What in the the heck are you doing re: damage resistance?

Post » Sat Nov 28, 2015 1:21 am

Both, as the two aren't mutually exclusive.

It serves no purpose.... which is the point.

Orcish armor shouldn't logically be useable past a certain point, because it is made of objectively worse quality materials, and thus is objectively worse at deflecting hits then better armor.

It shouldn't be able to do anything close to daedric, dragon or ebony. Just like PA should be objectively better then any other armor except vs EMP effects.

You ask what good is something when it becomes obsolete, I ask, what good are stats in an RPG when all stats give the exact same effects no matter even if you double them? The answer is they aren't good at all, stats become utterly meaningless, like the armor stat in NV did, which is fundamentally counter to RPG design. What you are advocating for is a dress-up doll simulator, and not an RPG.

Becoming obsolete doesn't negate the fact there is actual progression in the system, where as the DT armor system has no real progression in it at all.

Skyrim actually does that, on top of offering a more consistent curve for armor progression then DT does. So...... by your logic its a better game.

Also, medium armor is always a "worse of both worlds" situation, which is why it was removed in TES post-Morrowind.

It's exactly, because of all the bolded things that Lonesome Road was flat and dull.

What you just described is all the worst of MMO style game design, where crabs in a level 60 zone have 100 times more HP then crabs in a level 1 zone simply because "level 60", despite the fact a crab is a god damned crab either way, and should have the same amount of health no matter where you are.

Lonesome Road, and all the DLC for Fo3 and NV for that matter, svcked because their enemies were so terribly level scaled, and offered no logical explanation for them being better, that it just became a sore thumb of "obvious artificial difficulty".

One of the best things about Skyrim's DLC is that the newly added enemies were just a little bit stronger then the ones in the base game, following the next logical stop in the scaling system, rather then jump like 4 steps ahead like Fo3 and NV did. It made the enemies fit smoothly into the gameplay, where they felt like just another rank of enemy that should be i nthe game world, rather then the obviously jarring artificial difficulty monsters from Fo3 and Nv's DLC.

And no, almost all games do not do so, its mostly only RPgs that do that, and they have been slammed for t for ages.

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Jynx Anthropic
 
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Post » Fri Nov 27, 2015 4:27 pm

What I would do:

1. Armor is locational. Example: wearing a helmet will only protect you if you are shot in the head. If you are shot anywhere else, wearing a helmet makes no difference.

2. Armor pieces have DT values and DR values for different damage types (guns, energy and explosions). If an armor piece is hit but the corresponding DT is not surpassed, then no damage is sustained by the user. If the opposite happens, the corresponding DR comes into play and determines how much damage the user will finally sustain.

3. Health doesn't scale with level. Example: the difference between a low level raider and a high level raider should be better equipment and higher skill. Health should remain about the same.

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gemma king
 
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Post » Sat Nov 28, 2015 12:50 am

I think you may have the most horrible mindset re: video games that it's possible to have, AwesomePossum.

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Lynne Hinton
 
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Post » Fri Nov 27, 2015 5:46 pm

In what way?

Nothing I said is new, its all been stuff large numbers of people have been advocating for since the days of BG era RPGs.

Wouldn't that make the endurance stat fairly useless though?

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JLG
 
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Post » Fri Nov 27, 2015 12:32 pm

I just don't see the poiint of an armor curve which leads to tedious slugfests as opposed to a damage curve which requires actual skill development and strategy.

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Michelle Smith
 
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Post » Fri Nov 27, 2015 9:12 pm

Because a damage curve doesn't require that. NV's had no more need for skill development and strategy then Fo3 did.

In fact, due to how terribly broken and ineffectual DT was in NV, it objectively required less skill and strategy, because everything worked equally in all situations.

Also, as stated before, an armor curve only leads to tedious slug fests if you intentionally gimp your character by not getting the best available gear.

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darnell waddington
 
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Post » Fri Nov 27, 2015 10:10 pm

With the best available gear in Fallout 3, the simulation Gauss Rifle, the Fat Man, the Terrible shotgun - everything was still a slugfest because enemies became more durable rather than more deadly.

