Forced balance

Post » Tue May 10, 2011 8:49 pm

I posted a topic yesterday about Chinese stealth armor and it was explained it was due to the writers trying to balance the game . My problem is, it was in fact not more balance . I believe FONV is less balanced than FO3 and I had 700 hrs in FO3
I would have been happier with no Chinese stealth Armor than broken armor . It seem to me alot of things where Nerfed down for balance but common sense didn't play a factor . For instance anyone who has ever fired a 50 BMG knows no living creature can live after a direct hit Even a armor plated TREX would be toast . Secondly Mele is far to overpowered , You walk up to a deathclaw and punch him you should die .I think it should be up to the player to balance there own game . Isn't that what hardcoe mode was for ? now you can die of thirst or hunger and I love hard core mode .

what do you think should we the players decide what balance we want or should the designers? Do you feel the designers spent enough time studying the real science of the game or just went willie nilllie nerfing stuff down ? A question that's gotta be asked should they make a console modifiable game ?
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Inol Wakhid
 
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Post » Tue May 10, 2011 11:04 pm

Agreed with some ~and would have preferred no stealth suit in any of the games.

For instance anyone who has ever fired a 50 BMG knows no living creature can live after a direct hit Even a armor plated TREX would be toast .
In an RPG, you usually cannot determine a direct hit unless its depicted numerically. In the Fallout series, you could hit a target in the head and just scratch them (even nicking the ear counts as a head shot ~it hits and does damage). Because it is still an RPG, and semi stat/skill based (though quite a lot less than it traditionally should be)... You cannot judge a shot from the depicted barrel position.
A side effect of this is that the barrel might be point blank, and not possible to miss ~yet miss, or do a glancing hit.
(IMO this should not be changed; call it an awkward artifact of converting a full stat-based rpg to a 3D semi-FPS).
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Franko AlVarado
 
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Post » Tue May 10, 2011 8:04 pm

Explosives is a complete waste of time; no point in taking it.
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Lindsay Dunn
 
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Post » Tue May 10, 2011 7:38 pm

Nope, balance is always important in a game, unless you want everyone to feel forced to play a certain way.

Also, an armor plated t-rex would probably survive a .50 cal bullet just fine. T-rexes are big and can probably support a lot of armor.
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Marguerite Dabrin
 
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Post » Tue May 10, 2011 9:16 pm

If you want to "balance your own game" then you should have gotten the game on PC. You are able to mod it to hell and back if you want.

Other than that, though, I don't understand why you'd expect to be able to do what you suggest. I can't think of another game that allows you to "balance" it as you see fit. That's kind of why they call it "balance." It's intended to provide a fair and challenging experience for all players.
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kelly thomson
 
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Post » Tue May 10, 2011 4:05 pm

Also, an armor plated t-rex would probably survive a .50 cal bullet just fine. T-rexes are big and can probably support a lot of armor.

Square Cube rule. T-rex probably had enough trouble keeping itself standing as it was.
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Hannah Barnard
 
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Post » Tue May 10, 2011 8:15 pm

Balance is pretty bad in NV, i suppose we just switched roles ( EW, explosives, and big guns in FO3, and Guns and unarmed/melee in FONV)
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Elina
 
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Post » Wed May 11, 2011 12:54 am

Square Cube rule. T-rex probably had enough trouble keeping itself standing as it was.


T-rex is about the same size as an elephant, and an elephant can carry a lot of weight.

Although the elephant might be stronger due to 4 legs.
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Tikarma Vodicka-McPherson
 
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Post » Tue May 10, 2011 12:52 pm

The designers of the game are the only ones who can decide balance. The players don't even see the game till after release.

