[Relz] Arwen's NV Realism Tweaks [thread #2]

Post » Tue Apr 06, 2010 1:47 pm

So your next version, from what I gather from a post a couple ones up, is that it'll be harder? Because I notice that ghouls especially are very easy to kill and they do little damage to me and I'm wearing a duster with a DT of 4. Now, in the default game, they were MUCH stronger than that. Geckos are challenging, I like fighting them, but ghouls (Roamers and Glowing Ones) seem very weak to me and my Guns skill is not even that high.
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FABIAN RUIZ
 
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Post » Tue Apr 06, 2010 12:58 pm

So your next version, from what I gather from a post a couple ones up, is that it'll be harder? Because I notice that ghouls especially are very easy to kill and they do little damage to me and I'm wearing a duster with a DT of 4. Now, in the default game, they were MUCH stronger than that. Geckos are challenging, I like fighting them, but ghouls (Roamers and Glowing Ones) seem very weak to me and my Guns skill is not even that high.

My next version will be a bit more balanced; so some things might seem a bit more difficult, while others will seem to be a bit easier.

Regular Ghouls use the default body for damage. But Feral Ghouls are tougher than default in most ways . . . the one exception is that head shots will result in slightly more damaged (arms, legs, and torsos are 10 to 70% tougher than default). And Glowing Ones are tougher in every part of their body . . . including their heads.

But any Creature or NPC that has less than 5 Endurance will have less HPs, making them easier to kill. But that should be corrected in v.1.3.
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Luna Lovegood
 
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Post » Tue Apr 06, 2010 6:54 am

Hard mode doesn't even increase the amount of XP you receive - it only makes enemies tougher and you easier to kill.
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Manny(BAKE)
 
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Post » Tue Apr 06, 2010 3:25 am

Hello arwen.
first a big thank for ur work i would have abandoned the game if there were no mods.
quick question if u have the time:
- can your mod be viable with standard xp threshold?. i mean no matter the xp treshold if u level weapons first u get high in weapons quick. lowering xp treshold then only prevent me to lockpick and stuff.
i have realized that with high weapon skill the game is quite easy. enemies die quick no matter what especially when shot in the head and i rarely feel chalenged. of course i play in standard mode as u recommended since i hate having to pu5 bullets in someone head to see they go down. is it because i m still low level and things get harder later? (i ust freed the guys enslaved by the legion at primm).
i have a lot of hope in your work but really would like to feel a challenge in fights without putting dif to hard for the bullet sponge issue mentioned before.
thank you
edit: what i mean is am i using ur mod wrong? is it only balanced if xp is cut?

You're welcome. :)
I'm not sure what you are asking. If you set my XPR Multiplier to 100, you end up with the same experience point rewards as the default game. Most people who use my Tweaks don't use this setting as they don't like how fast you level up with the default setting, so they use one of my multipliers that result in less XP, so that it will take longer to level up. The problem with leveling up fast is that it makes your skill and stat too high, too soon . . . when takes a LOT of the challenge out of the game. This is currently still a problem with my mod, since the initial skill points and stats start out too high, and the default perks add to this problem. I'll be adjusting Stats and Skill Points (and Perks) in my Hard-Core module. In my own game (using my beta version my Hard-Core module) I only start out with 35 SPECIAL points (instead of 40), and I receive roughly 50% less skill points.

I'm still balancing Health, Armor DT, and Localized Damage. And I haven't even messed with individual weapons or explosions yet (but I'm going to). And I'm getting very different feedback from users . . . with some complaining that my Tweaks makes the game too difficult and that it takes way too many bullets to kill anyone . . . and others (like you) feel that the game is now too easy. My own feeling, based on my own play testing, is that my Tweaks make Combat more difficult and that most NPCs are now a bit harder to kill (and the PC is easier to kill) . . . unless you have decent weapons and are wearing pretty good armor. So my mod is an improvement, but it still needs some work in this area . . . and you should see some major differences when v.1.3 is released (the users who feel that my Tweaks make the game too hard are probably not going to like v.1.3).
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kiss my weasel
 
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Post » Tue Apr 06, 2010 6:38 pm

Everything should be affect by my movement speed changes, but most creatures do not have the ability to holster weapons (since most just have teeth and claws), so they don't get any holstered weapon bonus. And the NPCs seldom holster their weapons when they are pursuing you.

