What does the future have in store for TTW?

What's new and upcoming in Tale of Two Wastelands? Find out here.
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jlf65
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Yossarian wrote:I hope this

Post by jlf65 » Sat Sep 09, 2017 3:04 pm

[quote=Yossarian]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.


[/quote]


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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EnderDragonFire
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Roy, you are a hero! Thank

Post by EnderDragonFire » Sat Sep 09, 2017 3:32 pm

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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FiftyTifty
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The worst feature in Bethesda

Post by FiftyTifty » Sat Sep 09, 2017 6:28 pm

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.



Yossarian
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It's really bad how F3

Post by Yossarian » Sat Sep 09, 2017 6:56 pm

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.



Deathclaw_Mayor16
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Yossarian wrote:

Post by Deathclaw_Mayor16 » Sat Sep 09, 2017 8:17 pm

[quote=Yossarian]


 


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.


[/quote]


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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RoyBatty
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Unless you know how the

Post by RoyBatty » Sat Sep 09, 2017 10:41 pm

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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Damianwolff
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RoyBatty wrote:

Post by Damianwolff » Sun Sep 10, 2017 7:45 am

[quote=RoyBatty]


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.


[/quote]


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.



rockitten
Posts: 139
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Mind if I suggest an

Post by rockitten » Sun Sep 10, 2017 10:49 am

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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RoyBatty
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Damianwolff wrote:

Post by RoyBatty » Sun Sep 10, 2017 11:22 am

[quote=Damianwolff]


 


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.


[/quote]


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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Vex
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regarding leveling, its not

Post by Vex » Sun Sep 10, 2017 11:33 am

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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