Funnily enough just responded to your post in the other thread
Funnily enough just responded to your post in the other thread
It would be nice if they had two separate sliders for difficulty, one governing how much damage you do and another governing how much damage enemies do
Well, realistically one bullet should be enough to finish anyone and exploding body parts from gun fire just doesn't happen. But it's a game.
In one word: Yes.
As an old school role player, the whole concept of increasing HP as you increase in level makes no sense. My group ended up settling on a system where your HP is based on your physical attributes, and it stays like that. If you want your HP to increase, you have to increase your physical attributes. That makes a whole lot more sense than your HP magically bump just because you killed a lot of stuff. Why would a lvl 20 fighter have more HP than a peasant if they're both humans and built the same way?
What should happen, is that a skilled fighter starts gaining skills, perks, or whatever your system of choice designates it as, that gives you ways to AVOID getting damaged. If you simply want to absorb more damage, only armor can help you, but if you're good at rolling with the punches, dodging etc., you should take less hits.
A good hit in the face should kill most humans, or at the very least seriously injure them. What appears to be the new bullet sponge are those synths. Man, he just kept popping parts off that thing.
Also every single Chinese soldier in Operation Anchorage. Man, those were impossible to kill with a gun and I ran out of bullets after killing 2 or 3 of them.
Bethesda has always had a problem trying to do difficulty well. Adding so much HP that it just becomes tedious is the usual result. I do hope they've found a solution to the problem as it becomes incredibly boring.
While Skyrim wasn't as bad as Oblivion or Broken Steel, it was still pretty bad. It often ended up with one side becoming a sponge, or better yet both. Unless you gimp yourself which is not a solution and not an example of good game design.
I've found that having the player easily trump common enemies but still die fast to terrors of the waste to be the most fun. And you should be able to down them quickly too. It leads to battles being quicker, making you feel like you've progressed and are powerful, while still keeping the fear of death in you and punishing you for your mistakes in combat.
that mod make NV for a joke since sniper rifle mean i own everything from far far away.
Every single rpg game i play since i star playing game have suffer for the same, lol, even D&D suffer from the same. Bigger the enemies more HP he have.
Ppl need to remember that making a game realistic about the dmg, mean a really short game. I still remember that realistic shooter indi game on Steam, it was nice the first 2 time u play it after a while all that mean who shoot first, and for a game isnt fun.
Then don't use snipers.
On the other hand there are plenty of indoor areas whee you get swarmed by raiders and ghouls and that soon increases the challenge
i hate it when the frames clip, and the buttles don't do a dang thing. at least that was the case sometime sin NV.
see u limited my gameplay. That is the reason realistic shooter fail. On Building i normally use Stealth boy or stealth approach bc that is my way of roll play on Fallout games.
Like i did the whole Super mutant hospital on F3 w/o making any super mutant noticing me. And from Stealth i still 1 shoot most of it with my hunter rifle =P.
Mod are nice but limited alot when it come down to make game more realistic or more challenge.
That something i normally get me mad when ppl(not saying u) complain how little effort a developer put on their game to make it, and they make a mod that unbalance the game or only work the way they want to play and nothing else.
I been playing F3 and NV since they come out same from the ES game, and for me there still a good balance between HP and Bullet dmg. I never come across a NPC that need more that 2 head shoots to be kill, and they normally die on 1.
That sounds like a kind of playthrough I would definitely enjoy - used a deadly traps mod for Skyrim which made every trap insta-kill.
There are perks that give stagger and knockback effects, not to mention crits making enemies flinch in the trailer.
If you expect shooter killing times, go play a shooter then.
Exactly, and I'd rather the actual game use that system than the absolute brain-dead bullet sponges we see in the base game.
DT is vanilla New Vegas, is it not in FO4?
I was referring to the way the game works with the mods you mentioned.
I'd rather it work like that, with minimal bullet sponging, but of course super mutants and heavily armored enemies take a lot of bullets to take down, than have it work the way it seems to work in Fallout 4, where everyone seems to just absorb bullets and barely even flinch to them.
As people have stated earlier, you CAN balance an rpg around semi-realistic gunfights. Mods have done it with great success. I shouldn't be able to take more than 2 or 3 hits wearing a vault jumpsuit, and neither should my enemies. A low level gun may be less accurate or reliable or slower, but if you manage to shoot someone in the head whose not wearing armor with a crappy rusty pistol they shouldn't just shrug it off.
Once again, the whole thing can be solved if tough enemies just LOOK tough. You want to make a bullet sponge? Cool. The Overlord should have been armored head-to-toe. Reavers? Ghoulified Power Armor soldiers. Albino Scorpions? How about some extra carapace armor?
There are ways to do bullet sponging that you can cognitively get behind. I always liked the metal armor with the very strong-looking welder mask. That felt good to shoot and when he shrugged it off it was like I was fighting a drugged up, dangerous raider. *gets chills*
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To draw a weird anology that just popped up in my head, someone was commenting about an anime villain. Or manga, whatever. He said "We are told he is tough. He does not appear tough."