Level scaling from Fallout 3?

Post » Fri Dec 17, 2010 11:23 pm

Level scaling is the only reason I would NOT buy Skyrim. I will have to wait and know for a fact that level scaling is not a problem before a drop a penny.

I will buy a new computer, I will spend whatever I have to spend, not a problem. The other issues, graphics, story, voice acting, etc... not a problem. On these issues I have total faith in the devs.


I loved Morrowind, and Oblivion was a huge disappointment. I have never played the other games you guys are using to compare different methods of level scaling. All I know are the two very different methods used in Morrowind and Oblivion. One was great, one svcked.

The thrill of getting in over my head early in the game and then coming back for revenge is absolutely necessary. When I have conformation that Skyrim will destroy a lower level player that wandered into the wrong cave or dungeon, I'm all in.


I couldn't agree more with the last sentance. In fact, I started a thread with a similar theme. For me, RPG with Level scaling is just a FPS, no reason to add skills or leveling. The statement they have come out with about level scaling in Skyrim actually disappointed me, but I am hoping I am at least in part misinterpreting it.
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CRuzIta LUVz grlz
 
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Post » Fri Dec 17, 2010 3:23 pm

a level 30 character usually has a tougher life than a level 22 character.


me and u played a totally different game..... my lvl 30 could wink at a death claw and it would explode; it ur talkin about the albino scorpians or reavers, they were jus put in there to give 'challenge' but they jus ended up being bullet spunges.

on topic: i think the devs meant that itll be similar to FO3 vanilla scaling.

@summer agreed with that post, and yeah i hated how NV seemed so linear til u got to vegas or high enough lvl to tak on death claws
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Daniel Holgate
 
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Post » Fri Dec 17, 2010 8:07 am

Here's one from me: Around levels 5-7, critters in the West Gash became blighted. This added a lot of randomness to fighting (on low levels, one couldn't dream of having enough cure-blight potions at hand, let alone cure-blight s

Thing is: If GStaff had said that Skyrim's levelscaling is like that in Morrowind, I'd be rather okay with that. But FO3 is a different story. I don't want to repeat what I wrote http://www.gamesas.com/index.php?/topic/1156332-is-level-scaling-backnoooooooooooo/page__view__findpost__p__16937933, but FO3 with Broken Still does suffer from the Oblivion syndrome: a level 30 character usually has a tougher life than a level 22 character. In vanilla FO3 this might be better, but I'm not sure (the level cap of 20 svcks, because it makes it too easy to mis-skill).


Believe it or not, I have never played through Broken Steal so can't discuss that part. But otherwise, I felt it was a well balanced game as for scaling.
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Adriana Lenzo
 
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Post » Fri Dec 17, 2010 9:56 pm

I think they did a great job but I was frustrated by not being able to go to some areas of the map at all until I leveled. It wasn't just certain dungeons or buildings I could not go but open areas. I felt railroaded down a linear path prescribed by the devs and really did not like that. There were many who complained about that same issue.

As long as there is only hand placed high level armor and weapons and loot, I'm ok with how they decide to do it. For me FO:3 was about the right amount of scaling for a TES game. Maybe even a bit more to allow us to re-enter places and have new challenges later in the game. I also really did like how some of the barrels and such in MW had loot that would respawned higher level loot as you leveled up. And loved how in MW at a low level you would clear out a dungeon full of skeletons and later go back to the same place and some higher level creature had moved in (respawned). It bothers me when I clean out a tomb or dungeon and it stays forever empty. I mean, if it was a good home for one creature (or bandit) wouldn't another figure it was vacant and move on in? Kept things interesting to me.


I thought that was the point. Not being able handle until leveled up appropriately - under the sun areas and all. It made the world feel much more alive and undependant of the player. I can relate to the criticism of it too obviously guiding the player to the "right" path with extremely high level enemies so close to the starting point (though it never bothered me), but that's easily fixed by arranging the zones differently (both geographily and enemywise) while still maintaining the feel that the world is not created around the player - that even close to the beginning, there is a danger of stumbling upon something above the capabilities of a low level character. For me, Fallout 3 felt a little too open and centered towards the players abilities (like how the higher level zones felt like they were hidden close to the edges of the map where the player would only stumble randomly while exploring) as there was very little sense of danger (even at higher difficultysettings) the setting tried to ooze.

