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Level cap raised

PostPosted: Sat Aug 16, 2008 6:38 pm
by April D. F
I like it. If things are getting too easy for you just switch on hard core mode or put on very hard. I hate it how you dont get xp anymore when you hit 30. Just makes things feel a bit pointless

Level cap raised

PostPosted: Sat Aug 16, 2008 3:31 pm
by rolanda h
Such a simple solution to this (2 actually)

1. Don't buy the DLC

2. If you're playing a specialised guns char (such as melee), dump the extra points into say explosives, and keep playing exactly as you were. There are tons of useless perks to pick.

Some people aren't happy unless they have something to complain about....

1. Not a valid point. I want the DLC for it's "other" content.

2. So.. Self-gimping? Neither this is a valid point, we shouldn't have to gimp ourselves just cause we're forced to level up.

Level cap raised

PostPosted: Sat Aug 16, 2008 6:38 pm
by Lauren Denman
1. Not a valid point. I want the DLC for it's "other" content.


Then live with it. Bethesda own the franchise, and Obsidian designed it. Their choice to raise the cap. Your choice to buy it. Drink a cup of concrete and harden up.

2. So.. Self-gimping? Neither this is a valid point, we shouldn't have to gimp ourselves just cause we're forced to level up.


It's not self gimping at all. If you play a melee character, you don't use guns. Or explosives. So use the guns skill, or any of your unused wep skills as a dump stat, and it has precisely and exactly zero impact on how you play the game. There are plenty of specific weapon related perks that you can select those to zero effect on your char, and the sum total of the "ruination" of your FO experience will be some 25 HP.

Of course, if anyone who doesn't like this plays on PC, all the sturm und drang is really just a case of complaining to complain....

Level cap raised

PostPosted: Sat Aug 16, 2008 7:08 pm
by Bloomer
1. Then live with it. Bethesda own the franchise, and Obsidian designed it. Their choice to raise the cap. Your choice to buy it. Drink a cup of concrete and harden up.

2. It's not self gimping at all. If you play a melee character, you don't use guns. Or explosives. So use the guns skill, or any of your unused wep skills as a dump stat, and it has precisely and exactly zero impact on how you play the game. There are plenty of specific weapon related perks that you can select those to zero effect on your char, and the sum total of the "ruination" of your FO experience will be some 25 HP.

Of course, if anyone who doesn't like this plays on PC, all the sturm und drang is really just a case of complaining to complain....

1. Yeah I kinda have to, would be nice with a developer explaining the reason for it though.

2. But it is, instead of putting the sp where I want to put them I put them in a skill I don't use in order for me to not be too powerful and to have a specialized character. It is no different from deciding to put 1 in Endurance in order to gimp oneself.

Level cap raised

PostPosted: Sat Aug 16, 2008 4:26 pm
by Gavin Roberts
Then live with it. Bethesda own the franchise, and Obsidian designed it. Their choice to raise the cap. Your choice to buy it. Drink a cup of concrete and harden up.



It's not self gimping at all. If you play a melee character, you don't use guns. Or explosives. So use the guns skill, or any of your unused wep skills as a dump stat, and it has precisely and exactly zero impact on how you play the game. There are plenty of specific weapon related perks that you can select those to zero effect on your char, and the sum total of the "ruination" of your FO experience will be some 25 HP.

Of course, if anyone who doesn't like this plays on PC, all the sturm und drang is really just a case of complaining to complain....


It is self-gimping, As when you put in skill-points in a skill you DON'T want to use, it tempts you to use guns since you ranked it up.

Level cap raised

PostPosted: Sat Aug 16, 2008 6:25 pm
by Rodney C
It is self-gimping, As when you put in skill-points in a skill you DON'T want to use, it tempts you to use guns since you ranked it up.


Rank up barter... At lvl 30 I am sure it would not be that helpful...

Anyway on topic I don't really have a feeling about the cap being raised as I have yet to hit the cap in any my runs. Since this is my last run for a while (all 4 paths will be finished, and Cataclysm ;) ) I plan on hitting that cap this time through.

Level cap raised

PostPosted: Sun Aug 17, 2008 12:31 am
by Rhiannon Jones
Rank up barter... At lvl 30 I am sure it would not be that helpful...

Anyway on topic I don't really have a feel about the cap being raised as I have yet to hit the cap in any my runs. Since this is my last run for a while (all 4 paths will be finished, and Cataclysm ;) ) I plan on hitting that cap this time through.


You were using Combat skills as an example, So I used them as an example.

