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RoyBatty
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What does the future have in store for TTW?

There's a lot of you wondering what direction TTW is taking.

Let me take some time to explain my vision for the future, where TTW is headed and what I'd like to see or implement.

Lets start with what has been done or implemented already for 3.0 without quoting huge portions of the change log which you can find here if you want a more in depth record.


The Past:

Quoting Jax, the aim of TTW was to bring Fallout 3 and it's DLC up to New Vegas standards mechanics wise.

So this is the very first thing I addressed. All the esm's for Fallout 3 have been brought up to plugin version 1.34 from 0.94, this included updating all form versions to the current one and updating all the navmeshing. For me this not only meant game play wise, but also the plugin and technical level, so that is the reasoning behind that. Not only does this make TTW more stable, but it also makes it behave in the engine better and increases compatibility with tools and mods.

The next thing addressed was game play mechanics. This was in the form of rebalancing the weapons, armor, and vendors. All the weapons have been carefully balanced to serve the role they were intended to have inside of Fallout 3's balancing. The same thing applies to Armor and Vendor lists.

That brings us to what I decided to change or revert more towards Fallout 3. With the above changes, how Fallout 3 is supposed to play and feel was heavily considered. Weapon damage and armor balance for NPCs as well as creatures, spawn levels adjusted where necessary and item value also adjusted. This is not an easy task to make sure everything works inside 2 different systems and economies. I believe it is now currently adjusted to fit both as well as they can, with neither being too far out of balance.

That brings us to the last thing, which is more fixing issues between the games and making sure Fallout 3 runs as it's supposed to and fixing any overlap which doesn't feel right or shouldn't be there. Bug fixing will be on going and most of what changes in TTW in the future. That included removing some NV weapon from Fallout 3 because they didn't feel right or upset the balance or economy.


The Present:

Now to answer some of the questions I've been getting.

Lore friendlyness, that's a tough one. What is lore anymore? Bethesda rewrites it at their whim, we're not going to change it to fit their current vision. TTW breaks lore itself by making you The Lone Wanderer and The Courier, so obviously some things are acceptable. Are we going to start adding new weapons, armor, npcs, dialogues etc? No, we're not going to do that. We may add small content here and there though where it's needed to fill a hole, the food for the CW is an example of this to make Hardcore mode work where it was never designed to. We will add a couple of dungeons to Columbus Circle, I can't see anyone having a problem with that. Weapons and armor stats are also considered bringing things up to New Vegas standards, but these have mostly been completed already.

In terms of cut content, There will be an optional for cut equipment. I want this in the game, I have not decided if it will be integrated or not. I suspect not, but that opinion may change. There will not be any other type of cut content considerations.

Unique weapons you ask? Well it's always been a plan to have unique uniques. However they must fit perfectly and this falls under "up to new vegas standards" as all uniques in Vegas have something unique about them appearance wise. We have tried this before but the work was rejected for being sub par.

Additional armors? Yes there are some variants of existing armors for the BoS, Outcasts, Talon and Regulators. These have been made optional except for one unique set of Talon Combat Armor MK II.

We have not and will never add new quests or voiced npc's, that is outside scope.

We have not and will never add any mods to TTW, that is outside scope.

We have not and will never change the appearance of NPCs, Creatures, Weapons or anything else that would be considered an "enhancement" (previous mentioned items and bug fixes are an exception), that is outside scope. There is some small leeway in this for content that is already created by Bethesda and just not implemented properly like the alternative robot textures or decal additions.

Will we restore Fallout 3 features? The short answer is yes, either optionally or integrated. Which way they are depends on what they are and how easy they are to maintain if optional. If things become a nightmare of patching then they will be integrated and you'll have to live with it or patch it back yourself. That may include Big Guns and some slight weapon rebalancing as well as returning the .32 Hunting Rifle in some form. This is one place where I want things a certain way, to increase in game choice, diversity and replayablity.

I made a statement about "deeper integration", what that means is how everything interacts with each other on all levels and not just what is seen on the top. That means leveled spawns, how things are balanced at what point in the game, the economy, how does the game play at different difficulty settings, do the things we added serve a purpose and are they balanced, are NPCs balanced at a given level, are creatures balanced at a given level, are vendors balanced at a given level, and so on. I've gone to much deeper levels of making sure things work together than just merging leveled lists and tweaking damage values. This is also an ongoing process and takes time to get it right. Most importantly, is it fun.