But, you are correct, in that Creatures are affected differently than the PC and the NPCs. My changes actually use the default ?fMoveBaseSpeed (77), with a smaller fmoverunmult (4.00 --> 3.65); and a larger ?fMoveNoWeaponMult (1.1-->1.2). Personally I found the default creature animations to be a bit too fast, so my method slows their jumpy movements down a bit (but they still run just as fast). I reduce the fmoverunmult because my Encumbrance module will be adding a speed bonus when your load is below a certain percentage of its maximum carrying capacity.

The default game gives a 110% holstered weapon speed boost; my mod gives you a 120% boost. It sounds like you want a 130% boost. To get that into your game, leave all my other movement settings alone, and just change the ?fMoveNoWeaponMult from 1.2 (my value) to 1.3.


Thanks for the response. I finally got a chance to try out 1.2 and I'm really liking so far. I ended up setting fMoveNoWeaponMult to 1.5 because it feels like a decent sprint speed to me.

Anyway, I have a question; before I started using your mod I was using the noautoaim mod that tweaked some values involving dice rolls when firing weapons and I was just wondering if it's redundant to use both or just plain unnecessary, considering you adjusted the weapon accuracy overall. I'm not sure what values are altered with either mod and I certainly don't want to inadvertently ruin game balance.
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Louise
 
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Post » Tue Apr 06, 2010 10:25 am

Arwen,I think the different viewpoints on how hard ART is can be influenced greatly in the way a person plays. Whether someone is playing high or low skills in a specific skill, melee or guns, sniping while hidden, game setting of easy, normal, hard, etc.. So when someone says it's too hard or too easy, it is hard to reconcile. I think your FO3 Mod proves that you should stay the course and let the NV ART mature, and hopefully this gap in opinions on how hard it is will narrow.

I know you also get people saying that gun damage should not increase when you increase in skill. That it isn't realistic. However, I agree with you Arwen, as doing more damage as ones skill increases is more "RPG", and that is part of what your mod is. Here is an idea though. What if you balance it so as a skill in a weapon goes up a certain amount, the critical chance goes up? For example, say for every 15pts in guns your crit chance goes up 1%. To merge realism with RPG, a person’s talents on the mechanics of a kill shot would improve as they got better. Possibly, you could lower the damage range a little and add in the critical increase per x amount of skill points. This is just a general idea that I would throw out for you to consider.

Mahalo,
Nemesis
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Dragonz Dancer
 
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Post » Tue Apr 06, 2010 11:31 am

Arwen,I think the different viewpoints on how hard ART is can be influenced greatly in the way a person plays. Whether someone is playing high or low skills in a specific skill, melee or guns, sniping while hidden, game setting of easy, normal, hard, etc.. So when someone says it's too hard or too easy, it is hard to reconcile. I think your FO3 Mod proves that you should stay the course and let the NV ART mature, and hopefully this gap in opinions on how hard it is will narrow.

I know you also get people saying that gun damage should not increase when you increase in skill. That it isn't realistic. However, I agree with you Arwen, as doing more damage as ones skill increases is more "RPG", and that is part of what your mod is. Here is an idea though. What if you balance it so as a skill in a weapon goes up a certain amount, the critical chance goes up? For example, say for every 15pts in guns your crit chance goes up 1%. To merge realism with RPG, a person’s talents on the mechanics of a kill shot would improve as they got better. Possibly, you could lower the damage range a little and add in the critical increase per x amount of skill points. This is just a general idea that I would throw out for you to consider.

Mahalo,
Nemesis


If you look at vanilla New Vegas a lot of weapons have weapon skill requirements, in theory I think that's the best answer for RGP'ness and realism together. As your skill gets higher you can use (have a more steady aim with) better weapons (and I'd say progressively getting better weapons is very RPGy) and therefore do more damage. The problem with vanilla is that a: the penalty isn't steep enough, it doesn't make much difference and b:the various skill requirements aren't spread out enough. Which is easy to fix, there's a game setting for both fWeaponSkillReqPenalty and WeaponStrengthReqPenalty as well as each weapon having a setting for it's required skill. I've played around with those values and I really like the result.
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Eduardo Rosas
 
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Post » Tue Apr 06, 2010 1:07 pm

Anyway, I have a question; before I started using your mod I was using the noautoaim mod that tweaked some values involving dice rolls when firing weapons and I was just wondering if it's redundant to use both or just plain unnecessary, considering you adjusted the weapon accuracy overall. I'm not sure what values are altered with either mod and I certainly don't want to inadvertently ruin game balance.