Just buy it on PC and mod to your heart's content.
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Elizabeth Davis
 
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Post » Wed May 11, 2011 1:16 am

What I am saying is that if balancing the game was the goal of the writers , they went the opposite way and actual unbalanced the game It would have been better to not have Chinese stealth armor , 50 bmg and mini nukes than nerfing them down . As to it not being possible to for a shot to be changed cause of barrel position I disagree . Try using a shot gun at long range vs point blank . The odds mechanics of the shooting program prevent a perfect head shot every time but when you do hit it should be fatal on a living creature with a 50 BMG . As to the TREX commit I stand by that statment
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Laura Tempel
 
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Post » Tue May 10, 2011 11:35 am

EW performance in this game doesn't seem to be an intentional design. It's just applying the Fallout 3 rules to a DT system, by and large. They weren't too special in Fallout 3, either. The chinese assault rifle was probably the most common weapon in the game, and outperformed the early energy weapons. You could just get a unique plasma rifle pretty early.
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Cccurly
 
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Post » Tue May 10, 2011 12:59 pm

EW performance in this game doesn't seem to be an intentional design. It's just applying the Fallout 3 rules to a DT system, by and large.


Yeah, and didn't Sawyer say they're fixing the EW category in the next patch? Adding DT penetration and some individual tweaks to some weapons and some such.
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City Swagga
 
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Post » Tue May 10, 2011 12:16 pm

Am I the only one in this thread that thinks New Vegas is much better balanced than FO3? :shrug:

Also, to the subject of leaving game balance during development up to the end-user, HELL NAW!!! :nono:

If that were to happen, the game would be SEVERELY unbalanced. It would be less RPG oriented and more FPS oriented, which is not a good thing for an RPG. Not to mention the no level cap and perks every level, because everyone wants a demigod... :shakehead:

If the developers were to forgo this route, then I'd suggest only selecting a handful of overhaul modders (like Arwen, Mez, XFO) to chime in with their ideas of how to best balance the game. I would never leave it up to the whole community, because out of every person that grasps what balance truly is, there are like 15 that don't know the first thing about it.
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Andrew
 
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Post » Tue May 10, 2011 5:15 pm

Yeah, and didn't Sawyer say they're fixing the EW category in the next patch? Adding DT penetration and some individual tweaks to some weapons and some such.

I wonder if DR could be enabled/implemented for energy weapons. (Since it seems said that they will bypass DT).

*might be more work than is worth it.
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Talitha Kukk
 
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Post » Tue May 10, 2011 10:44 am

Am I the only one in this thread that thinks New Vegas is much better balanced than FO3? :shrug:


I think this was way more balanced then FO3.

:foodndrink: Clink'Dink!
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Justin Bywater
 
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Post » Tue May 10, 2011 5:13 pm

I think we can all agree to disagree on stealth armor so lets move on to balance as a whole but as a whole do you feel the balancing done made the game better or worse . I gotta vote worse . I sold all my energy weapons because they where useless . Science tells us they should be more powerful because they are more advanced . The under use of power armor in NV is insane where 's the power armor ? We know there are amy/airforce bases in NV we know the Brother hood didn't get them so where did they go ? The Pulse gun can kill any robot one shot even in hard core mode ? I don't feel the writers studied the mechanics of the guns created it feels like they simply trowed them in and nerfed them down if anyone said anything .
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Emily abigail Villarreal
 
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Post » Tue May 10, 2011 7:29 pm

I think we can all agree to disagree on stealth armor so lets move on to balance as a whole but as a whole do you feel the balancing done made the game better or worse . I gotta vote worse . I sold all my energy weapons because they where useless . Science tells us they should be more powerful because they are more advanced . The under use of power armor in NV is insane where 's the power armor ? We know there are amy/airforce bases in NV we know the Brother hood didn't get them so where did they go ? The Pulse gun can kill any robot one shot even in hard core mode ? I don't feel the writers studied the mechanics of the guns created it feels like they simply trowed them in and nerfed them down if anyone said anything .


Power Armor is not in every single base, Fallout 3 may have fooled you into thinking every single living thing has power armor.

Power Armor is rare, And it should be, I think it was in the first Fallout that they said it cost over 2000000 dollars.
And I say it was for better, hardcoe mode does'nt make the game harder, It makes it challenging, It does'nt affect difficulty, Also "Science" is'nt "Fallouts Science".

It's as different universe, Though I read a few minutes ago about JE sawyer saying they are going to improve EW in a patch.
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Mario Alcantar
 
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Post » Wed May 11, 2011 1:23 am

I wonder if DR could be enabled/implemented for energy weapons. (Since it seems said that they will bypass DT).

*might be more work than is worth it.