Finally the feel, I want Fallout 3 to feel like Fallout 3 but enhanced with the features of New Vegas. I want New Vegas to stay as it is without overlapping content because it doesn't need it and we've always tried to leave it alone as much as possible. However certain concessions will have to be made at times. How are these things decided? Reasoning, knowledge, and experience of what works and what doesn't.


The Future:

Some future plans have been touched on. There are many other future things I'd like to do.

Some sneak peak of what has been done already, some of which you are familiar with and some not.

  • Anchorage Customization
  • Armor Expansion
  • Bobbleheads
  • Books Restoration
  • Main Title Screen and Music
  • More Cooking Items
  • No Karma Followers
  • Perk Per Level
  • Fallout 3 Player Voice
  • Quick Start
  • Quick Start Stash Packs
  • Reputations
  • Weapon Sound Effects
  • Startup Menu
  • Stash Pack Options
  • Fallout 3 VATS
  • Quest and XP sound effects
  • XP Reduction
  • Fallout 3 Repair Restoration
  • Big Guns restoration (not in 3.0)
  • Outcast Trading (not in 3.0)
  • Speech Checks (not in 3.0)
  • Wild Wasteland (not in 3.0)
  • Cut Equipment Restoration (not in 3.0)
  • Unique Uniques (not in 3.0)
  • Energy Weapon Rebalance (not in 3.0)
  • Fully Leveled Wastelands and DLCs (not in 3.0)

Bug fixing will continue, be it for Fallout 3 or New Vegas. I make no distinction here, I hate bugs and I wish smash them like radroaches.

I hope that clears up most of the questions you have.

TTW Version Compatibility: 

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Edited by: RoyBatty on 09/08/2017 - 02:12
H1ms3lf
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Between TTW and New

Between TTW and New California, it is a wonderful time to be into FO3/New Vegas universes (be it as player or modder), IMO good games never truly age, seeing amazing titles being constantly enhanced/polished is the dream of every gamer, I hope for all the devs and contributors that working on it feels just as rewarding or even more so! =]

Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!
Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X

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I think the move to make TTW

I think the move to make TTW it's own thing instead of just Fallout 3 inside New Vegas is great and I fully support it. I might have to give up some of my mods in the future due to compatibility issues but based on what you've said I think it will be well worth it. Looking forward to 3.0 and everything after.

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Just want to clarify one

Just want to clarify one thing.  When you state 

Bug fixing will continue, be it for Fallout 3 or New Vegas. I make no distinction here, I hate bugs and I wish smash them like radroaches.

​You've stated before your going to keep fixing bugs in Fallout 3 and integrate those fixes into the TTW ESM directly (which the TTW team clearly has been doing from the dev log releases you've all been putting out) are you going to due that now also on the New Vegas side?  You've stated before that you will have a patch for YUP to work with TTW.  

When 3.0 comes out tooplex and I have already made a patch for YUP. Fallout 3 stuff will be fixed over time and included in TTW, thousands of fixes already are.


Have you changed your mind on this and basically just going to have TTW fully patch both fallout 3 and new vegas vanilla bugs?  Just going off what you have written in this topic it seems like you want to fix bugs for both in TTW and are not going to bother with patching YUP or the patch for YUP will be temporary until the fixes are integrated into TTW itself.  That's the impression I got from what you wrote or am I wrong about this?   

 

 

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That's nice.  Now please

That's nice.  Now please release it.

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Quote:Fully Leveled

Quote:

Fully Leveled Wastelands and DLCs (not in 3.0)

That would be awesome! One of the biggest gripes I have with Beth games is the unleveled nature. It's silly that a level 2 bloatfly is suddenly a level 10 bloatfly when you level up. It should ALWAYS be level 2 (or whatever they are). If it's "too easy to fight" at higher levels, GOOD! It's SUPPOSED to be easy at high levels. You don't fight bloatflies at level 20, you SWAT them. If you want a fight at level 20, you're supposed to be exploring the Deathclaw Sanctuary or the like. not looking for bloatflies.

