FNV S.P.E.C.I.A.L. cap?

Post » Wed Sep 01, 2010 10:55 am

Nah, I do not mean making it easier to min/max. I meant make the game less bothersome for someone who feels the need to min/max.

Like, if there is no way to increase intelligence other than SPECIAL placement and perks, then there is no need for someone who likes to min/max to feel gimped by not rushing for an implant and starting with 9 intelligence, when they really just wanted to start with 10.


This is a roleplaying game, you know? There really isn't that much difference in ability to complete the game between an INT of 9 or 10. If you were running down to Rivet City just to get the bobblehead, or feeling gimped that you didn't have max INT, then you are likely to like F:NV even less, considering the greater opportunity costs in their SPECIAL system. The big deal here is to make a SPECIAL system so that different combinations of stats cause the gameplay to change. There should be no possible builds that have all the stats maxed.
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JESSE
 
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Post » Wed Sep 01, 2010 10:15 pm

That is how it goes. The consequence of making the "All 100" character impossible is to usher in the age of the "Min-Max" character. The excessively high strength requirements for many weapons is also going to encourage the use of "Min-Max" characters even more.

Using a "Min/Max" character in FO3 was unnecessary. Only the newbies, or those that couldn't be bothered to learn the game, did this.



Come on now, that is being a little harsh. There were a few reasons to min/max to make a perfect type of character.

When making a perfect unarmed only fighter, you needed to do some. Or if you wanted to make a certain build with the nuclear perk lol.
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koumba
 
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Post » Wed Sep 01, 2010 3:18 pm

That is how it goes. The consequence of making the "All 100" character impossible is to usher in the age of the "Min-Max" character. The excessively high strength requirements for many weapons is also going to encourage the use of "Min-Max" characters even more.

Using a "Min/Max" character in FO3 was unnecessary. Only the newbies, or those that couldn't be bothered to learn the game, did this.


Except that min-maxing was incredibly common in FO3 because not everyone wanted to spend the time looking for all the skill books, and because Charisma was so irrelevant to the overwhelming majority of builds you effectively had 9 spare stat points instead of the intended 5. The game just didn't make you suffer the min for your max, which was poor design... the kind of design that specifically leads to ubiquitous min-maxing.

Ostensibly, in F:NV, there won't be dump stats any more. Direct stat checks in social interactions and Nerve will mean that Charisma is no longer pointless, as will the decreased number of overall skill points to shore up Speech skill. Perception plays directly into accuracy. If the system is designed such that you a. pay a fair cost for a fair benefit in another area and b. benefit from specializing in a small number of areas rather than being a jack of all trades, it doesn't need the perjorative min/max label... you can just say that characters will have distinct specialities or identities. Maybe people will respond to the high strength requirements of firing a minigun freehand by not trying to use a minigun on every character.
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Laura-Jayne Lee
 
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Post » Wed Sep 01, 2010 10:55 pm

Using a "Min/Max" character in FO3 was unnecessary. Only the newbies, or those that couldn't be bothered to learn the game, did this.

Only rude ignorant people insult others for no reason. And broad generalisations are rarely true. I did it because its something I enjoy doing. You learn more about game mechanics by min/maxing so dunno what your talking about there. You can easily beat F3 without a thought, just blindly following waypoints and skipping text.
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Sunny Under
 
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Post » Wed Sep 01, 2010 7:34 pm

This is a roleplaying game, you know? There really isn't that much difference in ability to complete the game between an INT of 9 or 10. If you were running down to Rivet City just to get the bobblehead, or feeling gimped that you didn't have max INT, then you are likely to like F:NV even less, considering the greater opportunity costs in their SPECIAL system. The big deal here is to make a SPECIAL system so that different combinations of stats cause the gameplay to change. There should be no possible builds that have all the stats maxed.



Nah, I do not want a PERFECT character. I want to come up with a build and make that build as PERFECT as I can.

So If I am making a 10 intelligence and 10 charisma character, if I do not lower them both to 9 and get the implants my build will likely be worse. It is like missing intense training TWICE. That is what I am talking about. So if i want the build I come up with to be as perfect as it can, I feel obligated to lower stats and rush to a part of the game world, even though I would rather not.

I was never a fan of 100 to all skills and max special. I am in no way talking about making a perfect character that could do everything.

You can take the anti-min/max character to the extreme though. There are likely people out there that pick their special and perks at random, and think people who plan any builds at all are min/maxing lol.

EDIT: Also, the fallout3 perfect character was not the fault of the players, it was poor game design. I mean, you had to pretty much try to not make a perfect character, to keep from making a character good at everything.
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