I haven't tried the noautoaim mod, so I don't really know if it is compatible . . . or it the fix is even needed for New Vegas. Personally I haven't had ANY trouble hitting my target . . . in fact, I'm way too accurate for my guns skills.

Thanks Nemesis! Yes, that's sort of my take on this too . . . but it does make it frustrating for me, when make of the complaints about my mod as polar opposites. In the end, 90% of my changes are based totally on my own game play testing, combined with a mess of intuition.

I'm already adding critical increases to some armor (often as a replacement for other weapons skill increases that I removed) . . . so I'd rather not increase criticals in other ways as well, as this would be difficult to balance. The biggest problem right now with weapons are that the spread penalty is like non-existent, even when you have very poor weapon skills . . . and melee is too powerful.

Thanks Running_Blind, I have been messing around with those two Game Settings, but haven't come up with a good balance yet . . . probably because I haven't tackled the individual weapons yet.
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Portions
 
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Post » Tue Apr 06, 2010 2:41 pm

Arwen used you mod for Fallout 3 and thought it was amazing.

Makes NV so much better as well, thanks for hard work and time you put into this.
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Aliish Sheldonn
 
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Post » Tue Apr 06, 2010 7:21 am

Anyway, I have a question; before I started using your mod I was using the noautoaim mod that tweaked some values involving dice rolls when firing weapons and I was just wondering if it's redundant to use both or just plain unnecessary, considering you adjusted the weapon accuracy overall. I'm not sure what values are altered with either mod and I certainly don't want to inadvertently ruin game balance.

The autoaim has nothing to do with dice roles. If you pay attention to your crosshair, you will notice it going red when hovering over an enemy. That means that enemy is your combat target and (atleast this is how it worked in FO3) your bullets were pulled towards that target's center. Another side effect was that autoaim pulled your bullets towards your crosshair. In FO3 at the very beginning some No-Autoaim mods made the mistake of completely disabling the auto aim, which caused bullets to not go towards your crosshair, but to leave the gunbarrel in a straight line instead.


I haven't tried the noautoaim mod, so I don't really know if it is compatible . . . or it the fix is even needed for New Vegas. Personally I haven't had ANY trouble hitting my target . . . in fact, I'm way too accurate for my guns skills.

I imagine your mod should definitly be compatible with it, since you basically alter how Spread/Accuracy works, while Autoaim is a different mechanic altogether. But I have to agree with you, I haven't personally noticed this at all. In FO3 the problem was that the bullets were pulled towards the targets torso due to auto aim, but in New Vegas I never have any problem hitting what I'm aiming at, be it their head or weapon.. :shrug:
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Gen Daley
 
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Post » Tue Apr 06, 2010 7:17 am

In FO3 the problem was that the bullets were pulled towards the targets torso due to auto aim, but in New Vegas I never have any problem hitting what I'm aiming at, be it their head or weapon.. :shrug:

Agreed. As critical as that fix was in FO3, I haven't felt the need for it once in NV -- have already made some amazing long distance shots with the cowboy repeater, including people under partial cover (which, other than "not hitting what you aim at", was the other big problem in FO3 - when you could see limbs to shoot at, but your bullets would hit the cover that your target's torso was behind).
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James Potter
 
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Post » Tue Apr 06, 2010 5:36 am

so far im liking 1.2, other than melee on ed-e, i can almost take on a giant radscorp - well kind of, i mean i do damage to it with my plasma pistol but its stiull strong enough to kill me in around 3-4 hits.and while i cant take htme on yet, atleast i feel like i actually do SOME damage to it compared to vanilla where u shot and shot and it was like 1 bar of hp down..
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Marie
 
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Post » Tue Apr 06, 2010 6:31 pm

gonna ask a stupid question:

would it be possible (unless i skipped this info in the write up) for having factions re-spawning ? as like the prison that was taken over by the powder puff gals (cleared them out slept in a bed for 3-4days at the starting village and no re-spawns) I would like to see factions refilling these places again. <--------- this is what iv been begging for since release of this game and in FO3 used to love going back to the mall and just having a blast there


