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CROSS-CONTENT DISCUSSION: XP values and Level Cap

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thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

tjmidnight420 wrote:Note that

Post by thermador » Fri Dec 07, 2012 4:13 am

[quote=tjmidnight420]Note that I'm not certain the game would allow him to set creature levels in the lists higher than the max level in game, but I'm thinking it should.[/quote]


Just checked.  Yeah you can do that for both creatures and NPCs.  You can change a static level tp as high as 32767.  If you check the box "PC Level Mult", you can set the multiplier as high as 10 max.  So if the player is level 25, the creature would be level 250 ... surprise Who knows what that would do though.


 


 



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

Well in my opinion whatever

Post by Risewild » Fri Dec 07, 2012 7:20 am

Well in my opinion whatever comes in the future will be ok with me, I just tend to post here not of a personal view but as a bit of a devil's attorney (I try to think of the good and bad of all options) since I am a tester my thinking is what users will think and/or want/like etc, and believe me that is enough to keep me busy with my thoughts for days cheeky and I will never be close to reach all of the preferences, tastes or needs of users. I just throw ideas and thoughts in case no one has already thought of those stuffs angel.


To be honest most people posting here are at least quite experienced players and know alot of great mods but you may be sure, as soon as TTW keeps getting more famous and bigger alot of not so experienced players will appear and their needs, preferences and view of the game will be very different. That's why I keep throwing stuff at you guys so you can cover most of the things that might arrive in the future wink.


Now I will talk about MY opinion on the gameplay, level cap and XP. TTW is a huge game, really really huge (I have been testing it for ages and just recently got out of the CW into NV and still couldn't test every single map location or quest in DC), it is definitely too big for the XP system of vanilla NV (but that I think everyone here agrees). So even though I just found out and already love that PMP mod I have ringing in my ears the words of Jax saying that the main objective is to make FO3 play seemingly in FNV changing only the most necessary things about the gameplay of NV, and his other words that he will stay away from outside mods to do it (rather having the team making the modifications instead of already made mods) so I think that implementing PMP will be out of question. The idea that I think makes the TTW gameplay and experience be more like vanilla FNV without the overpowering of the player is gaining XP slower, more hours of game, more areas, more killing, more equipment choices = more stuff to do before reaching the level cap and I think this option will please most of the experienced players but might not please those less experienced ones since most players the first times they play a game they want to level level level to see all the options they have on how to make a kick@$$ character (but let's forget that for now since I am talking about my opinion, sorry I keep talking about what players might like or not, old habits die hard). So like I was saying slower XP would be the way to go to, another thing is without a doubt let the enemies level depending on our level and not have a limit cap on them, some enemies after the player is high level just need to stop being such wimp's others to be honest don't matter (like giant rats, we don't want to see a giant rat being able to kill an entire town just because the player is high level or something laugh).


So in the end my personal taste would be increase the level cap, but to keep the FNV gameplay it would be better (maybe) to reduce XP gain, and in either case (increase LV cap and reduce XP) let the enemies (maybe not the wimpy ones like the rats or mole rats or other ones that most people in the wastes are supposed to be able to kill) grow with the player without a level cap shorter than the player.


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TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

I have a mod in the mod

Post by TJ » Fri Dec 07, 2012 11:15 am

I have a mod in the mod release section that halves XP gain. I'm planning on doing 25% and 75% as well. If Jax lowers XP gain in TTW I'll make one to return it to 100% just so all bases are covered. I'm fixing to be out of town for a week. I'll be around the forums a bit but wont be able to play or mod. When I get back I might start messing with either the level cap or the lists, depending on if they're already being worked on and what Jax has planned for them.


My project Dash is on Kickstarter!



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

While reducing XP gain is

Post by Proph » Fri Dec 07, 2012 7:51 pm

While reducing XP gain is always a viable solution, the problem is not the players like us (who are familiar with the game and can succeed with handicaps), but are the average and beginner players who will be interested in the mod. I'm sure there would be more than a few people who would look at TTW and get interested, and then as soon as they find out that their leveling speed was halved for balancing reasons would refuse to play. There are plenty of people that thoroughly enjoy the thrill of leveling up and getting to pick their next perk, and I think that it would hurt TTW's popularity if it took it upon itself to stifle that aspect of the game.


 



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

That is my thoughts exactly

Post by JaxFirehart » Fri Dec 07, 2012 11:01 pm

That is my thoughts exactly on why halving the xp is a poor solution. The problem is that there is no vanilla friendly solution, other than getting reset upon head shot, which is complex and presents logistical errors.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

I'm not trying to stifle

Post by TJ » Fri Dec 07, 2012 11:05 pm

I'm not trying to stifle anything. My mod is not meant to be incorporated into TTW. I don't think anything but a rebalance should be done for vanilla TTW. I'm just trying to help accommodate everyone here. If you don't want the half XP mod don't use it. If you want faster than vanilla take that mod, open just it and FalloutNV.esm in FNVEdit and look at the modifiers. It's pretty self explanitory. Every where you see I've halved the vanilla rate set it to double what's in the box directly to the left of it and you'll have 2x XP. Set it to any value you want just try to keep it balanced. There's only like 10-12 entries and only one change per entry so it's not difficult at all.