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jlf65 I think you

jlf65 I think you misunderstood what that means. It means making sure everything scales to level 50 instead of being capped at 15-30.

Bloatflies would stop appearing mostly and be replaced with higher tier creatures. That is how leveling works.

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Ah, I was thinking of things

Ah, I was thinking of things like MorrowLoot and Requiem. Too bad - that woulda been cool.

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RoyBatty wrote:

RoyBatty wrote:

 

jlf65 I think you misunderstood what that means. It means making sure everything scales to level 50 instead of being capped at 15-30.

Bloatflies would stop appearing mostly and be replaced with higher tier creatures. That is how leveling works.

Isn't that one of the first things that was modded out Oblivion and Skyrim? When the whole world levels with the character, it becomes seriously DnD-ish. At level one you struggle with rats, at level 11 you struggle with ratlings, at level 21 you struggle with demonic skaven. 

Unleveled games, or games with soft unlevelling create more diverse experiences. Fighting off several lower-level npcs, who were troublesome 3 level-ups ago, is a cathartic experience. While sneaking away from an enemy who is way too strong at the moment can be tense and adrenaline-filled.

On the other hand, I'll be honest that I've always rebalanced the base game quite severely, making weapon damage not dependent on level, and disabling health and encumbrance increase with level. Thus the focus shifts entirely to skills, perks, and gear. Yes, I'm bragging a bit. Sorry.

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snarfies wrote:

snarfies wrote:

 

That's nice.  Now please release it.

This isnt the first time I've seen you make this post.Be patient like the rest of us.Your not the only one who wants 3.0 to come out.

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Really happy to see updates

Really happy to see updates on the latest version of TTW. I am curious as to what some of these things listed are since i have not personally installed TTW at all within my game and i am trying to clear up free time so i can add it to my game. I can't wait for the next version of TTW, seeing updates of what is added between each version is interesting. Honestly if I didn't spend so much time reading the updates i could have possibly been playing already. Hearing about the fully leveled Wastelands makes me more interested to play it now and i am excited to see what will be within Armor Expansions. Keep us updated when you can and I hope that everything goes smoothly. 

What even is a Signature and what the hell do i do with it? - LeoVR

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I'm hoping in the future that
I'm hoping in the future that the level rebalance will be along the lines of how it's done in New Vegas in that areas have ranges in which the enemies scale.
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I definitely would still play

I definitely would still play TTW 4.0/5.0 when FO5 came. :)

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RoyBatty wrote:

RoyBatty wrote:

jlf65 I think you misunderstood what that means. It means making sure everything scales to level 50 instead of being capped at 15-30.

Bloatflies would stop appearing mostly and be replaced with higher tier creatures. That is how leveling works.

I hope this won't happen. Enemies should fit in a environment and I would say having a consistent world is more important than having everything balanced. After all, this is no Diablo-like Action-RPG. In a place with geckos at level 1, should still be geckos at level 50 and they shouldn't be replaced by yai-gui just because of the challenge.

jlf65
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Yossarian wrote:I hope this

Yossarian wrote:

I hope this won't happen. Enemies should fit in a environment and I would say having a consistent world is more important than having everything balanced. After all, this is no Diablo-like Action-RPG. In a place with geckos at level 1, should still be geckos at level 50 and they shouldn't be replaced by yai-gui just because of the challenge.

That's my feeling as well, and NV is much better about this than DC. Around Goodsprings are low-level things. Around the quarry are super-high level things. As you move around, you find creatures and NPCs that are different levels, and those levels don't change much. It feels much more real than running into a level 1 bloatfly, then coming back later to find a yao guai in the same exact place. That is purely a game mechanic, and feels like it.

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Roy, you are a hero! Thank

Roy, you are a hero! Thank you for making this post; it answers pretty much every question I have had about TTW for the last few months. It also helps to calm some of the concerns I had about the mod and it's future. Knowing what the scope of TTW does and does not include is very helpful, as well as knowing the goals of the project. It's also good to know what the goalposts for the 3.0 release are. Thank you for making this information public. 

"Who are you, who do not know your history?"

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It's great to see that

It's great to see that between this, Frontier, and Project Brazil, we're getting the fallout sequels we've always wanted. I suppose we have Bethesda to thank for the tools at least.

