Posted August 01, 2017
Now I've played through most of the Old World Blues add-on to NV.
IMO that Add-On is like a 50-50 mixture of everything that is wrong with Fallout 3 and everything that is great about NV.
The story and characters in OWB are great, but...
I had to complete the "retrieve the student records" quest six different times...because my quest log prompted me to do that quest on three different occasions (those three different occasions did not occur consecutively though), and on each occasion, I had to do it twice in a row in order to get credit for it on my quest log. I still have no idea why it appeared as a quest two more times after I had already completed it twice in a row, successfully, the first time.
I hated the dozens of "find the upgrades for the Sink" fetch quests. Those are mostly repetitive pixel-hunts. Yet, sometimes they had really interesting surprises, like the gigantic Securition and the Legendary Bloatfly.
I loved the gigantic dog Gabe. They should have designed real quests like Gabe's around the gigantic Securitron and the Legendary Bloatfly too, rather than have the latter two be merely welcome interruptions to the bland filler content which houses them.
Old World Blues also made something stick out to me like a sore thumb that I hate about both Fallout 3 and New Vegas: a lot of the core gameplay in both games involves searching every container in the world in order to scavenge endless piles of crappy loot, and then haul it back to town and sell it for caps, or craft it into slightly-more-useful stuff. And you have to do that infinitely in order to repair weapons & armor and in order to replenish ammo. After playing for a long time, those things become a really, really, really repetitive grind.
I think both games would have been way more fun if there was no weapon or armor degradation, period - because that change would eliminate the grind cycle. Or at least they should have had Perks you can take so that your armor and weapons never degrade. Then players who hate the grind wouldn't be forced to do it any more.
Also, the repair prices in New Vegas are an enormous rip off which makes the game unbalanced against the player. I had to pay the Sink 7000 caps to repair a Valence helmet to 100%. Half an hour later I found an identical helmet at 100% condition, and the Sink would only pay 3000 caps for it.
On a similar note, the Chainsaw (and I assume similar weapons do likewise) degrades at a ridiculously fast pace, which further exacerbates the problem of repair costs being obscenely unfair.
And I don't like how NV carries over the problem from FO3 where even though I have a 100% repair skill, I can't do anything to repair my gear if I don't have similar parts. Yet any merchant with any lower repair skill than mine can still repair anything I have even when those lesser-skilled merchants have zero similar parts.
Plus, I don't understand why there is a weapon repair kit but no armor repair kit. The game needs an armor repair kit just as much.
Moving on to a different subject, a random thing that blew my mind in NV was when I picked Boone up again after I hadn't seen him for a long time. The first thing he did was yell at me because he heard about me helping Caesar, even though I didn't even help Caesar that much. Then the game gave me the option to make an excuse (that I was just spying) and reconcile with Boone, or tell Boone off, or attack him. Gameplay-wise, I totally wasn't expecting Boone to give me a hostile reaction when I walked up to him. I know he hates the Legion, but I didn't think the devs would put enough attention to detail into the game that they'd have Boone know about me working with the Legion even though I only did two quests for them, and Boone wasn't with me when I did them. That's amazing game design IMO.
But I also have a contrasting example of very poor game design in NV. Cass told me to eliminate the character Alice McLafferty. So I did. When I shot her, the game made her head explode. Even after years of in-game time has passed, the headless corpse of Alice McLafferty remains sitting upright at the desk in her office. The whole town acts like nothing has happened. The man who sits a few feet away from her continues to do so, and he never even notices that Alice is a headless corpse who he always walks past, and sits near, all day, every day, forever. That's definitely the most immersion-killing thing I've seen in either Fallout 3 or New Vegas. I'm not sure how the devs could have failed to notice that glaring flaw with their game.
Another similar thing happened when I did the Van Graff quest. While Cass with already with me as my companion, the Van Graff dudebro told me to bring to him the woman "Rose of Sharon Cassidy." I had no idea who the heck that was. Eventually I had to look it up. Then I found out it was the very same Cass who I already had following me everywhere. That oversight by the devs was especially confusing, because there is no way realistically that the Van Graff dudebro wouldn't have seen Cass with me in his shop, standing right beside me, at the exact same moment when he told me to go find her and bring her to him. Therefore, the game caused me to infer that the Van Graff NPC couldn't be asking for Cass, and must be asking for some other NPC, even though he was asking for Cass all along.
The quest marker also exacerbated my confusion about this point...because it kept telling me to leave through a specific door, and then immediately after I did so, it told me to go back inside that same door which I just left. That was driving me nuts!...until I finally figured out that the quest marker was doing that because it was right on top of Cass, and it was moving with Cass's movements, and Cass was following me.
When I re-entered the shop again, the Van Graff dudebro's anti-Cass dialogue triggered, but it didn't even fit the situation, because he acted like he hadn't seen her for a long time, even though he had just seen her a short time ago, when he asked me to bring her to him while she was already literally standing right there (LOL?!?!?!).