 


EDIT: It's also worth noting that the only solution I've found to actually raise the level cap past 50 requires NVSE. Simply adjusting the gamesetting for max player level doesn't work for Ultimate Editon/All DLCs.


My project Dash is on Kickstarter!



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

Forgive me, I was not bashing

Post by JaxFirehart » Fri Dec 07, 2012 11:49 pm

Forgive me, I was not bashing your mod in the least. I actually think 1/2 xp is the best solution, except for the barrier to entry created for newbies. For my part, I do not use the same save constantly. I frequently recreate a new character and play different things in different order, so I rarely actually hit L50. Point is, I keep out of this discussion because it is not a problem I am familiar with. Most of the solutions other than 1/2 xp require too much modification which then creates issues with mod compatible.



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

Just to mediate between Jax

Post by Krux » Sat Dec 08, 2012 1:31 am

Just to mediate between Jax and TJ (also touching base on what RiseWild said), maybe it is best than, we don't touch the xp for vanilla TTW but really advertise this xp mod. listing it as not only a 'popular' mod, but as a HIGHLY Recommended mod for ttw. Perhaps it will be more built for ttw in the future with mcm compatibility (As tj and I discussed), so something we'll maybe see in the future towards ttw completion.


As for reset upon FNV, i just don't agree with that. It brings me back to why I looked into this mod after seeing RFCW, ppl just want to go from 1 place to another. We can RECOMMEND balance, but can't force it upon players.


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


As for this WSG business, i only mention this since I've brought up the bit, "force it upon players". I've seen debate over whether the WSG quest must be completed before being allowed to go to new vegas. including speculation of dropping a skill lvl, or removing some perks and things along those lines.


fuck all of that. no offense at all to the ppl who pitched those ideas, but you need to understand the weight that holds...how significant of a change that is to Fallout as a whole. Allow me to explain:


In vanilla FO3, as it would appear when playing ttw, we all know that one can simply waltz out of 101 and go straight to Tranquility Lane and skip a massive chunk of story. The player is allowed to do this, BECAUSE.. fallout is an open-world environment with as little limitation as possible on what the player can do and where the player can go. It's a sandbox, a do-as-you-please game. Why else are the modding tools permitted to us? So we can change what we want, have what we want, do what we want, go where we want...in all its originallity.


To perceive this in a TTW standpoint: New Vegas is like a dlc, with dlc's of it's own. A very, very large game..as we all already agree.  Now notice, some of these dlc's within FO3(?) and FNV have recommended lvl's to achieve before entering. ex: lonesome road. However these dlc's are not inaccessible to the player, because the player can go where they please, when they please. Recommendations are all we see, so why force something upon a player now?? Why take away a possible decision that a character of the fallout universe can possibly make?


That's why this is a big no-no, it's the first and only thing that stops a player from making their own decision.


As for my own proposition: if you don't want to see the WSG's around FNV if the quest wasn't done, I'm sure it's a lot easier to remove them. Likewise for purified water.


Banned 11-12-2012 for Piracy
Reinstated 11-12-2012 upon receiving proof of purchase

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

Krux, that was bluntly put

Post by subtledoctor » Sat Dec 08, 2012 4:53 am

Krux, that was bluntly put but nonetheless wise.  Fallout is meant to give maximum choice to the player.  The key is not to restrict choice, but rather to simply present consequences for the choices made (e.g. getting your ass kicked by deathclaws if you head into the Divide at level 1).  That's why I think a light touch is best.  Anything extra, like finding the Platinum Chip in the RobCo plant and joining Mojave Express, or like messing with XP gain rates, can be implemented in TTW-blessed mods.  (Does anyone using this *not* have a load order with 20 or 40 mods??).  However...


"As for reset upon FNV, i just don't agree with that. It brings me back to why I looked into this mod after seeing RFCW, ppl just want to go from 1 place to another."


I disagree; plenty of people *want* to play the wastelands sequentially and get knocked back to level 1 in between.  Plus it's more lore-friendly, in that it abides by the whole premise of New Vegas.  This particular issue is divisive enough that I really think TTW has to cover both possibilities.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

JaxFirehart wrote:

Post by TJ » Sat Dec 08, 2012 11:46 am

[quote=JaxFirehart]


Forgive me, I was not bashing your mod in the least.


[/quote]


We're golden. I hadn't even seen your post when I wrote mine. Was actually referring to this when I typed that up:


[quote=Proph]. There are plenty of people that thoroughly enjoy the thrill of leveling up and getting to pick their next perk, and I think that it would hurt TTW's popularity if it took it upon itself to stifle that aspect of the game.[/quote]


I just want to go on record to say now that I do not develop TTW. I just help out around here when I can. That said, my views and opinions (and mods for that matter) do not reflect the views and opinions of the TTW team. As I stated before: I'm doing XP gain modifiers, not as something to become part of TTW but someting that can be recommended and also give choice to the player which one to use. When I'm done with the other three or four I'll look into a viable solution for the level cap that doesn't require NVSE. If it comes down to using NVSE I'm just gonna recommend the one I found that supposedly works. Again, haven't even tested on that front. Last thing I plan on making is a rebalance mod. Anything I create can be integrated into TTW if the TTW Team so chooses, but if they don't want to use anything I make I'm ok with that. I'm not trying to force them into integrating anything into TTW.


My project Dash is on Kickstarter!



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