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Several suggestions

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Nameless One
Posts: 9
Joined: Fri Nov 22, 2013 5:15 pm

Several suggestions

Post by Nameless One » Fri Nov 29, 2013 10:16 pm

BB Gun is totally useless and Varmit Rifle is totally being skipped (by the time get one you already have access to much better weapons). Might make sense to replace the initial BB Gun given by Dad and Jonas with a Varmint Rifle.


Mr. Burke's 10mm Pistol is totally OP, especially for a weapon that is easy to acquire early in the game. Equivalent of a fully modded 10mm Pistol would be much better.


.308 ammo is extremely rare on merchants.


Tesla Armor is underpowered. It had slightly better DR than Advanced Power Armor Mk II in Fo3 so it would make sense to have at least the same or +1 DT in FNV.


Weapon mods and ammo materials like powders and primers are extremely rare. Might make sense to make more mats spawn and to make the traveling weapons merchant spawn weapon mods.


Assault Rifle has strength requirement 0. Doesn't make much sense.


Lots of Hot Plate/BBQ Grill/Campfire recipes require Mojave-only components. Would be nice if you could activate them only when the player first travels to Mojave to unclutter the list for those who only want to play in CW.


It seems that Fo3 originally contained only "Metal Cooking Pot", and then someone creative in Obsidian thought that it would be nice to introduce the non-metal, non-cooking "Pot" which looks totally cooking and totally metal just to confuse the things. As a result, Cookery-to-Metal recipe is totally useless. Please consider either replacing some Metal Cooking Pots with Pots or making alternate versions of recipes that require 3 Metal Cooking Pans and 3 Metal Cooking Pots each.


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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

*Might contain Spoilers*

Post by Risewild » Sat Nov 30, 2013 12:41 am

*Might contain Spoilers*


I am not a developer so don't take my word for granted but this is my opinion :


The BB gun in my opinion should stay as it is, why? because if we remove the BB gun it won't make any sense when dad keeps mentioning the BB gun in dialog, also I don't think that the dad would be giving a more powerful weapon to a ten years old kid. And for a guns oriented character the player will soon receive from Amata a 9mm gun anyway. And for last as soon as the player arrives at Megaton, IIRC (s)he can just steal a hunting rifle from Lucas Simms house and/or get a Sniper rifle from a strange hollow rock behind Megaton .


Mister Burke's gun is easy to get in the beginning, but only if you actually kill him there are actually a lot of players that prefer to get the Tenpenny Suite and blow up Megaton. There was in the past a discussion about Mr. Burke's gun, and it was decided to give him the vanilla fallout 3 silenced gun and rename it so it becomes a unique, so I don't think the team will be reverting that decision.


About .308 ammo, I am not sure but weapon and ammo balance in the Capital Wasteland is a feature that is planned to happen in future versions.


The Tesla Armor IIRC has it's reasons to stay like it is now, or it is planned to be balanced, I really can't remember since it was talked about it quite a while ago. indecision If it has it's reasons it is because of FNV or something like taht.


Weapon mods are supposed to be rarer in DC, the logic behind this is because DC doesn't have anything like the Gun Runners making this mods, so the mods found throughout the ruins of the capital are supposed to be rare pre-war ones I assume. About the primers and powders like I said before the ammo balance is supposed to happen in future versions, it is still just a Alpha version after all with lots of things still to be implemented .


The assault rifle STR requirement will be fixed in a future version too (part of the weapon and ammo balance thingie I keep talking about ).


I don't think that the recipes will be getting any changes because the objective of TTW is to make Fallout 3 and all it's DLC's became a giant Fallout New Vegas DLC themselves, so even if the player only wants to play the CW side of the game it will still be just a FNV DLC so they have to bear with the FNV side of the game popping out sometimes.


I am really not sure what the team plans on doing there, but in my opinion there wouldn't be any change in the future. Why? Well because scrap metal is much easier to come by in the CW than NV, just kill any robot which are much more plentiful in DC then NV (with the exception of OWB DLC ) also vendors usually sell them for just one cap (I usually just buy all that Moira Brown has for one cap and sell them to the Water Processing plant guy for ten caps in the beginning of the game when I am short of caps ) also Joe the tinkerer sells them too (he can be found near the Robco Factory building) and there is even another way to get scrap metal, which is using the recipe Meals-to-Metal.


In the end even if TTW doesn't follow some of your suggestions there is always mod making, people might just make a mod for TTW implementing what you suggested which is the beauty of modding and I know that the TTW team loves seeing released new TTW mods .


With the best regards.


-Risewild


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mr01
Posts: 21
Joined: Sat Nov 23, 2013 8:29 pm

seeing you mentioned the

Post by mr01 » Sat Nov 30, 2013 1:28 am

seeing you mentioned the assault rifle reminds me that the Anchorage Assault Rifle (alloy steel) has not been rebalanced to New Vegas Standards and does only 8 damage per shot instead of 16 damage like the regular variant.



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