Level cap raised

PostPosted: Sun Aug 17, 2008 1:55 am
by Robert Devlin
Such a simple solution to this (2 actually)

1. Don't buy the DLC Exactly the route I plan to take. Agree.

2. If you're playing a specialised guns char (such as melee), dump the extra points into say explosives, and keep playing exactly as you were. There are tons of useless perks to pick. That's a good suggestion. I hate/never use unarmed for instance. I could dump all the points from level 31-35 but I still wouldn't use the skill even if it's at 100.

Some people aren't happy unless they have something to complain about.... I'm usually with you on this one but in this case, it's a VERY weak point. Read the original post. It asks for opinions on the subject. People are giving said opinions and raising some valid concerns.


Level cap raised

PostPosted: Sat Aug 16, 2008 10:02 pm
by Kira! :)))
Rank up barter... At lvl 30 I am sure it would not be that helpful...

Anyway on topic I don't really have a feeling about the cap being raised as I have yet to hit the cap in any my runs. Since this is my last run for a while (all 4 paths will be finished, and Cataclysm ;) ) I plan on hitting that cap this time through.



Things like Science and Barter unlock speech options. I wouldn't throw unwanted skill points there.

Level cap raised

PostPosted: Sat Aug 16, 2008 8:45 pm
by Laura Cartwright
If we could level up and choose to allocate our sp or take our perks later (until just before its time to get the next one) like F1&2, we wouldn't have this problem. I think we need a raised skill cap rather than a level cap myself.

Level cap raised

PostPosted: Sat Aug 16, 2008 9:32 pm
by Carys
If we could level up and choose to allocate our sp or take our perks later (until just before its time to get the next one) like F1&2, we wouldn't have this problem. I think we need a raised skill cap rather than a level cap myself.

What would Lockpick do at 150 skill though?
Maybe a bit easier to pick the locks but rather unnecessary to raise it to that point. (Unless they change some locks in the game to Master and Expert locks.

Level cap raised

PostPosted: Sat Aug 16, 2008 3:30 pm
by Your Mum
why not get back with the classic level cap and classic skill cap?

Level cap raised

PostPosted: Sat Aug 16, 2008 6:48 pm
by Betsy Humpledink
What would Lockpick do at 150 skill though?
Maybe a bit easier to pick the locks but rather unnecessary to raise it to that point. (Unless they change some locks in the game to Master and Expert locks.

More or less return to way things were rather than be based on the (now) Elder Scrolls' 100 cap. Also they could add stuff that only a character that specializes in a skill that much can do. i.e.Like that high science you needed to get skynet's best brain. Only the scientist character could do something like that.

Edit:@Dario Meza

Yes thats what I'd like.

Level cap raised

PostPosted: Sat Aug 16, 2008 10:35 pm
by CORY
I hope that this was the only level cap in the game

Level cap raised

PostPosted: Sun Aug 17, 2008 2:21 am
by Jesus Sanchez
I don't see what the big deal is, we get a little extra HP... they can slightly bump the dmg enemies do to counter this.
As for skill points since a character's damage output is capped more skill points don't really matter.
You already can make a combat orientated character with only combat skills.
The only game breaking thing would be overpowered perks, ah fo3 had those. :sadvaultboy:

Level cap raised

PostPosted: Sat Aug 16, 2008 9:14 pm
by Daniel Brown
I don't see what the big deal is, we get a little extra HP... they can slightly bump the dmg enemies do to counter this.
As for skill points since a character's damage output is capped more skill points don't really matter.
You already can make a combat orientated character with only combat skills.
The only game breaking thing would be overpowered perks, ah fo3 had those. :sadvaultboy:

Yeah the DLC won't unbalance it like crazy but the point is: It's already unbalanced at lvl 30, why throw gasoline on a fire?
Might not make it as powerful as FO3, but the increase in cap will make it "slightly" more unbalanced than it already is.

Level cap raised

PostPosted: Sat Aug 16, 2008 11:22 pm
by Vicki Gunn
I don't see what the big deal is, we get a little extra HP... they can slightly bump the dmg enemies do to counter this.
As for skill points since a character's damage output is capped more skill points don't really matter.
You already can make a combat orientated character with only combat skills.
The only game breaking thing would be overpowered perks, ah fo3 had those. :sadvaultboy:


Almost perfect?

Level cap raised

PostPosted: Sat Aug 16, 2008 11:54 pm
by james reed
I wish they wouldn't increase the level cap but whatever. I still haven't even made a character that made it to level 30 yet.

Level cap raised

PostPosted: Sat Aug 16, 2008 10:19 pm
by Becky Palmer
Almost perfect?

If only...
The problem was you could get all the hight level perks (lvl 16-20), lets face it most broken steel perks were garbage.

Level cap raised

PostPosted: Sun Aug 17, 2008 2:26 am
by meg knight
Let face it most broken steel perks were garbage.

