User talk:Nuke-a-Punch

Vandalism-y thing
I didn't look on the Talk Page, and I thought someone was trolling. I looked on the talk page and saw it a couple seconds ago, I'm sorry, okay? Jackass2009 02:16, January 7, 2011 (UTC)

Insulting other editors
Insulting other editors is against the policy, please refrain from doing it, even if they are vandals. Thank you. --Anon undefined 03:56, January 18, 2011 (UTC)

- Why the hell do you keep deleting my post? What do you mean wall o' text? I've seen more text in other posts. Who the hell are you to tell me my post isn't right?

And unless you're some sort of administrator or moderator, leave my post the hell alone - RADA9933

Re: About Your Comment
So, in response to what you wrote:


 * You act like I needed to convince myself that New Vegas was better than Fallout 3. Between its exceptional story with superb writing and real choices and consequences, its adherence to Fallout canon, its immersive atmosphere, and its surprisingly deep and complex RPG mechanics, it's not only infinitely better than Fallout 3, it IS the true Fallout 3 and the real sequel to the original games (except in terms of being turn-based, but that's all right considering everything else)
 * I suppose, but honestly, I couldn't care less for random encounters. There was some nice stuff in the old games, but whatever, fair enough
 * Never thought graphics were important, expected the glitches (considering it's a Fallout game made by Obsidian, a developer formed out of Black Isle, published by Bethesda, running on the Gamebryo engine; that's one hell of a glitchy history), and aside from longer load times, wasn't any worse for me than Fallout 3
 * Obsidian was founded by guys who were key developers on some of the most classic RPGs of all time, so yes, they've had experience with "big games." And honestly, what if they don't?  Rocksteady was just some "noob" developer, but Arkham Asylum was a great game
 * I don't remember the history comment, but you're correct: I didn't expect Fallout 3's plot to turn into a rehash of the first two games. "Purify water by finding the GECK, while stopping the super mutants from dipping everyone in FEV, and stopping the Enclave from killing everyone with a modified FEV strand."  Yeah, that doesn't sound like the first two Fallout games at all.  And finding your father is SUCH a great narrative jumping point (end sarcasm)
 * Yeah, my companions would die from almost every cazador and deathclaw attack. Then again, no Fallout game has ever gotten companion AI completely correct
 * Why do you complain about realism if the Capital Wasteland was more lonely (albeit, it's not, but I digress)? And yeah, realism matters in Fallout.  I mean, yes, there's a bunch of unrealistic stuff in the series, but it always tried to make it seem realistic with sciency explanations, and a realistic post-apocalyptic society.  That's why in the old games, there were large settlements with lots of people, not a bunch of five-person settlements that shouldn't even be able to get by given their limited resources and the opposition they face.  For me, that unrealistic approach kills the atmosphere of a Fallout game
 * Less ammo? Try telling that to my 10K micro fusion cells and 10K 5.56mm rounds, let alone my 3K-5K of everything else.  In New Vegas, I never had a fraction of the ammo I had in Fallout 3, even in casual mode.  In hardcore mode, I either could have more weapons and a limited ammo, or larger ammo reserves and less weapons
 * Vault 11 is the best location in either game, and one of the best in the series. That is all

Thanks for reading, and always happy to read long posts; I always write a lot as well - MaulYoda