Perhaps some "raiding" parties ? add some item in the inventory that plays a warning or subtitle x village under attack by x faction , just have them spawn a little way off from x village (with hopes that player travel time wont be too late)

I shall try your mod tomo at some time, hope to see if you can make this increase spawns+FASTER!!!! re-spawn rates (faster would be faster from the nonexistent re-spawn rate :P )

hope you dont see this as a negative post
thanks for your time :) and also creativeness and hard work you have done already on your mod
looking forward to use it tomo
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Siobhan Wallis-McRobert
 
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Post » Tue Apr 06, 2010 3:46 am

Here is some feedback: http://www.youtube.com/watch?v=ljEwZZCDu8g

That shouldn't happen.
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Lilit Ager
 
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Post » Tue Apr 06, 2010 10:51 am

Here is some feedback: http://www.youtube.com/watch?v=ljEwZZCDu8g

That shouldn't happen.

What's your explosives skill?
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Star Dunkels Macmillan
 
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Post » Tue Apr 06, 2010 2:16 pm

What's your explosives skill?


Kind of irrelevant for a "realism" mod isn't it?
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Ezekiel Macallister
 
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Post » Tue Apr 06, 2010 1:29 pm

So, because its a realism mod, every shot to the head should be lethal?
Every punch with the bare first should cripple your hand a bit
Rad Away and stimpacks and instant doctor healing must be removed (totally unrealistic)
etc etc.

Its a game, you cant make it all that realistic, so whats your explosion skill and difficulty?
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Noraima Vega
 
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Post » Tue Apr 06, 2010 4:20 pm

This is what I put on my website with regards to the use of the word Realism in my mod (it was written for Fallout 3, but it applies just as much to New Vegas):
"Oh, before you get the wrong idea of what I mean by "realism" (I should never have put that word in the title!) . . . it is NOT, and never was, my intent to make FO3 a more realistic combat simulator (but it does greatly enhance combat). By 'realism,' I mean more immersive and more realistic within the context of Fallout's alternate reality (which is a place where radiation causes mutations as often as death, and where you can be healed with a stimpak injection)."


And in my Fallout 3 Journal's "Trials of a Wasteland Wanderer" (at the end of Chapter 2):
"The game takes place an alternate reality that sort of follows our historical time line until the 1950s (in the real world). From that point on, the two worlds took very different paths. Because of this, the Fallout world of 2077 was completely different from what our own would might be like in 67 years. In order to really immerse yourself in the game, you have to understand some of these differences, or you will keep running up against inconsistencies which will pull you out of the immersion that is such a necessary part of role-playing.

A game like Fallout that mirrors our world can actually be more difficult to role-play than a game like Oblivion, where you are obviously in an alternate reality. At first it seems like the Fallout game world is a 1950s version of our world, like they sort of got stuck in that era and never progressed. But then you run up against technological advances like PipBoys (which are a lot like very large, industrial-looking iPods) and hovering robots. The game begins in the year 2277, but technology has essentially been at a standstill for 200 years, so the game world is centered around the remains of an alternate reality that was mostly destroyed in 2077.

The easiest way for me to get my head around this alternate reality is to think of the Fallout world of 2077 as a future that people living in 1950 may have imagined their world to be like in 125 years. It sort of mimics the world of Buck Rogers, Flash Gordon, and perhaps even a bit of the original Star Trek series. This is a reality where radiation causes mutations as often as death, and where most injuries can be healed in just a few seconds with a simple stimpak injection."


If you cannot wrap you head around the fact that the game is not based on this reality, you should uninstall the game and find a game that requires a bit less imagination.

I've ALWAYS stressed that my goal in to make Fallout a better Role-Playing Game! In a RPG, your skill level determines your success in combat, not how fast you can punch a button.

Plus I have made it very clear that my current version is still an early release. I haven't even touched explosions or individual weapons yet. My fist module is not even finished yet, and I plan on having 4 modules.

*** Sorry for the rant, but this is the sort of attitude that makes me wonder why I even bother with a public release . . . it would be MUCH easier if I just made my Tweaks for my own use.
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brenden casey
 
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Post » Tue Apr 06, 2010 5:36 am

*** Sorry for the rant, but this is the sort of attitude that makes me wonder why I even bother with a public release . . . it would be MUCH easier if I just made my Tweaks for my own use.

