» Tue Jul 27, 2010 5:53 am
First let me say I am very thankful to the FWE team for making such a spectacular mod in Fallout 3 and completely respect their decision if they think it's unnecessary for FNV. FWE is the reason why I probably will still play Fallout 3 many years from now. As for FNV, I'm probably going to wait to play through it again until an overhaul mod along the scope of FWE comes along, or maybe use Arwen's when it's more updated.
But having played Fallout 3 FWE for the first time only a month before FNV came out, I have to say that I disagree that FNV adequately implemented many of FWE's features. I'll go by the ones Kai listed:
Food/Drink/Sleep - Vanilla rates are ridiculously low, and there's enough atomic cocktails to never need a bed or a bedroll, and no shortage of sinks and toilets to drink from to reduce 200 H20 per drink. No matter how much your needs are modified, these two things break the hardcoe challenge. Remove bathrooms? no, but a mod that would reduce the intake from those sources would be a welcome change.
Crippled limbs can only be healed via certain items or doctor visit - Problem with this is one, Doctor's Bags are only one item you need carry along and require no medicine skill, two, Hydra is everywhere in the game, even can be purchased at vendors that refresh or found in generic refrigerators. I didn't put one skillpoint in medicine in FNV, yet I could accomplish everything that 40-60 medicine skill required in FWE - and with one item, sometimes affecting more than one crippled limb, with the recovery being instant rather than gradual. In FWE, if I had 3 or 4 crippled body parts, sometimes that just meant "tough [censored]."
Half Int as skill bonus - No argument here
Overall amount of skill points reduced - Again no argument here.
VATS rebalanced - Perception doesn't affect VATS accuracy or any weapon accuracy. Very, very disappointing from Obsidian.
New weapons and armor, returning weapons from classic Fallout games - Only a couple..the plasma caster and That Gun. FWE has a huge collection. There almost isn't a single weapon from the old fallouts that you can't find in there, as of version 6.03 anyways. Many of the weapons become meaningless too early as well.
Heavily rebalanced weapons system - Not sure what you mean here. There's more weapons, yeah, but that is mostly relative to the player. There are no 'OMG' moments in FNV unless you're fighting a deathclaw. In FWE, a Fallen Brother or a Raider with a heavy machine gun was actually a threat to you. The fiends have energy weapons and flamers and such, but they still aren't a threat like FWE's raiders. And I'd say that applies whether you played FWE with MMMF3 enabled or not. FWE was the only fallout 3 playthrough I had where despite having high weapons skills and powerful weapons, I could still get killed by (non-enclave) humanoid enemies by level 10. As for mutants, there is like 3 spots in the entire game of FNV where super mutants are, and they're just bullet sponges with weak weaponry. The only way to balance NPC damage seems to be to put it on Very Hard, and not only does that reduce your damage by 50%, DT is not balanced for difficulty higher than Normal, leading to all the bullet sponge complaints about vanilla FNV.
Cross Repair - No argument here, although scrap metal to repair would be nice.
Melee knockdown - No argument here
Rebalanced perks to be viable at almost all levels - We aren't sure yet if a lot of the perks in FNV such as Gunslinger, sniper, the torso dmg one (cant remember the name) actually work. I'm always skeptical of perks like that and that's why I rarely took them in my FNV playthrough.
Improved AI reactions - I disagree. AI shooting doesn't respond to skill and perception checks, they just go wild and spray and pray in FNV. There's a huge difference to how an NPC fights in FWE and how one fights in FNV, sometimes its gamebreaking because in FNV so much ammo is used by followers due to these mechanics that it's often pointless to bring one along.
More Crafting - I had survival tagged on my FNV char and barely used it. Sure it replenishes more h20, fod, and slp, but as far as the recipes go it is a really meaningless skill. Same problem with cripples and hydra - food can be found everywhere. I literally walk around with none because I'm sure that whatever I'm about to explore next has a refrigerator with Cram/instamash or whatever, and a sink which depletes 200 H20 per use. Also, stimpaks are a problem. They take 70 Science to craft, but why even bother when every vendor has 5 you can buy for 40 caps? 70 science is way too high for a normal stimpak, too.
Ammo crafting and disassembling - FNV does a good job with this but energy is underpowered right now lacking -DT ammo.
Enhanced Followers - See AI reactions. Also, I felt that I needed to have two followers when I played MMM+FWE. No other difficulty mod has ever done that. Two followers in FNV is overkill, kind of like vanilla FO3.
More detailed weapon stats - Agreed.
Tracers removed from singleshot weapons and added to automatic weapons - I guess - I never really saw the big deal over tracers being in or out.
To add to this though, I'd say the biggest difference between FWE fallout 3 and FNV is your sense of vulnerability. In FWE I can't take more than 3-4 shots before my limbs are crippled. I can't get ambushed by NPCs with the Wasteland Patrols mod and feel safe in the duration of the ensuing combat due to the globals damage (and I only use 1.5x too, not the FWE default). In FWE radiation actually matters and loot isn't everywhere to be found, both giving me an incentive to collect animal meat and cook it, caps are still important, and ammo you don't use can't be carted around like it's a separate currency.
Heh, I think the only time I ever got crippled in a 70 hour FNV playthrough was when I stepped on mines or at the end battle when I got hit by an enemy using a .50 cal rifle.
IMO, to say that FNV implemented FWE features is to severely understate how much FWE changed gameplay in Fallout 3. If there were to be a FWE for FNV, the overhaul wouldn't need to be as big - true. But FNV is a game that needs a balance overhaul nonetheless.
Just my two cents.