Level Cap & DLC's

Post » Wed Sep 01, 2010 7:36 pm

I've never even reached level 30 and the game is too easy, another 5 levels is really unnuecessary. And i'm sure it will increase still. With this i wouldn't be surprised if a half-assed play after the ending DLC comes along too.

Well, good thing the DLCs are not available for PC :celebration:



Glad that PC USERS have LEVELS CAP MODS, the mine is 25
User avatar
Lawrence Armijo
 
Posts: 3446
Joined: Thu Sep 27, 2007 7:12 pm

Post » Wed Sep 01, 2010 11:11 pm

Maybe the next DLC will include a variety of new enemies that are strong enough to add balance. At least imo that would be pretty awesome. Possibly some substance starts floating around the wastes making death claws twice as strong and twice as fast, and the same goes for other enemies.
I think a safari bit like in FO3 with ghouls would be nice in this game only with death claws.
User avatar
Crystal Birch
 
Posts: 3416
Joined: Sat Mar 03, 2007 3:34 pm

Post » Wed Sep 01, 2010 3:56 pm

Maybe the next DLC will include a variety of new enemies that are strong enough to add balance. At least imo that would be pretty awesome. Possibly some substance starts floating around the wastes making death claws twice as strong and twice as fast, and the same goes for other enemies.
I think a safari bit like in FO3 with ghouls would be nice in this game only with death claws.


are you crazy why in the world would you want deathclaws have u even ever face the legendary deathclaw
User avatar
Fanny Rouyé
 
Posts: 3316
Joined: Sun Mar 25, 2007 9:47 am

Post » Wed Sep 01, 2010 4:04 pm

Why not? Death claws are awesome. There as strong as they are bad looking in this game, they make the ones in FO3 look like Pansys.
As for a Legendary death claw, I don't think so. But sense you mentioned it, its time to go hunting!
User avatar
kennedy
 
Posts: 3299
Joined: Mon Oct 16, 2006 1:53 am

Post » Wed Sep 01, 2010 4:50 pm

50 sounds like a good final cap. I think some creative perks for the 30+ levels should eventually be released too. Nothing overpowerful, but just helpful or handy.
User avatar
Annika Marziniak
 
Posts: 3416
Joined: Wed Apr 18, 2007 6:22 am

Post » Wed Sep 01, 2010 7:46 pm

Just a reminder to people that raising the cap can't just be fixed by adding stronger enemies to the game, skill and perk balance is shot to hell the more levels we get.
And if it keep rising then us who want balance have to once a gain nerf ourselves by 1 INT and not taking Educated perk.
User avatar
Anthony Diaz
 
Posts: 3474
Joined: Thu Aug 09, 2007 11:24 pm

Post » Wed Sep 01, 2010 6:06 pm

Just a reminder to people that raising the cap can't just be fixed by adding stronger enemies to the game, skill and perk balance is shot to hell the more levels we get.
And if it keep rising then us who want balance have to once a gain nerf ourselves by 1 INT and not taking Educated perk.


http://www.youtube.com/watch?v=UfzuRMthMzk :sadvaultboy:

Having the cap go up should be optional.

Also skills should be given out something like this 1-49 only costs one skill point to go up. 50-74 cost two skill points to go up. 75 to 100 costs three skill points to go up.

Bring back Skilled as a trait so were can have perks every three levels insted of two. One tweak to skilled, you only get 2 extra skill points per level.
User avatar
Petr Jordy Zugar
 
Posts: 3497
Joined: Tue Jul 03, 2007 10:10 pm

Post » Wed Sep 01, 2010 1:26 pm

edit @Ghost22: assuming you're talking about the Sniper Rifle, yeah, I feel your pain. I try to make myself believe that the original version was just a mistake and that they were correcting it and it had nothing at all to do with too many whiny bit... um... too many complaints.


Look on the bright side....the Devs stuck it to the "hardcoe elite" with Dead Money. :lol: Between raising the level cap, the Deathclaw busting BAR and the vending machine and it's endless stream of weapon repair kits and cheap stimpacks they actually paid for a "Easy Button". Hopefully the devs will bring back the un-nerfed CSS with Jingwei's sword for the next DLC.
User avatar
Neil
 
Posts: 3357
Joined: Sat Jul 14, 2007 5:08 am

Post » Wed Sep 01, 2010 3:37 pm

Maybe the next DLC will include a variety of new enemies that are strong enough to add balance.