I hope they manage to do it right.
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Kari Depp
 
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Post » Fri Dec 17, 2010 6:47 pm

I thought that was the point. Not being able handle until leveled up appropriately - under the sun areas and all. It made the world feel much more alive and undependant of the player. I can relate to the criticism of it too obviously guiding the player to the "right" path with extremely high level enemies so close to the starting point (though it never bothered me), but that's easily fixed by arranging the zones differently (both geographily and enemywise) while still maintaining the feel that the world is not created around the player - that even close to the beginning, there is a danger of stumbling upon something above the capabilities of a low level character. For me, Fallout 3 felt a little too open and centered towards the players abilities (like how the higher level zones felt like they were hidden close to the edges of the map where the player would only stumble randomly while exploring) as there was very little sense of danger (even at higher difficultysettings) the setting tried to ooze.

I hope they manage to do it right.

I think to each his own. And anywhere from Fallout:3 to FO:NV is fine with FO:NV being a too little leveling for my taste. In either one it was not real noticeable but the far less in NV did to me make it to linear. :shrug: But this is TES and it feels and is a very different game. I dare say many would rebel with NV style leveling, but I am only guessing. I just hope for it to feel right. Sandbox openness and exploration is important to TES players. But I might just be all misinformed about what most want.

I also think that many who ask for no scaling have probably never played an rpg with zero scaling and just don't realize it. Many think there is none in NV but indeed there is.
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MatthewJontully
 
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Post » Fri Dec 17, 2010 6:59 pm

I think to each his own. And anywhere from Fallout:3 to FO:NV is fine with FO:NV being a too little leveling for my taste. In either one it was not real noticeable but the far less in NV did to me make it to linear. :shrug: But this is TES and it feels and is a very different game. I dare say many would rebel with NV style leveling, but I am only guessing. I just hope for it to feel right. Sandbox openness and exploration is important to TES players. But I might just be all misinformed about what most want.

I also think that many who ask for no scaling have probably never played an rpg with zero scaling and just don't realize it. Many think there is none in NV but indeed there is.


True enough. Although, I don't see the problem in the NV system other than the complained about placing of the zones (in addition to the geography of the map), which I think can be fixed without too much effort while still keeping both, the feel of openness and sense of danger. A more (but not too) subtle implementation would hardly cause any riots nor restrict exploration too much. All this said, I believe in the end you will be more happy with what Beth decides to do with this issue than me. All I hope, is a little improvement to the way it has been done so far (if nothing else, then via difficultyslider or a hardcoe mode of sorts, should something like that be implemented).

The last notion in your post is likely true, although, IIRC, Fallout 1 and 2 had no levelscaling to the player the same way the recent Beth games have - which is what people seem to be criticizing - just zoned and difficultybased. NV had indeed levelscaling as did Fallout 3, and I think both games went a bit overboard with the use of it in the areas it was used, resulting in a game way too easy (even with the difficulty notched up).
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stephanie eastwood
 
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Post » Fri Dec 17, 2010 5:51 pm

Ok first off the level scaling in Oblivion was horrible and as much as I hoped it would not return in Skyrim it seems that it will show its ugly face once again, I do not want it at all and anytime anyone brings it up you can be sure to see someone reply with something along the lines of "Have no fear guys, Skyrim's level scaling will be more like Fallout 3 and not Oblivion" as if that is supposed to put our fears to rest, how was the level scaling in Fallout 3 better? Ok sure you wont see common raiders running around in power armour but that still does not change the fact that every encounter, every dungeon and the loot you find within will be scaled down to your level, sure you wont enter a dungeon at level 20 and find a bandit rushing at you with a glass sword but instead he will be replaced by a skeleton or something with a glass sword. Level scaling makes leveling pointless, if you are going to scale everything down to the player's level you might as well just cut the whole leveling system altogether, just get the player to pick his starting stats and proficiencies and keep it at that.

I can see why some people may want a level scaling system in regards to the outside world however it still makes no sense that once you reach a certain level ogres start infesting the main roads (however it is quite funny when they complete your Dark Brotherhood contract for you) nor does it make sense that a level 1 character can enter the deepest, darkest and most dangerous corners of the world and find nothing but mildly agressive bunnies.

Hmm I seem to have gone off track here, oh well my question was how is the level scaling in Fallout 3 better than Oblivion's?


