Level cap raised

Post » Sun Aug 17, 2008 12:56 am

Such a simple solution to this (2 actually)

1. Don't buy the DLC

2. If you're playing a specialised guns char (such as melee), dump the extra points into say explosives, and keep playing exactly as you were. There are tons of useless perks to pick.

Some people aren't happy unless they have something to complain about....

1. That's the last thing Bethsidian wants... so here's an idea. How about a forum with feedback they can use to better guage their ideas for extras? Half the posts I've read here aren't complaints. Just thoughts on a level cap boost, and some alternatives to having it.

2. It would impact the character, still. Especially in NV. There are far more checks than were present in 3.

What's wrong with options? Buy the DLC, and see options to retain the base game level cap - choose it, or don't. It doesn't impact the players who won't choose it, and it pleases those who don't want to pump points into something that even if they don't use it, will impact their experience at some point. I don't use explosives often for example, but I encounter skill and speech checks I would otherwise fail if I didn't pump points into the skill just to burn those points up.

Options don't impact negatively on anyone, and they cater to everybody - or at least to the widest possible audience it is possible to please. Can't object to options. :turned: Can you?
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Helen Quill
 
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Post » Sat Aug 16, 2008 9:02 pm

Just an idea to help balance things with a higher cap, chances are another DLC will come along to make it even higher.

What about once you get to a high level you no longer get XP for killing low level creatures and people. You're at level 30 why should you get xp from killing bloat flies and dogs? I know its very little but it can add up. Killing people at that level should earn you nothing or less depending on their armour. By level 30 you're pretty much an expert at killing people. Special kills like sand man or with a melee could still earn you XP.

Another thing could be make it so we can go past 100% when it comes to skills like the originals. To put more points into that skill will cost you more. Two skill points to go up one.

Just some thoughts. :user:
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Kari Depp
 
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Post » Sat Aug 16, 2008 6:38 pm

Another thing could be make it so we can go past 100 when it comes to skills like the originals. To put more points into that skill will cost you more. Two skill points to go up one.

:thumbsup:
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Charity Hughes
 
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Post » Sat Aug 16, 2008 5:15 pm

Another thing could be make it so we can go past 100% when it comes to skills like the originals. To put more points into that skill will cost you more. Two skill points to go up one.


That's a good idea, but how would it work if hastily implemented through a DLC? First thing to come in mind is "How much more powerful can you get through skills after capping out with the current system?" and the second would be "What purpose would 'thresholdskills' like lockpicking, science, speech etc serve after 100?" I'd say, to implement your suggestion (which I think should've been in from the very beginning and balanced accordingly) it would require an overhaul to the whole skillsystem; and thus an overhaul to all the thresholds in the game to support the "past 100" skills. It would also need to keep the game in balance to keep the progression interesting, rewarding and worth it in general. I'd be all for them doing all that, but I don't see it happening.

An easier change would be to make skillpoints cost 1 point from 1 to 50 and 2 points from 51 to 100 (it wouldn't do much magic, but it would complement a levelcap raise) --- or even more expanded 1 from 1-50; 2 from 51-75; and 3 from 76-100.
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kristy dunn
 
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Post » Sun Aug 17, 2008 12:41 am

That's a good idea, but how would it work if hastily implemented through a DLC? First thing to come in mind is "How much more powerful can you get through skills after capping out with the current system?" and the second would be "What purpose would 'thresholdskills' like lockpicking, science, speech etc serve after 100?" I'd say, to implement your suggestion (which I think should've been in from the very beginning and balanced accordingly) it would require an overhaul to the whole skillsystem; and thus an overhaul to all the thresholds in the game to support the "past 100" skills. It would also need to keep the game in balance to keep the progression interesting, rewarding and worth it in general. I'd be all for them doing all that, but I don't see it happening.

An easier change would be to make skillpoints cost 1 point from 1 to 50 and 2 points from 51 to 100 (it wouldn't do much magic, but it would complement a levelcap raise) --- or even more expanded 1 from 1-50; 2 from 51-75; and 3 from 76-100.


I agree it should have been done from the start. Hopefully FO4 will do that. Remove the lockpicking minigames and just make it chance/skill. Lock needs 150 skill to unlock but you still have a chance to pick it with 10 skill a very small, chance but a chance. Bring back lock picking kits.

Still that would be a good fix 1 from 1-50; 2 from 51-75; and 3 from 76-100.

Bring back skilled to make it so we get perks every three levels should come back. That ways its an option.
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Justin
 
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Post » Sat Aug 16, 2008 11:46 pm

It helps me because I didnt really care about skill points until I was already lvl 30 with speech science and lockpick of 100 a repair of 81 a couple of skills leveled up a little bit and I realized my energy weapons skill was only 50,so I cant even properly use my gauss rifle.
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Harry Hearing
 
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Post » Sat Aug 16, 2008 10:17 pm

Doesn't affect me, as I play with a level cap mod anyway. Once I stop getting XP the game loses a little somethin'.

But I think for the people who would like it left at 30, the devs should give you the option of raising your skills or not. Instead of not being able to continue until you've used up your skill points, you should just be able to skip that and the perks if you'd rather. Unless you can already do this O_o


Excellent Idea, in fallout 2 you could do that.

MadMax
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Mrs Pooh
 
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Post » Sat Aug 16, 2008 7:43 pm

hardcoe Mode +2. :mellow:


Ahhhh... Are you are thinking what I'm thinking?

