The good aspects to Fallout 3?

Actually I prefer the repair in FO3 over the one in FNV, because of the limit on how much you can repair an item depending on your max repair skill. I think it might be the only thing I prefer from FO3 over FNV.
To me makes more sense that if we don't have a high repair skill we can't fully repair a weapon or armor, while in FNV we could repair to maximum condition with enough extra weapons/armors.
 
But it was a good idea! New Vegas took it a step further, but it still needed some more work. The mod that allows us to break weapons into parts, now that's a real deal to make a degradation system better! It was an extremely wasted potential in Fallout 4, since that game now have a working crafting system involving weapon parts, that can also be used to repair other weapons. Some people will argue that the reason why we don't have to repair weapons in Fallout 4 because Skills are gone, but that just show how much of a train-wreck of wasted potential that is Fallout 4.

Anyway, I can kinda understand why they made Jury Rigging requires 90 points in Repair skills. It was..... kinda OP. I never leave a gunfight with less than 100% weapon condition. A really fitting perk for Repair, imo.

A game should not need to rely on mods to make itself good; that's one of the major points why Fallout 4 is almost universally despised around these parts.

It doesn't matter how much wasted potential it was; synths, the Insitute, Boston, the entire commonwealth was wasted potential; you can't defend something based on the potential of what it could have been, otherwise you might as well defend Fallout: BoS on the potential that it could have been any other game.

Yes, perhaps we don't have degradation anymore because skills are now perks, but it hardly matters. Fallout 3's repair system was absolute shite and it was never truly fixed, mods notwithstanding. Perhaps a mod will be released once the GECK comes out that introduces a repair system similar to what you're looking for, but it doesn't matter because A. We're talking about Fallout 3 and B. It will be the latest example of something fans had to fix for Bethesda instead of them putting any sort of thought into their development beforehand.
 
Actually I prefer the repair in FO3 over the one in FNV, because of the limit on how much you can repair an item depending on your max repair skill. I think it might be the only thing I prefer from FO3 over FNV.
To me makes more sense that if we don't have a high repair skill we can't fully repair a weapon or armor, while in FNV we could repair to maximum condition with enough extra weapons/armors.
Oh, hi Risewild! How is it going with Tale of Two Wastela-- *gets shot for trying to derailing the thread*

Now, since I'm currently replaying New Vegas, I just noticed that we aren't limited in repairing our weapons. Yeah, too bad that aspect was kind of dumbed-down with New Vegas. Is there a way to implement that system from FO3 to NV with TTW?

Off-topic: Since I'm new to posting, how do I turn off email notification? I've just uncheck everything in Alert Preference, but it keep coming :???:

A game should not need to rely on mods to make itself good; that's one of the major points why Fallout 4 is almost universally despised around these parts.
I'm not saying that we have to rely on mods, I'm saying that the mods idea should be implemented for future games, and tweaked so that it can be better than in previous games.

It doesn't matter how much wasted potential it was; synths, the Insitute, Boston, the entire commonwealth was wasted potential; you can't defend something based on the potential of what it could have been, otherwise you might as well defend Fallout: BoS on the potential that it could have been any other game.
Wha-- how did you even came to this conclusion?! I'm not defending Fallout 4. I'm defending the weapon durability system! Again, I'm saying it was a wasted potential in Fallout 4, considering that it was Bethesda who introduced weapon durability system in Fallout 3, and then it was relatively better in New Vegas, but then thrown out of window with Fallout 4. Bethesda has already ripped off many mods in the previous games for the gunplay of Fallout 4, why not do it with that repair mod? Oh, right, they removed skills.

Yes, perhaps we don't have degradation anymore because skills are now perks, but it hardly matters. Fallout 3's repair system was absolute shite and it was never truly fixed, mods notwithstanding. Perhaps a mod will be released once the GECK comes out that introduces a repair system similar to what you're looking for, but it doesn't matter because A. We're talking about Fallout 3 and B. It will be the latest example of something fans had to fix for Bethesda instead of them putting any sort of thought into their development beforehand.
Again, it was a good idea that needed better implementation. I'm not saying we need mods, but I'm saying they could've implemented some of those mods idea for future iteration. I'm only referring to Fallout 4 because it was a system introduced by Bethesda with Fallout 3, and then they just removed it with Fallout 4.

Perhaps I was wrong when I say that weapon durability system was a 'good aspect' of Fallout 3. Instead, I should've said it was a 'good addition' to Fallout by Fallout 3.
 
Last edited:
Ah, but actually what makes a Fallout game a Fallout game was already decided ever since the days of Fallout 1 and 2. http://www.nma-fallout.com/threads/...real-fallout-game-to-you.205313/#post-4137325

Also, there's this video

In which he said,
Before Fallout became it's own distinct franchise, it was supposed to be a post-apocalyptic game based on Steve Jackson's PnP ruleset G.U.R.P.S[1]. This game had five key tenets and this is part of what I will focus on when I make statements like “Bethesda will never create a good Fallout game”;
  1. Rule #1: Multiple Decisions. We will always allow for multiple solutions to any obstacle.
  2. Rule #2: No Useless Skills. The skills we allow you to take will have meaning in the game.
  3. Rule #3: Dark humor was good. Slap-stick was not.
  4. Rule #4: Let the player play how he wants to play.
  5. Rule #5: Your actions have repercussions.
If instead of focusing on giving counter-argument to my argument, you can only think I'm 'saying', "I knew Fallout better than you!", might as well not reply to me at all. Look at what we've done, we derailed the thread because, instead of focusing on whether or not weapon degradation system is a good aspect of Fallout 3, you called me pretentious.