Having Fallout-esque level-scaling would be a step up from Morrowind level-scaling. I steam rolled that game so hard. I didn't even have to try that hard and frankly I'd rather not play a game that is easy. Oblivion had a little too much to the point it didn't seem realistic with the mobs scaling their gear and the lower level creatures disappearing altogether as if they went extinct. I didn't have an issue with the difficulty of combat, I just had a problem with the realism. Fallout has just the right amount of level-scaling except things like no respawns. Besides it is speculated that dungeons won't be scaled in level at all.
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Damned_Queen
 
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Post » Fri Dec 17, 2010 7:01 pm

me and u played a totally different game..... my lvl 30 could wink at a death claw and it would explode; it ur talkin about the albino scorpians or reavers, they were jus put in there to give 'challenge' but they jus ended up being bullet spunges.


Quite annoying ones, however, with a tendency to use up consideral amounts of my best ammo and stimpaks. (Yes, I am talking about albino scorps and reavers. And, to a lesser extent, Super Mutant Overlords. Which, apparently, were meant to be yet much harder, but due to a bug(?) they are actually very easy in melee because their tri-beam laser rifles miss the player's hitbox when he stands right before their feet.)

Believe it or not, I have never played through Broken Steal so can't discuss that part. But otherwise, I felt it was a well balanced game as for scaling.


I would find it rather ok if Skyrim scales as FO3 without Broken Steel. "OK" not in the sense of "happy" but in the sense of "I won't be shunning levelups" (but won't be particularly delighted about them either). The good thing about Elder Scrolls games is that you don't have a levelcap, so it's much harder to mis-skill.

I also think that many who ask for no scaling have probably never played an rpg with zero scaling and just don't realize it. Many think there is none in NV but indeed there is.


Gothic 2, The Witcher, Nehrim. All of them are open-worlded to some extent, although not 100% so. (Gothic 2 and Nehrim are completely open to the player once the main quest is far enough, but at the beginning one has access to 1/2 of the world only. The Witcher is less open-worlded, but far from being linear.)
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DAVId MArtInez
 
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Post » Fri Dec 17, 2010 5:49 pm

Having Fallout-esque level-scaling would be a step up from Morrowind level-scaling. I steam rolled that game so hard. I didn't even have to try that hard and frankly I'd rather not play a game that is easy.



LOL sure.

Your level one player went where ever he wanted with no problem. :facepalm:

If you had actually played Morrowind you would understand the problem we have with Oblivion. The people that actually played the game would get crushed if they went in the wrong place too early. I believe you really never had that problem. You should try Morrowind, it's fun.
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Prisca Lacour
 
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Post » Fri Dec 17, 2010 5:51 pm

...something along the lines of "Have no fear guys, Skyrim's level scaling will be more like Fallout 3 and not Oblivion" as if that is supposed to put our fears to rest, how was the level scaling in Fallout 3 better?


I've been wondering this all along- both games (Oblivion, Fallout 3) gave me the same "Hand held on kindergarten field trip" feel of everything being tailored to make sure I was rarely (if ever) in any real danger. Other than the incessant assurances about no power-armored raiders meaning there won't be Daedric-armored Marauders, I don't find the whole "It'll be like Fallout 3" thing particularly comforting- more "Don't worry, it won't svck completely, it'll svck a bit less." :shrug:
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Joanne
 
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Post » Fri Dec 17, 2010 2:31 pm

I've been wondering this all along- both games (Oblivion, Fallout 3) gave me the same "Hand held on kindergarten field trip" feel of everything being tailored to make sure I was rarely (if ever) in any real danger. Other than the incessant assurances about no power-armored raiders meaning there won't be Daedric-armored Marauders, I don't find the whole "It'll be like Fallout 3" thing particularly comforting- more "Don't worry, it won't svck completely, it'll svck a bit less." :shrug:



Now this has me worried. As I mentioned earlier, I have never played the games people here are using as examples. I will have to wait for people that understand the problem like Alois Hammer to find out if Skyrim is a Kindergarten field trip like Oblivion, or an actual challenge like Morrowind.
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Tracy Byworth
 
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Post » Fri Dec 17, 2010 11:24 am

I liked F3's level scaling.
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Eire Charlotta
 
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Post » Fri Dec 17, 2010 8:29 pm

I've been wondering this all along- both games (Oblivion, Fallout 3) gave me the same "Hand held on kindergarten field trip" feel of everything being tailored to make sure I was rarely (if ever) in any real danger. Other than the incessant assurances about no power-armored raiders meaning there won't be Daedric-armored Marauders, I don't find the whole "It'll be like Fallout 3" thing particularly comforting- more "Don't worry, it won't svck completely, it'll svck a bit less." :shrug:


exactly. as I said earlier, an 'RPG' with world scaling is just a FPS. Who care about graphics, finishing moves, dynamic snow. I couldn't give two hoots, I just want a believable world. Morrowind was spot on.
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Suzie Dalziel
 
