Random thoughts about FWE:
I really like FWE and think it's the best mod on thenexus. That being said, I thought there were a few flaws with it that could be improved.
Edit: I put already configurable stuff in spoiler tags. I wish the defaults were harder, but it makes no difference I guess.
Spoiler 1) Primary needs are really not enough of an issue in FWE. With the 5.0 update, it's too easy to keep yourself full or fully hydrated.
A single animal will provide 2 pieces of grilled meat that can last you 2+ days ingame, which is a lot of game time considering the 5:1 time ratio. Furthermore, there is food all over the wasteland to scavenge, lots of fridges with food in them etc. And of course, food is so cheap that it's very easy to buy from merchants, as if you'd ever have the need to.
Hydration is also not a problem. A water purifier costs less than 200 caps, and a single bottle of good water will give you 15%+ hydration (at least 1.5 game days I believe). The initial cost and the energy cell is no real deterrent. In fact, you make money with a purifier. One radaway + 4 energy cells = 28 caps, gives you 4 good waters that sell for 25 each. Purified water, easily gotten from wadsworth or in first aid kits, give you even more hydration or can be sold for even more.
I pretty much never feel the need to carry around more than 1 grilled meat and 1 good water. There's no way I could quest long enough that I'd receive stat penalties for being hungry/thirsty, much less being in a life threatening situation, before I find too much loot or return to megaton just to complete quests.
I realize that all this is rendered moot by turning up the difficulty myself. However, I try to play with the default settings as much as possible because I believe that it most closely follows the vision that the developers (you guys) had in mind. So yeah. I think it should be harder
.
However, beyond just turning up your hunger/thirst rates, perhaps a few key issues should be resolved. Getting meat from animals is too easy and too reliable a source of food. Why not make animals unlootable without a perk ("hunter") that allows you to identify the parts of animal good for eating and the skills to remove that flesh? It could have a side benefit like +15% damage to animals or something similar.
Also, perhaps purifying water should be more difficult or less beneficial. I just feel that it's silly how you actually MAKE money by purifying dirty water (barter skill is irrelevant because it affects the radaway cost too). Perhaps the purification process should take much longer than it currently does (30 ingame minutes) making it a chore and something the player needs to continuously check up on.
2) Radiation in the wasteland needs to be more balanced imo. The rads in water are absolutely deadly, and I like it, I actually try to avoid water now. However, radiation from consumables is so miniscule it's pointless. Related to the above: since you need to eat/drink so rarely, you can tuck food away in a safe place along with a radiation suit (so you don't have to carry around a heavy suit thing). Your home works well, or even just your motorcycle saddlebags. Thus you can easily get 65%+ radiation resist whenever you wish to eat. Anyway, the point is that combined with rad resisting items and perks, the rads for water/food are negligible.
This is further exacerbated by the fact that ALL alcohol takes away 20 rads. Even without ANY rad resistance, which is unrealistic, you can MORE than counter any radiation from food/water by downing it by a beer (which costs like what, 2 caps? please). Then sleep for an hour to get rid of the annoying visual effects and you're fine.
I suggest that food/water rads should not be reduced by rad resistance. Sure, you'll lose out on the small bonuses perks give you, but it'll prevent the MUCH higher possible abuse from rad resist armor, which doesn't make any sense either. Or just toss on a much larger rad penalty (or both). Would it svck early game? Sure. But it should, you're an unexperienced teenager (19, right?) thrown out into a literal wasteland. not hard to find beer, or brahmin cheese, either. It'd actually add something to the game if you're so tight on cash you have to decide buying food, or getting yourself healed, or getting your rads taken away.
also it'd be really cool if you integrated the radioactive rain from enhanced weather =D
3) the weapons are not quite balanced. It's not a huge problem and you'll probably think I'm wasting way too much space on this. But I just like to thoroughly support my opinions =)
Pistols all around are too good (besides the 10mm ones). They have ridiculously low min spread, lower than an assault rifle (almost ANY rifle should be more accurate than a pistol. 14mm has like .25 mid spread, a chinese assault rifle with a laser sight only has .3 something... I suppose you're trying to balance for the greater recoil when firing at full auto. Sigh. I wish bethesda had put in a recoil mechanic). The average damage may not seem to be good in comparison, but FWE also favors semiautomatics and singleshot weapons. Bullet time simply does not work well with automatics, perhaps because of how it's scripted, and anyway it's more efficient targetting headshots with bullet time. Automatic weapons, then, aren't really useful except when you run out of AP (that never happens with the 2nd bullet time perk). Also, ammunition is 1) expensive 2) rare and 3) heavy. This means you don't want to be needing lots of it (too much weight) or be needing to replenish lots of it (expensive, and inconvenient midway through any mission). Pistols again win in this category.
