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CROSS-CONTENT DISCUSSION: XP values and Level Cap

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

Gribbleshnibit8 wrote:

Post by Risewild » Thu Nov 08, 2012 6:13 am

[quote=Gribbleshnibit8]


But then, who printed it and carried the dozens/hundreds of copies from DC to Vegas? Personally that seems a pretty flimsy reason. I thought it was neat they were in FNV, but was not exactly seeing as the same book that was written in FO3. Perhaps it was, but I just don't see that as being a high priority trade item.


On a side note, if that is what happened, would Moira be getting royalties from those book sales? If so, she should be loaded on any subsequent trip back to DC. Sure she still runs Craterside Supply because it gives her something to do, but she would certainly be the richest person in Megaton.


[/quote]


Well I don't think there are dozens/hundreds of copies, if I recall the player is only able to find five books in NV (including one in the LR DLC) so there doesn't seem to be that many in NV, and I also think Moira won't get any royalties because I have this feeling that she just gives the book for free to traders so they can spread it around, after all she says "I'll share these with the traders, and soon, everyone will know about the Wasteland Survival Guide." other things that makes me think she would give the book for free is that she never mention (correct me if I'm wrong, my memory isn't the best) anything about selling it but she says that she wants to help mankind with the book (which makes me believe she will give it away for free to help those who need it).


This post just made me think about the Wasteland Survival Guide we get from Moira at the end of the quest, will that be changed to a normal NV book so we can read it and increase our survival skill, or will it be a unique item like in FO3 if it is a unique maybe the name of it should be changed to Wasteland Survival Guide 1st Edition or something cheeky or even make it give a Survival Bonus if it's in the inventory (like the lucky 8 ball) or something, just so its more than just a book we read and it's gone.


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

I like your idea about the

Post by JaxFirehart » Thu Nov 08, 2012 4:06 pm

I like your idea about the first edition giving a static survival bonus, implementing



Kainschylde
Posts: 136
Joined: Fri Oct 12, 2012 9:47 pm

Depending on the quality of

Post by Kainschylde » Fri Nov 09, 2012 12:33 am

Depending on the quality of the finished product, a survival guide would be of HUGE value to the average wastelander. Which would make it highly valuable as a trade item.


The point is raised that Moira would most likely just give them away. While I agree with that somewhat, its still going to cost her in production, and all else aside she IS a merchant. So she wouldn't be out for a profit but she would charge a minimal amount to cover production costs. So she wouldn't be rich per se, and in my opinion wouldn't even be in Megaton anymore. Perhaps add finding the comic printing place to the Wasteland Survival Guide quest, and once you complete it she moves to the printer facility. Though this is all probably beyond the scope of TTW. 


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bigcrazewolf
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My thoughts for the .02 caps

Post by bigcrazewolf » Sun Nov 11, 2012 11:50 pm

My thoughts for the .02 caps their worth, is there anyway to start the game let people pick the perks they want, be it 1 or 30 of them and then let the player set the TAG skills to what they want. Then that's it no leveling up and the only way to improve your skills is by reading books or mags, ideally it would only be done by practicing the related skills kind of like in real life. But I'm not sure if any of this is possible or even a good idea, for me I don't mind not leveling up, it's more about the story so starting out with a set of skills and them pretty much staying that way is no big deal.


 


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TJ
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I'm using PN Rebal to lower

Post by TJ » Mon Nov 12, 2012 1:05 am

I'm using PN Rebal to lower XP gain to half and practice makes perfect to stop getting skill points on level up. With it skills only increase from using them and you can set the gain to as slow or fast as you want, as well as going over 100 in each skill. For what it's worth I don't think TTW should do anything to the skill/level cap. leave the player to come up with their own solution.


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gnubee
Posts: 81
Joined: Sat Sep 22, 2012 1:07 am

The thing that came up in the

Post by gnubee » Mon Nov 12, 2012 5:36 am

The thing that came up in the earlier version was some kind of backdoor opportunity to level the creatures up with the character, so that the challenge of the early FNV game is still there even if you are level 40+. I don't recall exactly what it was - some kind of unused universal modifier already coded into the game I think.


Personally, going through a FO3 playthrough before getting to FNV, I am quite fine with essentially starting at level 1 (or some equivalent).  A bullet to the brains can do things like that to you. This way the scenes in Doc Mitchells house dont have to be changed at all.


If a complete character wipe doesn't suit, then at least a big level hit is in order.  Seems to solve some of the nastier problems of balance in the later game.


Any equipment you had with you could show up later either  in Primm (which would fit the lore reasonably well), or with the Great Khans in Boulder City.  They may not have been paid, but at least they got some good stuff off of you. They might have left you with a crappy old pistol.  Or rather dropped theirs to take your sniper rifle and Blackhawk. By that point in the game you might have leveled up enough to use it effectively again as well.



TJ
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You should install practice

Post by TJ » Tue Dec 04, 2012 6:34 pm

You should install practice makes perfect and turn off xp based levelling entirely. I'm headed to Smith Casey's Garage for the first time and just hit level 6. Makes it quite the challenge.


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Krux
Posts: 122
Joined: Mon Nov 12, 2012 6:48 am

so the lvl cap is 50 from NV

Post by Krux » Tue Dec 04, 2012 6:34 pm





so the lvl cap is 50 from NV+all dlc's right?


well, it remains lvl 50 throughout 2 game lengths (fo3 and fnv)


would it make more sense to double that to give more distance in level to go as you do physically through 2 games worth of quests?


i'm not saying to lvl cap 100, but...wouldn't it be a good idea to %50 the xp? (including perk effects ofc)


im just saying cuz there comes a point where you get really overpowered relatively fast. if you were to say both games were really 1 game, being ttw itself, than you're projected to cap ur lvl halfway through the game...%50 through.. so if you cut the xp in half, technically, you are more fluently lvl'ing as the game progresses... beyond the halfway mark.


plus it gives it some more challenge.


just another insightful idea by Krux






 


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Proph
Posts: 16
Joined: Sat Dec 01, 2012 9:22 am

Why not increase the level

Post by Proph » Wed Dec 05, 2012 4:07 am

Why not increase the level cap (to say 80), and then double the skill caps (200), and then dramatically increase the perk requirements? E.g. "Grunt" requirements are normally lvl 8, 45 Guns, 20 explosives; but with the new system it could be level 16, 90 Guns, and 40 Explosives.


Also, if keeping the lore of the WSG intact is so important, why not simply remove them from NV entirely and replace them with something else? It never really made much sense anyway that there were so many of them all over the Mojave, why not just rename it to something like "Boy Scout Handbook" and then reskin it?



TJ
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I'm pretty sure there's more

Post by TJ » Wed Dec 05, 2012 4:32 am

I'm pretty sure there's more to it than that. If you raise the level cap the whole game, every levelled list, will have to be rebalanced. It's bad enough that creatures stop levelling around lvl 20-25 as it is without making player more powerful. I'm all for more playability but I don't think relevelling both games is within the scope of TTW. That said, there's a forum here for mods that are TTW related. If anyone's got any GECK experiance I'm sure the community would love to have a mod like that. If not I may take a crack at it sometime in the future, but no promises on that.


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