Perhaps, but some of us would be very unhappy campers.
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Harinder Ghag
 
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Post » Tue Apr 06, 2010 5:45 am

easier indeed Arwen! But where would we poor saps who've come to rely on ART for a better game experience be? we may see differently on some things, but NV without ART? just not the same.

sharing your work with other's may not be the easiest path, you're bound to encounter opposition, but know that there are those of us who appreciate it. :goodjob:
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Breanna Van Dijk
 
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Post » Tue Apr 06, 2010 4:19 pm

*** Sorry for the rant, but this is the sort of attitude that makes me wonder why I even bother with a public release . . . it would be MUCH easier if I just made my Tweaks for my own use.

I'm guessing that many people haven't completely read through the details of what the mod is about, and haven't used FO3's ART. So they're getting the wrong impression of the mod's intentions, thinking that realism means real world realism. It's too late for a name change now though. ;)

If ART were truly 'real world realistic' and everyone would die with one or two grenade launcher shots even when your explosions skills is 5, it wouldn't be balanced. You've stated a hundred times that the mod is about balance, and a greater focus on RPG mechanics. It's not your fault if people misunderstand the mod.

I understand it must be annoying to have the feeling you need to 'justify' your decisions for this mod repeatedly, especially since it's not even done yet, and getting the balance right must be really difficult. It takes time. I wouldn't worry about it too much, you've already written enough about the subject.

And many of us do very much appreciate the extra effort it takes to release, update and discuss ART instead of keeping it for your own use! :)
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liz barnes
 
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Post » Tue Apr 06, 2010 11:45 am

if it was real world realism, the grenade machine gun would cripple your arm with every shot and you could level the ceaser camp with it ;p
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Breanna Van Dijk
 
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Post » Tue Apr 06, 2010 8:10 am

If people have that big a problem with your mod they should create their own, or at least edit someone else's for their own PERSONAL use and preferences. I you're too lazy for that... Well there's not much any one do for you.
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Alisia Lisha
 
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Post » Tue Apr 06, 2010 1:25 pm

Gonna throw my hat into the ring also and say don't get disheartened. Writing add-ons can be a thankless job sometimes.

And for those who don't like the changes: Either write your own, or learn to modify the add-ons you have. Learning the GECK isn't hard, and can be just as fun as playing sometimes... I know I spend more time doing addons than playing occasionally. :)

But not to derail. Loving the changes so far Arwen. When you add in the changes to differentiate the sixes will it work with custom races? If not, no worries, just curious.
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Horror- Puppe
 
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Post » Tue Apr 06, 2010 10:19 am

So, because its a realism mod, every shot to the head should be lethal?
Every punch with the bare first should cripple your hand a bit
Rad Away and stimpacks and instant doctor healing must be removed (totally unrealistic)
etc etc.

Not necessarily. But surely surviving five 40mm grenades in the back is excessive, skirt armour or no.

....This is what I put on my website ... in my Fallout 3 Journal's "Trials of a Wasteland Wanderer" (at the end of Chapter 2) ... I've ALWAYS stressed...I have made it very clear....

You're assuming i've played FO3, let alone with your mod. You're assuming i've somehow come across this Journal you mention. You also assume that i've been involved in your previous conversations to pick up on what you "stressed". Certainly, from the mod thread, you have not clearly explained RPG vs Realism. Personally, I think you have to re-consider your audience if you want to avoid confusion. Perhaps a large proportion of your audience (or potential audience) do as follows:
- Use google to search for a "realism" mod
- End up on this forum
- Open the thread entitled "Realism"
- Get an idea what the mod does
- Decide if it's approximately what you're after
- Try it out

I'm guessing that many people haven't completely read through the details of what the mod is about, and haven't used FO3's ART. So they're getting the wrong impression of the mod's intentions, thinking that realism means real world realism. It's too late for a name change now though.

And this is basically what I mean.

If people have that big a problem with your mod they should create their own, or at least edit someone else's for their own PERSONAL use and preferences. If you're too lazy for that...

Aren't you underestimating the effort and ability required to mod?
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meg knight
 
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