Response to Your Response

 * The Enclave and the GECK part are from Fallout 2; the super mutants and the purifying water are from Fallout 1. So basically, the second half (and the longer portion at that) of Fallout 3's plot is essentially "*Fallout 1 Plot Concept* by finding the *Fallout 2 Plot Object*, while stopping the *Fallout 1 Main Enemy* from *Fallout 1 Evil Plot*, and stopping the *Fallout 2 Main Enemy* from *Fallout 2 Evil Plot*.  And yeah, the Enclave wanted to use FEV to wipe out "mutants" in Fallout 2, so the plot did have a bit of that.  But the point is: the majority of Fallout 3's plot is rehashing the plotlines of the first two games, using the factions in the same way, and changing one concept to a way that doesn't make sense given the lore of the series (hell, none of the second half made sense given the lore of the series, but I digress)
 * Because Fallout 3 is a FALLOUT game, and thus, should abide by FALLOUT lore. That's why people "whine."  And no, it contradicts A LOT of things from the first two games.  New Vegas is a more true sequel to the first two games because it continues the development of the factions from the first two games, the themes of Fallout 2, and is consistent with the lore.  That, and it's actually an RPG.  It's still more of a sequel than Fallout 3 is, which has NOTHING to do with the first two games, and basically goes against everything they created
 * Amnesia and revenge; find your dad and rehash plotlines...yeah, they're pretty on par as far as concepts go. The difference is that New Vegas doesnt' have that "rehashing" part, and ends up crafting an original second act with real and permanent choices and consequences and far superior writing
 * That's your opinion. For me, Fallout 2 only had enjoyable random encounters because most of them were funny.  Still, I could've done without them.  The random encounters in the first two Fallout games popped up pretty rarely, and the rest was an empty grid between cities where you'd occasionally run into enemies.  And like in those games, I always found something to kill in New Vegas
 * Ammo weight wasn't annoying; it was in the first two games, so I was used to it. It just meant that I had to go back to managing my inventory again, and not being a walking armory
 * No old-school Fallout fan thinks Obsidian is just Black Isle Studios. Hell, by the time it closed down, Black Isle Studios wasn't really even Black Isle Studios anymore, having lost a number of key developers over the years.  As I stated, Obsidian only has a few key guys from Black Isle, like Avellone and Sawyer.  But those are guys who KNOW RPGs better than most, and Obsidian is still a company that knows how to make good RPGs.  It's just that, like Black Isle, their games are often buggy
 * Yeah, there were a bunch of empty location and characters used only once in Fallout 3 as well (the latter of which is something that's in almost every RPG), so I don't know what your criticizing their. Frankly, I saw Obsidian trying to right the wrongs of both Interplay and Bethesda by making the best game they could for older fans, both in terms of adherence to canon, and RPG depth.  On the other hand, Interplay was just lazily cashing in on Fallout before the MMO (and after Fallout 2), and Bethesda didn't take the time to learn what the series was about
 * Did you play Fallout 3 when it was first released? I guess not, because it was just as bad.  For instance, Big Trouble in Big Town had an unfinished quest thread.  I lost a character I put almost 100 hours into because my save corrupted.  And when The Pitt first released, it was pulled off Xbox Live because it was literally broken; not just very glitchy, completely broken.  It's not Bethesda's fault either though.  Fallout 3 and New Vegas are massive games, and an outdated engine like Gamebryo can't handle them as well as more modernized engines can.  That's why Bethesda is making a new one for The Elder Scrolls V.  Also, the patch didn't just fix bugs; it rebalanced some of the mechanics of the game.  Bethesda never did that in Fallout 3; all their patches were bug fixes and DLC preparation
