the_grip on 16/1/2009 at 03:23
So I leave the vault and immediately set about to not work on the main quest but to explore instead. I find a neat little sewer entrance that goes into the city, and, before I know it, I'm assaulting a horde of mutants in some urban corner with some good guys. I then agree to get a dish to a radio station and suddenly I'm talking about my dad with the DJ. Ok... I never even WENT to Megaton, and now I can't find it.
Next I'm crawling around the countryside and find a vault buried in an old auto shop. I go in and go into this neat little tranquility sequence... THEN SUDDENLY I'M JUMPING WAY AHEAD IN THE STORY!!!
Seriously, what gives here? You don't have to complete the quest in order? What if I don't? I was intentionally trying to put that off.
PeeperStorm on 16/1/2009 at 06:09
How can you not find Megaton? You can see it not too far from the Vault 101 entrance, to the east.
Don't worry, you can do the quest from where you are, you just won't have to do the earlier parts. At least you got to the radio station. My first character accidentally skipped directly to that other vault from 101. Luckily it's only about a third of the way through the main quest. BTW, this is sort of consistant with the first two Fallout games, especially F2 where you could skip most of the game, going directly from your starting village to almost the end. The difference is that previously it was almost impossible to do it accidentally, taking a starting character through very tough areas designed for an endgame character.
Rogue Keeper on 16/1/2009 at 10:13
Quote Posted by the_grip
Next I'm crawling around the countryside and find a vault buried in an old auto shop. I go in and go into this neat little tranquility sequence... THEN SUDDENLY I'M JUMPING WAY AHEAD IN THE STORY!!!
That's what happened to me, too. :erg: They could lock that Vault to prevent the player entering it prematurely, but alas...
Matthew on 16/1/2009 at 15:13
But then someone would probably go ZOMG MAGIC UNLOCKING DOORS WTF
Ostriig on 16/1/2009 at 15:18
Christ, people, if they lock it, you'd complain about "invisible walls", if they don't, you complain that it's "too open". I mean, no offense, but if you're having so much trouble figuring out where the game would like you to go, just use the quest markers or something.
henke on 16/1/2009 at 16:55
Noooooo nonono, there
are un-lockpickable, un-openable doors in the game that you need the correct key to open. Simply making the servicestation door one of these and then having the people at Rivet city hand you a key would've solved it quite nicely. It doesn't have to be magially unlocking at all. Another way to solve it would be to have different dialogue for the characters if the game notices you've accidentally skipped ahead. The characters should fill you in on what you've missed out on so far, which, as I understand, they don't. I love FO3 to pieces, but this is one area where I feel the developers slipped up.
Quote:
if you're having so much trouble figuring out where the game would like you to go, just use the quest markers or something.
But the_grip hadn't been to Megaton yet, so there wouldn't be a quest marker on GNR, he had no way of knowing that's where the game
wanted him to go.
Rogue Keeper on 16/1/2009 at 17:43
Quote Posted by Matthew
But then someone would probably go ZOMG MAGIC UNLOCKING DOORS WTF
Normally I would expect that you need a proper access code to enter a working vault, yes? Dad was a pretty resourceful fellow, he could have obtained the code from Vault-Tec HQ, then he could have left a note about it in the Jefferson Memorial, which you find later. Is it really so difficult to implement something like this into the story to keep some continuality of narration? Well for Beth maybe it is. :nono:
Ostriig, pardon me but the developers motivate me to explore the world instead of following the main plotline (just like they like to do in TES series, and it really looks like the main plotline is secondary in their games), so how the hell I can figure out that this and that location is forbidden to be explored prematurely?
When I wanted to get back to Vault 13 at the beginning of F1, the access computer told me "Technical problems, try again later." So simple and efficient way to keep the player on his own instead of letting him run back to vault medic with a rat bite wound.
the_grip on 17/1/2009 at 16:51
It is not a matter of not knowing where to go. I knew I was supposed to go to Megaton. I just didn't WANT to progress the story yet. I wanted to explore, and ended up actually skipping part of the main quest!!!
Ostriig on 18/1/2009 at 11:15
Quote Posted by BR796164
Ostriig, pardon me but the developers motivate me to explore the world instead of following the main plotline (just like they like to do in TES series, and it really looks like the main plotline is secondary in their games), so how the hell I can figure out that this and that location is forbidden to be explored prematurely?
Quote Posted by the_grip
It is not a matter of not knowing where to go. I knew I was supposed to go to Megaton. I just didn't WANT to progress the story yet. I wanted to explore, and ended up actually skipping part of the main quest!!!
Hm, I actually get it now. Okay, I guess I didn't pay enough attention and jumped to conclusions earlier. Sorry about that, please disregard my previous post.
DarthEnder on 8/2/2009 at 09:10
Yeah, its pretty annoying. I found the Tranquility vault before I was supposed to also. I actually played all the way through it and afterwards I was all "You know what, I probably shouldn't have done that yet." and loaded up a previous save.