Puppies! :D
But this time: Clonies! Whenever a companion dies a perfect clone of them comes from nowhere, each clone gets stronger and stronger! D:

Level cap raised

PostPosted: Sat Aug 16, 2008 7:04 pm
by Vicki Gunn
Nooo, Star Wars gave me enough clone characters for a lifetime :P

Level cap raised

PostPosted: Sun Aug 17, 2008 12:41 am
by Brittany Abner
More or less return to way things were rather than be based on the (now) Elder Scrolls' 100 cap.



Specifically Morrowind had the best leveling system in my mind. Took a bit to get your head around it, but it made the most sense. You picked skills that were Major and Minor and only by using those skills did you level up. Major Skills leveled quicker than Minor and those faster than Misc. What you did with all your skills determined the Stat increase you applied at each level up. IE use a lot of Strength based Skills, you got to increase Strength when you leveled up.

In other words, how you played the game determined how you leveled and how your Stats increased. Much better than successfully passing a Speech Check to complete a quest then being able to ramp up your Guns skill.

Level cap raised

PostPosted: Sun Aug 17, 2008 2:06 am
by Guinevere Wood
A FO1 - tactics skill point distribution system was never intendeded to last ( I may have made that up, if so sorry ).
For the reason anything after 100 is not needed it just increases the chances at higher level checks.
FO1 + just kept bumping many of those later checks to the point where to pass the checks you ended up needing 150+ or so skill level, it just makes sense to cap it at 100.

As for limiting your character it's natural for most roleplayers;
Player "I want to wear skimpy mail and wield a silver stilleto".
DM "Ok you face down three orcs in plate, hefting heavy armour".

IRL you would die but as this is a fantasy.

Player "I dodge their clumsy blows and criple the weak points, to finish them off when they're on the ground paralyzed by poison".
DM "you pass the needed rolls, but pull a muscle take X damage".

In computer gaming especially FP and with guns, you get the option of special abilities and stats, some of which make you uber in the right circumstances.
If you play to role taking them on every character is not a problem as you won't.
If you do so you're most likely a power gamer, and would find the most uber build possible no matter what.
That makes it in no way the dev's liability to change anything, as long as the options for challange remain to those that can't or won't min max.

@ CCNA, I loved Morrwinds skill system, but personally really would not like to see it in FO.
The system does need to more focused on what you use, but TES is too open for exploitation imo.
A system where you get a basic raise of 5 - 10 points per level, and a small increase on the three tagged skills per atribute point in its focus is one I would love to see.
Meaning any skill can be raised by a bit over time, but your main skills are the ones constantly getting upgraded.

Level cap raised

PostPosted: Sat Aug 16, 2008 2:27 pm
by Michelle Smith
Specifically Morrowind had the best leveling system in my mind. Took a bit to get your head around it, but it made the most sense. You picked skills that were Major and Minor and only by using those skills did you level up. Major Skills leveled quicker than Minor and those faster than Misc. What you did with all your skills determined the Stat increase you applied at each level up. IE use a lot of Strength based Skills, you got to increase Strength when you leveled up.

In other words, how you played the game determined how you leveled and how your Stats increased. Much better than successfully passing a Speech Check to complete a quest then being able to ramp up your Guns skill.


I was talking about how their previous game (Oblivion) had a 100 level cap so they went ahead and used it in a completely different series. Heck they used higher than 100 skill caps in Daggerfall. I want them to keep TES out of Fallout basically. Your response comes out of left field. (That is unless your commenting on the discussion about leveling as a whole rather than my comment.) I agree that how it should be done, in TES games.

Level cap raised

PostPosted: Sat Aug 16, 2008 10:35 pm
by Kat Lehmann
Specifically Morrowind had the best leveling system in my mind. Took a bit to get your head around it, but it made the most sense. You picked skills that were Major and Minor and only by using those skills did you level up. Major Skills leveled quicker than Minor and those faster than Misc. What you did with all your skills determined the Stat increase you applied at each level up. IE use a lot of Strength based Skills, you got to increase Strength when you leveled up.

In other words, how you played the game determined how you leveled and how your Stats increased. Much better than successfully passing a Speech Check to complete a quest then being able to ramp up your Guns skill.


Let me put it plainly. I hate that system. Sure, it does make sense that you gain skill points by using that skill but to this day I've still never been able to master any skill other than the weapon skills and alchemy. I hated having to run around casting some low level spell to level up my Destruction or Alteration skills like a spastic magician...

I hope they don't put that disturbingly time-consuming skill system into Fallout and I hope they at least tune the system up for TESV: Skyrim because I really want to enjoy that game and not spend hours fumbling around, casting some low level fire spell while jumping around like a hyperactive moron.