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Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound
Question about rope kid's mod --

I've never played NV before and am starting with just rope kid's mod because it seems to be aimed at the sort of gaming experience I'm looking for, i.e., a harder one where buying the "ultimate edition" DLC package doesn't meant I get showered with so much extra loot at the beginning of the game that my character can't even walk under the weight of it all.

I've been reading over the changelist though and some of the stuff on here I don't have enough experience with the game to evaluate -- for example, I can see that it changes around all the DR values for various armors, but I can't figure out what it's making better / worse and what that means in terms of gameplay -- is he making other armors viable alternatives to power armor, or nerfing power armor in the endgame, or ?

Could someone give me a brief rundown of the major changes in layman's terms? I can get the details from the change list, I'm just trying to figure out the "goals" of the mod so I know what to expect.

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Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

OneThousandMonkeys posted:

This doesn't make anything harder, it just inconveniences you and makes things take longer.

I'm finding I really enjoy it because it adds to immersion. I hate "weightless" items that aren't of obviously trivial weight (bubblegum). Ammo is heavy, I know that, I have a great big box of the stuff in my garage, and every time I saw my fallout 3 character effortlessly pick up a few thousand rounds of .308 it reminded me "this game is on easy mode."

So I like the hardcore option and so far I'm liking having to juggle item weight with this mod. I'm already having to think hard about what weapons to cut down to, etc. It feels like I'm playing in "realistic" mode, and I like that.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound
I hesitate to stick my toe into this conversation since I'm new to the system, but it's too interesting to resist.

It seems like energy weapons should have a different "feel" to them than powder weapons -- a different set of tradeoffs. That seems like the problem, the player never really has wortwhile criteria for making the choice for energy weapons.

In f3/new vegas, I can't really figure out what the tradeoff between energy weapons and powder weapons is supposed to be, what the player is supposed to be getting by choosing one over the other. I do *like* that I have to make a choice, but I can't figure out what choice I'm making for energy weapons vs. powder weapons. For me, that's what a real RPG is about -- getting forced to make long-term choices that impact the game.*

In the first couple games, the tradeoff was power early vs. power later, but this doesn't really work because what happens is players just spend an hour grinding respawning deathclaws in Bonetown until they've ground out enough levels for energy weapons skill equal to their old Small Guns skill, then they switch over to the laser blaster and pop everything into ash. More recent games tried item scarcity as a mechanic, but that's also kindof annoying.



So looking at the Fallout universe, what do energy weapons do? Well, they seem to come from alien technology, which seems pretty powerful but also pretty unreliable, since those saucers keep crashing. So I like the idea of energy weapons being prone to critical failures -- jamming, ammo cartridges shorting out, so forth (perhaps something that could be impacted by Luck score?). They also don't seem like weapons that are really concerned with critical hits/precision -- they don't take the head out, they just reduce the whole body to ash.

So my suggestion would be this: make energy weapons have a higher overall base damage, but instead of doing critical hits, have them be prone to critical failures, which can be minimized with Luck in the same way that critical hit chance is increased with Luck. A failure should probably be something fairly minor but still mildly annoying, like the energy cell shorting out and you have to reload.

I'd also suggest making energy weapons have consistent "reduce damage threshold" bonuses, for a few reasons -- it would compensate for the lack of ammo variety, to make them a slightly more endgame-oriented weapon since that's when more baddies have higher damage thresholds, and it would simulate the idea of an energy weapon transmitting its energy through whatever armor rather than just the kinetic wallop of a .223 rifle round.

The net result (ideally) would be that energy weapons would be a better choice for a player that just wanted to spam laser blasts at everything, whereas a player that wanted to go the aimed shot / criticals route would want to stick with powder weapons.

----
*example: My character started with 4 str because I wanted high luck, agility, and endurance because most of the SPECIAL stats are worth having in New Vegas. I'm playing with RK's mod, though, so I can barely carry anything. So I keep drinking whiskey to boost my strength. So I had to recruit Rose Cassidy as a companion . . . making long term choices is what the game's about, so I want to have to at some point make a choice between energy weapons and standard ones.

I just want to have what that choice means (at least in basic game terms) clearly spelled out in a balanced and fair way. RIght now in NV I'm basically staying away from energy weapons because I cant' figure out what the tradeoff is. If energy weapons are just "better" then there's no tradeoff and part of the game's gone away.



rope kid posted:

Stimpaks are also much less common and are often the new "Expired" variety, healing less. DR has been added to Medium armor (in small quantities) and to Heavy armor (in larger quantities). This makes those armor types more appealing, especially against high DAM attacks (e.g. Deathclaws, Brush Guns, grenades, etc.).


And thank you for this mod! It's. . yeah, exactly what I was looking for. It's not post apocalyptia if I'm not drunk, half-starved, and scrambling to hoard food. The level progression feels "right" rather than the ridiculously overfast advancement of F3 (where I'd level up two-three times inside one sidequest). I have to make real choices about what gear to carry or leave behind.