Could be. Though I suspect it's just a simple AP effect.
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gandalf
 
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Post » Tue May 10, 2011 5:41 pm

CSA was so powerful which allow you to avoid all the 50step paced mobs; and as long as you have half a brain you kill everything without them know WTF happened.

Anyways, JE did a overall decent job for all the weapons; admittedly there are some awkwardly useful low tiers which kick right between the top tier's leg; other times he seems to forget things (like 90% of explosive isn't craftable, and no blue flame fuels). But most of the time is just people whining why is the next to top tier being good enough to handle 90% of the situations (aka the high multiplier with Sniper Rifle).
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Lewis Morel
 
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Post » Tue May 10, 2011 8:55 pm

I was thinking, in Oblivion we got the chameleon spell right.
And if we had a low chameleon spell then we got a crap invisibility which made our characters water silhouette very... Visible...
Now.
I was thinking about stealth boys and CSA then.
What about if stealth boys give that ultimate invisibility but CSA only give a slight invisibility.
The CSA would give a small bonus to sneak with a more visible water silhouette effect but would not be "Stealth-boy actvation: press LT".
I think that could actually be a fair trade-off.

But CSA in FO3 really was too powerful.
It was an infinite stealthboy suit.

But just make the water silhouette effect more visible with the CSA than it is with stealthboy so it isn't too powerful and it can be balanced.

And once again, I really hope they add a "Realism Mode" to fallout.
That way all the people who want realistic damage from weapons can get them.
But since it is an RPG I want it to be based on stats, health, damage, armor, not on realistic damage.
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Trevi
 
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Post » Tue May 10, 2011 5:51 pm


And once again, I really hope they add a "Realism Mode" to fallout.
That way all the people who want realistic damage from weapons can get them.
But since it is an RPG I want it to be based on stats, health, damage, armor, not on realistic damage.


Heh, I made a post about that a while back.

I wish I had a PC that could run NV..
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Stacy Hope
 
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Post » Tue May 10, 2011 4:19 pm

Am I the only one in this thread that thinks New Vegas is much better balanced than FO3? :shrug:

Also, to the subject of leaving game balance during development up to the end-user, HELL NAW!!! :nono:

If that were to happen, the game would be SEVERELY unbalanced. It would be less RPG oriented and more FPS oriented, which is not a good thing for an RPG. Not to mention the no level cap and perks every level, because everyone wants a demigod... :shakehead:

If the developers were to forgo this route, then I'd suggest only selecting a handful of overhaul modders (like Arwen, Mez, XFO) to chime in with their ideas of how to best balance the game. I would never leave it up to the whole community, because out of every person that grasps what balance truly is, there are like 15 that don't know the first thing about it.


That is part of my point If we the players get to balance the game after we buy it then we could play it as a FPS or a pure strategy game . Or survival mode I for on would set the clock to a 100% real time a hr =an hr Why is that bad . I am not going to come to your house and mess with the way you set your game . It wouldn't make your game any different from now if that was how you set it .
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Tiffany Castillo
 
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Post » Tue May 10, 2011 3:48 pm

That is part of my point If we the players get to balance the game after we buy it then we could play it as a FPS or a pure strategy game . Or survival mode I for on would set the clock to a 100% real time a hr =an hr Why is that bad . I am not going to come to your house and mess with the way you set your game . It wouldn't make your game any different from now if that was how you set it .


But nobody wants it to be a pure FPS or pure Strategy game.

We want it an RPG.
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casey macmillan
 
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Post » Wed May 11, 2011 12:06 am

CSA only give +5 stealth and it turns PC into invisible mist
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Samantha Jane Adams
 
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Post » Wed May 11, 2011 12:02 am

Don't confuse game balance with realism. There is a difference between a game, which is intended to present obstacles to overcome with entertainment as a goal, and a simulation which is designed to duplicate real world conditions as closely as possible. The needs of the former and the latter are completely different, and Fallout is no simulation.

The stealth suits were too powerful because they didn't have any sort of limit on their use. Stealth Boys are balanced because they are a limited use cheater (in that they can break the normal rules of the game, but only for limited time and in limited quantities), but CSAs didn't have any reasonable use restrictions.

As to player balancing, the modding community is all about remaking the game to suit different tastes, making it easy for any player to essentially personalize his game in any way he sees fit.
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Lawrence Armijo
 
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