The balance of combat.

Post » Fri Apr 30, 2010 10:53 pm

I'm not seeing much else from these jokers.
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Samantha Pattison
 
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Post » Fri Apr 30, 2010 9:07 pm

I'm not seeing much else from these jokers.

Post #38. Check it.
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Joe Bonney
 
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Post » Sat May 01, 2010 1:50 am

Post #38. Check it.

Nonsensical pipe dreams.
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Sammygirl500
 
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Post » Fri Apr 30, 2010 3:39 pm

People who think dying randomly and unpredictably is fun should play some other game.

You ever played the original Fallouts, if you dont want to get owntoasted when you are over your head, you should play some other game.
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Ana
 
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Post » Sat May 01, 2010 3:36 am

You ever played the original Fallouts, if you dont want to get owntoasted when you are over your head, you should play some other game.

I did.
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Rebecca Dosch
 
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Post » Fri Apr 30, 2010 11:38 pm

I did.

Fallout isnt about handholding, games need to be challenging, we arent asking for instant death when we see an enemy, but it would be nice if enemies could at least be dangerous.
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Chloe Mayo
 
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Post » Sat May 01, 2010 12:04 am

I am saddened to read that the games are dumbed (Characters wise) down because not eveyone is great at RPG. I understand its a business and you don't want people throwing the game away because they can't go two feet without being blasted away. Still how will people become good at RPGs is they arn't challenged?

New Vegas does a better job at making the game more balanced. Removing level scaling was a great move. So we have enemies greater then ourselves. Enemies that once again have poison. Perks every two level insted of every level. Having way less skill books around. Enemies attacking in greater numbers.

Still the character creation like Fallout 3 is flawed. I find I can max my skills and have and special pretty fast. With the right perk you don't even need to go to 100 in skills because of skill mags. I find all my characters become the same, not as fast as Fallout 3 but it still happens before I get to the level cap. Now with Dead Money, it makes it worse.

I hope for Fallout 4 they have the original system. Were we can go to 300 in the skills but it costs more and more points each time. Leveling takes greater and greater amounts of XP everytime. Have less medical supplies around.

Would be great if they add Skilled Trait in a DLC so I can have perks every 3 levels. ( I guess I can get a mod for that).
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Lillian Cawfield
 
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Post » Sat May 01, 2010 12:12 am

What good is there to give us this overpowered crap if we can't utilize our builds and equipment in a difficulty mode where they're required?


Now this i couldn't agree more with. And believe me, i tried.

Like 15 years ago dieing 25 times in a video game was nothing. Slowly over the years devs have listened to the people that were saying "too hard" 15 years ago there was none of this. They put a game out you learned to play it or you got crushed.


However games those times were pretty short, and the often insane diffculty was used to mask it's shortness. And many games were ported from arcade machines that were designed to rob your quarters :hehe: And those arcade machine roots are also the reason for "press start to begin" in console games ;)
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Alisia Lisha
 
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Post » Sat May 01, 2010 3:41 am

Speaking of a new difficultymode, I think it would go a long way to just lower the base HP of the PC and the increase from levelup. Also, adjustments like slower leveling, increased negative effects from lacking skill with the soft requirements (higher spread, wider waivering with iron sights, etc), and similiarly with all effects governed by skills/stats (like moving speed, resistances, etc), slightly (just slightly, though, due to lowered PC health) increased enemy damage would help. Surely it wouldn't be perfect, but I think stuff like that would add a notch to the challenge without too much "bulletsponging".
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loste juliana
 
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Post » Sat May 01, 2010 5:49 am

Like 15 years ago dieing 25 times in a video game was nothing. Slowly over the years devs have listened to the people that were saying "too hard" 15 years ago there was none of this. They put a game out you learned to play it or you got crushed. (etc)


I agree and developers do a great job of creating opponents that appear really strong, hurling abuse and menace but aren't actually that tough once you've progressed a few levels. It's very clever psychologically, as is the naming of the levels, what used to be normal is now hard and they've had to rename the really difficult settings to something that sounds a bit mad. What they manage to do is create a relatively easy game that appears difficult.

