Enemy Scaling, and Radiant Settlements

Post » Fri Nov 27, 2015 8:15 pm

Game informer put out an article on June 17 that has some points of topic mentioned I haven't seen discussed much.

Apologies if this has been discussed previous.

Here's the article - http://www.gameinformer.com/games/fallout_4/b/playstation4/archive/2015/06/17/19-new-details-fans-need-to-know-about-fallout-4.aspx

Now, some things that caught my attention were these:

1. Bethesda is tweaking the way auto-scaling works for Fallout 4 to create more challenge. "We call it rubberbanding; we'll have an area where enemies scale from level 5 to 10, and then this area will be level 30 and above," Howard says. "You'll run into stuff that will crush you, and you will have to run away.
Thus, it seems enemy scaling like Skyrim is still a thing. As to how much this is so, and how it's employed is still to be seen.
I'll find it a little troubling if level 1 mole rats re-spawn later in the game and are suddenly bullet sponges.
While some level scaling is acceptable, I'm a little weird about it, because I don't like enemies that could be consistently managed one way, suddenly getting so aggro they got hairs growing off their hairs and it takes a mini-nuke to finish off a rad roach.
2. Bethesda's proprietary Radient A.I. and story system are also being used for your settlements to drive random encounters. It will determine if someone should be sent to your town, if raiders should attack the settlement or abduct your caravan, etc.
People will come to your settlement on their own but there are also others you can recruit.

A list of your settlements will appear in your PipBoy. You can send caravans between the various bases to get your supplies where you want them to be.

I like this. Your settlements show up on the map, and you can manage your caravans and supplies between them, plus, your caravans can get got by raiders.

Random folks will show up to your settlement, but, there's also ones that you can recruit directly.

I wonder if these recruitable characters will be a follower subtype, or if they'll be full fledged followers, and if they're full-fledged followers that can help manage your settlements that would seem to imply quite a few follower options.

Then again, I suspect it'll be a little like Skyrim, but slightly better with something like the Housecarl type of character that can be elevated to a Steward.

I'm a little excited about raiders attacking your settlement caravans. I wonder if mercenaries, or guards can be assigned to protect your caravans. Interesting.

Thoughts?

:)

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Kristina Campbell
 
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Post » Sat Nov 28, 2015 4:09 am

If its anything like Skyrim, mole rats wont become hard to kill. Wolves never did.

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Tamara Dost
 
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Post » Fri Nov 27, 2015 8:34 pm

I have only one thought I never want to see level scaling of loot and NPC's in video games developed by Bethesda Games Studios.

Sadly Bethesda Games Studios does not look at video games like Gothic or The Witcher 3: Wild Hunt.

The Witcher 3: Wild Hunt has absolutely no level scaling of NPC's and it's just so much more enjoyable to explore the video game world map and fight the NPC's whenever you see them. It's just a very good feeling when your level 1 or level 10 and you get killed by a level 30 NPC trying to kill it or run away to not get killed.

It's just a amazing challenging feeling.

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jenny goodwin
 
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Post » Fri Nov 27, 2015 9:11 pm

Deathclaws and Cazadores will likely still be mobile roadblocks.

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Life long Observer
 
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Post » Sat Nov 28, 2015 4:23 am

The scaling is different in Fallout 4, certain areas enemies scale from 1-10, 10-20, etc, but other areas enemies will always be a high level..... So if you want to eat lead, or be mauled to death just go to those high level areas.

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Dylan Markese
 
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Post » Fri Nov 27, 2015 11:06 pm

That is actually how it worked in Skyrim as well. They just had very few locations set at a high level.

It was basically just Falmer dens, which were usually set to a minimum of level 18-20, and dragon priest lairs, which had minimum levels of 25.

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Isaiah Burdeau
 
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Post » Fri Nov 27, 2015 10:30 pm

I think new vegas did it best when it came to leveling. there werent many enemies that felt bullet spongy and there a nice variety in enemy types. Having said that i dont think fallout 4 will be as bad as skyrim was when it came to its level scaling which was extremelt lack luster. you could run around the entire open world and except for a 5 small spots on the map would never find anything threatning to you until you hit lvl 10. you could run around whiterun hold and falkreath permanently at lvl 1 and not find a single forest troll or sabercat, they just wouldnt appear until you hit a certain level.

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Tikarma Vodicka-McPherson
 
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Post » Sat Nov 28, 2015 7:02 am

As long as Feral Ghoul Reavers still kick my ass, Im not too concerned.

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Wayne Cole
 
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Post » Sat Nov 28, 2015 4:52 am

As long as Feral Ghoul Reavers aren't bullet sponges that svck up half my ammunition, I'm not too concerned either.

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Flutterby
 
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Post » Fri Nov 27, 2015 8:58 pm

I don't mind some scaling.

I like it when the name changes on scaled creatures though. Eg: level 1 - molerat. level 10 - furious molerat king.

