Omnipotence

Post » Fri Nov 18, 2011 6:31 pm

What has always bothered me in fallout games is how omnipotent the main char can be. When the build is right, he can just walk in some military base with supposedly hundreds of soldiers inside and destroy everything alone. A guy in power armor and minigun might be able to destroy a small tribal village, but not a military base such as Fort or Camp Mcarran in New Vegas.
The game mechanics could be similar to Grand Theft Auto where the AI would send harder and harder foes against him, eventually at overwhelming ammounts.
In one RPG game (Avernum) the player was simply given a piece of text saying that his char was killed because of his overdaring actions. Not a bad choice either.

I hope in future game that simply won't be possible and the player char should be more at the mercy of the enviroment rather than the enviroment being at the mercy of his
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Alexxxxxx
 
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Post » Fri Nov 18, 2011 8:30 am

I thought you were gonna talk about "impotentence" :facepalm:

Yeah I always thought it was a bit whacky how one guy shot in the head could just arise and desimate entire towns by himself even when matched with enemies baring more advanced weapons and armour.
They could use something similar to GTA's star system were the longer you misbehave and the more people you kill equals in more enemies coming for you, equally with the stars raising their number they also get better equipment and will ultimately overwhelm the player given they don't surrender of flee.
If you surrender you lose half your money and all your weapons but will live and hold on to your other equipment.
If you flee you will keep all your equipment but you will remain an enemy of that town/faction and they will always be hostile starting at a 2 star sort of level, you could be given the chance to surrender yourself, pay a heavy fine and possibly lose all your weapons and armour if you wish to become friendly again.
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Heather Stewart
 
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Post » Fri Nov 18, 2011 8:25 am

What? No.
I don't want hack and slash armies sent towards me, fits for GTA, not for Fallout.

What they need to do is rebalance the entire game.
I'm playing with a variety of mods right now and I'm experiencing a kind of difficulty that's not possible for either Fallout 3 or New Vegas.
So it's very possible to create a challenging game without going with... "That"...

Why?
Cause it's a wasteland, it doesn't have a multimillion NPC's to send towards you, it's not coherent.
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Madeleine Rose Walsh
 
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Post » Fri Nov 18, 2011 1:27 pm

What? No.
I don't want hack and slash armies sent towards me, fits for GTA, not for Fallout.

What they need to do is rebalance the entire game.
I'm playing with a variety of mods right now and I'm experiencing a kind of difficulty that's not possible for either Fallout 3 or New Vegas.
So it's very possible to create a challenging game without going with... "That"...

Why?
Cause it's a wasteland, it doesn't have a multimillion NPC's to send towards you, it's not coherent.

I say Fallout should go (in a sense) the way of Demons/Dark Souls. I say make the even the enemy grunts start out the game at say level 6 or 7 (out of 20). They have all the stats and equipment one would expect to have at that level, but they don't scale to match your level (only specific NPC characters/ upper tier enemies level scale). While the game is difficult at first, the more you level up and get better equpiment, the more badass you get. This is basically a compromise of sorts between how FO3/NV and Oblivion do leveling/scaling.
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Fluffer
 
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Post » Fri Nov 18, 2011 7:34 pm

While the game is difficult at first, the more you level up and get better equpiment, the more badass you get.


Yes but how badass? The point here is to note that in previous fallouts the main char is able to destroy everything he comes across and whether or not that's good.

