Raising the level cap again would be nice

Post » Wed Oct 28, 2009 4:24 am

Well I need them to at least bump it up to 40 looking at that 35 is driving me crazy.
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мistrєss
 
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Post » Tue Oct 27, 2009 10:13 pm

Well, Dead Money raised the level cap by 5, and that's how many levels i gain by completing it. If that is their tactic, with 3 more DLCs the final level cap could rise to 50. If that happens, they must allow skills to go over 100 or one can easily max out every skill even with low intelligence, and then we're back at generalising characters instead of specializing them :shakehead:

Unfortunately it seems they are making the same mistake as Bethesda did with Broken (so very broken) Steel. As someone else already said, slow down XP gain, do not increase level cap.
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Laura Cartwright
 
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Post » Wed Oct 28, 2009 1:23 am

I say: do away with the level cap altogether. I don't like level caps. Never have. I like the idea that one never stops learning. Once you hit a level cap, there's no more learning and that's kind of BS.

But then again, I really like having really powerful characters. Especially if I've spent the time harvesting the XP to get that powerful.
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Esther Fernandez
 
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Post » Wed Oct 28, 2009 5:01 am

Or, how about making it [censored] optional.
On that note, make DM's increase optional.
On that note, make it optional to cap it at 20 and 25 too.

Options are good, especially if you can please the god characters and the specialized characters.

Lowering the cap won't work for pre-existing characters though, it will have to be at the start of the game where it asks where to cap it.
And with each DLC you are given a pop up asking "You have downloaded Dead Money, it can raise your level cap by +5, do you want to raise it or not? [Raise] - [Don't]"
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Allison Sizemore
 
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Post » Wed Oct 28, 2009 8:39 am

A character by late 10s or early 20s can easily take on anything in the game. The problem is that we get there too fast. Too much experience.

I say remove the level cap altogether, but cut the experience gain from kills a lot. Like %75. Quest experiences seem fine. And increase the experience needed between levels.

P.S. I *am* going to get a balance mod for my game (waiting for balance module of Project Nevada) but if I said "get a mod" I'd be ignoring the console users and they'd flame me instead. In short, don't tell me to get a mod.
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Sebrina Johnstone
 
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Post » Wed Oct 28, 2009 3:23 am

I liked the level cap at 30, then I can play different types of characters. A level cap of 35 is pushing it, and a level cap of 40 (or more) means I end up playing exactly the same character everytime. Just slightly different routes to achieve god-like status. While it seemed like a good idea at the time, collecting xp for your followers kills does race you through the levels too fast. Also Golden Geckos DO NOT = Deathclaws, so why are they worth the same xp? A few creatures xp should be raised, but alot of them should have their xp lowered. One final point, I doubt this can be patched in, or even modded, because its a core element of the game. But it would make sense that you'd stop getting xp for lower level creatures once you've reached a certain level. For example; At level 15 I doubt you're going learn anymore by blowing away a few more dozen rats, molerats, dogs, etc. Human-type enemies you should always gain xp for, but say at level 20-25, you only gain half xp for eliminating normal, average type human-type foes.
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Lewis Morel
 
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Post » Wed Oct 28, 2009 5:23 am

Golden Gecko only worth the same exp as DeathClaw above level 25(?), otherwise you get like 300 for Deathclaw and 80 for Golden Gecko.
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Marguerite Dabrin
 
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Post » Wed Oct 28, 2009 5:46 am

Golden Gecko only worth the same exp as DeathClaw above level 25(?), otherwise you get like 300 for Deathclaw and 80 for Golden Gecko.

300?
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Sophie Miller
 
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Post » Wed Oct 28, 2009 4:01 am

300?


"Insert THIS IS!!! reference here"
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Mackenzie
 
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Post » Wed Oct 28, 2009 8:00 am

Golden Gecko only worth the same exp as DeathClaw above level 25(?), otherwise you get like 300 for Deathclaw and 80 for Golden Gecko.


I think you may have your facts mixed up.

Enemies are classified into "Difficulty" categories, which determines their XP. Deathclaws and Golden Geckos are apparently in the same category, the "VeryHard" one, hence they earn the same XP per kill. Regardless of level, you'll still gain the same amount of XP from them.

Earning 300 XP from a single Deathclaw sounds a bit absurd if you think about it, especially with how leveling works vanilla.
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Elea Rossi
 
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Post » Wed Oct 28, 2009 12:30 am

how about you keep leveling but you dont get any more skill point (there two more perks i want to have)
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Marguerite Dabrin
 
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Post » Wed Oct 28, 2009 5:58 am

how about you keep leveling but you dont get any more skill point (there two more perks i want to have)


That's a decent alternative, one I thought would work, but it would still end up making characters getting closer and closer to god-like status.

