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Ideas for some balance in TTW

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brfritos
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Joined: Tue Nov 01, 2016 2:16 am

Ideas for some balance in TTW

Post by brfritos » Thu Jan 26, 2017 10:53 pm

First of all, as the creators probably know, the mod is a great idea.

I was aware of it for a long time, but only recently started to play with it.



What a terrific experience, I don't have enough words to thank the devs for this marvelous piece of code.



But some things in the DC Capital Wasteland are terrible balanced IMHO when compared to FNV.



The first is the Combat Shotgun/Terrible Shotgun.

I think this weapons are way too powerful for their weapon tier in the game, 75 weapon skill requirement and right out of the bat into players hands.

In FO3 this was the requirement of a starting powerful weapon, so this wasn't a problem, but with the NV engine and damage/DT math, this thing is way OP.

The stats are on par with the Riot Shotgun, a OP weapon in NV but that is only available later in the game and has a 100 weapon skill requirement.

Perhaps if the Combat/Terrible Shotgun skill are raised to 100 weapons skill and the weapons itself are only available after level 10 or 12 it would be better, the weapon's list could be replaced by the lever action shotgun.



There's a way to change this or is it too much trouble? If it's, how about raising the weapon skill to 100?





Second is the player house. FO3 push you to make a choice for a house in Megaton or Tenpenny Tower.

It's the way FO3 gameplay flows and there isn't a single problem with.

I usually tend to chose Megaton because of the location, more centered on the map, so fast travel doesn't take too much time from one location to another (and really, that's the reason, I don't give a rats ass about either location. And Moira of course... LOL).

But there aren't too much incidental house locations like in NV and when they are, they usually are in dangerous areas or with enemies on it or around.

How about some makeshift bedding or mattress scattered in some "safe" locations, like for example Springvale?





Another suggestion, this comes out of my mind for the sake of continuity and it's a bit of nitpicking. LOL

Since we are using FNV engine and gluing the two locations together, can we make the water in Oasis clean, please?

Since the very first time I played FO3 it doesn't make sense the water on that location being radioactive.

I get it why they've done it, since players could choose to sleep and house in Oasis and having a clean water source.

But common, it's the player choice, isn't? And traveling to Oasis is a dangerous journey, I doubt it most players think in making the journey at level one just to have a house and clean water.



Well, that's it. I want to thank the devs one more time and may I ask you all to excuse my english, since is not my primary language.



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RoyBatty
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Fallout 3 is not balanced the

Post by RoyBatty » Fri Jan 27, 2017 1:38 am

Fallout 3 is not balanced the same as New Vegas. You don't run into super mutants at level 2 in New Vegas (you can run into cazadors however if you are brave). While we have rebalanced the weapons for the next release, the combat shotgun and terrible shotgun have not changed much other than crit damage and durability. They remain tier 4 (75) weapons and will remain so however their crit damage is less and their durability less. Other weapons have been nerfed or boosted to feel more like Fallout 3 and play well the way Fallout 3 is balanced.


There are plenty of places to sleep all around the wasteland that are unowned with safe containers.


Changing the water in oasis is outside scope, feel free to make a mod which does so however as I'm sure others would like it.


Thank you for your kind words and feedback.


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Risewild
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About player's housing, have

Post by Risewild » Fri Jan 27, 2017 2:23 am

About player's housing, have you tried the awesome mod Chucksteel (who is one of the founders of TTW) made called TTWInteriors? It add great player's houses both in NV and in the F3 parts of TTW, there's even a house in Rivet City! laugh


The team have been playing the original Fallout 3 and TTW at the same time and see how they both play and trying to balance the FO3 part of TTW to play more like the original FO3, so the feeling is the same, but it has to be balanced in relation to the new mechanics of Fallout New Vegas. It is a lot of trial and error and work because both games have different ways the weapons, damage, armor work, but the team has been doing a great job with it laugh. TTW 3.0 should be much more balanced than ever before.


TTW tries not to add things to FO3 or FNV unless they are needed to integrate both games together (harvesteables, recipes, cooking campfires, changing food to work in hardcore mode, weapons can use different ammo types, weapon mods, etc) and we are in the process of rebalancing the FO3 part of TTW (since not much had been done before this next release).


We do encourage people to make mods and sharing them (and we already have many mods made for TTW and many more patched to run on TTW without any problems). We are also very supportive of people who don't know how to mod and might require some teaching or guiding. Our Discord channel has a channel just for Mod Making discussion where users can go and ask/discuss everything related to making mods. We have had during the years many users who started modding thanks to our community, and that is really awesome laugh.


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brfritos
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RoyBatty wrote:

Post by brfritos » Fri Jan 27, 2017 9:19 am

[quote=RoyBatty]



Fallout 3 is not balanced the same as New Vegas. You don't run into super mutants at level 2 in New Vegas (you can run into cazadors however if you are brave). While we have rebalanced the weapons for the next release, the combat shotgun and terrible shotgun have not changed much other than crit damage and durability. They remain tier 4 (75) weapons and will remain so however their crit damage is less and their durability less. Other weapons have been nerfed or boosted to feel more like Fallout 3 and play well the way Fallout 3 is balanced.[/quote]



The main problem is when you add the shotgun perk "And Stay Back" is pretty much game over when using the Combat/Terrible shotgun. LOL



Not kidding, do a test and everything you shot suffers a KO with one round, two at best. Then you chose how to finish the enemy, usually I do this by changing the ammo for slugs or coins or to a melee weapon with Super Slam (add bleak venom for faster results). :D



I think that's the reason the Riot Shotgun being available very late in FNV, after all, 7 pellets are being fired with every one of them having a chance to KO the opponent.




