Dead Money fact sheet

Post » Sun Mar 06, 2011 9:09 am

Everytime I see this topic I just think "[censored] YOU OBSIDIAN!"
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Davorah Katz
 
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Post » Mon Mar 07, 2011 12:38 am

Assumptions that ppl want challenge second tea bagging was awesome in halo 2 not in fallout -_-/3 i dont value speech due to the fact it doesnt compromise the result.id perfer to invest an hour of time and get the same result /*investing skill points into killing efficiency* then into a skill that just allows you to skip ahead 2 steps/i would suggest the perk here and now lol


If you do not want challenge, go play Wii Party or COD.
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Miguel
 
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Post » Sun Mar 06, 2011 11:48 pm

If you do not want challenge, go play Wii Party or COD.

Lul nice response you left me without any thing to say -_-
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Rudi Carter
 
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Post » Sun Mar 06, 2011 8:44 pm

Instead of levelcap raise, I would've liked them to put some more meat to the combat skills and their soft requirements, and also to the general balance of ammo and aid availabilities (at very least on HC mode and/or harder difficulties). Somehow - despite the little improvements - they didn't really feel like much (I never found a need to raise my Guns skill above 60, for example, I was quite lethal enough with that already).
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Kim Bradley
 
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Post » Sun Mar 06, 2011 9:09 pm

The skills in the game are just a means to an end. Having more options won't ruin your Abe Vigoda character or your Charles Manson character or whatever you want to play as because you'll only be able to select one skill check response for every situation you'll encounter anyway. The skills are arbitrarily designed ways to make people feel like their character is unique.

Wow, your character is really special because he has 75 skill points invested in science. Just saying something like that immediately breaks any immersion becuase it's just another stat. Some people don't want to have to start the game all over again with a different character just to see what lockpicking is like and that's okay because a skill like that doesn't merit it.

So they're going to raise the level cap and your going to have to put points into skills you wouldn't normally put points into. So What? Do you define your character by skill points and stats or by which of the many options you'll choose to take. Having more skills maxed actually enhances role-playing because now you have to make the choice of whether you want to use science or lockpick in a given situation instead of choosing the only option that's available to you because you invested points in that skill.
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louise fortin
 
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Post » Sun Mar 06, 2011 10:27 pm

The skills in the game are just a means to an end. Having more options won't ruin your Abe Vigoda character or your Charles Manson character or whatever you want to play as because you'll only be able to select one skill check response for every situation you'll encounter anyway. The skills are arbitrarily designed ways to make people feel like their character is unique.

Wow, your character is really special because he has 75 skill points invested in science. Just saying something like that immediately breaks any immersion becuase it's just another stat. Some people don't want to have to start the game all over again with a different character just to see what lockpicking is like and that's okay because a skill like that doesn't merit it.

So they're going to raise the level cap and your going to have to put points into skills you wouldn't normally put points into. So What? Do you define your character by skill points and stats or by which of the many options you'll choose to take. Having more skills maxed actually enhances role-playing because now you have to make the choice of whether you want to use science or lockpick in a given situation instead of choosing the only option that's available to you because you invested points in that skill.

larry have i ever mentioned i love your wisdom <3 X D
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Anne marie
 
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Post » Sun Mar 06, 2011 1:40 pm

Errr no. Skill raise results in change a lot with gameplay.

For example, Survival, one of the most often ignored skill, would bring food to double amount of healing over 50; that would mean less stimpak used.
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lauren cleaves
 
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Post » Sun Mar 06, 2011 8:55 am

Having more options won't ruin your Abe Vigoda character

Already tried this... Abe=OPed IMO.
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Ernesto Salinas
 
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Post » Sun Mar 06, 2011 1:53 pm

I think I might have a solution to characters who are overpowered in too many areas.

Make weapon skills require 2 skill points to raise past 50.
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Chase McAbee
 
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Post » Sun Mar 06, 2011 9:19 am

Already tried this... Abe=OPed IMO.

whos abe vigoda?
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Kat Lehmann
 
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Post » Sun Mar 06, 2011 5:36 pm

I will not get over it.