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The worst feature in Bethesda

The worst feature in Bethesda's games, is that enemies and gear are leveled. In fact, having a leveling system in the first place is pointless, in my opinion. Having gear and enemies become obsolete and/or level-gated throws away enemy diversity dependent on your level.

 

What I'd really like to see, is have spawns that make sense. Rather than setting foot outside of Megaton and finding a deathclaw en route to the Super Duper Mart, there should be ants, raiders, and other critters, irregardless of your level.

New Vegas did it right, in that areas have their own biome, populace and fauna. Having random things spawn wherever, based upon your level, is a very game-y mechanic that just feels completely out of place.

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It's really bad how F3

It's really bad how F3 handled enemies outside of the Main-Story. It's like they just placed these enemy markers on a random basis just everywhere without even given a thought to it. It feels total generic. So, wandering the capital wastelands feels just the same wherever you go. Doing the same for FNV would be a pretty bad choice for the project. Don't having this optional would totally harm the idea of not touching FNV mechanics, as it would change something of it's very core design. IF you ever include it, I beg you to keep it optional.

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Its amazing just how much all

Its amazing just how much all you guys have done with this project. I cant wait to see it in all its glory. I love the direction you guys are going with this also keep up the amazing work and ill definitely be talking about this project to all others who enjoy badass content.

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Yossarian wrote:

Yossarian wrote:

 

It's really bad how F3 handled enemies outside of the Main-Story. It's like they just placed these enemy markers on a random basis just everywhere without even given a thought to it. It feels total generic. So, wandering the capital wastelands feels just the same wherever you go. Doing the same for FNV would be a pretty bad choice for the project. Don't having this optional would totally harm the idea of not touching FNV mechanics, as it would change something of it's very core design. IF you ever include it, I beg you to keep it optional.

Fallout 3 does not feel the same where you go because unlike New Vegas,it has random encounters where New Vegas has scripted and handplace.You never know what you'll find where you know where everything is and what to avoid until your higher level in New Vegas which is just boring..Fallout 3 handled enemy placement so much better then how New Vegas did.

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Unless you know how the

Unless you know how the systems work and exactly how they are implemented you shouldn't comment about them.

Look up Encounter Zones and Leveled Spawns, and then examine how both games are using these features. Both games do both things, and if you spent any time with the systems you would know that.

If you want everything to be level 1 when you go to a new area, or for the game to become completely unchallenging after you hit level 5. That is what you are asking for.

Everything in the list is an optional.

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RoyBatty wrote:

RoyBatty wrote:

If you want everything to be level 1 when you go to a new area, or for the game to become completely unchallenging after you hit level 5. That is what you are asking for.

This is hardly what the people were asking for. Its more that they a lot of people have experienced severe autoleveling with past Bethesda games, and believe that it can take away from an experiense.

Nobody here wants to have only level 1 mobs appearing throughout the game. But a lot of people would feel cheated if, at some point in level progression, all molerats were to be replaced with Tunnelers, DUST-style.

I'd guess that people expect a healthy mix of different leveled enemies and creatures where they make sense.

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Mind if I suggest an

Mind if I suggest an improvement: a big overhaul of the inventory management system.

1. You need not to load the whole list of your own inventory whenever you open a box or corps.......

2. A hot key for "loot the whole area" (I know there is a mod for that, and it is a god send)


Honorable mention:
3. better multiple follower system,

4. And 3rd person viewpoint playthrough, something akin to wasteland 2 or C&C

 

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Damianwolff wrote:

Damianwolff wrote:

 

RoyBatty wrote:

If you want everything to be level 1 when you go to a new area, or for the game to become completely unchallenging after you hit level 5. That is what you are asking for.

 

This is hardly what the people were asking for. Its more that they a lot of people have experienced severe autoleveling with past Bethesda games, and believe that it can take away from an experiense.

Nobody here wants to have only level 1 mobs appearing throughout the game. But a lot of people would feel cheated if, at some point in level progression, all molerats were to be replaced with Tunnelers, DUST-style.

I'd guess that people expect a healthy mix of different leveled enemies and creatures where they make sense.