As far as the balance in F:NV goes, I think the levelling works well up until the player has reached about level 15 and 65 guns or has acquired the ED-E, after that enemies become a bit of a chore. Having said that Deathclaws and Casadors remain a threat close up right the way through the game.
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Music Show
 
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Post » Fri Apr 30, 2010 5:37 pm

Agreed. i bought the game on day one and did hardcoe/very hard on day one. By the time i got to the strip on my first playthrough i was so over powered it broke my immersion. I actually went back and started a new character that i had to nerf on purpose. the game was a decent challenge until level 15-20....but....as of now i have 100 in at least 5 skills....i just wish SOME things would come back I.E. level 300 in skills. I also wish that hardcoe mode was a bit more.......hardcoe. But i do like your ideas Gabriel. And thank for J.E. to actually give feedback.
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Isaac Saetern
 
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Post » Fri Apr 30, 2010 7:43 pm

Nonsensical pipe dreams.

How so?
With hardcoe Mode they could add a lot of tweaks for the PC, I'm sure that the developers could do the same thing, but the other way for enemies.

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Another idea for the previous list:
Every generic humanoid get's a perk that raises a hidden weapon CND by 30%. (So a 10mm SMG with 20% has 50% for the Viper using it, but when killed and looted the SMG shows as 20% as the other no longer exist.)

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We, the players, run around with AP rounds, FMJ rounds, HP rounds, MCMFC, 100% CND weapons and 100% CND armor.
All of which cannot be obtainable for enemy NPC's unless the player drops the weapon and ammo near them and reverse pick pocket armor onto them.

It's unfair really that we're given tons and tons of things that give us the upper edge.

This is a reason I don't like DLC weapons all that much.
We get a DLC with new weapons then I want the new weapon to be used "against me", not just for me to use against them.
Sure Pitt Slaves used their autoaxes, but when back at the wasteland did anyone use them?
Sure the Crimson Soldiers used Hei Guei in O:A but when back at the wasteland did any Outcast use it?
It's boring as hell to me to get a lot of new items in a DLC and have "some" enemies use "some" of them but back at the main game only "I" get to use this awesomesauce weaponry and armor.

Armors they cannot use as they spawn with their default items.
Weapons that are limited and rare while they use mid-tier weapons.
Perks at all.
Hell, we get to use VATS, which while nerfed from FO3 is still a big "BOOM HEADSHOT!!! WIN" button.

This mode I believe is very much possible to implement and it would even the score somewhat between enemies and player characters.
We get our buffs throughout the game.
And so do they.
Sure enough they'll still not be "equal" to the player character but they'll at least be given a chance to wreck havoc.
As opposed to now where they're quite frankly pathetic.
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lolly13
 
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Post » Fri Apr 30, 2010 11:03 pm

Just for arguments sake...there is a post on the boards of how a level 6 character based in explosives went to blood borne cave and cleared it out legendary deathclaws and all ......apparently. Not sure of what difficulty they were playing on though.
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Nathan Hunter
 
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Post » Fri Apr 30, 2010 10:59 pm

I've seen Hoover Dam battle videos with guys using pre-patch low-CND Service Rifles (standard ammo) and low-end shotguns with buckshot (no Shotgun Surgeon) against NCR Heavy Troopers, dying repeatedly (like, three or more times in a row) on non-HC difficulty.


That's really interesting. I'm suprised someone could get so far in the game without a basic understanding of the underlying mechanics. Does a game designer watching that despair at the person playing the game so badly, or do they see the fault as their own, that they haven't done a good enough job of teaching the mechanics and necessary skills to the player? Should it even be possible to reach the final battle without having an understanding of the rules of the game?

I suppose what I'm saying is, that one would expect by the end of the game any player, no matter how inexperienced, would have learned the skills needed to succeed. If they haven't, are they just a really bad student or is the game a bad teacher?
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Your Mum
 
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Post » Fri Apr 30, 2010 11:09 pm

I suppose what I'm saying is, that one would expect by the end of the game any player, no matter how inexperienced, would have learned the skills needed to succeed. If they haven't, are they just a really bad student or is the game a bad teacher?

I think one has to remember some players are very young...others are very impatient. My husband, for example, can solve computer & science tech problems in the real world like no tomorrow, but gets very confused by all the "stat" & quest stuff. He literally gets lost & turned around in 3D worlds, has no idea 'where to go', talks to a few npc's, can't find the exit, won't notice items on the ground next to him, can't remember who he talked to/who he's supposed to talk to, gets annoyed, and quits. He doesn't play many games and his brain doesn't have an existing imprint of "how games work" in his brain that some of us have from years of playing. It's not that he couldn't learn if he took the time...rather he doesn't want to have to think about it/take the time. He likes Tombraider/shooters, where he doesn't have to think about RPG type stuff. Difference perhaps is that he'll stop playing a game soon as he knows it's not for him....some people don't.