You might want to consider adding carry weight to ammo components (cases, powder, lead). Or I dunno. Seems I can carry around vast amounts of ammo so long as I use the robot to break it all down.

Hieronymous Alloy fucked around with this message at 17:21 on Feb 17, 2012

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

rope kid posted:

Lead has weight, but cases and powder don't. The conversion process is inefficient, so you lose a portion of powder and lead every time you convert (unlike EW ammo, where conversions are 100% efficient).

The More You Know! Thanks! I think I was just finding enough ammunition and breaking down enough ammunition that the lossy nature of the process was negligible, at least so far.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

rope kid posted:

For those of you who have played with JSawyer, I have a few questions:

* How does the balance feel between Light/Medium/Heavy armor?
* How does the balance feel between Guns and Energy Weapons?
* How does the balance feel between Survival and Medicine?
* How is the economy later in the game?

Thanks.

I'm up to level 35 now playing through with this mod on my first playthrough, in hardcore mode. I've played the first three DLC's and have Lonesome Road left, plus I haven't taken the main plot past confronting Benny at the Tops -- just running lots of sidequests because I'm a huge completionist.


Economy:

I kinda deliberately broke the economy anyway by 1) playing a high-luck character and breaking all the casinos as soon as I reached Vegas, and 2) slow-walking out of the Sierra Madre add-on with almost every single moveable object, down to the jars of embalming fluid, much less the gold bars etc.

Even so the economy seems relatively "ok" -- I ended up spending all my casino wealth on implants, so now my character is "broke" again apart from his pile of gold bars (which, again, as a pack rat, I hate selling). "Broke" here means ~1000 caps in hand at any given time. I haven't purchased any of the expensive GRA weapons.

I like this balance because after a certain point in the game I want to mostly stop worrying about cash, anyway.

Guns:

I mostly played through with guns all along and took the hand loader perk. I've only really used energy weapons during Old World Blues because I ran out of .308. Guns seem more viscerally "satisfying" and it's been easier for me to figure out how to build a strong Guns build (hand loader, high crit chance, high VATS, Christine's Sniper and/or This Machine). With energy weapons it's been more an information thing than a balance thing -- I'm sure there are good energy weapons out there but it's hard for me to parse what's "good" or what the advantage of energy over guns was. I liked energy weapons in Old World Blues because I knew if I saw a robot it was time to whip out Gabriel's Bark.

Survival and Medicine:

Honestly I've taken both to 100 because I'm playing a max-int, skill book hound character anyway and even with the level cap I'm still close to maxing out everything (I think my only real "gap" is an explosives skill in the 70's and a base-level melee and unarmed).

Medicine definitely has a lot more skill checks; I think of it more as a conversation skill than as a survival keep-me-alive skill; whatever impact it has on stimpacks, etc., I'm not aware enough to realize them.

Survival I think of more as a fun crafting skill than anything else. I started really pumping it when I hit Dead Money and it's been useful in the DLC's where my items and resources have been limited. Again, I'm not savvy enough to notice the difference it makes to food health, etc.

Light/Medium/Heavy armor:

With the weight restrictions light armor seems pretty vastly preferable; after weapons, food, and ammo, especially given my character's relatively low starting strength, there just isn't *room* for something like metal armor.
That might (almost certainly would/will) change once I get power armor training, but the Brotherhood quest line is really long and I haven't gotten around to finishing it yet.
I've worn medium armor sometimes, especially at earlier levels, but the DLC's have such great light armor (sierra madre armor and joshua graham's armor) that there really wasn't any point. I did take two ranks of Toughness to make the light armor more viable.

If I'm taking so much damage that I need fancy armor, though, I've probably messed something up anyway -- that's what ED-E and Veronica are for.
--

Other comments:

1) for the same reasons that it makes sense for speech checks to be hard levels rather than random, addiction should be rolled at the END of the drug's time effect, rather than right when you first take it. There's a horrible temptation to quicksave cheese all addiction effects, especially when you're chugging sierra madre martinis like they were Pez in order to hoof all the random crap around.

2) Please have useless quest items I don't need any more either delete themselves from my inventory after the quest is over OR make a separate "quest item" listing, I have so much random quest item crap in my inventory now that it's incredibly annoying. The worst offenders tend to be things like the electric fuse switches, components for quests that I solved using skill checks. With the exception of the rebreather it's all useless, give me some way to not see it any more.

3) you could probably make the experience curve even slower -- three addons took me basically straight from level 15 to level 35. I haven't even confronted Benny yet, and I'm already max level! I actually had to go on a fiend hunt just to make sure I maxed out my karma when taking Thought You Died!

Hieronymous Alloy fucked around with this message at 23:40 on Mar 5, 2012

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