It's best to either cap it or level with no additional advantages beyond a certain point.
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Natalie J Webster
 
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Post » Wed Oct 28, 2009 7:15 am

That's a decent alternative, one I thought would work, but it would still end up making characters getting closer and closer to god-like status.

It's best to either cap it or level with no additional advantages beyond a certain point.


No cause the skills usually make make me the 'god' character, not the perks.
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electro_fantics
 
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Post » Wed Oct 28, 2009 12:08 pm

No cause the skills usually make make me the 'god' character, not the perks.

So say I didn't pick these perks from 2 to 30 because I thought they weren't as useful as other perks, that means I could pick them now as long as I gain that many levels:
Commando
Grim Reapers Sprint
Spray and Pray
Rad Absorption
Solar Powered
Tag!
Weapon Handling
Purifier
Action Boy/Girl
Long Haul

You don't see this as making my character closer to a god with each perk?
I'd say so.
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Leonie Connor
 
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Post » Wed Oct 28, 2009 3:27 am

No cause the skills usually make make me the 'god' character, not the perks.


Agree in the sense that perks are based largely off of skills.
Disagree in the sense that perks can make up for lack of skills, thus making you a god at particular things.

At level 30, you would be considered already very powerful in the skills and perks you chose. Adding in 5 levels of skills and 2 more perks is getting a character beyond powerful. Now, just adding perks would mean you're going to round it off. Plus, continuing to allow perks to be taken can lead to more perks being available, in the case of Intense Training.

The cycle must end at some point.
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Klaire
 
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Post » Wed Oct 28, 2009 5:41 am

So say I didn't pick these perks from 2 to 30 because I thought they weren't as useful as other perks, that means I could pick them now as long as I gain that many levels:
Commando
Grim Reapers Sprint
Spray and Pray
Rad Absorption
Solar Powered
Tag!
Weapon Handling
Purifier
Action Boy/Girl
Long Haul

You don't see this as making my character closer to a god with each perk?
I'd say so.


Never mind. <_<
But i still want to have more perks.
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TRIsha FEnnesse
 
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Post » Wed Oct 28, 2009 1:37 am

The only reason that i would want the level cap increased by 5 would be so i would be able to unlock more perks. On another note I wish that in FNV they had allowed you to unlock a perk each level rather than unlock one every two levels.
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Kayla Keizer
 
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Post » Tue Oct 27, 2009 11:05 pm

They did it for balance.
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jaideep singh
 
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Post » Wed Oct 28, 2009 2:14 pm

No. The Higher the Cap the more the game becomes unbalanced. If they made it an option to have your cap go up then find but if not I don't want it. I don't want another unbalanced Fallout Game where I become a super god, shooting over powered bullet sponges.
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luke trodden
 
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Post » Wed Oct 28, 2009 4:51 am

At level 35, with a Brush gun, my character is god. Nothing lives more then two shots. Most die in one. It's really overpowered, but he's my favorite character by far.
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kasia
 
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Post » Wed Oct 28, 2009 3:47 am

I want to be religious in game aka "closer to god". ;)

So yeah, bump it the cap to 40 in the next DLC.

Yeah you wind up tougher than anything else, but even with that level bump there still no way to legitimately get 100's in all stats and 10's like you could for the Broken Steel DLC in FO3. Now THAT's godlike... :P
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Richard
 
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Post » Wed Oct 28, 2009 2:10 am

So yeah, bump it the cap to 40 in the next DLC.

Yeah you wind up tougher than anything else, but even with that level bump there still no way to legitimately get 100's in all stats and 10's like you could for the Broken Steel DLC in FO3. Now THAT's godlike... :P

The balance still becomes messed up with 10 more forced levels.
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Lavender Brown
 
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Post » Tue Oct 27, 2009 11:28 pm

At level 35, with a Brush gun, my character is god. Nothing lives more then two shots. Most die in one. It's really overpowered, but he's my favorite character by far.


Thats more because gun balance than lvl balance i think.
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Rob Smith
 
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Post » Wed Oct 28, 2009 3:30 am

The only reason that i would want the level cap increased by 5 would be so i would be able to unlock more perks. On another note I wish that in FNV they had allowed you to unlock a perk each level rather than unlock one every two levels.


Nope

perk per 2 levels.

No more level cap raised

No more perks

MORE FRIIGGIN SPAWNS POINTS


thats all
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Darian Ennels
 
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Post » Wed Oct 28, 2009 1:46 pm

The balance still becomes messed up with 10 more forced levels.


I can't argue with you there. Maybe if it's a full add-on pack like Shivering Isles was to Oblivion with a large area that has mobs and random encounters that scaled with the character level (not just bullet sponges, but opponents that can actually kill you if you aren't careful) and the upper level perk selections would help you get killed less vs upper level mobs.

Granted I don't expect something like this to be made in a future FONV DLC, but it would be nice if it were made...
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Sxc-Mary
 
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