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Our friend Ausir at The Vault provided us with another juicy round-up of quotes from developers of Fallout: New Vegas. This time it's almost only Josh Sawyer and it deals mainly with the upcoming patch and modding.
On Energy Weapons' balance:<blockquote>As Lord Vukodlak suggested, it's difficult for the DAM readout to account for the interaction between DT and various ammo effects. We settled on the "order of operations" for ammo effects to ensure that hollow point rounds and armor piercing rounds behaved in a fashion that made sense. OC/MC ammunition doesn't use any DT bypass currently, so it winds up suffering from that order. I ruled out allowing for variable orders of operations because it would make testing/debugging (much) more of a pain.
For the upcoming patch, all energy weapon ammo types (including MF Breeder and including base types, but excluding Flamer Fuel) have built-in DT bypass. I have made other tweaks to individual Energy Weapons across the spectrum, but the modification to ammo effects is probably the most noticeable and significant. </blockquote>On one of the many bugs, concerning Damage Threshold's value:<blockquote>There is a known bug that DT added through effects/direct modification of the actor value are doubled. This is fixed in the next patch. </blockquote>On dialogue depth compared to Fallout 1/2:<blockquote>One of the depth problems is the fact that a lot of quest-related dialog options reside amongst first set of choices, negating any need for investigative approach. NPCs loose depth from their blind belief in PC and from PC having less incentive to explore
Forcing players to wade through dialogue they may not be interested in doesn't make that dialogue more compelling; it just makes it mandatory.
If you're interested in details and background information, explore the dialogue trees. If you're not, don't.</blockquote>
On Energy Weapons' balance:<blockquote>As Lord Vukodlak suggested, it's difficult for the DAM readout to account for the interaction between DT and various ammo effects. We settled on the "order of operations" for ammo effects to ensure that hollow point rounds and armor piercing rounds behaved in a fashion that made sense. OC/MC ammunition doesn't use any DT bypass currently, so it winds up suffering from that order. I ruled out allowing for variable orders of operations because it would make testing/debugging (much) more of a pain.
For the upcoming patch, all energy weapon ammo types (including MF Breeder and including base types, but excluding Flamer Fuel) have built-in DT bypass. I have made other tweaks to individual Energy Weapons across the spectrum, but the modification to ammo effects is probably the most noticeable and significant. </blockquote>On one of the many bugs, concerning Damage Threshold's value:<blockquote>There is a known bug that DT added through effects/direct modification of the actor value are doubled. This is fixed in the next patch. </blockquote>On dialogue depth compared to Fallout 1/2:<blockquote>One of the depth problems is the fact that a lot of quest-related dialog options reside amongst first set of choices, negating any need for investigative approach. NPCs loose depth from their blind belief in PC and from PC having less incentive to explore
Forcing players to wade through dialogue they may not be interested in doesn't make that dialogue more compelling; it just makes it mandatory.
If you're interested in details and background information, explore the dialogue trees. If you're not, don't.</blockquote>