No that is exactly what is being asked for, the wasteland is setup with no level locking and it starts out with bloatflies and molerats and ends up with albino radscorpions and deathclaws. There are encounter zones that are set to stop at the level the player enters them, most of the downtown areas. However they are also leveled to spawn enemies around the players level with modifiers for normal, hard and boss enemies. Most of the areas are structured this way and so is most of New Vegas. Some areas in both wastelands are setup with static levels of creatures like The Deathclaw Sanctuary or Gypsum Trainyard. To say that New Vegas is setup differently than Fallout 3 in this regard is complete and utter nonsense. They both make use of the leveled spawns and encounter zone systems. The DLC's are setup in almost the exact same way in both games. New Vegas makes less use of the encounter zones in the wasteland (which are setup by region) but it still makes use of them in many areas.

This contributes to how boring and unchallenging New Vegas's wasteland is especially when you arrive at Doc Mitchell's at or above level 30, and that would be the point of such an optional. When you arrive at New Vegas after completing most or all of Fallout 3 you are level 50 and maxxed out, especially with all the OP mods people use that uncap level and give them perk per level and other ridiculously unbalanced things. Why even play the game if you just walk around one shotting everything, no, we're not going to cater to that play style at all. I don't find that fun, and I don't find ridiculously unbalanced and boring mods like Dust fun either.

I need a snickers...

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regarding leveling, its not

regarding leveling, its not realistic, to reach a certain level, and not see low level enemies anymore, you should always be able to find them when roaming, just not as frequent, so you arent always getting bothered by enemies, that dont give you any challenge, and very little xp

i would also love to see optional fallout 3 main menu and music, but it says TTW on main menu slide somewhere,

it would also be great to have fallout 4 style quickloot, and slow-mo vats, i know someone made a skyrim mod that has, quickloot, and you can turn it off, by holding R button for few seconds (if its even possible engine-wise)

thats all, you guys are doing great work! thanks, just dont forget that there will always be bugs to squash, dont let that influence when you release the game, or it will be another 1-5 years

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We will not be adding

We will not be adding features from Fallout 4 or that do not exist in some way in FO3 or FNV.

Pretty much everything in this planned future has roots or works the same in either game mechanics that do not exist on the other game or it is made for balance/integration reasons.

 

@Vex, there are for quite a while, a couple of "quick loot" mods for FNV I recommend Gribbleshnibit8's Loot Menu. I don't know about any FO4 style VATS mod (don't even know if it is possible). The FO3 main menu and music will be in a future version.

 

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RoyBatty wrote:

RoyBatty wrote:

To say that New Vegas is setup differently than Fallout 3 in this regard is complete and utter nonsense. They both make use of the leveled spawns and encounter zone systems. The DLC's are setup in almost the exact same way in both games. New Vegas makes less use of the encounter zones in the wasteland (which are setup by region) but it still makes use of them in many areas.

Leveled spawns make sense in most cases, but the consistency of an environment shouldn't be sacrificed for it.

Leveling a Death-Claw, Giant Radscorpion or Yai-Gui to Level 50 makes sense, because these creatures are general strong enemies and should be so at all levels.

It also makes sense to level NPCs, Ghouls or Super-Mutants, as having them as strong foes doesn't influence the consistency at all.

However, you shouldn't replace a gecko with a Radscorpion at L20. A Gecko should level until maybe Level 15 and be capped there, but if you replace him with another critter type, you change the entire environment of the region.

For example Geckos are resources. People hunt them for hide and meat. Nobody would hunt a Radscorpion. If now at L20 all Geckos suddenly become Radscorpions, the nearby towns can't survive anymore. Also, if every prey gets replaced by dangerous predators at some point, then the whole ecosystem would collapse.

There are many Open World Games such as Far Cry or all these MMORPGs, that just place predators on every corner to have proper loot and challenge, without questioning if this would hurt the authenticity of the world. I find it very hard to take such games serious.

I'm just suggesting not to throw all world consistency to the dump for the sake of balancing, if you plan to rework the entire level system of all TTW.

