Level Caps and Endings, Oh My

Post » Mon Mar 07, 2011 12:51 am

it's great news because once you reach the level cap, killing enemies and completing quests loses some significance. this way you can enjoy continuing to progress in some way beyond level 30.

on another note, I wish the mods would stop locking and moving so many topics. I understand the reasoning, but IMHO they are getting slightly carried away with locking too many threads.
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Travis
 
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Post » Sun Mar 06, 2011 11:41 pm

alex i got to ask why do u belive ppl should be forced to play by your point of view?.Why shouldnt there be an option that if ur willing to gring u should be rewarded with a unholy can of whoopass?.In f3 i collected every skill book chose the correct perks and made the *perfect* character/.If ur willing to work u should be rewarded.I restarted 3 times so far in nv to create a god character lol* 200 hours of game time erased to improve on my designs...Majority of these posts prove the fact ppl love to force feed their ideals lol.Give ppl options and if u want to be a god or a imbred rp character let it be done,


I believe Alex and I fall into the group that doesn't want to accidentally level up to a god-like level. By increasing the level cap to whatever absurd level would be good enough for the advocates of such a method, we wouldn't have any choice but to level up if we decided to play the game. So I guess the question you posed is a double-edge sword. Why should we be forced to play by their point of view (i.e. leveling to omnipotence)?

Edit: Come to think of it, most people who oppose the will of the "god-like" supporters have this point of view it seems.
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Kevan Olson
 
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Post » Sun Mar 06, 2011 8:55 pm

I believe Alex and I fall into the group that doesn't want to accidentally level up to a god-like level. By increasing the level cap to whatever absurd level would be good enough for the advocates of such a method, we wouldn't have any choice but to level up if we decided to play the game. So I guess the question you posed is a double-edge sword. Why should we be forced to play by their point of view (i.e. leveling to omnipotence)?


Yup, I fall into that group.

The thing is, you cannot choose to not level up or even to throw away skill points. So if they add 5 levels, I am forced to use ALL of those skill points.
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Conor Byrne
 
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Post » Sun Mar 06, 2011 4:02 pm

New level cap: 35
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Tikarma Vodicka-McPherson
 
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Post » Sun Mar 06, 2011 4:50 pm

because some people just like to explore and kill stuff.


And that's why Bethesda's games have level scaling.

Correct me if i'm wrong, but Fallout 3 was Bethesda's first game to use this XP based leveling system? TES's always use the learn-by-doing system. That would propably explain the issues with Fallout 3. As for New Vegas, make leveling slower, do not increase level cap! Do not repeat Broken Steel's mistake :stare:
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Tyrel
 
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Post » Sun Mar 06, 2011 10:50 pm

New level cap: 35


Yeah I soon as I read that I was :facepalm:

I haven't even made a character that has made it to level 30 (my last playthrough was at 28 and 80 hours played) and they want to raise the cap?
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butterfly
 
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Post » Mon Mar 07, 2011 1:08 am

FNV is way too easy at level 30 as it is. At this point simply adding more levels isnt going to solve anything and its going to make the game even easier (lol) which leads to the game being boring because theres no challenge which it is already bordering on. Before release they should have doubled the level cap, halved the amount of skill points per level, gave a perk every 4 (maybe even 5) levels and seriously gimped the amount of +Health per level up.

For a 10 int character with Educated ths DLC is going to add 85 more skill points.
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Kaley X
 
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Post » Sun Mar 06, 2011 11:15 pm

FNV is way too easy at level 30 as it is. At this point simply adding more levels isnt going to solve anything and its going to make the game even easier (lol) which leads to the game being boring because theres no challenge which it is already bordering on. Before release they should have doubled the level cap, halved the amount of skill points per level, gave a perk every 4 (maybe even 5) levels and seriously gimped the amount of +Health per level up.


I'm tempted to buy the PC version so I can attempt at making mods.

A mod that alters the skill points to reflect Fallout 1 and 2's SPECIAL and skill points system would be welcome.
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GPMG
 
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Post » Mon Mar 07, 2011 12:58 am

That would make me thoroughly disgusted with Fallout. Fallout as it stands is about a seemingly Utopic America devastated by Atomic Fire and mankinds ruggedness to survive. The Post Apocalypse has already come around. Now it is about rebuild. I think Fallout should follow the simple but important chain of 'Survive-thrive- and revive'.