Every time I see a post like this I am reminded of the bullet sponges of PL. It was more a grind than anything else. How enjoyable.... :rolleyes:

That's the way difficulty works in this game I'm afraid.
User avatar
michael danso
 
Posts: 3492
Joined: Wed Jun 13, 2007 9:21 am

Post » Thu Sep 02, 2010 2:14 am

Every time I see a post like this I am reminded of the bullet sponges of PL. It was more a grind than anything else. How enjoyable.... :rolleyes:

That's the way difficulty works in this game I'm afraid.

New enemies could always use other features.
Say a new creature which has poison, I know we have cazadors for that but still.
Then we could have something akin to the Deathclaw, not as big or as much health but fast and high DAM as hell, maybe even a bleed effect which can only be stopped with a doctors bag or a doctors visit in hardcoe Mode.
Then of course give new NPC's better weapons, sure, we'd be able to use them as well when we kill them but still.

There are ways to make them a challenge without giving them bullet sponge health or +35 unchangable damage. ;) (Point Lookout... Hillfolk with BB guns taking away half my health with 3 shots...)
User avatar
Riky Carrasco
 
Posts: 3429
Joined: Tue Nov 06, 2007 12:17 am

Post » Wed Sep 01, 2010 9:51 pm

New enemies could always use other features.
Say a new creature which has poison, I know we have cazadors for that but still.
Then we could have something akin to the Deathclaw, not as big or as much health but fast and high DAM as hell, maybe even a bleed effect which can only be stopped with a doctors bag or a doctors visit in hardcoe Mode.
Then of course give new NPC's better weapons, sure, we'd be able to use them as well when we kill them but still.

There are ways to make them a challenge without giving them bullet sponge health or +35 unchangable damage. ;) (Point Lookout... Hillfolk with BB guns taking away half my health with 3 shots...)


Bullet sponges, I hate those
User avatar
Etta Hargrave
 
Posts: 3452
Joined: Fri Sep 01, 2006 1:27 am

Post » Wed Sep 01, 2010 8:41 pm

New enemies could always use other features.
Say a new creature which has poison, I know we have cazadors for that but still.
Then we could have something akin to the Deathclaw, not as big or as much health but fast and high DAM as hell, maybe even a bleed effect which can only be stopped with a doctors bag or a doctors visit in hardcoe Mode.
Then of course give new NPC's better weapons, sure, we'd be able to use them as well when we kill them but still.
All worthy ideas, but of everything seem in the game engine, + difficulty = + enemy HP. Drudgery. Always thought a BB gun smacking the living snot out of a guy in Power Armour was OTT.

There are ways to make them a challenge without giving them bullet sponge health or +35 unchangable damage. ;) (Point Lookout... Hillfolk with BB guns taking away half my health with 3 shots...)


The way the game engine is set up? I don't see it.
User avatar
Chrissie Pillinger
 
Posts: 3464
Joined: Fri Jun 16, 2006 3:26 am

Post » Wed Sep 01, 2010 3:58 pm

Yeah I'd rather like it if Very Hard actually spawned slightly more enemies, gave them slightly better equipment and gave them incredible AI.
With melee characters trying to flank you, guns characters providing support fire and a sniper at high ground shooting down on you.

*sigh*

Again, I'd really want Extreme Mode as an option with a DLC.
What it'd do is just change every single low level creature and NPC equipment.

Coyotes become Nightstalkers.
Giant Ants become Fire Ants.
All Geckos become Fire Geckos.
NCTroopers gets assault carbine and marksman carbines.
Powder Gangers gets plasma grenades, GMG, missile launchers and grenade launchers.
Legionnaires gets thermatic(?) lance, trail carbine and ballistic fist.
Nightstalkers poison effect is tripled.
Big Horners always do knockdown, 100% chance.
Fire Gecko's fire damage is enhanced.
Cazadors are 50% faster.
Deathclaws damage is doubled. (One hit = instakill)

Basically, every single humanoid NPC in the game gets ridiculous equipment and every single low/mid level creature gets replaced with another one.
"But doesn't that mean we'll get super equipment at the get go?"
Yup. It does, but merchant prices will raise x3.

This mode will be ridiculously dangerous for a lvl 1 character.
And at lvl 30 it'll still be hard.

On the other hand, this mode does NOT improve anyones health.
So killing a powder ganger with a varmint rifle is very much possible and should in fact be done directly at the start of the game.

