Game Balance, Player Choice and the future of New Vegas

Post » Mon Oct 19, 2009 5:38 pm

This is one of the main reasons the Courier is even powerful in the first place. Drugs drugs and more drugs.

And unique weapons.
And 100 CND weapons.
And 100 CND armor.
And unique armor.
And perks.
And traits.
And challenge perks.
And special ammo.
And VATS.
And +health/level.
And 100 combat skill.

:mellow:

I'd say it's The Courier.
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Nauty
 
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Post » Mon Oct 19, 2009 4:51 pm

And unique weapons.
And 100 CND weapons.
And 100 CND armor.
And unique armor.
And perks.
And traits.
And challenge perks.
And special ammo.
And VATS.
And +health/level.
And 100 combat skill.

:mellow:

I'd say it's The Courier.


And, let's not forget, a player. That makes a lot of difference. :biggrin:

I don't know; I'm still torn about this whole issue.
On one hand, it's appealing to have a character who is, within the setting, believably human (if you read my OP you'll see what I mean) because it's a fairly conventional setting despite it's sci-fi paint job. A grungy, rough & tumble, mortal Courier who has to struggle to get by is very fitting.
But on the other hand, it's also fun to fulfill the RPG dream -- you WILL become the baddest [equine subspecies] in the land. It's possible to make the point that only a superhuman could accomplish the stuff the game requires; I don't know.

I wish the game had mechanisms in place to please both styles of play, but if something like this happens it will have to be in F4. Poor New Vegas has been on the table too many times as it is and still can't walk right. Maybe at the beginning of F4 we'll be able to choose between 'Challenge Mode' and 'Action Mode'. If it's implemented into the design from the start maybe there's a chance, right?
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Code Affinity
 
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Post » Tue Oct 20, 2009 4:33 am

And, let's not forget, a player. That makes a lot of difference. :biggrin:

I don't know; I'm still torn about this whole issue.
On one hand, it's appealing to have a character who is, within the setting, believably human (if you read my OP you'll see what I mean) because it's a fairly conventional setting despite it's sci-fi paint job. A grungy, rough & tumble, mortal Courier who has to struggle to get by is very fitting.
But on the other hand, it's also fun to fulfill the RPG dream -- you WILL become the baddest [equine subspecies] in the land. It's possible to make the point that only a superhuman could accomplish the stuff the game requires; I don't know.

I wish the game had mechanisms in place to please both styles of play, but if something like this happens it will have to be in F4. Poor New Vegas has been on the table too many times as it is and still can't walk right. Maybe at the beginning of F4 we'll be able to choose between 'Challenge Mode' and 'Action Mode'. If it's implemented into the design from the start maybe there's a chance, right?

Two modes to cater to two types of RPGamers would be quite nice in theory.
The problem I see is that they might not balance the game right then either due to them having to balance two games.
Cause even if one is to become a 'god' it still needs to have some form of balance.
So they'd have to balance the game in several ways for both modes which in the end might have us end up with two halfassed game modes.
One where you literally become a god amongst gods that is too ridiculous and one that is a rollercoaster in terms of balance going up and down and twisting and turning during the entire playthrough.

So two modes would be awesome. (Yay for options!)
Question is, do they have the time to design and balance the game after these two modes and will this deprive the game of polish in other aspects?
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Terry
 
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Post » Tue Oct 20, 2009 3:11 am

unless they add more level up perks, i'm fine with 35. i have everything maxed that i care about anyway.

id love a little more difficulty, but i want all my skills maxed. theres nothing i hate more than not being able to go somewhere or do something the way i want because of some stupid number.
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StunnaLiike FiiFii
 
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Post » Tue Oct 20, 2009 4:54 am

But i want all my skills maxed. theres nothing i hate more than not being able to go somewhere or do something the way i want because of some stupid number.

You do realize you bought a role-playing game right? :mellow:
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Nathan Maughan
 
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Post » Tue Oct 20, 2009 12:52 am

You do realize you bought a role-playing game right? :mellow:

yes, and i don't care. isnt it more like a...FPS/RPG/Open-world game?

i focus on the 2 ends, not the middle. i have 3 files, and unless another faction for the MQ is introduced, ill only make one more (doing ind last).
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Bek Rideout
 
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Post » Tue Oct 20, 2009 7:13 am

Fallout is an RPG first anything else second.
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Francesca
 
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Post » Mon Oct 19, 2009 10:26 pm

Fallout is an RPG first anything else second.

definitely more RPG than FPS, but its just as much an open-world game as it is an RPG.

i dont think thats even a genre though, just a way to describe it, but still
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Suzie Dalziel
 
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Post » Tue Oct 20, 2009 7:19 am

So two modes would be awesome. (Yay for options!)
Question is, do they have the time to design and balance the game after these two modes and will this deprive the game of polish in other aspects?