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RoyBatty wrote:

RoyBatty wrote:

No that is exactly what is being asked for, the wasteland is setup with no level locking and it starts out with bloatflies and molerats and ends up with albino radscorpions and deathclaws. There are encounter zones that are set to stop at the level the player enters them, most of the downtown areas. However they are also leveled to spawn enemies around the players level with modifiers for normal, hard and boss enemies. Most of the areas are structured this way and so is most of New Vegas. Some areas in both wastelands are setup with static levels of creatures like The Deathclaw Sanctuary or Gypsum Trainyard. To say that New Vegas is setup differently than Fallout 3 in this regard is complete and utter nonsense. They both make use of the leveled spawns and encounter zone systems. The DLC's are setup in almost the exact same way in both games. New Vegas makes less use of the encounter zones in the wasteland (which are setup by region) but it still makes use of them in many areas.

This contributes to how boring and unchallenging New Vegas's wasteland is especially when you arrive at Doc Mitchell's at or above level 30, and that would be the point of such an optional. When you arrive at New Vegas after completing most or all of Fallout 3 you are level 50 and maxxed out, especially with all the OP mods people use that uncap level and give them perk per level and other ridiculously unbalanced things. Why even play the game if you just walk around one shotting everything, no, we're not going to cater to that play style at all. I don't find that fun, and I don't find ridiculously unbalanced and boring mods like Dust fun either.

I need a snickers...

 

Why would bloatflies, molerats and such have to be level 1? In my opinion, the game world should be leveled to 30, with stats having a minor effect on damage, and enemies given adjustments to fit in with the change. Deathclaws would have plenty of health and deal high damage, whilst bloatflies would deal some damage (rather than the none they currently do) to lightly armoured characters, and being dangerous in swarms. At the moment, bloatflies are utter trash whether they are in a swarm or not, and deathclaws are bullet sponges.

I toyed with such a mod a year or two back, and it was very fun; the world was threatening if you weren't prepared, and ants were the threat they were portrayed to be in the Vault 101 terminal. Took way too much testing, so I abandoned it. Been working on a Fallout 4 version, and so far so good.

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I agree with most places

I agree with most places being leveled but there shouldn't be deathclaws near megaton or goodsprings just because you are lvl 40. I'd say keep the low level creatures to the most "obvious" places no matter the level, and level everything else to 50.

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I think that some people are

I think that some people are exaggerating the difference between FNV and Fallout 3, while others (mainly Roy) are denying that there is ANY difference between the two at all. The lack of encounter zones IS a meaningful difference between the two games. As Roy said, it is boring in Goodsprings when you are level 50; this is GOOD, and BY DESIGN. I don't want to face random, high level encounters except in the places Obsidian has already chose to put them. The difference between the way things are done might be minute, but it still changes the feel of the game world. 

I do think it would make an excellent optional file however; some people prefer constant challenge at all levels, in all places, at all times. I see no harm in allowing that option for maxed out players coming from DC to Vegas. 

"Who are you, who do not know your history?"

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You're all making a lot of

You're all making a lot of assumptions about how I would go about this. I'm not going to put deathclaws in Goodsprings FFS. Those Gecko's might level to Golden Geckos or Green Geckos though.

The Radscorpions around Goodsprings change in such a manner.

I did not deny that New Vegas does make more use of set levels as a gating mechanism for entering some areas before the player should go there. Fallout 3 uses the same mechanism in many places, so no it's not any different, the difference is in how much it's used which I did acknowledge.

As I said, it's just a lack of knowledge on commenters part about how the systems work and how they are implemented, combined with a lot of conjecture the conclusions that I've seen are down right ridiculous.

So far MajinCry seems to understand exactly what the intention is. It merely expands upon the systems in place already to add extra levels to account for the differences in max level of the player and to keep things interesting for high level characters. If you chose a trait like Logan's Loophole you would almost certainly see very little change overall.

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RoyBatty wrote:You're all

RoyBatty wrote:

You're all making a lot of assumptions about how I would go about this. I'm not going to put deathclaws in Goodsprings FFS. Those Gecko's might level to Golden Geckos or Green Geckos though.

NO! My precious lore! My immershun!!!!1111!!

The fact that you mention green geckos is pretty interesting, considering they're exclusive to Zion in vanilla NV. Does this mean we can expect similar integration of other DLC content, such as other creatures, weapons, and armor? I suppose it's ultimately up to you to decide what fits in either wasteland. Looking forward to it nonetheless.