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Post » Fri Dec 17, 2010 12:07 pm

I've been wondering this all along- both games (Oblivion, Fallout 3) gave me the same "Hand held on kindergarten field trip" feel of everything being tailored to make sure I was rarely (if ever) in any real danger. Other than the incessant assurances about no power-armored raiders meaning there won't be Daedric-armored Marauders, I don't find the whole "It'll be like Fallout 3" thing particularly comforting- more "Don't worry, it won't svck completely, it'll svck a bit less." :shrug:

i think tht when they say its more lik FO3 is jus their way of sayin 'hey mages and archers (mainly archers) u wont get screwed this time' since oblivion archers/thiefs were pretty muched screwed by lvl 15
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how solid
 
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Post » Fri Dec 17, 2010 2:55 pm

I've been wondering this all along- both games (Oblivion, Fallout 3) gave me the same "Hand held on kindergarten field trip" feel of everything being tailored to make sure I was rarely (if ever) in any real danger. Other than the incessant assurances about no power-armored raiders meaning there won't be Daedric-armored Marauders, I don't find the whole "It'll be like Fallout 3" thing particularly comforting- more "Don't worry, it won't svck completely, it'll svck a bit less." :shrug:


Agreed.

The handling of levelscaling is a genuine concern seeing as how the two previous games more or less missed the mark (former more so than the latter). The direction they have been going from Oblivion is about right, but that still doesn't say much of the future.
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TASTY TRACY
 
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Post » Fri Dec 17, 2010 3:54 pm

While FO3 had a much better level scaling system compared to Oblivion, I hope they'll base it more off of FNV than FO3.

With FO3 you still didn't find many low level creatures at a high level (almost no molerats, radroaches and all radscorpions turned into giant radscorpions), with FNV each region had a set leveled list.

Still, FO3's auto level is miles better than Oblivion's :mellow:
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u gone see
 
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Post » Fri Dec 17, 2010 10:17 am

LOL sure.

Your level one player went where ever he wanted with no problem. :facepalm:

If you had actually played Morrowind you would understand the problem we have with Oblivion. The people that actually played the game would get crushed if they went in the wrong place too early. I believe you really never had that problem. You should try Morrowind, it's fun.


One of the first tombs in Morrowind my lvl 1 character went into had a greater bonewalker in it. I was like, ok its on! *equip iron sword* I got my ass served back to me in pieces!! he drained my endurance down to nothing, I couldn't move, I couldn't hit him because my longblade skill svcked so much xD but after a quick death, I kinda satt in my chair with a smile on my face, that was inntense I thought, this game don't joke around. And so I became in love with Morrowind :D every step you take on Vvardenfell may be your last. Oblivion?... its a joke, the entire system, and the entire game, well dark brotherhood was awesome :D
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Margarita Diaz
 
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Post » Fri Dec 17, 2010 6:24 pm

I have to disagree that making certain areas very hard at lower levels makes the game feel more linear. Unless of course they are completely 'locked' and you can't even go there until a certain level. In MW, you could go anywhere you chose to, but there was a pretty good chance you wouldn't be coming back if you weren't of sufficient level. However, if you go anyway, and relying purely on your own skill (not skills/attributes, I mean skill as a player) and wit you manage to sneak or get lucky, then so be it. With higher risk, comes higher reward.. That's what I enjoyed most.

And as for MW being too easy at higher levels - well, you are the chuffing Nerevar!! You're supposed to be that good. Why would it be, that the one who is, according to prophecy, to dispatch of Dagoth Ur, and could do so, is then humbled in a different location because those specific enemies have scaled up?

This does also lead to the problem of enemies aimlessly charging at you and being cast aside with minimal effort - surely they (NPCs especially) would have some sense to not attack you due to being massively overpowered, unless they are indeed under attack themselves? Defense is one thing, kamikaze is another..