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Gemma Flanagan
 
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Post » Fri Nov 27, 2015 9:59 pm

Don't know what Fallout 3 you played, but the only enemies that were hard to kill were hard to kill with the best gear were feral ghoul reavers, albino radscoprions, and super mutant overlords, and that was only because they broke the scaling system's natural progression, and were like 4 times stronger then their previous rank, and not because of anything related to DR.

Skyrim fixed that problem with its DLC enemies, which is why even Falmer Warmongers, a type added in DLC, were only slightly harder to kill then Falmer shadowmasters, the vanilla game highest rank.

You could basically one/two shot anything else in Fallout 3, even hellfire troopers, with stuff like the blackwater rifle. Everything else was just massive overkill.

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Je suis
 
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Post » Fri Nov 27, 2015 9:03 pm

Don't forget about the Mothership Zeta aliens, kings of Damage Resistance, them. Tedious as it gets. There's just nothing sensible or good about a skyrocketing dps-required curvature dictating gameplay.

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Megan Stabler
 
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Post » Fri Nov 27, 2015 3:43 pm

Then just say Fallout is poorly balanced. There should be a molerat species that were modified to have teeth that behave like drills to counter PA. Even if you take damage from molerats while in PA, they should give up after a few attempts because they'd only end up hurting themselves and getting nowhere. That's the entire point of PA and unique armor/weapons/items. To feel like they have a special purpose. It's not all about stats. You can rack up equivalent numbers without PA. Logical realism is important, otherwise why don't we all just go play a roleplaying card game and forget the progress we've come to while approaching 2016.

than than than than than than than than than

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Fanny Rouyé
 
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Post » Fri Nov 27, 2015 7:42 pm

that was, again, because they broke the natural scaling curve the base game used, and not a intrinsic problem of DR.

It is.

And getting like 80% damage resistance from PA, and becoming nearly unkillable compared to all other armors, isn't feeling special? It feels more special then in NV, where PA offers zero more protection from every weapon ranging from a 10mm pistol to the AMR, compared to something like Sierra Madre Security armor. That really ruined the supposed "power" or power armor for me.

In Fallout 3, nothing but stacking lots of +DR boosts and stuff like unique combat armor could match PA, in NV, basically everything matched PA.

DR was far more effective at making PA feel stronger then anyhting else then DT was.

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Dona BlackHeart
 
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Post » Fri Nov 27, 2015 11:09 am

I'm fairly certain power armor actually works differently. If you look at the XBox One trailer, we see power armor visibly deflecting bullets. So most armor makes bullets not do as much damage, whereas I think the power armor actually absorbs it until a certain amount of damage is taken.
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Alisia Lisha
 
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Post » Fri Nov 27, 2015 4:58 pm

The point is that ridiculously high DR just feels like magic, and it shouldn't. DT to protect against trash weaponry and creatures and low-level DR to make high-level equipment actually reduce damage is the ideal.

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herrade
 
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Post » Fri Nov 27, 2015 4:07 pm

That's why different kinds of ammo for piercing are important. That's why enemies should play a role to be more than just a model with a texture. What's the entire point of an extensive crafting system if nothing else matters than just the stats you gain from what you build? Call me old fashioned, but I believe in materials. A wooden bat shouldn't damage PA and if so maybe less than 1%, but by that point the bat should have degraded plain and simple. That won't happen. A bat with a buzz-saw attached to the end of it should be able to damage PA somewhat for sure and last longer. That also won't happen. I'm waiting for them to get it right because it's not difficult.

People just want the highest stats while ignoring what purpose items should have in the game. You should be able to stack DR/DT and become a sponge to only things that make sense. You say they should offer some sort of challenge, but molerats are hardly a challenge and if I'm wearing an awesome PA I've pieced together, I should be able to walk over them or kill them for some EXP. Many would say that they are more annoying than anything. There's a lot more challenging enemies in the game.

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naomi
 
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Post » Fri Nov 27, 2015 9:55 pm

I agree, and I hope they add it to Fo4.

Ammo types would do far better in a system where armor actually matters compared to NV, where ammo types were basically nothing but flavor options since armor meant nothing, and thus negating armor meant equally as nothing.