And yes, 5 levels makes a TON of difference. Look at FO3 and Broken Steel.

At level 20, I had only one maxed out skill and some 20 skills, At lvl 30, I maxed out FOUR..4!!! I have no skills below 50.


So yes, 5 levels can make a ton of difference.

You forget then in NV, they cut the number of perks you get total in half, and reduced the number of skill points per level. So they made 30 levels work. In order to get the same effect the extra 10 levels had in Fallout 3, they would have to raise the cap by 15-20.
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Jade Payton
 
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Post » Sun Mar 06, 2011 7:29 pm

Assumptions that ppl want challenge second tea bagging was awesome in halo 2 not in fallout -_-/3 i dont value speech due to the fact it doesnt compromise the result.id perfer to invest an hour of time and get the same result /*investing skill points into killing efficiency* then into a skill that just allows you to skip ahead 2 steps/i would suggest the perk here and now lol

Guess we are at an agree to disagree point. I personally see great value in speech due to the fact I can attempt a minimal kill run, something I would picture would happen more often than not in a real situation. Sure we all think we would go in guns blazing and kill everything, but that's not the best route always. I also don't necessarily get the skip 2 steps part, I see it as leading to a different goal at the end.

I found it funny you mention Here and Now in a thread that has so many (me included) gripping about a level cap raise.
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YO MAma
 
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Post » Sun Mar 06, 2011 8:41 pm

whos abe vigoda?

http://passionweiss.com/wp-content/uploads/2009/03/abe-vigoda.jpg...probably best known for playing Sal Tessio in GF1. Abe has maxed endurance and two perks of toughness, since hes still [censored] kickin'...
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I love YOu
 
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Post » Sun Mar 06, 2011 6:35 pm

I think I might have a solution to characters who are overpowered in too many areas.

Make weapon skills require 2 skill points to raise past 50.

I LIKE IT! Such an elegant solution! But people would rage very hard over it, because they love to be UBER 1337 H4XM4$T4H in a game where you are supposed to be a Courier.
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jason worrell
 
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Post » Sun Mar 06, 2011 6:56 pm

I'm glad you can mod on the PC. This will undoubtedly screw up loads of balance.

I guess now we pray for the omitted god-like perks. I wouldn't count on it, though. =\
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naana
 
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Post » Sun Mar 06, 2011 7:07 pm

You forget then in NV, they cut the number of perks you get total in half, and reduced the number of skill points per level. So they made 30 levels work. In order to get the same effect the extra 10 levels had in Fallout 3, they would have to raise the cap by 15-20.

Have you seen any skill allocation discussion?

Even with Intelligence 4 you would have enough skill points too pas 90% of skill checks in game.

Raising 5 levels is like having another 4 points of intelligence..... :sadvaultboy:
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Reanan-Marie Olsen
 
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Post » Mon Mar 07, 2011 12:52 am

Guess we are at an agree to disagree point. I personally see great value in speech due to the fact I can attempt a minimal kill run, something I would picture would happen more often than not in a real situation. Sure we all think we would go in guns blazing and kill everything, but that's not the best route always. I also don't necessarily get the skip 2 steps part, I see it as leading to a different goal at the end.

I found it funny you mention Here and Now in a thread that has so many (me included) gripping about a level cap raise.

tbh bomfy i mentioned the perk here and now to be an ass lol :P/but gimme the option to be a god and im all good lol
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Harry-James Payne
 
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Post » Sun Mar 06, 2011 4:55 pm

Too much of a good thing is, more often than not, worse than having too little.
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Kevin S
 
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Post » Sun Mar 06, 2011 5:39 pm

If you do not want challenge, go play Wii Party or COD or FO:NV (after dlc).