Sorry, CM. Missed this my first time reading through. If they keep building on the current timeline, eventually that survivalist feeling is going to disappear - or at least would be expected to. They've already moved past the post-apoc Dark Age in New Vegas. Wouldn't my rough and amateurish suggestion on how to pseudo-reset the post-apoc feeling by having a new or exisiting faction bring about a second apocalypse fit with the immortal: "War never changes."
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Lisa
 
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Post » Sun Mar 06, 2011 1:07 pm

Sorry, CM. Missed this my first time reading through. If they keep building on the current timeline, eventually that survivalist feeling is going to disappear - or at least would be expected to. They've already moved past the post-apoc Dark Age in New Vegas. Wouldn't my rough and amateurish suggestion on how to pseudo-reset the post-apoc feeling by having a new or exisiting faction bring about a second apocalypse fit with the immortal: "War never changes."


Yeah Bethesda shot the series in the foot by jumping the series to two centuries after the war. As for a post-apocalypse-apocalypse, that would be interesting...

Definitely the Brotherhood of Steel should have a role, or be responsible. That's a discussion for another thread though.
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Del Arte
 
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Post » Sun Mar 06, 2011 12:10 pm

FNV is way too easy at level 30 as it is. At this point simply adding more levels isnt going to solve anything and its going to make the game even easier (lol) which leads to the game being boring because theres no challenge which it is already bordering on. Before release they should have doubled the level cap, halved the amount of skill points per level, gave a perk every 4 (maybe even 5) levels and seriously gimped the amount of +Health per level up.

The level cap isn't really the problem with this game or with Fallout 3 for that matter. What really is the problem and therefore making the game far too easy, is that fact that I as player can reach level 30 (or 60 or whatever level Bethesda/Obsidian wished to cap at) far too easy. I finish a quest, boom 800 XP points. I kill a tough enemy, boom 400 XP points. That way, it's fairly easy to reach level 30.

What should've happened from day one, is that less XP points are being rewarded to the player when he or she completes a quest or killed a hard enemy. Raising the cap to 35 is off course the easiest way to 'deal' with the problem rather then to re-address this issue all together (and therefore adding more balance to the game), something which off course isn't going to be done by Bethesda/Obsidian . . .
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Dan Stevens
 
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Post » Sun Mar 06, 2011 9:37 pm

I'm tempted to buy the PC version so I can attempt at making mods.

A mod that alters the skill points to reflect Fallout 1 and 2's SPECIAL and skill points system would be welcome.


There was a trait in Fallout 1 and 2, whose benefit i dont remember, but i remember that you have a new perk each 4 new levels
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BaNK.RoLL
 
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Post » Sun Mar 06, 2011 3:55 pm

There was a trait in Fallout 1 and 2, whose benefit i dont remember, but i remember that you have a new perk each 4 new levels


See that's another thing. The traits seem so few and bland. Four Eyes, Wacky Wasteland, and Small Frame are good, interesting traits... The rest just seem like they don't belong. Why didn't they make Bloody Mess a trait again?

Sorry, again... That's a topic for another thread.
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Mélida Brunet
 
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Post » Sun Mar 06, 2011 11:13 am

There was a trait in Fallout 1 and 2, whose benefit i dont remember, but i remember that you have a new perk each 4 new levels


That was Gifted Skilled.

Edit: Sorry, as Silent93 kindly pointed out, I should have said Skilled but of course my so called memory blithered again.
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Stat Wrecker
 
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Post » Sun Mar 06, 2011 3:21 pm

The level cap isn't really the problem with this game or with Fallout 3 for that matter. What really is the problem and therefore making the game far too easy, is that fact that I as player can reach level 30 (or 60 or whatever level Bethesda/Obsidian wished to cap at) far too easy. I finish a quest, boom 800 XP points. I kill a tough enemy, boom 400 XP points. That way, it's fairly easy to reach level 30.

What should've happened from day one, is that less XP points are being rewarded to the player when he or she completes a quest or killed a hard enemy. Raising the cap to 35 is off course the easiest way to 'deal' with the problem rather then to re-address this issue all together (and therefore adding more balance to the game), something which off course isn't going to be done by Bethesda/Obsidian . . .


Agree completely. We are coming about it from different directions (raising the level thresholds or reducing the XP given) but accomplishing the same thing: Slower Level Advancement.

I'm still waiting to hear from the detractors why my http://www.gamesas.com/index.php?/topic/1143818-level-caps-and-endings-oh-my/page__view__findpost__p__16716903 on Page 1 wouldn't work to 'fix' this.
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Prue
 
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Post » Sun Mar 06, 2011 11:07 am

That was Gifted.


Nah. Gifted crippled your skillpoint income in exchange for a Special base of 6s. Skilled is the one that slowed your Perk rate. I hated skilled. :)
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Damien Mulvenna
 
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Post » Sun Mar 06, 2011 11:00 pm

"Who cares" is a horrible argument. Balance is an issue, the game is proportionatly balanced to level 30, what you are asking for is level-scaled enemies, which Oblivion showed to be ridiculous.