We don't ask much and we're easy to please. Yup.
It's a good thing gamers, as a rule, are a placid, uncomplaining lot.
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Tha King o Geekz
 
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Post » Tue Oct 20, 2009 8:22 am

Since when does this game have to be hard? If you want it hard, put up the difficulty slider and self gimp. Otherwise, there is no way to please the people who want to grow and be powerufl, and the people who want to be weak and helpless.

Personally, I don't think it's a Courier issue, it's an enemy issue. Almost no enemies actually use stimpaks and drugs such as psycho/med-x; this is one of the main reasons the Courier is even powerful in the first place. Drugs drugs and more drugs.

By the same token, there's no reason the game should be easy, either. :tongue:

As for the slider, for reasons already enumerated, it doesn't work. I would love that as an option, but in it's current state it's not actually a difficulty slider but rather a tedium slider, and that I don't need.

The Courier him/her self is not the issue so much as the player controlling said courier, since that player will make use of all the best gear in perfect condition backed by stacked perks and skills, none of which the opposition ever does. Add chems to the mix and it just gets insane, especially when stacking +AP chems in order to abuse VATS, and then there's the issue of hand-loaded rounds...

Self-gimping is also not the answer, for reasons already stated. That some of us resort to it is due to the fact that there is no other effective option to add the challenge we seek within the game's limitations. We want the game itself to provide the necessary level of challenge, and consider the fact that we need to resort to self-developed systems of restrictions a serious balance failure. If the difficulty slider actually did what it claims to it would go a long way towards giving us what we seek, and would simultaneously provide for those who wish to be wasteland gods since they could just set it to Very Easy and stomp all over everything.
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louise fortin
 
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Post » Tue Oct 20, 2009 1:03 am

50 levels confirmed.
What now, brown cow?
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Arnold Wet
 
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Post » Mon Oct 19, 2009 5:09 pm

50 levels confirmed.
What now, brown cow?


I'm going to find every last XP there is to find and I'm going to hit level 50! With *every* *character* I have.

Well. You know, once I actually have all the DLC.

I am so [censored] psyched about this news!
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R.I.P
 
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Post » Tue Oct 20, 2009 12:50 am

50 levels confirmed.
What now, brown cow?


At level 45 maybe I'll put some points into science. . .maybe. . .
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Georgine Lee
 
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Post » Mon Oct 19, 2009 10:35 pm

I'm going to find every last XP there is to find and I'm going to hit level 50! With *every* *character* I have.

Well. You know, once I actually have all the DLC.

I am so [censored] psyched about this news!


Despite all my grumbling, I'm doing it, too, at least once.
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Justin
 
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Post » Tue Oct 20, 2009 2:33 am

50 levels confirmed.
What now, brown cow?

Well, that's at least two perks I'll never need again, and possibly the skill books to boot. I'll have to check the total of the latter between base game and DLCs as well as running some math to be sure, though.

So much for balanced, individualized characters. :cryvaultboy:
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Alexander Horton
 
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Post » Tue Oct 20, 2009 3:53 am

Well, that's at least two perks I'll never need again, and possibly the skill books to boot. I'll have to check the total of the latter between base game and DLCs as well as running some math to be sure, though.

So much for balanced, individualized characters. :cryvaultboy:


I'm thinking average INT and avoiding Skill Books and associated perks will help those who want to individualize, but it'll be real close.
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Sammykins
 
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Post » Tue Oct 20, 2009 2:05 am

So much for balanced, individualized characters. :cryvaultboy:


Only if you actually pursue the higher levels. Seems to me that you should be able to keep a character specialized right up to level 20, and then you start becoming good at other skills.

I imagine that if you have a "balanced" (cough) and individualized character, then you should also have a path that character travels. A path that does not include trying to do and accomplish everything in the game. Because, you know, when you try to do everything, you start getting good at everything. Where's this argument going? Right here:

You don't want to get to high levels and become a Mojave god? Don't try to complete every quest in the game.