[quote]There are plenty of places to sleep all around the wasteland that are unowned with safe containers.[/quote]



Oh no, that's not what I was talking about. You are right, there's plenty of places to sleep in DC wastes, but unlike NV the majority of them are in areas with enemies around and in close proximity. Usually you need to engage in combat before using them.



What I'm suggesting is putting some sleep locations in areas free of combat, Tenpenny Tower has some for example, right next to Warrington Station (is in the destroyed house next to a standing one, there is even a bed and a safe container).


And in open air, of course, no need to build a house for it.


 


[quote=Risewild]


About player's housing, have you tried the awesome mod Chucksteel (who is one of the founders of TTW) made called TTWInteriors? It add great player's houses both in NV and in the F3 parts of TTW, there's even a house in Rivet City! [/quote]


 


Saw the mod since the very first version, but never interested me.


Mostly because I'm always trying new things in NV, like using Super Slam to KO someone then trying to pick-pocketing a grenade to finish the job. Never worked, of course. LOL


Since you recommended, I will try. One other mod that I cannot uninstall anymore is Tale of the Burning Sands.


It adds TONS of new and lore friendly things. The only thing is the mod is not optimized for TTW, meaning the new enemies the mod introduce also appear in DC wasteland (the crimson scorpion, two new mantis and one ant called zebra ant).


They are not overpowered or have huge amounts of HP. In fact they are durable like the common versions you see in NV, but they are poisonous and sometimes, depending of the player level, some of them rip deathclaws or giant scorpions to shreds. They die in the process of course, but their venom acts over time and kill their enemies or make them weak. But I like it.


The mod also adds a huge amount of new recipes, it's a must for survivalists couriers.


 


[quote]The team have been playing the original Fallout 3 and TTW at the same time and see how they both play and trying to balance the FO3 part of TTW to play more like the original FO3, so the feeling is the same, but it has to be balanced in relation to the new mechanics of Fallout New Vegas. It is a lot of trial and error and work because both games have different ways the weapons, damage, armor work, but the team has been doing a great job with it . TTW 3.0 should be much more balanced than ever before.


...


We do encourage people to make mods and sharing them (and we already have many mods made for TTW and many more patched to run on TTW without any problems). We are also very supportive of people who don't know how to mod and might require some teaching or guiding. Our Discord channel has a channel just for Mod Making discussion where users can go and ask/discuss everything related to making mods. We have had during the years many users who started modding thanks to our community, and that is really awesome .


[/quote]


 


I do hope you people balance the FO3 reavers and albino radscorpions, because they are boring to kill (I already did this in my game, changing their health to match NV values). I'm not complaining about the damage they make, I'm ok with one hit/one kill, it makes the player plan the attack better or even don't attack them at all. But the excessive HP points make them more boring than tougher to kill.


I'm currently optimizing jsawyer mod to TTW, I didn't liked the Ultimate Version that appeared recently.


Man, Josh Sawyer sure like lists... LOL



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RoyBatty
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Shotguns won't be changed,

Post by RoyBatty » Fri Jan 27, 2017 5:30 pm

Shotguns won't be changed, the pellet count has been reduced to 7 from 9 to match NV though. Feel free to change them in your own game to suit your tastes.


Won't add "homes" to the wasteland, outside scope.


The capital wasteland is balanced as it was in Fallout 3, as you say you can change it to your liking. Due to past experience no one is happy no matter how we change it, so it's been reverted to vanilla. Puppet and I made a nice mod called BLEED that makes you into a glass cannon, perhaps this is the type of thing you desire. Or just use shotguns with the perks as they are.


JSawyerUE has nothing to do with JSawyer's mod other than taking the name and some items from it. You can download the actual JSawyer mod from his blog.


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brfritos
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RoyBatty wrote:

Post by brfritos » Fri Jan 27, 2017 10:46 pm

[quote=RoyBatty]


 


Shotguns won't be changed, the pellet count has been reduced to 7 from 9 to match NV though. Feel free to change them in your own game to suit your tastes.[/quote]


 


It was just a suggestion, not a request. If TTW will maintain the way it is, that's the way I will play. ;)


 


[quote]JSawyerUE has nothing to do with JSawyer's mod other than taking the name and some items from it. You can download the actual JSawyer mod from his blog.[/quote]


 


Oh yeah, but almost all equipment, armor and edibles are out of the perks, achievements and rebalance he did it.


darthbdaman started to do this, but left the changes unfinished in favor of JSawyerUE (almost every TTW power armor don't have the changes Sawyer did).


Since Sawyer dictated his mod can't be changed without his express permission and only can be downloaded from his personal page, I will make a plugin for it.


This can be done without infringing his permissions, right?



khumak
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I think the biggest balance

Post by khumak » Fri Jan 27, 2017 11:54 pm

I think the biggest balance issue I run into is just that Fallout 3 seems harder in general than NV so when you compound that with the fact that the vanilla start for TTW has you playing the harder game before the easier game you wind up having to mod your game to make the NV side MUCH more difficult than you normally would need to.  As Roy said though everyone has their own preferences.


Some people would rather play basically in god mode and just go exploring stuff and it doesn't bother them if they can kill the bosses with a plastic spork they found at level 1.  Other people aren't happy unless every significant battle means you're going to die horribly over and over again until you find some way to finally beat that encounter.  For me it's somewhere in the middle.


I generally end up making my way to NV ASAP to mitigate that somewhat so that most of my early to mid game levels are in NV.  Depending on which mods I'm using that can mean actually making my way to the train can be rather difficult though.


Late game is always impossible to balance since you're basically a god unless you intentionally gimp yourself.



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RoyBatty
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You can edit a mod for your

Post by RoyBatty » Sat Jan 28, 2017 3:19 am

You can edit a mod for your personal use as much as you want. :)


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