[WIPz/Trailer] Project Nevada

Post » Sat Feb 19, 2011 3:25 am

Well, the current plan is to do a little more play-testing for Core and Cyberware, finish up all organizational tasks (or lets say: chores :(), ensure that the installer works right in all cases, then release those two modules at first. I hope that this will be done fairly soon.


BTW, does that mean testing the rebalance module won't start in a while? That's the part i'm most interested about TBH.
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Naazhe Perezz
 
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Post » Fri Feb 18, 2011 10:21 pm

By the way T3T, your in game artwork in both Project Nevada and WMX are awesome. I wish I had that kind of talent. :smile:


You are far too kind.
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noa zarfati
 
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Post » Sat Feb 19, 2011 6:41 am

Any estimated release date?

Nope, not really. When it's done :)

BTW, does that mean testing the rebalance module won't start in a while? That's the part i'm most interested about TBH.

It will start as soon the first versions of core and cyberware are released, so it shouldn't be that far off.


And tester broadcast: New package is up
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John Moore
 
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Post » Sat Feb 19, 2011 12:47 am

Does anyone have any idea if this mod would conflict with this one?

http://www.newvegasnexus.com/downloads/file.php?id=35335
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Jessie Butterfield
 
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Post » Sat Feb 19, 2011 11:23 am

Does anyone have any idea if this mod would conflict with this one?

http://www.newvegasnexus.com/downloads/file.php?id=35335

As I can see- no conflicts for now. Later it can be in conflict with our balance module (optional)
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Frank Firefly
 
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Post » Sat Feb 19, 2011 10:53 am

Probably not my kind of mod, but still want to say it looks very impressive, well thought out, and extremely well done. The modding community is awesome. Kudos and good work!
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Breanna Van Dijk
 
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Post » Fri Feb 18, 2011 8:41 pm

Without the so far missing rebalance module it is quite cheating, but i'm sure that'll change once that comes along. FWE, MMM, WMK and EVE made Fallout 3 2.0. I expect the same with Project Nevada, WMX and the rumored upcoming EVE NV ;)
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Cassie Boyle
 
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Post » Sat Feb 19, 2011 7:50 am

I can't be the only one checking this twice a day to see if it's out yet?
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Wayland Neace
 
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Post » Sat Feb 19, 2011 8:25 am

I can't be the only one checking this twice a day to see if it's out yet?


You're not mate :biggrin:
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SiLa
 
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Post » Sat Feb 19, 2011 4:08 am

Without the so far missing rebalance module it is quite cheating, but i'm sure that'll change once that comes along. FWE, MMM, WMK and EVE made Fallout 3 2.0. I expect the same with Project Nevada, WMX and the rumored upcoming EVE NV ;)

It's not missing, it's not announced :)
And- no, I don't see any cheats for now- deathclaws still be deathclaws
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Astargoth Rockin' Design
 
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Post » Sat Feb 19, 2011 9:04 am

I'm using the XFO rebalance mod right now. Weapons do LOTS more damage, tied to stats and skills. Deathclaws became considerably less threatening now that I can kill them in two shots before they ever get close to me.

Properly balancing a game is no easy task.
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Céline Rémy
 
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Post » Fri Feb 18, 2011 7:37 pm

It's not missing, it's not announced :)
And- no, I don't see any cheats for now- deathclaws still be deathclaws


Well, i'm constantly complaining how easy i find the game, and the Core and Cyberware features give even greater advantage to the player, so that is why "cheating" :D
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Albert Wesker
 
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Post » Sat Feb 19, 2011 11:10 am

SAD PANADA NOT 4 XBOX OR PS3
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Jason Rice
 
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Post » Sat Feb 19, 2011 11:27 am

I'd feel bad for PS3 and 360 users too, this is going to be rad chad.
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john palmer
 
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Post » Sat Feb 19, 2011 10:32 am

Wooow nice, Fallout + Deus Ex, my two favorite universe! I guess you're also a fan not ^^?

Can an expect a change with mechanical-augmentation? (I know that with the nano-augmentation that will not be possible since they are nanites or nano-technological implants implanted in the body). Well, I can't wait! Excellent work guys :happy:
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Sheila Reyes
 
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Post » Fri Feb 18, 2011 9:28 pm

I'd feel bad for PS3 and 360 users too, this is going to be rad chad.


X360 Had their DLC lol xD
But Project Nevada will certainly crush this DLC, so yeah, poor them xD
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koumba
 
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Post » Sat Feb 19, 2011 2:59 am

We'll get that eventually though, and they still won't have PN. Heh.
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NAtIVe GOddess
 
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Post » Fri Feb 18, 2011 11:30 pm

I'm using the XFO rebalance mod right now. Weapons do LOTS more damage, tied to stats and skills. Deathclaws became considerably less threatening now that I can kill them in two shots before they ever get close to me.

