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CROSS-CONTENT DISCUSSION: XP values and Level Cap

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Wowboy
Posts: 31
Joined: Wed Nov 07, 2012 7:30 pm

Proph wrote:

Post by Wowboy » Wed Dec 05, 2012 4:32 am

[quote=Proph]


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?


[/quote]


They could be changed to http://fallout.wikia.com/wiki/Scout_Handbook. We know they have those books in the west because they were in the original games.



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

I'm pretty sure there's more

Post by Proph » Wed Dec 05, 2012 4:56 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.



 


True, it would take a lot of work to scale everything, but the point is that the current options are really just to either keep it with a level 50 cap (way too low considering the amount of content there is) and imbalanced, or to significantly slow the rate at which players level. Increasing perk and level requirements is one way to maintain some measure of balance, but without having to sacrifice the pacing of the game. Perhaps it could work as a "recommended" .esp that comes with the mod (like the Bobblehead changes)?



They could be changed to http://fallout.wikia.com/wiki/Scout_Handbook. We know they have those books in the west because they were in the original games.



Sounds like a viable and lore friendly solution to me. Anyone else have thoughts on it?



subtledoctor
Posts: 35
Joined: Sat Nov 10, 2012 8:17 pm

 

Post by subtledoctor » Wed Dec 05, 2012 5:38 pm

 



I think people are maybe over-thinking this a bit. Let's break it down:


 


Question 1: what to do about the WSG?  I don't think it matters. It's tricky to make travel depend on finishing the quest, since one method of finishing the quest is to prevent its existence. So I suggest either a) don't do anything, and let the implicit assumption be that Moira will get someone else to help her if the LW fails to; or b) make it a requirement, and make a consequence of the "dream-crusher" solution be that there are NO survival skill books, anywhere. After all it's a jerk move, and you get a nice perk for it. Reasonable trade-off, I say. 


 


Question 2: does the bullet to the brain knock you back to level 1 for the NV half of the game?  I think NV itself suggests yes, because the whole premise is that the courier is an experienced, skilled traveller, yet it starts you at level one. Plus, OWB lore establishes that the brain injury has some very unusual side-effects. 


 


However, this very much comes down to player choice, and both choices are reasonable in a project like this. I think the mod should allow either choice to be selected at the beginning of the game. 


 


Question 3: what to do about leveling and XP rates? Well, this depends entirely on the answer to question 2. If the player chooses the "full-amnesia" start-over option, nothing has to be adjusted; if the player chooses to keep their skills, there will be issues. But, as was mentioned above, those issues can be dealt with by the player making that choice, using any number of other mods that adjust leveling and skills.  I use slow-leveling mods anyway, because I think the early/mid game is more balanced, and I think leveling up should be a rare, awesome event. Others may disagree, preferring to become a demi-god faster. To each his own. 


 


In sum: I don't think the TTW devs need to cater to one or the other group. Let people make a choice as to Question 2, and players' imaginations and mods can handle the rest. 


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

I would vote for having an

Post by Darkersun » Wed Dec 05, 2012 11:06 pm

I would vote for having an the option to reset your level if you get shot in the head.


So everybody can chose what they like. But I don't know how hard it is to do a level reset and what trouble it can cause.


 


Because if you reset to level one I think you should keep all the perks that were done to you body.


Like Ant Might / Sight, Cyborg etc. they would not go away with memory loss.


Regards,

Darkersun


- semi FNV Modder
- Wasteland lover

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

thermador
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Yeah as others have said,

Post by thermador » Wed Dec 05, 2012 11:42 pm

Yeah as others have said, going to level 1 on your first trip to NV... what if you are only at level 2 because the first thing you did when you stepped out of vault 101 was head to NV???  Then it doesn't really solve the problem at all. 


These are the options that I can think of:




  1. Getting shot in the head -> back to level 1:

    . . pros: easy to implement

    . . cons: only works if you travel to NV after doing a lot of stuff in DC and gaining levels there.

     


  2. Reduce the rate at which experience is rewarded:

    . . pros: works regardless of what the player does, available as part of Project Nevada

    . . cons: level-ups are less frequent (can be boring for some); if PN is not used, could be a lot of work to create a custom system.  May also require manual rebalancing of the game (changing the min/max levels of leveled enemies, leveled loot, etc.) - especially the later parts of FO3 (must be made easier) and the early parts of FNV (must be made harder).  This also assumes that the player would play linearly through FO3 and then travel to FNV.