It would be a non canon game mode only meant to create a greater challenge for the player. (Have you ever been hit by a missile launcher at lvl 15? It hurts! Real bad!)
User avatar
Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Thu Sep 02, 2010 1:56 am

I think it's too late for New Vegas (and might be beyond to engine's capabilities) to implement the kind of adjustments we've been talking about. Maybe the next Fallout (please let it be soon!) will give the player better options. I hope so. I enjoy a being a wasteland superhero occasionally, and of course one of the hallmarks of RPGs is increasing your character's abilities, but I'm getting a little worried about New Vegas. Level 30 was plenty; level 35 has gotten boring fast. If we have to level that high then wouldn't it be best if it takes longer?

Someone on another thread said that the next DLC will go to 40? I hope that was just a guess.
User avatar
Colton Idonthavealastna
 
Posts: 3337
Joined: Sun Sep 30, 2007 2:13 am

Post » Thu Sep 02, 2010 3:08 am

I don't doubt at all that the level cap will be upped by atleast 5 more. Adding 5 per DLC seems like something Bethesda would do, but not Obsidian. Then again, Obsidian may not have a say in it.

The way to fix everyones issues of Balance vs. Power is simple. When you hit the level up screen, allow players to simply press the x button (or the equivalent for PC and PS3 players) and go to the next screen without distributing points. Don't make it so you must use every single point and must pick a perk each time. This way, players who just want a lot of power can use all the points they're given the moment they're given them, and everyone else (myself included) can just either decide to not add any skill points or use just say 8/15 skill points you were given that level. Then on the perk screen you can take one if you please, or you could ignore them and just skip it and go without. If they implemented this system they could raise the level cap as many times as they pleased with DLC, or even flat out remove it, and the only people who wouldn't be happy would be those who did it to themselves.
User avatar
Rinceoir
 
Posts: 3407
Joined: Thu Jun 29, 2006 1:54 am

Post » Wed Sep 01, 2010 9:09 pm

I hope not, if they do I'll be getting a mod to decrease it back to 30.
User avatar
willow
 
Posts: 3414
Joined: Wed Jul 26, 2006 9:43 pm

Post » Wed Sep 01, 2010 5:53 pm

I don't doubt at all that the level cap will be upped by atleast 5 more. Adding 5 per DLC seems like something Bethesda would do, but not Obsidian. Then again, Obsidian may not have a say in it.

The way to fix everyones issues of Balance vs. Power is simple. When you hit the level up screen, allow players to simply press the x button (or the equivalent for PC and PS3 players) and go to the next screen without distributing points. Don't make it so you must use every single point and must pick a perk each time. This way, players who just want a lot of power can use all the points they're given the moment they're given them, and everyone else (myself included) can just either decide to not add any skill points or use just say 8/15 skill points you were given that level. Then on the perk screen you can take one if you please, or you could ignore them and just skip it and go without. If they implemented this system they could raise the level cap as many times as they pleased with DLC, or even flat out remove it, and the only people who wouldn't be happy would be those who did it to themselves.

That would be the best thing to do, and it could be added with a simple update. Well maybe not simple, I am not a coder so I really don't know.
User avatar
Hairul Hafis
 
Posts: 3516
Joined: Mon Oct 29, 2007 12:22 am

Post » Wed Sep 01, 2010 6:52 pm

i dont mind the level cap.
what i really care about is how the dlc plays out. ( story,content,etc.)
User avatar
Pawel Platek
 
Posts: 3489
Joined: Sat May 26, 2007 2:08 pm

Post » Wed Sep 01, 2010 5:20 pm

The way to fix everyones issues of Balance vs. Power is simple. When you hit the level up screen, allow players to simply press the x button (or the equivalent for PC and PS3 players) and go to the next screen without distributing points.


That would be me self-nerfing. I refuse to self nerf. I kid, I kid. I like this idea a lot.

Also skills should be given out something like this 1-49 only costs one skill point to go up. 50-74 cost two skill points to go up. 75 to 100 costs three skill points to go up.

Bring back Skilled as a trait so were can have perks every three levels insted of two. One tweak to skilled, you only get 2 extra skill points per level.


I like this a lot too, with some minor variation. I would say 1-60 as 1 point, and we're saying alright, 60 makes you slightly better than OK (50) with that skill, and from 61 to 90 2 points, so you're paying a premium to get really good, and from 91-100, it's 3 points. With this, I would also raise the level cap to 50 out of the box, with the same mathematical scaling you have now. Before the red mist comes down, read the rest.

