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Idea for the Lock picking bobblehead

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RoyBatty
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The pickpocket idea just ends

Post by RoyBatty » Sat Feb 11, 2017 10:21 pm

The pickpocket idea just ends up being a sneak bonus so that's not going to work because it's duplicate. Back to the drawing board on both of them.


As for the NV system of speech checks, I don't like them myself, too OP. If a player has to cheat his way through speech checks they are just robbing themselves. I prefer the FO3 way myself and I plan to make a mod to bring this back to New Vegas.


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brfritos
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RoyBatty wrote:

Post by brfritos » Sun Feb 12, 2017 12:57 am

[quote=RoyBatty]


The pickpocket idea just ends up being a sneak bonus so that's not going to work because it's duplicate. Back to the drawing board on both of them.[/quote]


Well yes, but isn't that the purpose of the bobbleheads? Provide a bonus to the associated skill?


Most of  bobbleheads in TTW do this, the barter bobblehead provide a beef up of 15% discount in prices, regardless your barter skill.


My proposition is to make the 20% bonus only be applied to pickpocket, not the sneak skill itself. The same goes for the speech bobblehead, it would only affect certain NPCs, not all of them.


It would be like the Stonewall perk, which provides the player with +10 DT, but only against melee weapons.


 


My original idea was to enhance the DT of the player by +2 only against NPCs with high charisma, but there aren't too many of them in DC/Nevada, most of them are weak in terms of combat and this would only work for a evil playthrough.


[quote]As for the NV system of speech checks, I don't like them myself, too OP. If a player has to cheat his way through speech checks they are just robbing themselves. I prefer the FO3 way myself and I plan to make a mod to bring this back to New Vegas.


[/quote]


I simply don't know, I don't like the way the two games provide speech challenges at all, because in the two cases is simply a winning button.


I use a mod that hide the percentage required to pass a check, not the check itself. So you see simply [Speech] or [Survival] next to the phrase, but not the amount required. It adds a ton to immersion and suspense.


Like the conversation you have with Ulysses at his temple for example. If you meet certain conditions and follow a certain path you don't need a single speech challenge to convince him not to fight you.


The option is there, but it isn't required. But with the number or percentage next to the phrase, you simply hit the winning button, knowing everything will work.



khumak
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pintocat wrote:

Post by khumak » Sun Feb 12, 2017 6:23 am

[quote=pintocat]


 


I hate the stupid minigames too, I made a mod to remove them :P


[/quote]


I think yours is the one I've been using :)  Haven't reinstalled yet after moving my Steam install away from the gimped /Program Files path.



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RoyBatty
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Well the Bobbleheads are

Post by RoyBatty » Sun Feb 12, 2017 10:43 am

Well the Bobbleheads are supposed to be 1/2 perks, so 20% is too high. Even then +10 sneak basically does the same thing which is what the original Sneak bobblehead did. That's what I was saying about it being a duplicate. Also in the next version we've rebalanced the bobbleheads to be less OP and make more sense in a couple cases as well as got rid of the VATS only bonuses since a lot of people don't use VATS which made them useless.


We like fresh ideas however, so keep 'em coming and maybe we'll eventually get one that makes sense to us too.


Just to note, we've thought about reducing the requirement for forcing a lock (basically lowering everything a full level), adding the ability to pick a lock again if you fail using Force like the terminal hacking perk. Ideally I would love to increase the sweet spot like Fallout 4's perk does, but not sure if we can make a custom entry point to pull that off.


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brfritos
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RoyBatty wrote:

Post by brfritos » Sun Feb 12, 2017 10:36 pm

[quote=RoyBatty]


 


Well the Bobbleheads are supposed to be 1/2 perks, so 20% is too high. Even then +10 sneak basically does the same thing which is what the original Sneak bobblehead did. That's what I was saying about it being a duplicate. Also in the next version we've rebalanced the bobbleheads to be less OP and make more sense in a couple cases as well as got rid of the VATS only bonuses since a lot of people don't use VATS which made them useless.


[/quote]


 


Well, lower the amount then, it doesn't even need to be a least common multiple of 5.


A pickpocket maneuver has a chance of working of you sneak skill plus +3% or %5 for example, without raising the sneak skill itself. Therefore you have a slightest higher chance of performing a pickpocket, but the sneak skill used for trying critical hits, exploration and concealment remains the same.


Don't know if it's possible though, there is a option in the GECK specifically for pickpocketing only?


Also I support the rebalancing of bobbleheads, it occurred to me that a lot of times I simply chase the bobbleheads and then return to the Mojave because of their stats. And the stats are also resulting in a "perfect" character.


Like the repair bobblehead, which basically nullify the drawbacks of Built to Destroy trait or the melee weapons bobblehead, which substitute altogether the Slayer perk (20% of melee bobblehead + two levels of melee hacker = Slayer perk for free).


And if you actually pick the Slayer perk after this is game over, you don't even need VATS or Turbo to fight deathclaws, because you swing your weapon so fast they don't have the chance to perform a leap or use their claws. LOL



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Risewild
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Call me old fashioned and a

Post by Risewild » Thu Mar 09, 2017 9:19 am

Call me old fashioned and a party pooper, but I don't really see the point in adding a pickpocket bonus to a lockpick bobblehead cheeky.


Over the years I came up with probably close to 15 different bonuses for the lockpick bobblehead, the problem was that many of the ideas I came up with couldn't be implemented or were too over/underpowered. This bobblehead is breaking my head for years now angry.


Still, keep coming by and telling us your ideas, no matter if you think it sucks or doesn't fit, we like all ideas (don't let my initial opinion of the pickpocket implementation stop you from coming up with any ideas).


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RoyBatty
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I don't recall a pickpocket

Post by RoyBatty » Thu Mar 09, 2017 2:18 pm

I don't recall a pickpocket one.


However we did come up with a solution for Lockpick, it now increases the durability of lockpicks.


Charisma now removes the karma requirement from companions.


That just leaves Speech.


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