 * Fallout 1 companions? You know, Ian was pretty helpful in the beginning...until he started shooting me in the back.  And Dogmeat was fun to have around...until he started walking in front of my bullets.  And if they locked you in a corner and didn't move, you basically just lost your character.  Yeah, Fallout 1 probably had the WORST companion AI in the series; Fallout 2 fixed a lot of Fallout 1's problems, but it certainly wasn't perfect either.  Just read this article under the "Artificial Stupidity" section; it's pretty funny
 * Karma doesn't affect anything because it shouldn't; that's why it broke Fallout 3's "choice and consequence mechanics". On the other hand, your reputation DOES affect your standing with other groups, and that plays into the ending
 * That's one of the ways in which Fallout 3 was inconsistent with canon; despite taking place 200 years after the Great War, there were only two real settlements. Compare that to the first two Fallout games, where every settlement had a bunch of people.  Why?  Because small settlements with five people really shouldn't be able to survive that well.  That's why New Vegas takes the "big settlements, emptier wasteland" approach of the first two games.  And again, there are a bunch of empty locations in Fallout 3.  Believe me, I explored every location in both games, and once you get past the meat, both games have a bunch of empty locations that are only good for a unique weapon or star bottle cap, if anything at all.  Fallout 3 also had the dungeon-crawler metro tunnels (another fantasy influence), and frankly, I can only deal with dungeons for so long.  I have to say though, after visiting DC last year, it's amazing how much you learn from Fallout 3's metro tunnels
 * I think the ammo thing is just random in that everyone's game is different. All I know is I put over 120 hours into a character in Fallout 3 and New Vegas (I did play Fallout 3 a good amount; I only hate it as a Fallout game, but it's alright on its own merits, and there really wasn't anything new that was better to play in 2008), which pretty much means I did everything in Fallout 3 and a good portion of the things in New Vegas.  And I have an armory's worth of ammo in Fallout 3, and a fraction of that in New Vegas.  Albeit, I started that New Vegas character in hardcore mode (beat the game in hardcore, then reverted to an earlier save and switched to normal), so I'll have to see what happens with my new character that I started in normal mode (I like some of the things in hardcore mode, like stimpaks healing over time, but the micromanaging of the survival flavor elements is annoying after a while, so I just play in normal)
 * Vault 34 (the radiation one) was from the Fallout Bible, so it was nice to see it brought to life (same with Vault 106 in Fallout 3). Vault 22 was kind of eh, but that's probably just because I have an irrational hatred of spore plants (trying to kill those things at the beginning of Fallout 2 with a non-Melee Weapons/Unarmed build is hell).  Nah, it was nice to see them again, but compared to the other vault experiments, I found Vault 22 kind of lacking.  It was nice to see a control vault again with Vault 3, and it had some pitch-perfect irony.  And I rather enjoyed the Vault 19 experiment (got a kick out of reading a vault dweller's reaction to getting a star bottle cap).  Then I killed all the Powder Gangers, and that was fun too.  Fallout 3 had some nice vaults too, and I thought it at least got those down right, except for Vault 87 due to its inconsistency with canon, I didn't really get Vault 108, but other than that

