Level Cap & DLC's

Post » Wed Sep 01, 2010 5:44 pm

Balanced RPG's. Do they even exist anymore?


It's an oft-repeated mantra, but RPGs have always been about building godly characters/parties.

The problem lies in the nature of the Fallout game itself. Whereas traditionally RPGs have been dungeon crawlers, with increasing monster difficulty as you drop levels, you don't have that with a free roam game (unless you want it to be highly linear). You also don't pick a class of your character, as in the RPGs of yore, therefore no strengths (or concomitant weaknesses).

RPGs have always been about building "godly" characters. Almost without exception, by the time you hit high levels, you were able to dispatch enemies with ease. It's actually part of the psychological appeal of RPGs, ie the accumulation of strength/power.
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Mark Churchman
 
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Post » Wed Sep 01, 2010 7:05 pm

It's an oft-repeated mantra, but RPGs have always been about building godly characters/parties.

The problem lies in the nature of the Fallout game itself. Whereas traditionally RPGs have been dungeon crawlers, with increasing monster difficulty as you drop levels, you don't have that with a free roam game (unless you want it to be highly linear). You also don't pick a class of your character, as in the RPGs of yore, therefore no strengths (or concomitant weaknesses).

RPGs have always been about building "godly" characters. Almost without exception, by the time you hit high levels, you were able to dispatch enemies with ease. It's actually part of the psychological appeal of RPGs, ie the accumulation of strength/power.

Doesn't sound very much like roleplaying games though. :P
"So what kinda character are you?"
"Oh I'm a demi-god."
"Me too!"
"Hey Andrew also got a demi-god character."
"Nice. :disguise:"
"Did you hear about that korean guy who had a demi-god character?"
"Yup."
""Niiice. :disguise: :disguise:""

Ah... God I'm bored..
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James Hate
 
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Post » Wed Sep 01, 2010 3:18 pm

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!


I don't see why the devs wouldn't be able to find something that would make the next dlc ennemies more interesting withtout them being only "bulletsponges" but I guess I don't need to tell ya right?
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Horror- Puppe
 
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Post » Wed Sep 01, 2010 4:19 pm

It's an oft-repeated mantra, but RPGs have always been about building godly characters/parties.

The problem lies in the nature of the Fallout game itself. Whereas traditionally RPGs have been dungeon crawlers, with increasing monster difficulty as you drop levels, you don't have that with a free roam game (unless you want it to be highly linear). You also don't pick a class of your character, as in the RPGs of yore, therefore no strengths (or concomitant weaknesses).

RPGs have always been about building "godly" characters. Almost without exception, by the time you hit high levels, you were able to dispatch enemies with ease. It's actually part of the psychological appeal of RPGs, ie the accumulation of strength/power.


At least in F2 it was actually a challenge to do because even with the sniper perk at 24 Enclave Patrols could still kick your ass.

Edit: level typo...
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Laura Wilson
 
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Post » Wed Sep 01, 2010 11:41 pm

I don't see why the devs wouldn't be able to find something that would make the next dlc ennemies more interesting withtout them being only "bulletsponges" but I guess I don't need to tell ya right?

Well, you do need to tell me. I can't think of anything that can be done without bullet sponges.

A big question mark has to lie over the ability to give you more enemies. Can the engine handle it? You're definitely not going to see improved AI. The best you can realistically hope for is some armoured reskinned Cazadors - fast, pack a heavy punch, and are poisonous - now with armour!

I tell you what's guaranteed though.... keep whinging about "not tough enough", and you will definitely get bullet sponges. BRB, Mothership Zeta....
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lucy chadwick
 
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Post » Wed Sep 01, 2010 1:58 pm

Doesn't sound very much like roleplaying games though. :P
"So what kinda character are you?"
"Oh I'm a demi-god."
"Me too!"
"Hey Andrew also got a demi-god character."
"Nice. :disguise:"
"Did you hear about that korean guy who had a demi-god character?"
"Yup."
""Niiice. :disguise: :disguise:""


That's because this game isn't truly an RPG. Moving further away with each iteration.

If you want a unique character, which is what it appears, choose a dungeon crawler where you have to pick a race, an alignment, the ability to change classes, and a limit of 500 levels for each class. I recommend a little dungeon crawler called Demise, if you truly want an RPG. Good luck finding it though... it's been OOP for years.
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El Goose
 
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Post » Wed Sep 01, 2010 10:02 pm

Wait.... a dungeon crawler is an RPG, whereas FO:NV (quest/plot/writing driven game with multiple choices and paths to the end, where your decisions mean something) isn't?

O_o

(Personally, I've never really considered Diablo or Nethack to really be "RPGs", since you're not playing a role - you're moving a combat unit around on the game board and beating crap up while hoping the loot RNG gives you something awesomer than you already have. /shrug)


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Probably, level cap = money. I wouldn't have bought the last Borerlands DLC without it since the story was so bad. With the DLC story arc it's a must buy. It's ultimately up to the publisher to decide.


