medkits need to be balanced

Post » Thu Apr 01, 2010 1:55 pm

For the next fallout, I would suggest a fix for medkits. The use of medkits in combat destroys game balance, they are easy to obtain, and weigh nothing, and can be used repeatedly as fast as one can press a hotkey. I know people can simply choose not to use them in combat, but regardless, it's a game balance design issue that can be easily remedied. Simply don't allow the use of medkits during combat. Problem solved.

I know people will reply "simply don't use them in combat if you think they make the game to easy", so reply away. I'm just making a suggestion I feel would greatly improve game balance in a future Fallout game, and it seems like an easy change to implement into the game. I know others have posted about medkits making combat too easy, perhaps if enough post about it, Bethesda will recognize this game imbalance and correct it.
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~Amy~
 
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Post » Thu Apr 01, 2010 7:55 pm

Suggest here: http://www.gamesas.com/bgsforums/index.php?showtopic=995631
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Add Me
 
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Post » Fri Apr 02, 2010 2:10 am

For the next fallout, I would suggest a fix for medkits. The use of medkits in combat destroys game balance, they are easy to obtain, and weigh nothing, and can be used repeatedly as fast as one can press a hotkey. I know people can simply choose not to use them in combat, but regardless, it's a game balance design issue that can be easily remedied. Simply don't allow the use of medkits during combat. Problem solved.

I know people will reply "simply don't use them in combat if you think they make the game to easy", so reply away. I'm just making a suggestion I feel would greatly improve game balance in a future Fallout game, and it seems like an easy change to implement into the game. I know others have posted about medkits making combat too easy, perhaps if enough post about it, Bethesda will recognize this game imbalance and correct it.


There are plenty of mods for solving this kind of problem.
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Dawn Porter
 
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