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Lexy Dick
 
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Post » Fri Nov 27, 2015 7:53 pm

Seriously, we have no idea how simple or complex the armor system is. So far we've seen separate values for energy and guns resistance, armor getting visibly blown off of enemies, and different armor ratings for each limb. Even if it is based around DR, it's ridiculous to write off the system until we actually start gearing up and killing things ourselves.

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Julia Schwalbe
 
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Post » Fri Nov 27, 2015 10:59 pm

Not to mention that Fo4 is adding cryo, incendiary, and electric, damage types too many weapons via weapon mods, instead of those being restricted to a select few items like in past games.

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Sabrina Schwarz
 
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Post » Fri Nov 27, 2015 3:23 pm

I feel as though the entire gaming industry has abandoned this idea.

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Lily Something
 
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Post » Fri Nov 27, 2015 7:35 pm

Just more dumbing down if they remove DT.

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scorpion972
 
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Post » Fri Nov 27, 2015 12:11 pm

>Replacing something that doesn't work with something that does is dumbing down.

Really? I thought making the game more complex was the opposite of dumbing down.

Side note, not just for you Creeping Damp, but for anyone who has questions, here is the mathematical facts behind DR vs DT. Kindly lifted from a 4-chan copy-pasta

Spoiler
-Max base game HP(without chems/perks) = 445
-Best base game light armor = Vault 34 security armor = 19DT
-Best base game heavy armor = Remnants power armor = 36DT
-10mm pistol = 22damage
-Anti-materiel rifle = 110 damage
-Unlike in Fallout 1 and 2, DT cannot outright reduce an attack to below 20% of its adjusted, pre-DT damage

Going by all these facts we get the following.


10mm vs light armor
22damage - 19DT = 4.4damage taken(since DT can't reduce damage below 20%)
445hp / 4.4damage taken = 101.14hits before death

10mm vs heavy armor
22damage - 36DT = 4.4damage taken(since DT can't reduce damage below 20%)
445hp / 4.4damage taken = 101.14hits before death

Compared to light armor, heavy armor allows you to survive 0 more hits from a 10mm.


AMR vs light armor
110damage - 19DT = 91damage taken
445HP / 91damage taken = 4.89hits before death

ARM vs heavy armor
110damage - 36DT = 74damage taken
445hp / 74damage taken = 6.01hits before death

Compared to light armor, heavy armor allows you to survive 1.12 more hits from an AMR.


In both of the above cases
1. we run into problems such as light armor maxing out damage removed from low level weapons so quickly that enemies using them are never a threat, making low level gameplay a steamroll for the player, and no challenge at all.
2. We also run into the problem of high level weaponry always remaining just as much of a threat as it was at the begining of the game, thus destroying any sense of progression in the game.
3. Heavy armor offers little to no actual effective increase in survivability compared to light armor. When combined with the fact that heavy armor not only slows down movement speed by 20%, but also weighs far more, and costs far more to repair, heavy armor becomes worthless in a DT system.


Now, if we change DT to DR we get different results.

10mm vs light armor
22damage * 19DR = 4.18damage removed
22damage - 4.18damage removed = 17.82damage taken
445HP / 17.82damage taken = 24.97hits before death

10mm vs heavy armor
22damage * 36DR = 7.92damage removed
22damage - 7.92 damage removed = 14.08damage taken
445hp / 14.08damage taken = 31.61hits before death

Compared to light armor, heavy armor allows you to survive 6.64 more hits from a 10mm.


AMR vs light armor
110damage * 19DR = 20.9damage removed
110damage - 20.9damage removed = 89.1damage taken
445HP / 89.1damage taken = 4.99hits before death

ARM vs heavy armor
110damage * 36DR = 39.6damage removed
110damage - 39.6damage removed = 70.4damage taken
445hp / 70.4damage taken = 6.32hits before death

Compared to light armor, heavy armor allows you to survive 1.33 more hits from an AMR.


While these results show a substantial increase in the amount of hits you can take from a 10mm by going from light armor to medium armor, and a minor increase in hits you can take from an AMR going from the same, Fallout 3's best armor did not have a mere 36DR, it had 60DR, when we take those numbers into consideration....