IMO that Add-On is like a 50-50 mixture of everything that is wrong with Fallout 3 and everything that is great about NV.
The story and characters in OWB are great, but...
I had to complete the "retrieve the student records" quest six different times...because my quest log prompted me to do that quest on three different occasions (those three different occasions did not occur consecutively though), and on each occasion, I had to do it twice in a row in order to get credit for it on my quest log. I still have no idea why it appeared as a quest two more times after I had already completed it twice in a row, successfully, the first time.
I hated the dozens of "find the upgrades for the Sink" fetch quests. Those are mostly repetitive pixel-hunts. Yet, sometimes they had really interesting surprises, like the gigantic Securition and the Legendary Bloatfly.
I loved the gigantic dog Gabe. They should have designed real quests like Gabe's around the gigantic Securitron and the Legendary Bloatfly too, rather than have the latter two be merely welcome interruptions to the bland filler content which houses them.
Old World Blues also made something stick out to me like a sore thumb that I hate about both Fallout 3 and New Vegas: a lot of the core gameplay in both games involves searching every container in the world in order to scavenge endless piles of crappy loot, and then haul it back to town and sell it for caps, or craft it into slightly-more-useful stuff. And you have to do that infinitely in order to repair weapons & armor and in order to replenish ammo. After playing for a long time, those things become a really, really, really repetitive grind.
I think both games would have been way more fun if there was no weapon or armor degradation, period - because that change would eliminate the grind cycle. Or at least they should have had Perks you can take so that your armor and weapons never degrade. Then players who hate the grind wouldn't be forced to do it any more.
Also, the repair prices in New Vegas are an enormous rip off which makes the game unbalanced against the player. I had to pay the Sink 7000 caps to repair a Valence helmet to 100%. Half an hour later I found an identical helmet at 100% condition, and the Sink would only pay 3000 caps for it.
On a similar note, the Chainsaw (and I assume similar weapons do likewise) degrades at a ridiculously fast pace, which further exacerbates the problem of repair costs being obscenely unfair.
And I don't like how NV carries over the problem from FO3 where even though I have a 100% repair skill, I can't do anything to repair my gear if I don't have similar parts. Yet any merchant with any lower repair skill than mine can still repair anything I have even when those lesser-skilled merchants have zero similar parts.
Plus, I don't understand why there is a weapon repair kit but no armor repair kit. The game needs an armor repair kit just as much.
Moving on to a different subject, a random thing that blew my mind in NV was when I picked Boone up again after I hadn't seen him for a long time. The first thing he did was yell at me because he heard about me helping Caesar, even though I didn't even help Caesar that much. Then the game gave me the option to make an excuse (that I was just spying) and reconcile with Boone, or tell Boone off, or attack him. Gameplay-wise, I totally wasn't expecting Boone to give me a hostile reaction when I walked up to him. I know he hates the Legion, but I didn't think the devs would put enough attention to detail into the game that they'd have Boone know about me working with the Legion even though I only did two quests for them, and Boone wasn't with me when I did them. That's amazing game design IMO.
But I also have a contrasting example of very poor game design in NV. Cass told me to eliminate the character Alice McLafferty. So I did. When I shot her, the game made her head explode. Even after years of in-game time has passed, the headless corpse of Alice McLafferty remains sitting upright at the desk in her office. The whole town acts like nothing has happened. The man who sits a few feet away from her continues to do so, and he never even notices that Alice is a headless corpse who he always walks past, and sits near, all day, every day, forever. That's definitely the most immersion-killing thing I've seen in either Fallout 3 or New Vegas. I'm not sure how the devs could have failed to notice that glaring flaw with their game.
Another similar thing happened when I did the Van Graff quest. While Cass with already with me as my companion, the Van Graff dudebro told me to bring to him the woman "Rose of Sharon Cassidy." I had no idea who the heck that was. Eventually I had to look it up. Then I found out it was the very same Cass who I already had following me everywhere. That oversight by the devs was especially confusing, because there is no way realistically that the Van Graff dudebro wouldn't have seen Cass with me in his shop, standing right beside me, at the exact same moment when he told me to go find her and bring her to him. Therefore, the game caused me to infer that the Van Graff NPC couldn't be asking for Cass, and must be asking for some other NPC, even though he was asking for Cass all along.
The quest marker also exacerbated my confusion about this point...because it kept telling me to leave through a specific door, and then immediately after I did so, it told me to go back inside that same door which I just left. That was driving me nuts!...until I finally figured out that the quest marker was doing that because it was right on top of Cass, and it was moving with Cass's movements, and Cass was following me.
When I re-entered the shop again, the Van Graff dudebro's anti-Cass dialogue triggered, but it didn't even fit the situation, because he acted like he hadn't seen her for a long time, even though he had just seen her a short time ago, when he asked me to bring her to him while she was already literally standing right there (LOL?!?!?!).
Post edited August 01, 2017 by Ancient-Red-Dragon