Loot is a whole different ball game, but links into the 'higher risk/higher reward" I mentioned earlier. Morrowind may not have had it perfect, but it's the best I have seen so far in the TES series. Bring back that 'RPG Effect' please!
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Matt Bigelow
 
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Post » Fri Dec 17, 2010 6:56 pm

the thing is that a game like The Elder Scrolls V we suppose to go any were wend we decide were to go rather that the game telling you need to be lv 23 to be able to really explore this cave whit not getting killed, stuff like that belong to a linear japanese RPG game.

still we want to feel powerful so basic enemies like animal, rats and mud crabs should not level, bandits should remain using fur and leather armor and never upgrade equipment but still level up some what, maybe excluding their leader
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Lexy Dick
 
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Post » Fri Dec 17, 2010 3:32 pm

One of the first tombs in Morrowind my lvl 1 character went into had a greater bonewalker in it. I was like, ok its on! *equip iron sword* I got my ass served back to me in pieces!! he drained my endurance down to nothing, I couldn't move, I couldn't hit him because my longblade skill svcked so much xD but after a quick death, I kinda satt in my chair with a smile on my face, that was inntense I thought, this game don't joke around. And so I became in love with Morrowind :D every step you take on Vvardenfell may be your last.


Exactly. And the awesome thing about Morrowind was that you could get uber cool stuff even at a low level if you could handle the challenge associated. It was always exciting to fight your way through a place because there might, just might, be an incredible reward at the end. In Oblivion you got a garrot in the looked chest, if you were lucky.

And I think that is what is all about: playing with the high hope of getting a great reward just around the next corner.
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Samantha Mitchell
 
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Post » Fri Dec 17, 2010 8:10 pm

Exactly. And the awesome thing about Morrowind was that you could get uber cool stuff even at a low level if you could handle the challenge associated. It was always exciting to fight your way through a place because there might, just might, be an incredible reward at the end. In Oblivion you got a garrot in the looked chest, if you were lucky.

And I think that is what is all about: playing with the high hope of getting a great reward just around the next corner.


Agreed :) and it's an idea that could be improved on - and I'm sure they have.
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sunny lovett
 
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Post » Fri Dec 17, 2010 7:49 pm

As far as I'm concerned there was a very distinct evolution taking place in Role Playing Games between Oblivion and New Vegas. Oblivion was a great game, though perhaps some poor choices were made in relation to level scaling. Fallout 3, another great game, addressed some of the issues with level scaling, but it still rarely provided a suitable challenge. With New Vegas, With New Vegas, the game world had true life in that the location and strength of the enemies never felt adjusted to the player, adding challenge, excitement and suspense. When I heard Bethesda was using Fallout 3 as the model, instead of New Vegas, it was as if they said "Well folks, we decided to take two steps forward then one step backwards, shrugged our shoulders and called it a day.".
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Pants
 
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Post » Fri Dec 17, 2010 9:49 am

As far as I'm concerned there was a very distinct evolution taking place in Role Playing Games between Oblivion and New Vegas. Oblivion was flawed, Fallout 3 fixed some issues only it still wasn't difficult, and New Vegas gave the world more life by adding an appropriate level of challenge. When I heard they were using Fallout 3 as the model, instead of New Vegas, it was as if they said "Well folks, we decided to take two steps forward then one step backwards, shrugged our shoulders and called it a day.".


Well New Vegas wasn't really done by bethesda, so they haven't taken the extra step. The problem of Oblivion lvl scaling was that it made things harder, not, contrary to popular belief, that it made things easier. People who says it got easier are people who haven't played for past lvl 10.
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Kayla Keizer
 
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Post » Fri Dec 17, 2010 10:27 am

Well New Vegas wasn't really done by bethesda, so they haven't taken the extra step. The problem of Oblivion lvl scaling was that it made things harder, not, contrary to popular belief, that it made things easier. People who says it got easier are people who haven't played for past lvl 10.

But it used their tools. Innovation is innovation, ignoring it seems foolish.
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Jesus Lopez
 
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Post » Fri Dec 17, 2010 5:02 pm

leveling in New Vegas was better than oblivion for me... the thing with those death claws was that i could only take them wth that moster sniper rifle( whose name i dont remeber) from a distance doing critical hits..... otherwise they would kill me in level 20 the same way they did in level 1...

im kidding..

high level armor made a huge difference regarding hp loss...

but it was amazing... i remember some powder ganger coming at me.... its nice to feel powerful and sending those rats back to hell without much effort.... and at the same time having those brotherhood of steel guys to be a challenge

i dont agree with that thing about being able to find powerful stuff with your skill as a player since the beggining..... if i had that monster sniper rifle in New Vegas since the beggining the entire game would have been easy....

sorry for my bad english.....
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Becky Palmer
 
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