10mm vs heavy armor
22damage * 60DT = 13.2damage removed
22damage - 13.2damage removed = 8.8damage taken
445HP / 8.8damage taken = 50.57hits before death

Compared to light armor, heavy armor allows you to survive 25.6 more hits from a 10mm.


AMR vs heavy armor
110damage * 60DT = 66damage removed
110damage - 66damage removed = 44damage taken.
445HP / 44damage taken = 10.11hits before death.

Compared to light armor, heavy armor allows you to survive 5.12 more hits from an AMR.


With these numbers in mind, we can see several things in regards to a DR system compared to a DT one.
1. Light armor in a DR system no longer maxes out damage removed from low level weaponry, making beginning-game encounters harder, while at the same time making the game more balanced then in a DT system.
2. In a DR system, high level weaponry gets an actual noticeable damage reduction as the player gets a higher DR score, thus giving the game an actual sense of progression. This allows the player to actually survive against high level weaponry, without ever making them totally immune to it.
3. Heavy armor in a DR system actually negates more damage, in actually noticeable amounts, compared to light armor, which makes its reduced movement speeds, higher cost of repair, and higher weight an actual good tradeoff.


In short, DR is mathematically superior to DT in every way, and better for game balance.

*edit*

I just realized that this copy-pasta doesn't take into account the effect light and heavy armors have on stealth noise levels, which only makes the DT system even more grossly imbalanced and favorable to light armor. Whereas in a DR system it simply becomes part of the balancing tradeoff.

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xxLindsAffec
 
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Post » Fri Nov 27, 2015 7:03 pm

You really don't want to listen, do you? The point is that DR should be accompanied by DT, and heavy weapons should always do more damage. They're heavy weapons.

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roxanna matoorah
 
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Post » Sat Nov 28, 2015 1:27 am

I actually agree with Eyebot in regards to combining DR and DT, however DT had one big issue that got to me. Because rapid fire weapons had, per bullet, low damage, anything with armor would laugh your attacks off. This, combined with ammo weight in hardcoe mode, made automatic weapons absolutely awful (in my eyes). Shooting a deathclaw with a minigun was a terribly stupid idea that would end up wasting tons of ammo and getting you killed. It's a freaking minigun, nothing should be laughing that off. If that got fixed, then I would absolutely be behind a sort of DT/DR mix.
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Sami Blackburn
 
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Post » Fri Nov 27, 2015 6:23 pm

Why should DT be tacked on to DR?

All that would do is make the system more imbalanced, as it becomes far easier to negate more damage earlier in the game, making things increasingly easy, and increasingly negating the point of power armor by making light armor ever closer to being as good as it.

Honestly, it just seems like some people want to ignore all the RPG aspects of the game, and instead want to be able to just wear whatever they want, and have it work at all points in the game equally, regardless of how much sense that makes.

I mean, they have The Sims for stuff like that...... why make an RPG play that way?

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Jodie Bardgett
 
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Post » Fri Nov 27, 2015 8:17 pm

1. To make low-level enemies irrelevant once they properly should be.

2. Only if you don't create mixed enemy groups with a wide range of damage potential to make things interesting. Assault rifles backed up by marksmen, explosives, anti-armor specialists, etc. You know, like they do in real life combat.

3. No, that is the opposite of what I want. There is nothing "role-playing" about magical damage resistance that invalidates challenge with high enough levels.

4. This is a complete sham argument.

I want the game to force me to get creative or skilled to survive, not just put stimpaks on a hotkey and maintain the supply.

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Destinyscharm
 
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Post » Fri Nov 27, 2015 11:51 am

My point is, who cares as long as there's a legitimate reason to use any type of armor? I mean, I take that philosophy to the extremes and believe that every piece of gear should be somehow viable in the endgame if a player invests in the right skills/perks, but you don't have to go that far to notice there's something wrong with automatic weapons and most heavy or medium armors being utterly outclassed. DT isn't essential to balance, and it wouldn't ruin the balance, either.

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Glu Glu
 
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