At least then I know what I'm going to get and I can pretend that a tougher group has moved in.

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~Amy~
 
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Post » Sat Nov 28, 2015 12:00 am

Level 10- Battle Cattle carrying explosive saddebags who charge you the explode.

ALso: Feral Ghoul Reavers HAVE to absorb your bullets. They need to replace the body mass they lose when they throw their radioactive flesh bombs at you!

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Cathrin Hummel
 
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Post » Sat Nov 28, 2015 8:55 am

I hope someone mods the name progression to ridiculous and obscene levels;

Furious molerat with hemorhoids and a hangover looking for trouble

Belligerent molerat with a bad haircut poor education and chip on its shoulder

Angry girlfriend of belligerent molerat convinced the rumors about you tapping her boyfriend on the sly are true and looking for payback

Mother of angry girlfriend of belligerent molerat on a rampage after you turned her daughter into gibblets

... and other fun silly stuff. :)

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Bird
 
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Post » Fri Nov 27, 2015 8:20 pm

ooh Legendary Feral Ghoul Reaver!

I was always dissappointed they didnt make Samuel from FO3, more akin to a Legendary Glowing One. Maybe he gives out like +2000 Rads when he bursts or dies.

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Jennie Skeletons
 
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Post » Sat Nov 28, 2015 12:18 am

I hope I can equip the caravan guards to suit my personal taste.

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Harinder Ghag
 
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Post » Fri Nov 27, 2015 11:08 pm

That would indeed be quite nice.

Having 10 suits of power armor, 17 different types of combat armor with at least a dozen full sets each, plus all the other assorted armor, along with 15,327 different weapons collecting dust in storage somewhere is a little silly if there can be a way to equip and arm your peeps.

It would, however, also be a little silly if you could equip all your own peeps to such a level that they could defeat the entire Brotherhood, Enclave, and Super Mutant army combined.

What, then, would be a good median for equipping all your settlement peeps, and caravan guards?

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Neil
 
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Post » Fri Nov 27, 2015 9:53 pm

Wait, I'm confused. Did molerats become hard to kill after a certain level in F3 or NV?
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Ricky Rayner
 
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Post » Sat Nov 28, 2015 5:51 am

Nah, not at all. I think OP was just concerned that the scaling would be like Oblivion, in where regular run of the mill Bandits would start appearing in Daedric and Glass armor later in the game. Timber Wolves at level 30 would be a serious threat as well.

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Rob Smith
 
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Post » Sat Nov 28, 2015 12:02 am

No.

The scaling in vanilla fallout 3 was excellent.
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maddison
 
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Post » Sat Nov 28, 2015 4:23 am

I think they just became replaced with albino radscorpions.

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Hella Beast
 
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Post » Sat Nov 28, 2015 7:26 am

Oh ok, I understand now.
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helliehexx
 
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Post » Sat Nov 28, 2015 12:40 am

In the E3 demo, Toddsworth said you have to have food, water and beds for your settlements in order for people to show up. It makes me speculate then that there might be an eating, drinking and sleeping mechanic and that this might transfer over to the player character for a survival (hard-core) mode. If that is put into the game, then going even further, I wonder if we'll need to manage the needs of our settlers as well. Do you think Rads will also come into effect?

On the flipside, is that just too much micromanagement?

COMMENCING MICROMANAGEMENT!!!

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SamanthaLove
 
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Post » Fri Nov 27, 2015 11:29 pm

It would not surprise me if the mechanics of Fallout Shelter are built into FO4.

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Steve Smith
 
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Post » Sat Nov 28, 2015 12:18 am

Level scaling sounds exactly like how it works in Skyrim, which is fine by me. I never felt like an enemy I encountered was out of place, or unreasonably difficult, like in Oblivion or Fallout 3. Loot scaling is a bit trickier, but that's never been too much of a problem in the Fallout games IMO. Only new thing I'd like to see from leveled spawns is having new occupants move into cleared areas; like, after you clear a raider camp, it will become infested with mole rats or cannibals or something.

My guess is that we won't need to manage the needs of our settlers, but their needs will be prerequisites to them showing up in the first place. Like, before you can get a new settler you have to already have met the food, water, and shelter (beds) requirements for them. Then, of course, you'll be able to assign settlers to different duties, like being a guard, merchant, etc. Or special, unique NPCs can fill those roles in your settlement should you find and recruit them. This is all guesswork, but it would make sense given how Radiant Story already works.

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marina
 
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Post » Sat Nov 28, 2015 7:44 am

I really hope settlements don't turn into "The Sims: Fallout Edition"

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renee Duhamel
 
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Post » Sat Nov 28, 2015 3:23 am

They'll most likely place the higher-level enemies in obviously 2spooky4me places that already give off a bad vibe for the player. Thus you'll probably never feel this rubberbanding unless you purposely go out of your way to said spooky regions.

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Facebook me
 
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