Which is basically another way of saying: don't like it, don't use it. Sorry.
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Lloyd Muldowney
 
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Post » Tue Oct 20, 2009 4:56 am

Gstaff just revealed with the release of old world blues there will be a trait that caps the player level at 30. So we have options. Thank god. No offense to people who like to constantly level but demi-god status ain't my thing. I'll do a 50 level run once and then make use of the trait pretty heavily.

http://www.gamesas.com/index.php?/topic/1185183-honest-hearts-screenshot-dlc-out-may-17/page__st__100
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Roanne Bardsley
 
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Post » Mon Oct 19, 2009 7:17 pm

Aside from the Old World Blues Trait that cripples players that don't want to advance beyond 30 (and you can re-spec all your Traits in the DLC, new and old, as well as take that Trait if you start a new game), I wanted to clarify the difficulty levels for over level 30:

Specific enemies will scale for characters over level 30, usually quest-specific adversaries (in the Mojave, characters like Benny and Vulpes, for example).

This doesn't apply to most critters in the wasteland (it's not universal scaling for all critters), but key boss encounters were designed to take into account PCs over level 30.

Just wanted to let folks know.
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Steph
 
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Post » Mon Oct 19, 2009 9:34 pm

So you can take the level cap trait on a new game. Awesome, thanks Chris this is something I wanted to know. That means I won't have to rush in or try to cram old world blues on new characters before reaching 30 just for the trait. Awesome. Nice to not have that cloud no looming over me so to speak.

Thanks again Chris. :celebration:
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Baylea Isaacs
 
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Post » Mon Oct 19, 2009 6:37 pm

Aside from the Old World Blues Trait that cripples players that don't want to advance beyond 30 (and you can re-spec all your Traits in the DLC, new and old, as well as take that Trait if you start a new game), I wanted to clarify the difficulty levels for over level 30:

Specific enemies will scale for characters over level 30, usually quest-specific adversaries (in the Mojave, characters like Benny and Vulpes, for example).

This doesn't apply to most critters in the wasteland (it's not universal scaling for all critters), but key boss encounters were designed to take into account PCs over level 30.

Just wanted to let folks know.


When you say that we can respec our traits, new and old, does that mean that there will be more new traits other than the level cap one? And how do you handle the Wild Wasteland encounters if that trait is added to or removed from the player? Does the alien/YCS186 encounter for example reset so you can get both Alien Blaster and YCS/186?
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Nick Pryce
 
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Post » Mon Oct 19, 2009 6:13 pm

Hmm. What do I want?

More clothes. Color options for clothing. Mix matching tops and bottoms. Aesthetics. Customizing weapons beyond adding mods. More hair styles. I'm on a 360.

As far as the gimp issue, I have no idea what you guys are talking about. In F3, yeah - I was just ruining everyone's s*** and brushing myself off. Even on Very Hard it was a cake walk. In NV, on hardcoe, it's way harder. Less skill points, another skill, traits - I beat the game over seven times, and never got 100 in more than five things once at level 35. Those five skills were: Guns, Repair, Medicine, Unarmed, Barter. My melee was at 17, speech, at 70, explosives 50, lockpick 75, sneak 35, you get the idea. I was hardly a demigod.

I could only do what my character was capable of. That usually meant the occasional speech option, but just mostly killing people.

I'm playing through again, with the hud completely off, and using the sun/moon and sky box to reference my orientation. If I don't want to do that, then I just use the pip-boy. I also changed the starting Special and traits. hardcoe, of course, is on. Playing it more than once is kind of a buzzkill, yes, mainly because you don't have that lack of knowledge which fuels you. So, unless you can somehow wipe your memory, then Fallout is never the same after you complete it the first time.

I would like a new game +, as I think that would be pretty interesting. Imagine starting the game at level 35 or 50 or whatever. Not to mention that you'd have everything you did in your inventory when you finished. I think you'd do things a little differently.

I dunno, I like NV as it is.
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jennie xhx
 
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Post » Mon Oct 19, 2009 7:53 pm

I have to say that in the end though i preffer the ability to self gimp as opposed to a one type of play for all approach. Sure in a game like GTA4 i can use a slower car for a get away or grab a fast one is either choice wrong? No i do not think so IMHO there are just TOO MANY games that are already "one size fits all" right from the box which is why i love FONV and FO3. These games allow room for the player to build what they want in type of character, clothing and weapons while still allowing the game to be as difficult or as easy as the player chooses. Killing deathclaws is easy with an AMR, use an All American instead, or build a beast that can slug it out with a DC toe to toe melee or unarmed there is NO WRONG way to do so, just so long as the DC or what ever mission the player undertakes can be completed.

