I'm not sure what you mean by annoying but it sounds like BS to me. I play on hardcoe very hard because anything less is so easy it's no fun. I find the Fallout games to be made easy as role players do not like hard combat. The skills you need to play online games and hard single player games like Stalker, my favorite, make Fallout pretty easy to many of us.
Changing damage to both you and the NPCs is how you make a game harder. What other way is there? Many of us play Stalker on master as it makes both you and the NPCs more vulnerable. You can kill then easier, but they can kill you easier. Seems fair to me.
I mentioned some ways in the rest of the post you replied to:
1) Increase quality and condition of NPCs' equipment
2) Improve combat AI
3) Improve critter HP/DT/DR
Or a mix thereof. The AI one is by far the most difficult, but if done well can add a
lot of challenge since now you have to deal with flanking and enemy snipers.
I called it annoying because I hate that particular difficulty model, since I do not consider a boss that can one-shot me at will difficult; rather, I call that cheap. For me, a difficult opponent would do things like call for reinforcements, utilize squad tactics (where applicable), run-n-gun, etc. For critters, use of evasion, speed advantage, etc.
As for RPGers not liking hard fights, that's patent nonsense. We
want a challenge, but at the same time we also want a variety of possible means of dealing with it, since we make a variety of different characters who have different strengths and weaknesses. Combat-declined diplomatic type? Hire/earn mercs/followers to do it for you. Big-game hunter? Heavy armor and weapons. Infiltration specialist? Traps and silent kills. And so on. All heavily nerfing our damage does is force people to use the strongest weapons possible in an attempt to keep up with the opponents' greatly increased output, while simultaneously massively favoring the sneak-sniper types with huge damage bonuses and the ability to avoid detection in the process.
See, for us RPGers, part of the challenge of any game is character design. What attributes and skills do we need for a given concept, how much should any single one be improved and when, what perks/bonuses should be
avoided, and so on. This is where we expect to get punished for screwing up, since our choices here will directly affect the difficulty of combat regardless of the game's difficulty settings. In FO3 and F:NV this challenge does not exist, since you literally
can't screw up a character's build. Even if you pump up everything not related to the concept there are still plenty of skill points left to increase the ones that are, too. You can even switch concepts 'mid-stream', so to speak, something that would cost you
very dearly in
Eye of the Beholder or
Diablo.
In the specific cases of FO3 and F:NV, I would also look to the ability to mod the game as part of the reason for lesser difficulty, since if one wants a harder game and is on a PC one can do so using one's preferred method. Granted those on console systems are screwed here, which kinda svcks, but that's the way they went rather than setting the base difficulty high. Whether or not that was a mistake is an interesting question; I would honestly rather have had the default setting high, but then after over 30 years of playing RPGs I'm used to struggling to get by for a long time before becoming virtually unstoppable in the highest levels.