Sorry I forgot to sign the last response; you can always check your page history, but whatever, I signed it now, and will sign this one. And I ALWAYS enjoy a good argument; I get into them a lot when it comes to Fallout, haha - MaulYoda

PS: Stick with Fallout 1; I restarted that game four times when I first played it, but I finished it on my fifth go, and its now my third favorite game of all time (Fallout 2 is #1), and I'm as hooked on the series now as a New Reno citizen addicted to jet. And about the aforementioned restarts, twice was because my character was bad, and once was because I accidentally killed someone in Vault 13, and thus, couldn't finish the main quest because the vault turned on me. But the time I remember restarting the most was when I lost my character to The Glow (at which point, I was almost done with the game, had just gotten a bunch of awesome gear, and was set to join the Brotherhood of Steel). A word of advice: when you go there, MAKE DAMN SURE you bring rad-x and rad-away, and save in multiple slots. That location taught me the importance of the latter, and due to the way radiation works in the first two Fallout games (albeit, The Glow is really the only time you encounter it), I couldn't leave The Glow without dying. Long story, and I'll go into detail some other time if you want, but trust me, this is the only time in either Fallout 1 or Fallout 2 that you NEED rad-x (two should be enough)

More Responding
I got your comment, but I'm on my iPod, so I'll have to properly respond to it tomorrow. However, I thought I'd at least clear the thing up about the note. There is a difference between THE Vault Dweller (the Fallout 1 protagonist) and A vault dweller (a resident of a vault). So, no, it is not a log from THE Vault Dweller, but from a Vault 19 residnet, a.k.a. a Vault 19 vault dweller (and why would THE Vault Dweller have a log in Vault 19 to begnin with?); it's still funny though. Anyway, I'll get back to you on the rest - MaulYoda