Borderlands, being a Diablo-style "action RPG" beat-em-up&loot game, can absorb level cap increases a whole lot better than Fallout 3/NV can/could.

--------

My basic opinion is that upping the level cap in FO3 (and adding those "more difficult" annoying bullet sponges) was a huge mistake. To the point that I stopped installing Broken Steel when playing FO3. It took more from the game than it added.

And in FO:NV, it'd be an even bigger mistake, since your limited skills & stats means so much more in the game.
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Ana
 
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Post » Thu Sep 02, 2010 12:29 am

Wait.... a dungeon crawler is an RPG, whereas FO:NV (quest/plot/writing driven game with multiple choices and paths to the end, where your decisions mean something) isn't?

O_o

(Personally, I've never really considered Diablo or Nethack to really be "RPGs", since you're not playing a role - you're moving a combat unit around on the game board and beating crap up while hoping the loot RNG gives you something awesomer than you already have. /shrug)


---------



Borderlands, being a Diablo-style "action RPG" beat-em-up&loot game, can absorb level cap increases a whole lot better than Fallout 3/NV can/could.

--------

My basic opinion is that upping the level cap in FO3 (and adding those "more difficult" annoying bullet sponges) was a huge mistake. To the point that I stopped installing Broken Steel when playing FO3. It took more from the game than it added.

And in FO:NV, it'd be an even bigger mistake, since your limited skills & stats means so much more in the game.

name 3 types of enimies that were bullet sponges in fallout 3
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Robyn Lena
 
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Post » Wed Sep 01, 2010 10:52 pm

name 3 types of enimies that were bullet sponges in fallout 3


Overlords, Reavers, Albino Radscorps. (Didn't play the post-BS DLC, so I don't know how the aliens and swampfolk rank.)
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kirsty williams
 
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Post » Thu Sep 02, 2010 3:04 am

What's the point in keep playing it with know-it-all god characters?


It takes a long time to become a "know-it-all god character" each playthrough. Even then, you won't be perfect in every respect.

I actually needed the extra levels in Dead Money to level up my Explosives to deal with the Ghost People more effectively than my standard Guns strategy would allow. If Obsidian continues to make interesting DLC that forces us to improvise away from standard strategies, then I don't see the problem with allowing us to continue to level up.
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mishionary
 
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Post » Wed Sep 01, 2010 10:00 pm

Overlords, Reavers, Albino Radscorps. (Didn't play the post-BS DLC, so I don't know how the aliens and swampfolk rank.)

Really i like these enemys its a challenge like really dont any of you want a challenge and there not all that hard
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Monika
 
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Post » Wed Sep 01, 2010 5:33 pm

Really i like these enemys its a challenge like really dont any of you want a challenge and there not all that hard


They're more tedious than challenging, imo. Ammo and stims are so plentiful that you can practically stand still, hold down the trigger and spam stims as needed (and the tedium comes from the time one has to stand still and shoot :P).
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Cody Banks
 
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Post » Wed Sep 01, 2010 3:16 pm

They're more tedious than challenging, imo. Ammo and stims are so plentiful that you can practically stand still, hold down the trigger and spam stims as needed (and the tedium comes from the time one has to stand still and shoot :P).

yah thats true
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Kate Murrell
 
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Post » Thu Sep 02, 2010 1:05 am

They're more tedious than challenging, imo.


Right. Standard tactic for an Overlord was - shoot the gun out of it's hand, then backpedal in a circle while pumping several clips of Combat Shotgun ammo into it's head. And this was on Normal. (I never played higher, I'm not one of the "bah, Very Hard was too easy, where's the difficulty" folks.)

Only time Overlords were difficult is when they were in some hard to get to place (like the one on a balcony, with a Missile Launcher).
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Sheila Reyes
 
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Post » Wed Sep 01, 2010 3:11 pm

Overlords, Reavers, Albino Radscorps. (Didn't play the post-BS DLC, so I don't know how the aliens and swampfolk rank.)


The high level Aliens with the shields were also serious bullet sponges. The Swampfolk less so, but with the +35 points of damage they dealt when they attacked, they didn't really need to be.
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Albert Wesker
 
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Post » Wed Sep 01, 2010 12:10 pm

Really i like these enemys its a challenge like really dont any of you want a challenge and there not all that hard


Honestly, the Reavers were the only ones I found to be any fun. They were at least fast and agile, and they could mess your world up with their ranged attacks. The Overlords were more of a drudge to me, and the albinos were just a big PITA.
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Sudah mati ini Keparat
 
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Post » Wed Sep 01, 2010 5:35 pm

The high level Aliens with the shields were also serious bullet sponges. The Swampfolk less so, but with the +35 points of damage they dealt when they attacked, they didn't really need to be.

yah thats why i hated mothership zeta so much
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Del Arte
 
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