If the main char is supposed to be able to defeat everything, then perhaps the world and dialogues should reflect that. For example 3 times Lord of Death award holder comes and asks The King to stop violence against NCR. The King dares to ask a favour in return for the Courier's request. Doesn't the King realize that the Courier has the power to destroy whole Freeside if he wants? So if the main char is supposed to be an overpowering juggernaught, then basically all he needs to say is "do this or I kill you and everyone in this town".
Same thing in the casinos: the bouncers ask the Courier to hand over his guns. If the courier disagrees, the casinos become hostile. They must be nuts to attack a guy who has previously killed thousands.
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David Chambers
 
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Post » Fri Nov 18, 2011 3:48 pm

just take away health per lvl and up the dmg and dmg to limbs ALOT towards humanoids, base health would be different and Endurance lvls be different towards different npcs. but basically make the guns/weapons hurt that way a child with a 10mm will still be dangerouc to a maxed lvl npc. I think the best as far as dmg has been worked would be http://www.fallout3nexus.com/downloads/file.php?id=9331. at lvl 30 i was still having to decide how i was gonna take on 5 raiders and live. It was easy to kill enemys but at same time very easy for them to kill me.
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Jeff Tingler
 
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Post » Fri Nov 18, 2011 4:08 pm

I don't think the health/level needs to be taken away. There just needs to be a lot less base HP with higher emphasis on END on both HP/level and HP/1END, and other stats to give a worthy counter to the END healthboost so that the player won't spend in it without suffering in other areas (SPECIAL needs a boost anyway).

Increasing the difficulty is a given as both Fallout 3 and New Vegas were incredibly easy, but making it too hard is a problem too. There needs to be a clear sense of progression and reward, feeling that one is getting better. Being pummeled by few early level enemies while being near levelcap yourself sounds like an overkill to me. Realistic, perhaps, but contrary to what characterprogression tries to present.
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Cccurly
 
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Post » Fri Nov 18, 2011 7:34 am

I don't think the health/level needs to be taken away. There just needs to be a lot less base HP with higher emphasis on END on both HP/level and HP/1END, and other stats to give a worthy counter to the END healthboost so that the player won't spend in it without suffering in other areas (SPECIAL needs a boost anyway).

I don't think you need to lessen starting HP too much. Health per level is the more powerful one.
Right now almost every hostile NPC's health is based around level. Without health per level I regularly meet enemies with only 1 to 10 base health and a few points in END. Walking through the wasteland I just encountered a powder ganger with 25 HP! That's base 5 + 1 END with my Project Nevada (a mod) settings. It's so bad I've switch health per level back on for them.
Whereas myself I regularly can still get killed if I'm not careful.

I agree with Gabriel. Put NPC's more on equal footing in the health department to the player. It also helps put emphasis on health related perks and better armor/equipment.
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Reven Lord
 
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Post » Fri Nov 18, 2011 8:50 pm

I don't think you need to lessen starting HP too much. Health per level is the more powerful one.
Right now almost every hostile NPC's health is based around level. Without health per level I regularly meet enemies with only 1 to 10 base health and a few points in END. Walking through the wasteland I just encountered a powder ganger with 25 HP! That's base 5 + 1 END with my Project Nevada (a mod) settings. It's so bad I've switch health per level back on for them.
Whereas myself I regularly can still get killed if I'm not careful.

I agree with Gabriel. Put NPC's more on equal footing in the health department to the player. It also helps put emphasis on health related perks and better armor/equipment.


Not too much no. And like I said, everything more in conjucntion with the END value. I'm all for putting the player and NPC's on more equal level as a base rule, but I don't think there should be any (or only few at max) level 1 NPC's. More that you have to work your way at their competence and above - and with HP/level, not excessively, but still, and based on END. If for nothing else, then to not expect the player to, or create a situation where it is required to spend on healthboost perks.

Like I said, it's not very good for the rulesystem or for a fluent characterprogression if you can easily be killed by a low level enemy when you yourself are at high level and decided not to pick healthboosters at level-up because the game requires that to show you that you have gotten better.

Some of the emphasis should be on equipement and the abilities of using it, but not to the point that that line of progression becomes linear by default due to no other related progression happening. That's how shooters work, get better by better equipement, and even if it offers more fluid combat, I wouldn't want that.
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Alisha Clarke
 
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Post » Fri Nov 18, 2011 1:43 pm

Not too much no. And like I said, everything more in conjucntion with the END value. I'm all for putting the player and NPC's on more equal level as a base rule, but I don't think there should be any (or only few at max) level 1 NPC's. More that you have to work your way at their competence and above - and with HP/level, not excessively, but still, and based on END. If for nothing else, then to not expect the player to, or create a situation where it is required to spend on healthboost perks.