Alright, so here's the rest of my response. By the way, just looking at your user page, you know the main quest in New Vegas was longer than the one in Fallout 3, right? And Fallout 3 (and CERTAINLY not New Vegas) didn't ruin the franchise; that "honor" goes to FOBOS. On the other hand, while I liked that New Vegas nerfed all the overpowered weapons and perks (as well as VATS), I agree that the one thing I wish they would've left alone is the Chinese stealth armor; thankfully, that's what the GECK modding kit is for (I own New Vegas on both the PC and Xbox, so I can at least have the proper stealth armor in one version). But moving on:


 * Truth be told, most original Fallout fans don't care if you like Fallout 3 or were introduced to the series by Fallout 3; they care if you start saying things like "Fallout 1 and 2 suck, and Fallout 3 is the greatest," or labeling Bethesda as the "savior of the franchise." We've be given a bad reputation over the years because we haven't been too fond of Fallout games after Fallout 2 (the exception being New Vegas), and everyone else thinks it's just because we don't like "change" and we're being way too hostile. Of course, most of those people don't actually ask us why we dislike later installments in the series, and all of those people weren't shat on by the franchise for five years before telling us to fuck off.  Obsidian was really the first developer since Black Isle to be welcoming to original Fallout fans
 * Reading articles on the Vault is a great way to learn about the original Fallout games, and it will certainly allow you to know about them. But to really know them, you have to play them
 * The NCR has always been an imperialistic society, taking what isn't necessarily theirs just because they can (kind of like America during its imperialistic era). As far as FEV goes in Fallout 2, it didn't have any bigger role than it has in any other Fallout game; it's something the "big bad" can use to harm people with, be it transforming them into super mutants, or wiping them out with a modified strand of FEV (the latter of which was Fallout 2, and was rehashed in Fallout 3)
 * Just because Fallout 3 has "vaults and stuff" doesn't mean it executes those concepts properly, or in a way that's consistent with Fallout lore. For instance, after being thoroughly destroyed on the West Coast, how did the Enclave manage to get over to the East Coast in such great numbers, with the limited resources they had after the destruction of the Oil Rig, and without a power struggle?  Or, how is there a vault filled with FEV if all the vaults were finished over a decade before FEV was created?  And how would Vault Tec, a public corporation, even acquire a strand of FEV if it was top-secret and was already moved to Mariposa?  And why would the super mutants created by this FEV all be idiots if they were made from vault residents?  And how would the super mutants, if they're so idiotic, be able to lead themselves? Or even smaller things, like how there's jet on the East Coast (let alone in vauts), given how little the two coasts communicate, and given that the drugs creator was killed shortly after Fallout 2?  Or how did those ghouls even make ultrajet without brahmin?  It's questions like these (and many more) that Fallout 3 only answers because it disregards canon.  And some events would affect things in Fallout 3, like the destruction of the Enclave
 * There was no skeleton in the car, so that's not to say that the Chosen One died in a car crash. Furthermore, the Chryslus Highwayman was a type of car that was used before the Great War, so its entirely possible that the car belonged to someone else and was wrecked long ago.  At the end of Fallout 2, the Chosen One becomes the elder of New Arroyo, so what he'd be doing out in the Mojave is beyond me (most easter eggs are also not canon)
 * Again, they have random encounters, but you have to take a trait to get them. The point of this is that some Fallout fans don't like all the pop-culture references in Fallout (pop-culture references being what the random encounters commonly are), and would prefer to not have them "ruin" the atmosphere.  So, the trait gives you the option.  And while I liked some of the tracks in New Vegas (Love Me as Though There Were No Tomorrow, Jingle Jangle Jingle, Blue Moon), I agree that the rest weren't as good as the radio music in Fallout 3.  However, the ambient music was much better, being a combination of some of Inon Zur's best work, and Mark Morgan's atmosphere-setting ambiance from the first two Fallout games
 * Like I said, the micromanaging of the survival flavor was annoying after a while. I never said they were difficult
 * By "when it was just released," I mean the vanilla (unpatched) version. Anyway, Fallout 3 also had the spasmodic radscorpions glitch.  And maybe the fact that you haven't patched New Vegas is part of your problem (and why you wouldn't patch Fallout 3 is beyond me)
 * Ian has killed me many a time, and trying to get Dogmeat through Mariposa was hell. And I'm glad you liked the list; I actually wrote two of them: the MIRV one and the one about getting locked in corners
 * Karma is a general measurement of your actions in the wasteland; the cumulative total of all your good and bad actions. The problem is, it's pretty reversible (especially in Fallout 3), since it is just a total.  That's why there's reputation, which measures your actions towards specific groups, and is not reversible.  In other words, if you are on good terms with a group, but then start harming them in ways short of killing everyone, you can't then go back to that group and try and mend your reputation because they'll shoot you on sight.  And you don't have to be vilified; I had the Legion trying to kill me by the time I was a Merciful Thug.  It gives a greater feel of permanent choices and consequences, something Fallout 3 lacked because it solely relied on karma.  I could reverse any of my choices by donating water bottles, and suddenly, I was the savior of the wasteland, and people forgot about everyone I killed.  Fallout 1 only had karma as well, but it didn't allow you to change it as easily.  Fallout 1 (like Fallout 2) also had unique reputations like Child Killer, which caused people to hate you throughout the game
 * New Vegas takes place four years after Fallout 3, so yeah, not much has probably changed on the East Coast. Again, Megaton and Rivet City were really the only settlements that felt like real Fallout settlements; Megaton was just stupid (yeah, let some stranger that you've never met and has never done anything for you ever tamper with the atomic bomb in the middle of your town; that's smart)
 * In Fallout 3, they wasted their time making Aliens as if it were made in the 1950s with Mothership Zeta (great movie; shitty DLC). Aliens have never been a core part of the franchise, so for an entire DLC to revolve around you blasting their brains along the walls of their UFO didn't exactly feel very Fallout.  Plus, the DLC was poorly designed
 * The Underworld was alright; I guess it was a reference to Necropolis. The MIRV location was a bit of a fetch quest, but interesting I guess.  Albeit, the weapon itself was a stretch, even for the Fallout universe (nuclear catapult is one thing, but eight-nuke catapult that looks exactly the same is another thing entirely).  Also, here is an empty and uninteresting location in Fallout 3.  So is this.  Point being: both games had empty locations that housed nothing more than a unique weapon or a skill book - MaulYoda