My main beef is with the .223 pistol. That is to say, I like it so much it's my #1 weapon but I also feel guilty for using it. There's really no doubt about it, it is the best "all around" small gun weapon. 48 damage, 2x crit chance with 40 crit damage, .3 min spread, 3 shots/second. The 14mm does slightly more damage HOWEVER the 14mm uses a MUCH rare ammunition type. It's even hard to buy 14mm, so many times ammo merchants will respawn with literally only 1 14mm bullet in their inventory (perhaps that needs looking into). Also, the 14mm's crit damage is about the same IIRC and has 1x crit chance. Oh, and 1 more bullet in the clip. If you're comparing both guns I might use the 14mm for tough fights early on, if I can find enough ammo (doubt it) however you'll never need to buy more ammo with the .223 pistol using 5.56 rounds. However, as you level up, the .223 pistol will actually end up doing more damage than the 14mm because of the 2x crit chance. With a high luck and finesse, you can already begin to see the difference. Better criticals tops it all off.
It also has a ridiculously fast firing speed, about as fast as is possible for a single shot it seems. The deagle theoretically has a much higher RoF (at 6 a second) but FO3 seems to limit it somehow (my many ingame tests showed no practical difference) unless it's automatic. The magnum, while dealing more damage and having ammo not as rare as the 14mm, has a substantially slower speed of 2.25 shots a second. It's pretty noticeable, actually. Also, again, crit chance svcks.
I don't mean to say that assault rifles are useless. I just don't use them very often, typically only if I'm fighting multiple enemies in very confined spaces or against very tough enemies (overlords, reavers, and deathclaws are all really). A .223 pistol is enough for me to take out ANY human in at most 2 headshots, 1 if they're low level or if I get a critical. This means I can kill at least 2 enemies within a few seconds (again, consider the .223's fast firing speed, its super low min spread, and bullet time). Sure, the low clip size is annoying, but it isn't much of a limitation considering the low spawns of the default game (MMM fixes that, but well, that's not officially a part of FWE
).
Also, does anyone else feel that the new assault rifle pretty much makes the chinese/regular assault rifles useless? It uses a cheaper, lighter ammo, deals 1 less damage than the chinese for double crit chance, faster firing rate, large clip size, and more accuracy. Why not make one assault rifle excel in accuracy while make another (like the chinese, which seems to be based on the AK) more powerful but less accurate? I sorta feel like it's pointless even having it in the game if it's inferior in pretty much every aspect.
Unique weapons: uhh, it seems like a lot of unique weapons were simply made silenced. Maybe it's just the few I happened to have acquired (xuanlong, ole painless, ultra smg). Sort of makes sense on the first two, but when I hear "ultra smg" I think of something with more power and less stealth. Just a minor thing. But I feel like there was more that could've been done to make unique weapons truly "unique" other than silencing them. Like adding knockdown, or low damage but very high crits, very high damage with very low weapon health, extra damage on certain creatures or karma related. Something like that.
lastly, shotgun shells are a bit too heavy imo. maybe tone it down a bit. Shotguns are already weaker in comparison to how they were in vanilla.
4) skill balance is whack.
I respect what you guys are trying to do with the skills and I think it's a definite improvement over vanilla. However, it's still far from perfect. First of all...
* Tagging skills is counterintuitive if you're trying to optimize your character (and playing a high difficulty mod like this requires some optimization). Naturally, you want to tag skills that you'll use a lot. However, you'll also be putting high points into SPECIAL stats that deal with that skill. Even if it's not to boost that skill, it naturally fits; str increases melee damage as well as melee skill, for example. By tagging a skill that is already higher than average, you don't get as much benefit as you would from tagging something else, like medicine, since skills cap out at 100 unlike the original fallouts. The difference is magnified when you consider perks. You'd think that picking "size matters" for a big guns specializing character that tagged big guns would be a good idea. However, the perk adds a flat bonus of +10, which is the equivalent of 5 skill points. If you had picked a perk for a nontagged skill, you'd get the equivalent of 10 skill points. So a big guns character would actually ideally NOT tag big guns, pump up the corresponding special stat, and take the size matter perks (all 3 ranks) for the mastery bonus.
Suggestion: incorporate skills past 100 and wasteland mastery into FWE. 100 shouldn't even be considered a benchmark, breaking it shouldn't be some sort of special transcendence. Perhaps diminishing returns past 100, as it was sort of done in FO2. Also possibly rework perks to grant more benefits if you've also tagged a skill that the perk increases (nonretroactive of course).
* Skills just aren't balanced in terms of usefulness.
Science and lockpick are both less useful to rank up because of the hackterminal/picklock options that bypass the minigame. Even considering that you don't save/load repeatedly, these methods are still very reliable even with 15 less skill than needed. 20 less is definitely possible, 25 less is risky but not always a bad idea. Furthermore, they're made more useless by the introduction of bypass modules and explosive entry. Sure, both methods are expensive, but they also mean that you don't need to get lockpick/science up to that 100 level to access all the content in the game. Lesko's lab coat weighs 1 lb with +10 to science. With 10 intel you start with 30 science I think (3 per point right) so put 10 points into science and with the coat you can hack all average terminals. Put 15 more points and you can reliably use the hack terminal option. Use bypass modules for the very hard ones (i've actually not encountered a very hard terminal yet despite playign to level 16 without exp exploits.) As for lockpicking, you CAN lose a lot of bobbypins using the pick lock menu option, but bobby pins are still too cheap and you easily recover them with the skillbook perk.