Like I said, it's not very good for the rulesystem or for a fluent characterprogression if you can easily be killed by a low level enemy when you yourself are at high level and decided not to pick healthboosters at level-up because the game requires that to show you that you have gotten better.

Some of the emphasis should be on equipement and the abilities of using it, but not to the point that that line of progression becomes linear by default due to no other related progression happening. That's how shooters work, get better by better equipement, and even if it offers more fluid combat, I wouldn't want that.

RPG's also work through that kind of progression to some extent.
You shouldn't get a whole lot better by virtue of leveling, while keeping your equipment the same.
As it stands I find that especially for my character the reasonably static health really keeps things interesting late in the game. She wear light armor, but perks and implants can make up for a lot.
HP per level could work if the END modifier would remain low. It can't exceed the current 5 hp per level at max.

I guess if loot condition were detached from NPC's DAM and DT, the challenge could increase in a somewhat similar fashion.

Either way it would need a lot of work to and let health-boosters be viable and the PC not shrug off lots of damage at end of the game in his business wear and not have enemies to turn into bullet-sponges.
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Rhi Edwards
 
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Post » Fri Nov 18, 2011 3:21 pm

No, not a whole lot, no, but just enough to make a difference. If you put in a static health, you have to set the basevalue so high that it is a viable amount throughout the game with at least average END and without any buffs. Otherwise you are forcing certain path of progression upon the player by making the healthbuffperks and higher than average END more of a requirement than helpful options.

I'd rather the game would force me to level up in order to progress in it than "just" seeking out the best equipement. There is a fine line between those styles of progression, but it is there nonetheless, and I find the other more satisfactory due to leveling up having more meaning to it.

The challenge, in my opinion, would be better showed through a more delicate style of scaling the enemies (outside the areas where there is a set range/value for their levels) and abilities of using better equipement (harsher penalties for lacking skills, or more preferably, hard restrictions).

That's just my opinion.
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Emma Louise Adams
 
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Post » Fri Nov 18, 2011 6:23 pm

I don't want to see average NPC's become matches for the Player Character - in all the Fallout games so far, you become a mostly-unstoppable badass over time. The point is that the Nameless Protagonist is above and beyond ordinary men - but even then, there are still http://fallout.wikia.com/wiki/The_Master http://fallout.wikia.com/wiki/Lanius http://fallout.wikia.com/wiki/Calculator http://fallout.wikia.com/wiki/Ulysses, http://fallout.wikia.com/wiki/Benny http://fallout.wikia.com/wiki/Elijah http://fallout.wikia.com/wiki/Frank_Horrigan to the protagonist, who oppose you throughout the game.
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Lyndsey Bird
 
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Post » Fri Nov 18, 2011 6:13 am

I want a more human protagonist next time. A lot. It should be a situation where taking out a place like Camp McCarran is nigh-impossible, but subduing average people wouldn't necessarily be difficult. The locations in Fallout should really start to look the part, as a place like Fiend territory that is supposed to be swarming with drug crazed lunatics should hand your ass to you because it's swarming with drug crazed lunatics. Planning and strategy should let you pass an area like that, but not murder the entire population.
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Hearts
 
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Post » Fri Nov 18, 2011 6:17 pm

Fallout 1&2 you are mainly only threatened by equally geared enemies... that is when skills and perks give an edge. There are a few random enemies that can take out the protagonist in as few as 1 hit... they are just rare and in high level areas. It makes sense that a person in full body armor would shrug off low power weapons like they are nothing. I don't want to see a character in power armor running from tribals using .22s.
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Dawn Porter
 
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