I am glad TTW is going to try and become its own thing though, it'll help prevent wishy-washiness with half-integrated features and will probably result in a better experience overall. Someone having a vision can go either really well or really poorly, but given Roy's track record I'm more inclined to believe the former.

 

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I do understand. I never said

I never said anything about Deathclaws. In my opinion, being able to meet level Golden Geckos in places where there were normal Geckos before is not a good thing; however, it's not the end of the world. Many people will enjoy it, and the people who are exaggerating should stop being dramatic. I personally like being able to level above the enemies level cap; it feels awesome to run around at level 50 curb-stomping level 30 enemies. That said, many people find that boring and want to be challenged at high level. I say go for it, Roy! I am sure it will be popular and will make the game more balanced, if somewhat less immersive in some places (Golden Geckos only normally appear in irradiated areas, and Green Geckos are Zion natives. Fire Geckos would be better!). I can use mods to give myself a super strong power-trip character if I want that. TTW doesn't need to slavishly follow FNV in that area of gameplay; since its a much bigger game boredom is a bigger concern. 

"Who are you, who do not know your history?"

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Just wanted to say thanks for

Just wanted to say thanks for all the amazing work you guys do. TTW is the best mod I've ever enjoyed and all of your team's dedication to a high quality, polished end product makes me have nothing but respect for you all. Looking forward to 3.0!

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So what all are you guys

So what all are you guys going to add to Wild Wasteland? A bunch of references like in NV?

And who will make the Unique Uniques?

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I actually understand how the

I actually understand how the spawing system works in both games, since I've made personal mods that have completely remade them. What they are talking about is, having most spawns stick to creatures that are similar to what they are at the beginning to what they are at the end without completely replacing them. Example: Normal geckos at lvl 1-25, add fire geckos with them at lvl 26-50. Regular ghouls at 1-25, add glowing & raver ghouls with them at lvl 26-50. Think of Runescape, no matter your level, you will find creatures and npcs that are either a higher or lower level to you depending on where you go. For another example: Persistent low level Deathclaws at Old Olney, and persistent high level Deathclaws at Dc Sanctuary. This is similar to how I prefer my game. I always take the time to do this when I install TTW (I am dumb and keep forgetting to upload the mod somewhere for safe keeping). Anyways, you guys are doing an amazing job with TTW so far, and no matter what you guys do, I will love it (unless I don't but then I will just change it in the Geck or NVEdit :p ).

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Sorry to indulge in the

Sorry to indulge in the discussion, but I have another question which is also related to leveling.

What always annoyed me about reaching NV at a higher level was, that all speech checks are trivial at this point. I usually tried to circumvent this by slowing down leveling and reducing the number of skill points per level (thanks to PN).

Unfortunately I´m no expert at modding, but would it be possible to integrate something like leveling speech checks? For example instead of requiring a skill of 25 to pass a check, perhaps a script could change the required value by something like the following formula: (BASEVALUE 25 + PLAYERLEVEL * 1). I guess the question is, if something like this could be handled by a script or if this is outside the scope of what the game and NVSE provide.

I'm asking because I never found a mod that would do something this, since this is a problem pretty unique to TTW. Of course, if done, this should be optional.

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Damn, simply amazing how much

Damn, simply amazing how much you modders have accomplished already... Yep, good times ahead for FO3/FNV players. Frontier, New California, TTW 3.0. Can't await it.

At this point I stopped believing in a new Obsidian Fallout game. Doesn't look like Bethesda has any plans for this at all. Especially considering how they didn't outsource any games to other studios in ages. Shame. Not even sure if I should be hyped for a FO5 in many years. Not if they follow the FO4 road. No, sir. Bethesda really goes downhill. Creators Club is just another glorious example. Guess they only care about the cash now. Just like Valve. Horrible times for gamers.

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"Unfortunately I´m no expert

"Unfortunately I´m no expert at modding, but would it be possible to integrate something like leveling speech checks?"

There's a mod here that temporarily nerfs the player on arrival in Vegas, Difficult Journey I believe. Don't know it it nerfs our speech skill though.

https://taleoftwowastelands.com/content/difficult-journey-more-challenging-start-new-vegas

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The only way to change that

The only way to change that would be to implement Fallout 3's speech check system. I might do that as I prefer it, but most people don't.