I play in hardcoe mode, and i have very strict loot rules, which limits what i can pick up, which limits limits what i can sell. In the end to make my game a bit more challanging i have decided to excercise choice in that if i want to pick up something i have to be able to use it and if i want to sell something it has to be something i have crafted. I also have pay my companions a cut of any proceedes made from items sold on a 60/40 basis. It is not uncommon for a companion of mine to have several thousand caps in thier inventory that i feel they earned from salvage. I can shoot bighorners untill my mouse breaks but i can not sell any of the meat, i have to make steaks first then i can vendor those, of course whom ever is with me companion wise gets thier 40%. I would under no circumstances insist that anyone else play this way it is my choice to add these extra conditions to the game. The developers could not have anticipated any of this but they seem to have anticipated that folks would like to play different and have created a beautyful experience that manages to remain fresh on each consecutive play because as builds change so do circumstances. The developers either by accident or design have created a world where what Asai wants Asai gets, what choices Asai wants to make are ok, and that the game will react for the most part as if the game was written for Asai even thought this is Asai's 6th trip into the wasteland and is as differnet this time as the previous 5 have been. Sorry guys anything less and you will diminish what makes FONV special. In a world of COD\HALO\shootem ups where diferentiation is difficult yesterday was the same as the day before a gem like FONV needs to remain individual, a custom experience, anything less and you are going to ruin it.

Asai
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Cheville Thompson
 
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Post » Tue Oct 20, 2009 7:25 am

I have to say that in the end though i preffer the ability to self gimp as opposed to a one type of play for all approach. Sure in a game like GTA4 i can use a slower car for a get away or grab a fast one is either choice wrong? No i do not think so IMHO there are just TOO MANY games that are already "one size fits all" right from the box which is why i love FONV and FO3. These games allow room for the player to build what they want in type of character, clothing and weapons while still allowing the game to be as difficult or as easy as the player chooses. Killing deathclaws is easy with an AMR, use an All American instead, or build a beast that can slug it out with a DC toe to toe melee or unarmed there is NO WRONG way to do so, just so long as the DC or what ever mission the player undertakes can be completed.

I play in hardcoe mode, and i have very strict loot rules, which limits what i can pick up, which limits limits what i can sell. In the end to make my game a bit more challanging i have decided to excercise choice in that if i want to pick up something i have to be able to use it and if i want to sell something it has to be something i have crafted. I also have pay my companions a cut of any proceedes made from items sold on a 60/40 basis. It is not uncommon for a companion of mine to have several thousand caps in thier inventory that i feel they earned from salvage. I can shoot bighorners untill my mouse breaks but i can not sell any of the meat, i have to make steaks first then i can vendor those, of course whom ever is with me companion wise gets thier 40%. I would under no circumstances insist that anyone else play this way it is my choice to add these extra conditions to the game. The developers could not have anticipated any of this but they seem to have anticipated that folks would like to play different and have created a beautyful experience that manages to remain fresh on each consecutive play because as builds change so do circumstances. The developers either by accident or design have created a world where what Asai wants Asai gets, what choices Asai wants to make are ok, and that the game will react for the most part as if the game was written for Asai even thought this is Asai's 6th trip into the wasteland and is as differnet this time as the previous 5 have been. Sorry guys anything less and you will diminish what makes FONV special. In a world of COD\HALO\shootem ups where diferentiation is difficult yesterday was the same as the day before a gem like FONV needs to remain individual, a custom experience, anything less and you are going to ruin it.

Asai


I agree with most of what you said, but what irks me is how you put your profile name at the end of posts(Anyone who does it). We know who you are, we don't need some farewell or confirmation badge of signature with your name.
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CRuzIta LUVz grlz
 
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Post » Mon Oct 19, 2009 6:57 pm

I agree with most of what you said, but what irks me is how you put your profile name at the end of posts(Anyone who does it). We know who you are, we don't need some farewell or confirmation badge of signature with your name.

Maybe it's his trademark to personalize his posts?
I know one member that makes his posts green and another who uses a different font for all of his posts too.
Makes them stand out a bit more.


gabriel77dan
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lucile davignon
 
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