So basically, people who want to zip through, can do this, at their average skill levels, and it's still playable, and everyone who plays every side quest, and every mission, and enjoys hunting gets up to level 50 with about (by my really rough reckoning) 160-170 hours of gameplay. This rewards those who really do everything and go everywhere in-game, whilst still not giving you a god character.

This is all based on some quick maths in my head, but I think this would still allow you about the same levels of skills as we currently have at 30, give or take a bit obviously as the multi-points cost obviously changes some variables.
User avatar
Rachel Tyson
 
Posts: 3434
Joined: Sat Oct 07, 2006 4:42 pm

Post » Wed Sep 01, 2010 2:52 pm

With the last patch they increased the Companion level cap from 20 to 40. Don't know how relevant that is.
User avatar
trisha punch
 
Posts: 3410
Joined: Thu Jul 13, 2006 5:38 am

Post » Wed Sep 01, 2010 9:21 pm

With the last patch they increased the Companion level cap from 20 to 40. Don't know how relevant that is.


interesting...

Thing is, I don't mind it as long as we have ennemies that scales to our level or at least to have very strong opponents in those upcoming dlcs, because right now ennemies are way easy even in very hard.
User avatar
Chloe :)
 
Posts: 3386
Joined: Tue Jun 13, 2006 10:00 am

Post » Wed Sep 01, 2010 9:41 pm

Thing is, I don't mind it as long as we have ennemies that scales to our level or at least to have very strong opponents in those upcoming dlcs, because right now ennemies are way easy even in very hard.

Well scaling enemies or upgrading the existing ones could fix the combat, but what about the roleplaying aspect?
I have all non-combat skills maxed out except Sneak.
More levels means more skill points which means the more levels we get the more copy pasta our characters become.
Same with perks for that matter.
User avatar
Monika Krzyzak
 
Posts: 3471
Joined: Fri Oct 13, 2006 11:29 pm

Post » Thu Sep 02, 2010 1:46 am

Well scaling enemies or upgrading the existing ones could fix the combat, but what about the roleplaying aspect?
I have all non-combat skills maxed out except Sneak.
More levels means more skill points which means the more levels we get the more copy pasta our characters become.
Same with perks for that matter.


I know, I guess that aspect is pretty much screwed now.
With 8 in INT (implant included) since lvl 2, I do have quite a few skills pumped to 100, hell before the dlc, I planned carefully my 4th toon from lvl 1 to 30, when I reached 30 I had my main skills maxed while the rest were in the middle. With Dead Money, I had those extra skills that I didn't knew were to put them (in the end I pumped survival & medecine just for the heck of it), not to mention the extra +3/4 skill books...
And I'm pretty sure is that every other incoming dlc will bring it's share of skill/attribute boosting, the only thing we can hope is that Bethesda or Obsidian will learn this lesson and tweak a little bit to avoid making godly characters.
User avatar
NEGRO
 
Posts: 3398
Joined: Sat Sep 01, 2007 12:14 am

Post » Wed Sep 01, 2010 6:28 pm

*sigh*
I really wish they followed my skill list and had skill placement go:
1-50 - 1 skill point.
51-90 - 2 skill points.
91-100 - 3 skill points.

But yeah, it seems like New Vegas is [censored] over as well.
*sigh*
I think I'm just gonna buy the DLC's and play through them for lore then just ditch the [censored] game.
What's the point in keep playing it with know-it-all god characters?
And I'm not going to uninstall the DLC's either cause Vanilla game will by the 4th DLC have been overplayed like crazy.

Balanced RPG's. Do they even exist anymore?
User avatar
Hot
 
Posts: 3433
Joined: Sat Dec 01, 2007 6:22 pm

Post » Thu Sep 02, 2010 2:23 am

interesting...

Thing is, I don't mind it as long as we have ennemies that scales to our level or at least to have very strong opponents in those upcoming dlcs, because right now ennemies are way easy even in very hard.


You just asked for bullet sponges. You must enjoy drudgery.

Scaling enemies a la Oblivion was one of the most widely panned aspects of the game, and for good reason!
User avatar
Nancy RIP
 
Posts: 3519
Joined: Mon Jan 29, 2007 5:42 am

PreviousNext

Return to Fallout: New Vegas