Properly balancing a game is no easy task.



Yeah I had to buff the Deathclaw's (and a whole bunch of creature's) DT perks, they just weren't intimidating anymore, without even using the anti-material rifle.
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TWITTER.COM
 
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Post » Sat Feb 19, 2011 1:03 am

Well, i'm constantly complaining how easy i find the game, and the Core and Cyberware features give even greater advantage to the player, so that is why "cheating" :D

I understand you and- yes, better be safe then sorry. I'm sure we will have some steps in this direction (about easy game), but we don't want to repeat our own (and not only our's) mistakes from F3 era, when assault rifles was overpowered, FWE had big problems with compatibility (regardless of all our efforts), and, due to total increase in damage from every weapon, battles with most enemies was dependent from your reflexes and experience. All this implants and other things will add additional ways to build your character, but we will try to not break balance here. Yes, you can have +5 (for example) to speech from one implant, but what it is in comparison with +20 from book, which placed everywhere? Yes, you need two perks to have this +20 long enough, but in case of implants you will be forced to sacrifice something too- another, more useful implant, for example. What the point to use sprint perk to run away from the enemy, if you will meet another enemy and will not have AP even to start the VATS? Tackle can be overpowered at first look, but you will not be able to tackle deathclaw :) Bullet time can be very useful for people with slow reflexes (as me, f.e.), but it will not help with Casadores- they quicker anyway.
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Oscar Vazquez
 
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Post » Fri Feb 18, 2011 8:43 pm

Bullet time can be very useful for people with slow reflexes (as me, f.e.), but it will not help with Casadores- they quicker anyway.


It helps sniping a lot, but Cazadores are indeed too fast :swear: I am liking the features added so far, and i'm looking forward to what you've done with the balance module.

BTW as a suggestion, could the scanner implant data output include the name of the target? I scan trough scope at distant targets, often at nightime with heat vision mode, so it would be nice to know what i'm scanning :D
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louise fortin
 
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Post » Sat Feb 19, 2011 12:32 am

It helps sniping a lot, but Cazadores are indeed too fast :swear: I am liking the features added so far, and i'm looking forward to what you've done with the balance module.

BTW as a suggestion, could the scanner implant data output include the name of the target? I scan trough scope at distant targets, often at nightime with heat vision mode, so it would be nice to know what i'm scanning :D

About the scanner, I agree that this would be pretty useful. I don't really know if its possible at all, though I have an idea that might work - unfortunately it's pretty tedious, so I have to deny the request for now.

And about the difficulty, well it's a valid point of course. The following isn't directed at you, it's more like a general statement (and it's pretty much common sense... but I'm in a chatty mood :))

The fact that up to now we focused on adding "Features" rather than rebalancing doesn't mean we don't think it's not important or we don't acknowledge the demand for it. We simply had many ideas about what to do in New Vegas, and realizing those takes time. So when given the choice where to start, we had to pick something. Rebalancing is something pretty much anyone can do (though of course doing it properly is another story :)) - just open the GECK, edit some GMSTs/values. Consequently we expected many other modders to do start working in this area. Implementing the features in Core and Cyberware on the other hand was pretty challenging and most of them have never been there before in this form. That was one of multiple reasons why for us the best choice was to start with those modules first.

The plan was (and still is) to finish and release Core and Cyberware, and people may use another rebalancing mod alongside it if they feel the game is too easy. Then we do our own Rebalance module and once thats released players may switch over if they prefer our approach.
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Claire Vaux
 
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Post » Sat Feb 19, 2011 1:36 am

In FWE the team included an improved version of Responsive Kill Reactions, any chance of seeing that return in Project Nevada?
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Natalie Taylor
 
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Post » Fri Feb 18, 2011 9:18 pm

There is an interesting hurdle that presents itself if we chose to present a cohesive package "in house" when the greatest strength of a mod community is mass prototyping. This is a point of contention when combined with considerable outside pressure to achieve a high level of quality, a very popular previous success and a deceivingly new environment. It will take time and careful deliberation to make sure that the rebalance module holds up to the level of quality that is expected. Not an impossible task but a very challenging one. Even with years of development experience on triple A projects its hard for me to not feel like this is an awful lot of pressure and publicity for a talented group of individuals working on a free project. This is most certainly an unusual position to be in.
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Angel Torres
 
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Post » Sat Feb 19, 2011 10:01 am

Is there an update to the list of changes made to Project NV? Is there any update to the silent kills affecting faction rep?
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Charlie Ramsden
 
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Post » Sat Feb 19, 2011 3:49 am

Any chance of this being out by spring break. I won't have any time to play games until then.
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leni
 
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