     


  3. Increase the level cap to 100, but keep the existing Fallout leveling system

    . . pros: works regardless of what the player does, player levels regularly, solutions are available on Nexus as a starting point (see this post)

    . . cons: would take some work to create - merge those three plugins on Nexus and then debug, for starters.  Plus, a level cap on leveled creatures would have to be increased somehow so that they still presented a challenge to a level 75 character.  Possibly new creature/enemy variants and leveled lists.  May also require manual rebalancing of the game (changing the min/max levels of leveled enemies, leveled loot, etc.)

     


  4. Use Practice Makes Perfect to change the leveling system

    . . pros: works regardless of what the player does, player levels regularly, already built and working so it's easy to implement, increases the level cap past 50 and skills caps past 100, introduces new skills, etc.

    . . cons: really changes the way leveling works in Fallout - leveling is based on the skills you use, not how you assign points (more like Morrowind/Oblivion/Skyrim).  Might still require manual rebalancing of the game (changing the min/max levels of leveled enemies, leveled loot, etc.) to handle high-level characters.

     


  5. Use XFO-NV to rebalance the game

    . . pros: works regardless of what the player does, player levels regularly, already built and working so it's easy to implement, increases the level cap past 50 and skills caps past 100, introduces new skills, etc.

    . . cons: really changes the way leveling works in Fallout - depending on how you set up the mod...  Might still require manual rebalancing of the game (changing the min/max levels of leveled enemies, leveled loot, etc.) to handle high-level characters.

     



subtledoctor
Posts: 35
Joined: Sat Nov 10, 2012 8:17 pm

Ah - I wasn't envisioning

Post by subtledoctor » Thu Dec 06, 2012 12:19 am

Ah - I wasn't envisioning traveling back and forth between the wastelands a lot, that seems kind of ridiculous because 1) it's a looooong way to go in a post-apocalyptic world with no cars, where even well-to-do merchants move around on foot with brahmin caravans, and 2) if it was easy to go back and forth, how to explain why the rest of the people in the country aren't going back and forth all the time?? Why is the east-coast Brotherhood cut off from the west-coast brotherhood?  Why don't the Outcasts just hop a train back west to be with like-minded brethren?  Why did ED-E make a long, lonely trip across the country by himself, stopping in Chicago?  Et cetera.  Talk about immersion-breaking.  I figured, just as we don't go back and forth to/from the DLC like the Pitt, Zeta, Zion Canyon, Big MT or the Sierra Madre, we wouldn't go back and forth between the wastelands except maybe once or twice.


But of course it's a personal choice as to how people would like to play the game, and I'm not sure TTW should come down on one side or the other.  If it did, half of the people looking to play this (the half wanting to play the other way) would probably leave.  Giving players would therefore be ideal.  Maybe test a few XP/level uncapper mods to make sure they work with TTW - make copatibility patches if necessary - and direct players to the appropriate Nexus pages.  The alternative, to deal with super-high-level balance issues, seems like a TON of work, probably more than it's worth.  (But then, I'm not the one doing the work, so don't take my word for it!)



Krux
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ok ok ok... so all those

Post by Krux » Thu Dec 06, 2012 2:55 am

ok ok ok... so all those solutions thermador posted say one way or another, it comes down to either player choice, game balance, loophole, or complicated implementation.


no doubt about it that either this should be a completely seperate mod for ttw or a built-in option on ttw itself (nothing defaulted). as for the options themselves, they would have to come in as ttw progresses in development. as it stands, a simple xp modifier would do the trick. Because I don't think the con, "can be boring" applies to barely anyone. it's a slow-paced game, that's why you're playing it. level'ing SHOULD be slow. if anything, you're fixing a vanilla issue and have a whole 2nd game for the player to go through to make up for that time...so congratulations if you give an xp modification adjuster.