Oh, and what you refer as to 'highly ambiguous', I think you are referring to 'What makes an RPG'. What makes a Fallout game was already decided ever since the days of Fallout 1 and 2. Period.


But it was a good idea! New Vegas took it a step further, but it still needed some more work. The mod that allows us to break weapons into parts, now that's a real deal to make a degradation system better! It was an extremely wasted potential in Fallout 4, since that game now have a working crafting system involving weapon parts, that can also be used to repair other weapons. Some people will argue that the reason why we don't have to repair weapons in Fallout 4 because Skills are gone, but that just show how much of a train-wreck of wasted potential that is Fallout 4.

Anyway, I can kinda understand why they made Jury Rigging requires 90 points in Repair skills. It was..... kinda OP. I never leave a gunfight with less than 100% weapon condition. A really fitting perk for Repair, imo.


Do you understand what pretentious means?

I'm going to call you fucking pretentious because that's how your acting when you respond to me, which I don't really appreciate.

I'm not asking for apologies, just that you treat me little bit better.
 
The weapon repair system in any game is always a can of worms to open up for discussion. It's great in theory, but every time it has been used, it throws in so much tedium the fun added by the challenge is never worth it. It's not a very popular opinion, but I still think that it can be done right.

The repair system in Fallout 3 is absolutely retarded; I'd much rather have no degradation system than repeating that horrible mess.

That's the attitude that got us Fallout 4. Every time an AAA developer looks at an imperfect feature with fan complaints behind them, they just rip it off and never reimplement it. Just once, I would like to see everyone pining for the feature to stay but requesting it be improved. If the majority actually gives similar suggestions, it would be more clear to the developers what to do, rather than dozens of different groups demanding different things.

I didn't dislike the repair system in 3 and NV, though I'm iffy on using whole weapons to repair other weapons of the same type - what's wrong with simple components? However, I still think those two games are the closest gaming has ever been to getting the system right.

A game should not need to rely on mods to make itself good; that's one of the major points why Fallout 4 is almost universally despised around these parts.

It doesn't matter how much wasted potential it was; synths, the Insitute, Boston, the entire commonwealth was wasted potential; you can't defend something based on the potential of what it could have been, otherwise you might as well defend Fallout: BoS on the potential that it could have been any other game.

No one here is defending Fallout 4 based on potential, we've stomped that topic to death. We're not strictly talking about weapon repair in Fallout, but also discussing how a weapon repair system can be made good in general. I like these kind of systems, but it seems like the industry is just slowly weeding them out. It's a shame, because I can see these kinds of systems adding to the challenge in a well-made survival game.

It seems like every time someone tries to defend anything that was remotely tedious in Fallout 4, their opinion becomes moot. Tedium, routine and repetition are bad in RPGs, but they are an integral part of survival games, and much as many of you would like to believe otherwise, Fallout is no longer an RPG series and should no longer be discussed as one, period.

You could argue that Fallout 4 isn't enough to be a survival game either, and that argument I will accept as legitimate, because it's still far more realistic for Fallout to become more focused on survival than role-playing, in future installments.

It's not that that bugs me. If they actually did break the canon, I could just throw their opinion away. They just never fucking explain ANYTHING. All I want is one god damn paragraph during the loading screens.

They do explain a fair bit in the loading screens, but I do get your point. They're not so much actively breaking the lore as they are just not explaining their take on it. Many times the game just never offers to explain its inconsistencies even as it continues making them.

It's only mildly frustrating, but a lot of mild frustrations can add up to a big one, which was mostly the case with Fallout 4 - not two or three big bad failures, but lots of little ones that peck at you until you can't stand it.
 
Oh, hi Risewild! How is it going with Tale of Two Wastela-- *gets shot for trying to derailing the thread*

Now, since I'm currently replaying New Vegas, I just noticed that we aren't limited in repairing our weapons. Yeah, too bad that aspect was kind of dumbed-down with New Vegas. Is there a way to implement that system from FO3 to NV with TTW?

Off-topic: Since I'm new to posting, how do I turn off email notification? I've just uncheck everything in Alert Preference, but it keep coming :???:

We have looked at how FO3 repair system works and how different it is in FNV, it is hardcoded in the later :sad:. We are thinking on how we could go around it and some ideas came up, we would need to rely on Script Extender plugins (like JIP's or Lutana ones) and even the Script Extenders do not have functions we can really use for that at the moment, even with those functions added it will be clunky and a mess to integrate it :confused:, but we on the TTW team still didn't gave up :drunk:.