Fixed, but dont hate on shooters some are really challenging compared to rpgs. I can understand the lvl increase, since it didnt tak much time at all to get to lvl 30, but it sux since tha balance is goin to be screwed up
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David John Hunter
 
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Post » Mon Mar 07, 2011 12:29 am

Fixed, but dont hate on shooters some are really challenging compared to rpgs. I can understand the lvl increase, since it didnt tak much time at all to get to lvl 30, but it sux since tha balance is goin to be screwed up

What, in your opinion, is the reason for the level increase?

Because I'm of the mind that it's strictly superfluous and will probably be used as a selling point for the DLC to people that don't read behind buzzwords.
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Chica Cheve
 
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Post » Sun Mar 06, 2011 9:47 am

Fixed, but dont hate on shooters some are really challenging compared to rpgs. I can understand the lvl increase, since it didnt tak much time at all to get to lvl 30, but it sux since tha balance is goin to be screwed up

The new CoD's are barely shooters, most everything you face is only hard if you rush it.
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Alexandra Ryan
 
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Post » Sun Mar 06, 2011 8:59 pm

Have you seen any skill allocation discussion?

Even with Intelligence 4 you would have enough skill points too pas 90% of skill checks in game.

Raising 5 levels is like having another 4 points of intelligence..... :sadvaultboy:

But how do you know that the challenges wont be much harder in the DLC? Ive done 3 playthroughs of NV already and not once did I get over 20. So those extra 5 levels worth of bonuses might actually be necessary to successfully complete the content.

If NV was litterally a new game made with Fallout 3 GECK, meaning no engine upgrades at all, and same stats on everything, same mechanics, etc, then yes, I can see how 5 levels can be a problem. But the mechanics of NV are different. So untill we actually know what is going to happen in the DLC, making the comparison of this DLC to Broken Steel is pointless.
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KiiSsez jdgaf Benzler
 
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Post » Sun Mar 06, 2011 1:46 pm

How many of you have played Fallout 2? You know, where the level cap was 99? Where, at the end of the game, you could keep playing as long as your hearts desired it? And where when you beat the game there was a magic skill book that would let you be able to pretty much max all your stats?

And did you not notice that, rather than every level, you only get a perk every other level? There is no Almost Perfect? There are no magic bobbleheads? You cannot create a perfect character? Things are much more strict than in Fallout 3. Grim Reaper's Sprint no longer restores every single action point when it goes off.

All in all, a five level increase isn't too bad. Look at Borderlands - a nineteen level increase at this moment. That is a thirty-eight percent increase to what it used to be. All things considered, you are making mountains out of a molehill - if you do not wish it, you do not have to purchase the DLC. Simple as that.

------------------------

Related to the topic at hand, I can say that if Dead Money does not get released on the PC, or an equivalent mod for the PC, I will no longer purchase from Bethesda/Obsidian, whomever is in charge of this decision. I'm not going to purchase another console to play a game, where I have spent as much on this rig that I have, AND would lose out on any player bugfixes. I'm sticking to my computer, and hoping against hope the DLCs become PC-compatible in the future. And PS3 for my brother/fathers sakes.
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Shelby Huffman
 
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Post » Sun Mar 06, 2011 6:54 pm

I think I might have a solution to characters who are overpowered in too many areas.

Make weapon skills require 2 skill points to raise past 50.

I second this but, how would one go about implementing this?
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teeny
 
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Post » Sun Mar 06, 2011 8:46 am

But how do you know that the challenges wont be much harder in the DLC? Ive done 3 playthroughs of NV already and not once did I get over 20. So those extra 5 levels worth of bonuses might actually be necessary to successfully complete the content.

If NV was litterally a new game made with Fallout 3 GECK, meaning no engine upgrades at all, and same stats on everything, same mechanics, etc, then yes, I can see how 5 levels can be a problem. But the mechanics of NV are different. So untill we actually know what is going to happen in the DLC, making the comparison of this DLC to Broken Steel is pointless.

Er...no for this either, unless they top the skill over a 100 (not a feature, so it is safe to assume there is no such thing), they are just extra tough punch bugs or they do a fix damage like PLO tribes.

As for NV have different mechanics, it is more to do with how they balance various combat style; the core mechanics is more or less the same.
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N3T4
 
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