---------------------


now i don't really have any input about this wasteland survival guide. when u started bringing up mandatory quests before travel, my only initial thoughts were how much easier it would be to not have the guide show up in nv Until or If that quest is complete.


same goes for purified water


my vote goes there


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Risewild
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Well I think Thermador post

Post by Risewild » Thu Dec 06, 2012 5:22 am

Well I think Thermador post up there shows quite well the pros and cons, but reading it made my brain tingle with ideas on how to stop people from going to NV early enough so it wouldn't be around just a couple levels lost, maybe make the player have to repair some terminals and maybe the trains by setting repair challenges around level 50 or 75 or science challenges for the terminals, that way the player would have to have a couple of levels under the belt... but that could just make the player spend all of the skill points in the appropriated skills to level them in just a couple of levels too since they would reset the levels anyway so it didn't sound like an ideal solution (although I still think that having those challenges would make TTW even more interesting), other solution making the train tickets cost pre-war money like a big amount maybe 50 or 100 (not sure about how much though), because an amount like that would take a while to find in the wastes (later after we used the train to change wasteland for the first time maybe we could find in the new station some manual or computer terminal having the complaints of some maintenance guy because the currency exchange of the ticket terminals were always failing, or how he had to go and modify it because he got orders that the machines wouldn't accept the chinese currency anymore, and to have some code or method to be able to change them, so we could use that knowledge to make them accept caps from that point on), or another way would be having the train station closed or non functional until a certain quest or main quest step would be complete (like the BoS had the control of it but couldn't redirect the efforts and resources to fix it due to the Enclave or Super Mutants menace), or having a special quest to be able to fix the train and lines (like a fetch quest, we could be required to get some robot components to fix the maintenance robots, or some power module to make the train move again, some electronic component to be able to get tickets again from the terminals) that would require the LW to have to go around several places on the map that would be too dangerous for a low level character.


About leveling slower maybe if that was the case we could make the player gain one perk every level but lower the amount of skill points he could gain (as so it wouldn't get some powerful perks too soon) or instead of lower skill points maybe make some more powerful perks level dependent (or increase the dependency of those who have lower level dependency already) that way the player levels slower but still gets some kind of reward each time it levels (although maybe to some players their reward is getting better at skills instead of having more perks ) I am trying to think of a way of not allowing the player to be a demi-god but both FO3 and NV have nothing to prevent that (FNV even less with the challenges that give permanent damage bonus and resistances and etc plus implants on top of the normal perks) they are both games for the player to get powerful easy, even the hardcore mode isn't that much hardcore just more annoying


I don't know I took too long to type this post that I forgot other stuff I was about to say xD well thanks for reading this wall of text.


PS: Maybe to explain why other people wouldn't use the train to travel too, there could be a unique something that the LW would have with him/her like a passcard or something and have the stations be in lockdown because someone found some chinese spys trying to buy tickets there so it would be locked down as a security measure (it would be unlocked eventually but the bombs fell during the lockdown so only people with special authorization like military or governmental ones could use it), that way it would be useless to other people except the LW and his companions when they are with him/her (that could also explain why the companions didn't went home after the nine years, they couldn't use the train by themselves or something).


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TJ
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I'm still of the mind that

Post by TJ » Thu Dec 06, 2012 11:09 am

I'm still of the mind that the player should be left to their own devices for all this. There are plenty of good mods out there that do nearly everything that's been asked for. To package one with or make one for TTW seems a bit redundant. Anyone asking for something already readily available and usually highly configurable simply can't be bothered to look. If you want something to work exactly your way, it's probably on the nexus. Project Nevada will slow XP levelling to something like 33% if you so choose. Practice Makes Perfect allows you to set your level cap up to something like 100, and not gain xp at all. You're tasked with honing your seperate skilles a set number (again, user configurable) of times before you gain a level. I believe Dandys has a mod on Nexus that allows you to reset to level 1 but still keep your perks. I see no reason any of this should be coded by a dev of TTW. That would take time away from working on TTW to make something that already exists.


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JaxFirehart
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TJ I agree, we won't create

Post by JaxFirehart » Thu Dec 06, 2012 5:18 pm

TJ I agree, we won't create something that already exists. BUT! That doesn't mean I don't like seeing these ideas. It just means that stuff that isn't specific to TTW won't be considered. I am still trying to come up with a decent way to balance the two games. I read this thread every day, even if I don't post, so please continue brainstorming.



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