More Responding II: The Search for More Text

 * Yeah, the behemoths...how were they created again? And how did they fit in Vault 87, let alone get out the vault door?  Although I think the important question is how did you survive nuking the behemoth in the Capitol Building with the MIRV?
 * I think I completely forgot to respond to your comment about Sunset Sarsaparilla. It didn't so much replace Nuka Cola as it existed along side it, and it fit nicely within the Fallout universe.  And trust me, they could've replaced Nuka Cola like some other games, and they could've done worse.  I think you mean "succeeds", by the way, not "proceeds"; "proceeds" is "comes before", "succeeds" is "comes after"
 * I didn't think a background for every unique weapon was necessary, and those that were there were good enough. Others, like That Gun, were just references to the first two Fallout games, so that's where you could find the background.  As you said though, Fallout 3 hardly did this, if it did at all
 * As for your example, there is actually a background to that character, so yeah
 * In the ending of Fallout 2, it is revealed that jet does live on (despite the death of its creator), so it's entirely possible that it found its way to New Vegas, possibly through the expansion of the NCR or the Followers. But across the country?  Now that's a stretch
 * Never liked the lip-strap myself (never saw a point to it either), but I digress. The thing with FEV is that it was still created AFTER Vault 87 was finished, and the research was already moved to Mariposa in 2077 to FIRST BEGIN testing on humans.  So why and how, with no human testing and given the limited amount of time before the Great War, would the government create another FEV strain?  And why would they place it in a vault, as super soldiers would have no effect in a post-apocalyptic world (especially since the Enclave would just wipe them out).  And how would they have time to retrofit Vault 87 to serve a new purpose in the vault experiment in just a few months?  They wouldn't.  And regardless of everything else, how is an idiotic bunch of super mutants such a threat?  They shouldn't be able to organize themselves that well
 * Yeah, the original fan community never saw much light in the whole "nuclear car" thing, and the Highwayman certainly wasn't. Still, if it's an easter egg, it's not canon, so yeah, whatever
 * Hmm, I've been attacked by a lot of Legion assassins, so yeah, I guess it's glitched. Eh, whatever, I like the emptiness; feels very isolating, like Fallout should be
 * Hahaha. Really though, neither New Vegas nor Fallout 3 was ever that bad for me.  And frankly, after playing Fallout and Black Isle games for a decade, I've stopped caring about glitches because the quality of the game generally exceeds them
 * You could also just not take the "good" option for all the quests...or just kill a bunch of people; it should be hard to reverse. Although I like not having to care about karma because then I can steal anything I want, and as long as I'm not caught, no one cares (since it won't affect my reputation), and neither do I
 * Truthfully, Fallout 2 did that ending A LOT better, and New Vegas more closely resembled Fallout 2's version. Most of the endings for Fallout 1 were just "the super mutants overran the settlement" or "the settlement lived happily ever after."  They were written better than that obviously, but that's the gist of it, and I never felt like I had as much control over some of them because of the factors that led to them (i.e. visiting a settlement after a certain number of days triggers the "super mutant destruction" ending".  Fallout 2 was a lot less random, and so was New Vegas.  Also, not EVERY quest you do is included in the ending (if that's what you mean by bugged quests)
 * Yeah, I also liked donating all my water bottles to the beggar outside Tenpenny Tower, and suddenly, Three Dog would be yelping, "Now let's look at the good deeds of the messiah of the wastes.  The Lone Wanderer was seen rigging the bomb in Megaton to explode."  Pretty funny, if I may say so myself, and one of the funniest parts of Fallout 3 (although it really shouldn't be).  And I don't think the Jackals, Vipers, or Powder Gangers are very friendly
 * Recon Craft Theta was what aliens in a Fallout game should be: basic, and a small nod. And no, they're not releasing an Area 51 DLC for New Vegas.  There's a reason they didn't include it in the game to begin with, and Obsidian is not that stupid
 * You mean that religious cult or whatever from Broken Steel? I think I shot them all so they would stop posting notices on my house.  Nah, I left them alone, but I pretty much forgot about them until you mentioned that.  From what I remember, they were kind of a weird faction
 * The MIRV and fat man are canon, as is everything in Fallout 3 because Bethesda says so. Of course, that also means that there are a bunch of contradictory elements to previously established lore and illogical things (like the MIRV), but it's still canon.  I never had a problem with the fat man (I rarely used it anyway), but I know a lot of original fans did
 * Can you elaborate on the C4 thing? Sorry, I don't get what you're trying to say, especially since there wasn't any C4 in Fallout 3, so I don't get how they could nerf it
 * The fat man just isn't as useful because your skills matter more. Trust me, if you have a high explosives skill, it'll be useful.  But it was kind of funny to see that, with my high Energy Weapons skill and low explosives skill, my gauss rifle was more effective than a nuclear catapult.  And karma wasn't nerfed; it's like it was in Fallout 2
 * Fallout 3 was actually a 90% reduction in damage (so you take 10% damage); you take 75% damage in New Vegas. I would've preferred if they had both damage threshold and damage resistance like in the original Fallouts, but if I had to choose one, I'd go with DT.  As proven by Fallout 3, DR is meaningless on its own, while DT is functional by itself
 * The Mysterious Stranger/Miss Fortune perk is a waste to me, so I wouldn't know
 * Lead can have weight? I never knew that; I've had a bunch of lead in my inventory and it never seemed to add any weight