Also, some of the let's plays aren't indicative of actual player skill. Let's Play's sometimes are meant more for humor, or the player is blind rushing through just to give viewers the idea of the game/be the first to get to the end and all of that, ie they skip 90% of the game.
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Ash
 
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Post » Fri Apr 30, 2010 6:51 pm

I'm good with the way things are. My answers are yes and no respectively.

On Very Hard mode, I think the game is ridiculous. It is in that mode that I find everything to be a so-called "bullet sponge" and I get very, very, very annoyed.
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Channing
 
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Post » Sat May 01, 2010 6:25 am

I'm good with the way things are. My answers are yes and no respectively.

On Very Hard mode, I think the game is ridiculous. It is in that mode that I find everything to be a so-called "bullet sponge" and I get very, very, very annoyed.

Exactly, bullet sponges arent challenging, they are annoying, Very Hard should make combat dangerous, not tedious.
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Brian LeHury
 
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Post » Fri Apr 30, 2010 7:49 pm

Exactly, bullet sponges arent challenging, they are annoying, Very Hard should make combat dangerous, not tedious.

Agreed they should be able to inflict insane damage but they shouldn't just gobble bullets or plasma .I think the prob lies in the AI they should be smarter than just *rock bang rock bang bang * ohh enemy CHARGE!!!!! they should try flank you sneak behind you and get proper sneak attack critical that can kill you in one hit if you fail to see them (obviously certain enemy's ) but i think poop damage inflicted and terrible AI are the problems.
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Adrian Morales
 
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Post » Sat May 01, 2010 12:01 am

Exactly, bullet sponges arent challenging, they are annoying, Very Hard should make combat dangerous, not tedious.

Have you played NV on VH all the way through? Seriously, it's hardly bullet-spongy at all. For the first few chr. lvls using your half-broken starter 9mm it can seem so, but past that & once you start using better weapons, it takes a few more bullets or so to take down an enemy. No big deal. What makes it (slightly) more challenging is that they do more damage to you, and the slight increase in time it takes to kill them means that sometimes they can get in an extra hit or two to make you worry a little. Emphasis on a little.

At least on VH I occasionally feel like my life bar goes down.
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Laura Wilson
 
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Post » Fri Apr 30, 2010 9:39 pm

Towards the end of my first play through I noticed how much more effective unarmed/melee weapons can be than guns or energy weapons, besides maybe explosives.
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Pumpkin
 
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Post » Sat May 01, 2010 9:05 am

I started a cl savage character just before the patch. I think maybe the weapons balance did have some effect on NPCs. I m playing alot more aggressively that with my main character (me with +5 balls).

Its hard to tell, because NCR has semi auto guns, and Im running in a cl recruit uniform lol Almost all NCR shoot me on sight.

Im getting beat up pretty good though. I figured getting the NCR mad and wearing cl uniform would be harder than sniping cl from way out of vats range like I did with my main guy.

The bullets just seem to have a little more sting to them.

I also saw a Viper with a almost half conditioned grenade rifle.

Does anyone else notice a little more sting to enemy bullets???
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Brad Johnson
 
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Post » Fri Apr 30, 2010 8:16 pm

If i'm being honest fallout new vegas /fallout 3 are the easiest rpg's I've ever played. :( .
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Valerie Marie
 
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Post » Fri Apr 30, 2010 8:10 pm

If i'm being honest fallout new vegas /fallout 3 are the easiest rpg's I've ever played. :( .

Yep.
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Melissa De Thomasis
 
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Post » Sat May 01, 2010 4:07 am

Yep.

It hurts to say it but it's sadly true i just wish there was a very very hard and super hardcoe mode :cryvaultboy: .
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Lindsay Dunn
 
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Post » Sat May 01, 2010 7:04 am

Ditto.
That's why I went to mods & just lulz with multiple companions & spawns and/or outfits and items & environment mods. It's a different kind of fun, but fun nonetheless. To me anyway.
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elliot mudd
 
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