Other > Suggestions
Encounters, or: How I learned to stop worrying and love the Enclave
Badger:
--- Quote from: None on April 18, 2011, 03:10:43 AM ---Another sterilized generic MMO? No thank you.
--- End quote ---
So it's better for gameplay to just have easily escapable encounters that players have absolutely no interest in/chance of defeating?
Surf:
Counterquestion - where the encounters significantly better in FO1/2? What was their purpose? What did they do better? What not?
Lexx:
The encounters in Fallout 2 are just filler-trash, while the ones in Fallout 1 made more sense / are more reasonable (and not as often + more unique). It's impossible to fill the 2238 worldmap with many unique encounters.
Surf:
Yeah, I don't remember much encounters in FO2 where you meet small tradergroups that you can join for walking to Shady Sands etc, remains of old battlefields, a guy singing old celtic folksongs etc. Biggest Fail are always the ones with two groups fighting where you just wait till one finished the other to loot their weapons. Although not as dramatic like in FO2, it exists in FOnline aswell...
Lexx:
I think it's pretty dramatic in 2238. If I could, I would replace all this crapfest with something more unique, but it's just impossible to do this in an MMO without getting it to become super repitative.
When I replayed Fallout 1 again, after years, I have been seriously impressed by the encounters, because I didn't remembered them anymore. Compared to Fallout 2, it's just a totally different system and feeling. It got me when I have done a caravan run with the Crimson Caravan and met "Raiders" .... which have been ghouls, armed with spears(!). You will never find something like that in Fallout 2.
Another example being the maps-- no trees, no broken up desert ground, some parts of the worldmaps are solely desert sand (which inspired me to change the maps on the whole desert plains area on the westcoast).
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