Like I said before with the leveling, people are making assumptions.

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Personally I prefer the

Personally I prefer the Fallout 3 versions of speech check and repair.

 In regards to leveling I'm of the mind to wait and see. For immersion I'd love to see all types and levels all the time but I understand from a game perspective that may not be the best. I like the aspects like the Quarry in NV where the Deathclaws will own you until later in game making it mandatory to circle around it. I'm not quite done in DC currently and already maxed skills and level 50 playing on Very Hard. 

Sorry for the ramble. Keep up the awesome work Roy and team. 

If life is but a test, where's the damn answer key?!?!?

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The TTW development has been

The TTW development has been above and beyond the call of duty, and I salute you.

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I as well prefer the F3

I as well prefer the F3 speech and repair systems. They are not only more immersive, but also better for players who don't want to become an op god by level 50.

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I don't like Fallout 3 speech

I don't like Fallout 3 speech checks. You can save scum them at low level and never need to invest in speech. Also, they can screw you over at higher skill when you logically should have been able to pass them easily. Leave the dice-rolls in the D&D red box; honestly, it is almost as bad as Morrowind's combat. It breaks believablity when luck is the main factor in any game mechnic that is meant to reflect skill instead. I don't see what is more immersive about seeing a numer on the screen that effectivelt says "You have a 1% chance that God will intervene and mind control the person you are trying to convince" OR "You have a 1% chance that God will intervene and make the person impossible to convince despite your logic and oratory skills." 

"Who are you, who do not know your history?"

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That's metagaming hardcore.

That's metagaming hardcore. Also the % is a reflection that no matter how good you may be you can't convince everyone. And on the flip as the saying "even a blind squirrel finds a nut now and again"

I respect your opinion, but being able to "always" something is immersion breaking for me. Every "expert" fails now and again. Even Batman loses from time to time.  

If life is but a test, where's the damn answer key?!?!?

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The problem is that speech

The problem is that speech results are permanent, in a way combat stuff is not. If you're combat skill isn't good enough and miss your shot, you might take more damage, but you'll just use a stimpak or a doctor's bag, or at worst have to reload the game, and move on. If you fail a speech check, that potentially changes the game substantially. If you fail your speech check against Lanius and have to fight him, you basically got a different ending determined by a random roll, with no chance to make it up. That isn't very fun. It's even worse when the number is on the screen.

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Well, if anyone fails a

Well, if anyone fails a speech check, they can just reload too. Like the combat example, you will only survive if you have healing items, you also have speech increasing items for those occasions (magazines, increasing CHA, using some equipment, etc).

If you want to be able to pass hard speech checks, you invest in the skill. Otherwise what's the point in it being a skill anyway?

I see the cons and pros of both % and set number. And there is no "best" one. In a more P&P game system, the Skill Check makes a lot of sense, because those systems are specifically made to take into account the character failing and it has much more freedom, since the character is controlled by a real human and the game is not constraint by being in a computer game where limitations abound.

But Fallout New Vegas is too limited to implement a real P&P system, so if you fail a check, the game doesn't allow the same freedom as a tabletop game would, because there is only so much you can program.

That is why I always thought that TTW should do what FNV does, make all the speech checks a set value, but then have an optional to change it and have ALL of TTW being %. It is all about the player preference, and this is all about preference, there is not a superior or better way, they are both good and bad.

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I'm in favor of having it a

I'm in favor of having it a choice, one way or the other.

Not a fan of NV's OP system myself, I prefer the dice roll in this case. There's always a chance IRL you can lie your way through something and also the chance someone is going to pick up on your bs. :D

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Yep, but in real life you can

Yep, but in real life you can't just reload and lie again until you manage to trick the other person

 

Sorry. Today I am in an argumentative mood again.

I don't care either way, I just like to spew arguments sometimes.

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Risewild wrote:

Risewild wrote:

Sorry. Today I am in an argumentative mood again.

I don't care either way, I just like to spew arguments sometimes.

Which is why we love you Rise

If life is but a test, where's the damn answer key?!?!?

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