I'm assuming you'll respond to my response at some point, so in the meantime, I'm going to go play some Zork because I'm cool like that (it just came out on GOG and I haven't played it in a LONG time, so I figured "why the hell not?") - MaulYoda

Someone Set us Up the Text Bomb

 * I know what the Vault 87 strand does, but considering FEV testing on humans didn't start until 2077, why would the military develop a brand new FEV strand? Just because.  And I don't exactly think they'd have time, given the Great War's date.  No, if anything, Vault 87 would have the original FEV strand, but then the mutants would be inconsistent with the way that works.  Really, the whole "FEV vault" thing is just evidence that Bethesda couldn't come up with an original antagonist for Fallout 3, so they had to get the mutants in there somehow, even if it didn't make sense (FOBOS did this too)
 * DT is much more realistic, I agree. I believe the DR thing is a glitch, or is only shown on items that have zero DT and weren't changed from Fallout 3 (such as the examples you stated)
 * Every drink probably does, but then again, what else are you going to drink? I mean, I guess water, but, as Festus says, "Sometimes, people want something a little different, you know?"
 * They only advertised three casinos. I never expected Vegas would be even close to what it is right now; hell, even how it is in the game was a shocker, considering how technologically efficient it is
 * This is the first time the Jackals are in a Fallout game, and the Vipers were only in a map file in Fallout 1; you couldn't find them in the game otherwise. They were both supposed to be in Van Buren, but, well...you know.  I mean, there's background on them in the previous titles, but New Vegas is the first time that they're actually shown.  And no, it wouldn't be easier to just call everyone "raiders" because that lacks personality.  That's why the first two Fallout games defined the raiders as the Khans (or at least the main group of raiders)
 * The last thing Fallout needs is more Enclave. Frankly, how much they're involved in New Vegas (minimal, out of the way, true to canon, and not involved with the plot) is about all I can bear of them.  Just let them die, damn it.  I'm not as sick of the BOS, and how New Vegas used them was fine, but I don't need them blown up proportionally again like Fallout 3 did.  Also, Obsidian isn't any more greedy than any other company in the industry, Bethesda included
 * But that's because your Explosives skill is so low; if you increase it, the fat man is more effective
 * Well, then that's your CHOICE and CONSEQUENCE. And not every quest needs to have a bad option, you know.  Sometimes, you can just be evil by doing evil things
 * Haven't done the Raul quest yet, so I wouldn't know. And Obsidian fixed a lot of the bugs in New Vegas in the most recent patch
 * Oh, well that sucks. If you want, you could always connect your 360 to your modem so you can connect to the Internet and patch it.  Or buy a wireless adapter if you have the money; the old ones aren't more than like $30 probably - MaulYoda

*Insert Something Creative* Response

 * Not a problem; I wasn't anxiously waiting for this, don't worry
 * Actually, the SPECIAL system in New Vegas is the best since Fallout 2. Yes, just like Fallout 3, the amount it adds to each one of your skills is equally low (both games were only 2 points), but in terms of interacting with the world and playing a bigger part in the game through the means of low intelligence characters, weapon strength requirements, determining the number of implants you can receive, etc., it's a MAJOR, MAJOR improvement over Fallout 3
 * The idea of FEV in a vault doesn't sound good, considering that all the vaults were finished before FEV was even created, even Vault 87 (which, furthering its inconsistency, was finished after Vault 13, which was the last vault finished according to Fallout 1)
 * Take the Wild Wasteland trait, go find the alien ship, and have fun with that. I don't need aliens, government conspiracies, and whatever other stupid s*** that Area 51 would contain polluting the Fallout atmosphere.  No offense
 * The remnants power armor does look like the sprite version, which was black
 * I never use Explosives, and I do the same thing with my weapons, haha - MaulYoda