Repair is useful as always. However, upping the repair skill isn't, as much. Wasteland survivor goggles + vault utility jumpsuit + toolkit + workbench = +30 repair skill. (toolkit is easy to make if you know where to search for scissors). Amphetamines cost like what, 20-30 caps for another +15 repair, and naturally repair takes no time so one amphetamines goes for a long way. If you have PL, replace jumpsuit with overalls and now you have a potential +50 repair skill (+55 with bobblehead). That means you only ever need to put 15 points into it to max out your repair (if your intel is below 10, then use mentats to max it out). Is it inconvenient hauling stuff in your motorcyle for a big repair job? Sure, but not that inconvenient. You want to store most of your stuff anyway if you've cleaned out the merchants, which I often do, and also to see what you want to keep and what you don't want to. Fuel is inexpensive, you find TONS of turpentine/flamerfuel/whiskey and detergent only costs 2 caps a box from the merchant guy. Anyway, you'd probably want to boost repair a BIT higher for on-the-fly repair jobs, but boosting it past 75 is plain wasteful (jumpsuit + goggles + amphetamines are only 3-5 lbs in your inventory and will max out your repair. Or carry around a toolkit in your motorcycle for another +10). Furthermore, FWE greatly increases the item health of everything, meaning on the fly repairs are really never needed as long as you pay attention to your stuff. Only reason to repair things on-the-fly is to save weight while looting, really.
Melee: Eh. I feel like this skill is sort of pointless. Even with the very low starting skill level, you still deal enough damage with a chinese officer's sword (easy to get vampire's edge thanks to the lockpicking changes mentioned above) to easily dispatch vermin and ghoul/ghoul roamers. Every character, even without "training" (putting points in the skill) is good enough to 1hk a mole rat for instance. Since vampire's edge/shiskebab swing so fast, it's very easy to take down ghoul roamers (i.e. almost everything in the subways) without getting hurt. I also use it to finish off wounded enemies that I know are hiding around corners or behind cover, even with 25~ in the skill. I just feel like you should need some sort of investment when it has these many uses. On the other hand, melee at higher levels is very difficult simply because of FWE's higher global damage.
Suggestion: ideally lower attacks per second/swing speed (make it feel like you're actually clumsy with the weapon) at low skill levels. probably a pain in the ass to code, so I suggest more extreme damage differences based on your skill level.
Medicine: imo, rad-x scales up too much at 100 med, especially considering the maximum of 95% rad resistance. For only 20 caps a pop, it really takes the danger out of radiation :/. Plus, upping med to 100 also makes radaway remove a ridiculous amount of radiation. Since you never want to get past moderate rad poisoning anyway, doctors become irrelevant (too costly) compared to what a single radaway does for you. Generally, making a game feature obsolete isn't quite ideal
.
Spoiler Barter: Yeah, again I realize that this is configurable, but just like to point out that the default barter mechanics seem a bit too easy. I have huge, huge stockpiles of items at home that I can't sell because all the merchants are sold out. Wistful thinking here: it'd be awesome if some very expensive high end items could be bought (like a 10k unique assault rifle).
Sidenote: with the Pitt DLC, .32 ammo is worth "more" than 5.56 with the ammo press. 10 .32 ammo will make more than 10 5.56 ammo, for example. You can make more .308 with .32 than you can with the same of 5.56. But both .32 and 5.56 cost the same amount of caps. And because of the barter system, it's actually not terribly difficult to be able to sell/buy ammo at their actual costs. So it's a bit of a possible abuse, there. Not really sure how you can fix this without changing the ammo press itself.
sidesidenote: the Outcast rewards at Fort Independence are not very consistent. That is to say, the monetary value of getting stimpacks VASTLY outweights the monetary reward of 14mm ammo for example. This was true in vanilla but is made worse since stimpacks are now 35 caps instead of 25 caps. Exchanging technology for anything other than stimpacks is a losing proposition. A rebalance of the rewards would be nice, they don't have to be perfectly equivalent but it's not even really close right now :/.
random suggestion: I think it'd add a lot to the game if SPECIAL caps were removed. Your character could not have a stat that is INHERENTLY above 10, to represent human limitations, but certain perks, drugs, and items would be able to make you temporarily exceed those human limitations. Example: using buffout, or equipping power armor. After all, FWE includes a lot more chems, but I end up not using a lot of them because my stats are capped with only 1 chem or maybe none at all in some cases. Some things might need to be rebalanced (maybe past 10 you don't get skill bonuses, idk) but this is something I'd love to see in game.
Can't think of anythign else at the moment. Sorry for the super long post but I don't like making unfounded comments, so I expand on everything I write. Hope this helps in any way to make FWE better [=