About the email notifications, make sure that you are not watching the threads, on the top right over the thread page there is an option that says "Watch Thread", if yours say "Unwatch Thread" just click it to stop it.

To keep on topic...
I guess Fallout 3 had... The Wasteland Survival Guide quest.

Even though many people hate this quest, I like how it allows the player to "cheat" through it by lying or by just rush it and then get a sucky reward perk, actually work hard and get a nice reward perk or just plain crush Moira Brown's Dream and get a Dream Crusher Perk instead :evil:

And depending how you report each mini quest to Moira your reward perk changes (if you report it in a tough way you get a though perk version, if you report it in a intelligent way you get a smart perk version and if you report it in a sneaky, joking way you get a sly perk version).
 
Every time I do think of a reason to download Fallout 3 again. The story, characters, black and white morality come back to me and just make me say "No, don't want to". Yeah there were some good aspects, at least Fallout 3 tried to be an RPG even though it failed in a lot of departments.

Same here.

My only reason to download it is the setting. Then I remember that:

- There isn't much to do.
- There aren't many outcomes to the things you can do.
- There's less of everything (items, quests, memorable characters). Literally my only "memorable" character was Moira, if only because of her annoying voice.
- The main quest is always the same with no different outcomes.
- It is a very shitty main quest at that.

I can't play New Vegas again since I know it almost by memory, so why in the hell would I play a much inferior game like Fallout 3 again? If, at least, it had Fallout 4's settlement building so I could play it like Minecraft...

That's the attitude that got us Fallout 4. Every time an AAA developer looks at an imperfect feature with fan complaints behind them, they just rip it off and never reimplement it. Just once, I would like to see everyone pining for the feature to stay but requesting it be improved. If the majority actually gives similar suggestions, it would be more clear to the developers what to do, rather than dozens of different groups demanding different things.

Kind of related: there's a YouTube video called "The Elder Scrolls: The Dumbing Down". The guy on the video makes very, very valid complaints on how the game changed drastically from Morrowind to Skyrim.

And then another user made a video called "Why the Elder Scrolls isn't dumbing down". To put it plainly, the user did exactly what you mentioned: instead of actually improving what Morrowind did not-so-good-but-better-than-Skyrim, he said Bethesda did right in removing EVERYTHING and replacing it for worse things, like NPCs that barely talk, essential NPCs everywhere, and so on.

Same thing has happened with Fallout 4. Instead of toggleable Essential companions, we have companions that can never die because Bethesda, as said by themselves, thinks that players would just simply reload.
 
A lot, actually.
The picture written by pre-war notes shows alot about pre-war America and it's vastly different from idyllic nonsense in F4. Very well written, yes.
Repair skill is more useful in a more sensible way of fixing gear.
D.C. level design is quite good and clever. As a fan of Metro series I don't find it much chore to travel this way inside the city. Better than tiny but seamless Boston.
Well, overall exploration in Fallout 3 is quite rewarding and excellent. The vibe of dead world adds alot to it.
Despite the common opinion, the marked side quests does deliver some C&C and writing with design is quite good overall. Not Fallout-perfect but still.
Unmarked quests are brilliant I must say and deeper than the ones in FNV.
DLC compared to anything bethesda released after are brilliant. MZ could work if it wasn't 'real' and this long.
The fact that you can shoot the weapon of enemy's hands away.
 
I liked Fallout 3. It has some nice atmosphere and after seeing what Fallout has become now, I actually miss Fallout 3. I prefer New Vegas of course, but 3 has some nice qualities that are more obvious now that we see how awful the new Fallout is.

It's primary selling point for me was the ambience/atmosphere, but now it's primary selling point is that it's not Fallout 4. I'd actually prefer a Fallout 3 remaster to a Skyrim remaster.
 
Just put in the "updated" graphics and shooting mechanics. I'd rather see this done with New Vegas of course.

That I can deal with for Fallout NV and 3, yea. (Hell, I brought the GOTY 3 but it doesn't work on W10 well, maybe finally I can squeeze some popcorn fun out of the DLCs, meh as they are).
 
I loved that part of the fallout 3 soundtrack. Its much better than Fallout 4 in my opinion, which is too upbeat and heroic.
 
There're plenty good aspects, but in the end it all comes down to each individual. And if all and everything is bad about Fallout 3, just remember that thanks to 3, we got New Vegas which is by most on this forum considered far better than 3.

I liked the introduction. Yes I did. I hated it the 2nd time, but gave the 1st playthrough a nice feel to it.
 
Biggest positive aspect to fo3 is definitely the Pitt DLC.

The repair skill is done in a more appropriate manner for an RPG in direct comparison to NV.

Er... GNR's playlist is my jam.

Environmental design was passable for the series. That's about it.
I found the environmental design to be borderline retarded... Wait... What do you mean by environmental design?
 
It was fun to explore when I first got it. But after I played it for awhile, I can't even bring myself to replay it even with Tale of Two Wastelands.

Fallout 3 really only has good stuff when you compare it to 4.
 
Back
Top