in Fallout New Vegas is to score the experience that the player is having. If you are playing as a morally corrupt character, the music should reflect that with a dark, menacing score. If you ally with certain factions over others, the music in their camps and locations will reflect their attitudes toward you. As I had said before, I am a fan of the small details in sound and these changes in music should deeply affect the experience for the players without them ever even realizing it.


Also GameTrailers has announced that it will be revealing, among other things, the new Fallout: New Vegas E3 trailer this Friday.

Modifié par Funkcase, 10 juin 2010 - 10:56 .


#74
Blackbaron15

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Rubbish Hero wrote...

Oblivion with guns.


Thats like saying Halo is Call of duty with aliens...

#75
Loerwyn

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Blackbaron15 wrote...
Thats like saying Halo is Call of duty with aliens...

Except Halo came first.