My suggestions for hardcoe Mode 2 for new DLCs:

-Food, Water and Sleep Meters moves twice as fast
-All Enemies are raised to level 35-40
-All Enemies have a chance for a "deadly shot". Meaning they could kill you with one shot, cripple or cut you HP in half with one blow.
-Random "boss" enemies (like in games like Diablo 2) which is pretty much like a random encounter.
-An option that only allows the player to 'save' when he or she is inside his or her house (ex. Lucky 38 Suite). No quicksaves or autosaves.
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Jack Walker
 
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Post » Sat Aug 16, 2008 11:53 pm

It is self-gimping, As when you put in skill-points in a skill you DON'T want to use, it tempts you to use guns since you ranked it up.


So you're not really roleplaying. My character Stabby Sam doesn't use guns. I roleplay him that way. I dump the extra points into guns, or explosives, I'm golden. It doesn't change the way I play one jot. I'm not self-gimping, I'm actually playing a character the way I have decided to play him.

If you can't resist temptation, then that's on you.
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Chris Jones
 
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Post » Sat Aug 16, 2008 5:37 pm

i agree with the idea to make it so when you level, you only raise in health while the skill points and perks are awarded to you but are allocatable later

that might make it so the character only has high-end perks, but they would have had to play the entire game without them to get to that point.
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Suzie Dalziel
 
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Post » Sun Aug 17, 2008 1:24 am

Ahhhh... Are you are thinking what I'm thinking?

My suggestions for hardcoe Mode 2 for new DLCs:

-Food, Water and Sleep Meters moves twice as fast
-All Enemies are raised to level 35-40
-All Enemies have a chance for a "deadly shot". Meaning they could kill you with one shot, cripple or cut you HP in half with one blow.
-Random "boss" enemies (like in games like Diablo 2) which is pretty much like a random encounter.
-An option that only allows the player to 'save' when he or she is inside his or her house (ex. Lucky 38 Suite). No quicksaves or autosaves.


Well, here's my draft on +1:

  • H20, SLP and FOD meters go up three times as fast. (Maybe H20 should be x2.5 or x2 though since it is the fastest of the three)
  • Radiation intake is tripled (Or maybe just x2.5)
  • Doctor Bags cost 500 caps
  • Doctors cost 500 caps to heal your health, radiation or addiction level. (Doc Mitchell will do all three for 250 caps but only heal limbs to 50% and only remove half the radiation)
  • If you don't meet the weapons soft requirement then you're going to sway alot more and reload slower despite your Agility stat if you don't meet it.
  • If you don't meet the Strength Requirement then reload speed should be much more slower than it currently is, weapons sway more and recoil is like crazy.
  • Caps have weight.
  • Healing items (Chems and stimpacks) have weight.
  • Repair vendors charge twice as much as they currently do.
  • Weapon mods' price is increased by five times.
  • Ammo weight is tripled (excluding missiles which already have a ridiculous 3 weight.)


+2 would tweak different areas to make the game more challenging but I haven't had time to expand on it.
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Eileen Müller
 
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Post » Sun Aug 17, 2008 6:00 am

Well, here's my draft on +1:

  • H20, SLP and FOD meters go up three times as fast. (Maybe H20 should be x2.5 or x2 though since it is the fastest of the three)
  • Radiation intake is tripled (Or maybe just x2.5)
  • Doctor Bags cost 500 caps
  • Doctors cost 500 caps to heal your health, radiation or addiction level. (Doc Mitchell will do all three for 250 caps but only heal limbs to 50% and only remove half the radiation)
  • If you don't meet the weapons soft requirement then you're going to sway alot more and reload slower despite your Agility stat if you don't meet it.
  • If you don't meet the Strength Requirement then reload speed should be much more slower than it currently is, weapons sway more and recoil is like crazy.
  • Caps have weight.
  • Healing items (Chems and stimpacks) have weight.
  • Repair vendors charge twice as much as they currently do.
  • Weapon mods' price is increased by five times.
  • Ammo weight is tripled (excluding missiles which already have a ridiculous 3 weight.)


+2 would tweak different areas to make the game more challenging but I haven't had time to expand on it.

Like it but..
1. won't really won't change anything, maybe if you had shakes, or more spread ( blured vision ) when affected by one or all instead of minor stat loss to remind you.
2. Radiation drops health by 1, 2, 3, 4 points per 5 seconds while affected by poisoning, and rad away has no effect while taking rad damage.
3. Leave doctors bags alone, no point in none hardcoe and would be a hinderence to some roles imo.
4. More cost for services, ok but I would sugest upgraded ones as well such as temporary proactive ones at 1000 caps.
5. Yes I don't use any weapon unless I have the strength anyway ( or within one while under the effects of drugs and late game ).
6. Makes sense.
7. Makes sense, but rebalance all weights some clothing and misc items / food is very silly now due to the effects it actually offers.
8. Fine that and make the caps non pick pocketable, but repair needs more balance towards the player any same guage weapon or type needs to be able to repair a likewise weapon.
Jury rig would just make any same weapon skill weapon repair any other that uses the same skill.
Or just have every merchant stock more weapon repair kits as this is based on your repair skill, you save money if skilled, but not if unskilled.
9. Not sure about this to be honest as I never have a ton of caps, and mods by and large tweak, then power up, the higher level the gun the higher the price though.
10. As long as enemy health / DT is dropped a bit but damage increased in general, as some ammo weighs a lot anyway, and not veryone tags sneak for every game for insta crits.

One thing if this was implemented merchant stocks and wasteland clutter / recipies would have to be improved, as most times investment of skills is of less use due to lack of objects imo.
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Silencio
 
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