Wow, this thread came back from the grave.
I guess we'll know in a few days whether the level limit will increase. I wonder if there will be more skill books?
I honestly hope the answer to both is 'no', as my characters are already pushing the limit at L35.
Sure, I could forgo using the new skill books, but I shouldn't
have to do that in order to maintain what little semblance of balance is still left. Even without comprehension one book per skill is still 39 total skill points, which can go a long way towards maxing out yet another skill in addition to the nine I have already gotten there.
What some folks seem to be forgetting is that even though there are 13 total skills you do not need to raise more than two combat skills, which means there is an
effective total of ten skills. If I can max nine of them by L35 without extraordinary measures then something is off; maxing more than about 5-6 skills by the cap should take an inordinate amount of build planning and in-game effort, but as things stand now I can do that with a 6 INT by level 20 without even trying.
For those saying we should avoid using the higher-tier stuff: that's a non-starter because the whole
point of gear progression is for the character to eventually be able to use the best items, usually when facing the toughest opponents. I do have a character who stopped with Reinforced Leather Armor and does not use the top-tier weapons due to concept; however, the rest of them
do use the best stuff, and for them there is no challenge whatsoever because the enemies do not scale to meet the power levels the player can reach.
I do not play on Very Hard, although I probably should for the added risk, because it does not work the way a difficulty increase really should. In FO1&2 there were three settings: Easy, Normal, and Hard, and the latter really
meant it. You dealt less and took more damage, skill checks were more difficult to pass, random encounters were (a lot) more dangerous, and so on. Enemy HP did not change, though, so you did not have critters exhibiting Albino Radscorpion Syndrome?. Since I do not care to pump 14 clips of .44SWC into one critter I do not raise the slider, which is rather disappointing as I really would like to for at least one character so that the Power Armor and hand cannons I have stockpiled would actually be tested rather than stomping all over everything.
In FO3 I ended up creating a set of rules that placed strict limits on what I could carry, keep, or use, because all too often I ended up with more ammo and weapons than I would ever have a use for. I also implemented strict rules on SP allocation because I found that pumping a combat skill+repair+medicine through the ceiling right away made the game stupidly easy from about L10 on. I avoided porting these rules over to F:NV for a while since hardcoe Mode and weapon skill/stat requirements covered a goodly portion of my concerns, but repeated testing showed that those were not enough and I have had to reintroduce the rules in order to keep from overpowering everything from an early level. The SP allocation I am still debating with myself about, due to more perks having high skill requirements than in FO3. Were the game properly balanced I wouldn't have to do any of that, since it would already be taken into account during combat and the level-up screens.