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Overpowered Char when travelling to the Mojave?

General discussion of Tale of Two Wastelands
Obdulio
Posts: 121
Joined: Mon Oct 07, 2013 4:20 am

Hey Roy about your idea,

Post by Obdulio » Sun Aug 02, 2015 11:17 pm

Hey Roy about your idea, Quite frankly I love the idea though I personally think that along with being level 0 again that the Courier and the Lone Wanderer should be two different people altogether.. so you get to make a new character when your in the Mojave, then later on in the game you'd find the Lone Wanderer's hidden stash of sorts which would only have the items that you were carrying when you broaded the train.


I know one of the appeals of TTW is that your the same person in both wastelands but for me i prefer it to be a bit more on the lore side of things so I'd much prefer it be two different people. Perhaps whenever that idea of yours comes to fruition it could be a modular option? Picking either all new character or pre-existing character?



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

I'm actually with obdulio. It

Post by JaxFirehart » Mon Aug 03, 2015 12:27 am

I'm actually with obdulio. It's very rare that I travel between wastelands. I use TTW as a way to play stable FO3 and enjoy all of the updates that FNV brought to the table.


I'm not going to warn you again about your hostility.



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

I can't make the mod I really

Post by RoyBatty » Mon Aug 03, 2015 4:59 am

I can't make the mod I really want to make until one of the NVSE wizards can get facegen copying to/from NPC's working. I really really want to be able have myself as a companion, because that would just be dandy, but have him/her locked out until I am equal level.


I can dream...


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Adonis VII
Posts: 155
Joined: Mon Jan 05, 2015 4:50 am

So basically Familiar Faces

Post by Adonis VII » Mon Aug 03, 2015 6:40 am

So basically Familiar Faces for Fallout? http://www.nexusmods.com/skyrim/mods/54509/?



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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Not exactly, not from

Post by RoyBatty » Mon Aug 03, 2015 8:08 am

Not exactly, not from previous playthroughs.


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Question
Posts: 134
Joined: Thu Jul 16, 2015 5:33 am

Its not surprising that NV

Post by Question » Mon Aug 03, 2015 2:50 pm

Its not surprising that NV feels extremely easy after getting there from DC...neither game was balanced to account for two game areas after all.


But NV itself was just designed to be much much easier than FO 3. Not sure why, but they did weird things like give starting enemies only 50 hp, most NPCs in the game have terrible weapons, and almost nobody has anything better than leather armor tier. And for reasons of "realism", most of the faction enemies you fight are going to have nothing better than a service rifle or machete. Even the end game enemies in the hoover dam battle have less hp than your level 1 character...and most enemies dont scale by your level (and the ones that do, don't scale their DT so you have dumb things like white legs using super expensive guns but still paper thin armor, aka walking cash cows).


Theres also the problem where the game economy has tons of money flowing in (kill some guys, sell their guns, get rich) but almost no money flowing out. The game throws so much loot at you its crazy, and you can easily reach vegas with at least 5k caps without even trying. You almost never need to buy any healing items because theres so much available, and food worth 5 caps heals ridiculous amounts. Ammo costs are also pretty minor, and all the best gear in the game is either a one time purchase or can be found for free. And the casinos just break the economy even further since you can easily start with 8 luck which lets you bankrupt all the casinos when you reach vegas.


I think one way to make NV harder is to add more level scaling to the game, with tougher enemies at higher levels. For example, instead of a blanket list of level 1 jackal/vipers with terrible weapons, at higher levels they would be wearing metal armor and using decent guns. Thats something i hope to do in the future, but its going to be a lot of work. I would also probably reduce the top end DLC enemies down from level 50 to level 30...because by level 30, players have 100 weapon skill and some of the best weapons in the game, and the only way to increase their damage further is via perks. Theres no real reason to delay the level 50 enemies till level 50 when level 30 players can easily handle them.



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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

PN + AWOP

Post by RoyBatty » Mon Aug 03, 2015 5:23 pm

PN + AWOP


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Question
Posts: 134
Joined: Thu Jul 16, 2015 5:33 am

I actually do have PN, but im

Post by Question » Wed Aug 05, 2015 7:17 am

I actually do have PN, but im only using it for the dynamic crosshair and the slower backpedaling. From what i can tell, it doesnt do anything to make encounters scale better.


I read the description for AWOP but it doesnt seem to mention anything about changing existing encounters, just adding new ones. How many vanilla encounters does it modify?



Darkersun
Posts: 189
Joined: Mon Sep 17, 2012 7:29 am

PN + Rebalance really helps.

Post by Darkersun » Wed Aug 05, 2015 9:34 am

PN + Rebalance really helps.


I always set HP to not increase with level, only with Endurance (for me and NPCs). 


Then Increase Weapon damage and ever enemy is scary as long as its weapon damage is higher than your DT.


(makes life giver a lot better perk than before)


With this setting, Super Mutants in FO3 are super scary -> They can kill me with 5-10 hits and they can take a full assault rife magazine without dying (stealth and headshots help a lot)


 


Some ideas for a rebalancing Mod when you travel from CW to Mojave:


How about losing all skills and get reset to level 1, but you receive some perks for the skills you were really good in:


For example, if you skill was over 75 you get a perk. 


Memory: Energy Weapons - after being shot in the head you lost most of you memory but Energie Weapons feel really familiar +10 Energy Weapons and you VATS accuracy is increased


Memory: Survival - after being shot in the head you lost most of you memory but you remember how to survive in a wasteland, +10 Survival 5% Rad resistance, +10 HP


Also keep the Bobble Head Bonus (if you collected the all you earned it ;) )


Maybe you should keep specific perks (the perks which don't need memory, aka cyborg, Rad Child etc)


Maybe make a Trait that gives you some penalties (Being shot in the Head) to compansate


I would like a low level start, but I don't want to lose all achievements from walking to the Capital Wasteland


Just my 2 cent ;)


 


Regards,

Darkersun


- semi FNV Modder
- Wasteland lover

- System Spec: AMD Phenom II X6 1090T / MSI GTX 970 /12GB DDR3 RAM

Bloodfang
Posts: 7
Joined: Wed Aug 05, 2015 4:26 am

Well in games like Fallout or

Post by Bloodfang » Wed Aug 05, 2015 4:10 pm

Well in games like Fallout or TES you always get overpowered no matter what you do. Unless you use mods that greatly affect the difficulty (and just not making ennemies damage sponges).



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