Not really.
The grand majority of the fanbase doesn't really care if there character is "ovuhpowahd.."
It's a game..
Leave the "balance issues" in games like CoD..
But the point of these games to most people is the fun you have in getting stronger.
All made sillier by the fact that the game ends.
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:)Colleenn
 
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Post » Sun Mar 06, 2011 5:08 pm

Not really.
The grand majority of the fanbase doesn't really care if there character is "ovuhpowahd.."

Yes, they do. Difficulty is a major topic of discussion in gaming circles.
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Flesh Tunnel
 
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Post » Sun Mar 06, 2011 6:01 pm

Come on guys it is only a 5 level increase. It will only add a couple extra perks, and maybe 50 more hitpoints. So you might be able to handle one more hit from a Deathclaw, or grab a perk that was just slightly out of reach which could have gone good with your current RP. I don't see any reason why we should get worked up over it. At least it isn't like Broken Steel. Hopefully they don't raise it any further with other DLC's. I'm thinking the main reason for it is so a level 30 player can do the DLC, and get XP during it so it doesn't feel empty when completing quests
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Melissa De Thomasis
 
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Post » Mon Mar 07, 2011 1:07 am

Solution:

  • Raise the top level cap to 50. Have each XP Level become exponentially further & further apart. Level 2 - 500 XP. Level 3 - 1500 XP - Level 4 - 3000 XP, etc.

  • Reduce the number of Skill Points you get per level in half.

  • Finally, game automatically creates a 'Sacred Savefile' when you hit the point of no return. This is an undeletable file unless you click past a series of text boxes asking you:

"You sure you want to remove this file?
Really really sure?
Positive?
Ok.
Really?


Once the game is completed, it takes you to this Sacred Save point in the game, but eliminates anything & everything to do with the main quest. All relevant main quest characters simply disappear and you find yourself wherever you were when this notice popped up - free to stomp Giant Mantis' at Level 50 ad nauseum.

Profit.


The only problem with this is that most people want to see the causes of their actions.
And I'm not talking about a bunch of silly slideshows.
Most people want to be able to boot the game back and be able to travel across the wasteland seeing how their choices affected everything. This also leaves them the ability to go finish other quests.
This is the main problem with the argument that some people make that "You just ignore the main quest until your ready"

It takes the immersion out of it if you wander around doing silly stuff, while a gigantic war is about to happen. It's just silly and could've been fixed by tinkering with a few things and opening the world back up AFTER the finish.
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Lily Evans
 
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Post » Sun Mar 06, 2011 12:54 pm

Yes, they do. Difficulty is a major topic of discussion in gaming circles.


And Broken Steel is widely regarded as Broken because of it. Then again, seeing as "perk every level" mod has been having a high ranking in the Nexus' Top 100 since release...
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Sarah Edmunds
 
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Post » Sun Mar 06, 2011 2:12 pm

Yes, they do. Difficulty is a major topic of discussion in gaming circles.


Way to ignore the rest of the post, and post something completely irrelevant.
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Emily Martell
 
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Post » Sun Mar 06, 2011 8:09 pm

Way to ignore the rest of the post, and post something completely irrelevant.


He replied to the relevant part of your post.
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Robert Devlin
 
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Post » Sun Mar 06, 2011 1:35 pm

Not really.
The grand majority of the fanbase doesn't really care if there character is "ovuhpowahd.."
It's a game..
Leave the "balance issues" in games like CoD..
But the point of these games to most people is the fun you have in getting stronger.
All made sillier by the fact that the game ends.


Balance is just as important in a single player game as it is in a multiplayer game. If balance is broken in a single player game and its far too easy then there is no challenge which svcks a lot of gameplay value out of it.

A question for you. Could you happily sink 50 hours into a character with tgm enabled from start to finish without getting bored?
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Angelina Mayo
 
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Post » Sun Mar 06, 2011 6:57 pm

Balance is just as important in a single player game as it is in a multiplayer game. If balance is broken in a single player game and its far too easy then there is no challenge which svcks a lot of gameplay value out of it.

A question for you. Could you happily sink 50 hours into a character with tgm enabled from start to finish without getting bored?


I'ma fan of the game so, yes I could play it from start to finish.
It's not like I start out incredibly powerful, I have to work my way up.
As for balance, let's not even discuss it.
The game is unbalanced to begin with.
How about a Death Claw surviving a blast from a Fat Man with almost no health lost?
Plasma Rifles doing almost nothing to some characters?

People enjoy the ride of getting stronger and building their skills.
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Robyn Howlett
 
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