Yeah, I'm Out of Clever Titles Too

 * Eh, whatever; black looks cooler anyway
 * New Vegas has it with most characters; not as well done as Fallout 2, but almost as well done as Fallout 1 and certainly much better than in Fallout 3. Still, you're not getting my point.  It's not the benefits to your skills, but that you can actually use them to buy those implants in the first place.  Or that they pop up in dialogue with SPECIAL stat checks.  Or that they affect gambling, your companions, your dialogue options, what quests you can get and how, etc.  Fallout 3 really didn't have that; the SPECIAL stats just served a mechanical purpose, but they couldn't be applied to quests, dialogue, and just plain interacting with the world.  It was always just shoot or pass a Speech check.  Even in the first two games, it wasn't just the benefits they gave to your skills (and they were higher because the skills went up to 200% in Fallout 1 and 300% in Fallout 2), but that you could really use them to build whatever kind of character you wanted, and they could interact with the world in a different manner than another character built differently.  And New Vegas does that too, albeit not quite as well, but still very well.  Fallout 3 did not
 * The easter eggs don't have to be funny; the alien blaster ones never were. Fallout 2 was really the only one with funny random encounters, but as you said, they happened and then you just moved past them.  It's always been this way, and that's why I never cared for them; they're not worth my time, and they don't add anything to the experience.  That's why I don't take Wild Wasteland either (well, that, and I like the YCS-186 gauss rifle a lot more than the alien blaster that Bethesda completely screwed up; it was less powerful in the first two games, but ran on small energy cells)
 * The more Fallout stays away from Area 51, the better. No bunkers, no aliens, it's just really not necessary (a quite a ways off from Vegas for just a small place)
 * Well, at least according to in-game documents in the first two games...documents that Bethesda chose to ignore. It would also fit the Fallout atmosphere if it made sense canonically.  When the first game did it with the LA Vault though, and had the Master's gunk spread out all over the place, yeah, it was creepy.  But the whole super mutant thing was an unoriginal concept done in an inconsistent manner, so it was more enervating than atmospheric.  Frankly, Vault 106 was the only vault in Fallout 3 that kind of creeped me out, and perhaps ironically, it wasn't even Bethesda's idea; it came from Chris Avellone's Fallout Bible - MaulYoda

Well...
I have plenty left to say (believe me, I rant and debate for a living), but if you don't have any points left, we can end this, but it's certainly not a tie. Been a fun discussion though - MaulYoda

Fair Enough
In that case, to conclude, New Vegas was the best thing to happen to the Fallout series since Fallout 2, and one of the better action RPGs I've played. It really brought Fallout back to its roots, and while it wasn't perfect, it was still a fantastic game, and the best Obsidian could do given the contraints placed on them. And really, they fixed everything that's important to a Fallout game: story, canon, atmosphere, and RPG mechanics, and they did those incredibly well. Sure, it had it's problems: it had a lot of empty locations (like Fallout 3) and glitches (like every Fallout, Obsidian, Bethesda, and Black Isle game ever made), but they were vastly outweighted by the pros.

As for Bethesda, I have no problem with The Elder Scrolls, but they've lost my confidence in developing a Fallout game. Between its copy and paste plot with less complexity and poor, unfunny, and way too serious writing, illogical atmosphere and setting, even by Fallout standards, turning an intricate RPG into an FPS with lite RPG elements, and taking Fallout canon behind the shed and blowing its head off, Fallout 3 just wasn't a good Fallout game, and doesn't hold a candle to New Vegas. Fine game on its own merits, but Bethesda just doesn't know the series well enough - MaulYoda

Re: Finale
You just don't get it. Play Fallout, let alone any old-school RPGs, for a while, then come talk to me about incessant rambling. Now we're done - MaulYoda

Hmm
Figured it was just the best way to summarize your thoughts on my rant - MaulYoda

HERRO
hey i was wondering if you can help me gain some more achivements

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