brfritos
Humma Kavulaaaaaaa
I wouldn't call FNV "easy" but the learning curve and therefore how to exploit the game is more easier than F1/F2, no doubt about that.
But there are some valid complains in the thread.
Skills and perk requirements for example are very low, with some exceptions. I mean, if you discovered a shotgun technique that knockback your foe without actually killing him and using only regular ammo, I'm expecting you are a master with a shotgun.
Yet, the requirements are very low.
Medicine is too much streamlined, as well the healing system (food/stims), they could require more investment and specialization if you want to be a PhD in femoral fracture and heal yourself without a doctor after fighting deathclaws.
Julie Farkas even asks what level of healing you want, you can only say her to fix your broken bones and you take care of the rest, so it seems this idea was at least considered.
I could go on and on, but it seems that NV is in a brute state, without some refinements in certain areas.
I'm on a PC, so I can use mods like Project Nevada and Bottle that Water along with many others to "correct" these issues, but what about console players? They are the plataform majority and this is their default game.
Hardcore mode should have a huge impact in the world other than adding thirsty/hunger/sleep (these stats are an annoyance at best), weigh and heal over time.
Two things that will increase the challenge is everything in the game having weigh, including medicine and drugs, and opening your inventory (Pip-Boy) during a fight costs AP points.
The DLCs also worsen the problem, forgiving every challenge you had before the same way FO3 did. HH at least did it right in my opinion, because every recipe you use have a drawback and a boost, but overall they empowered the player excessively.
Some recipes from DLCs are available from level 1, like Weapon Binding Ritual wich adds +10 DAM to unarmed/melee or Snakebite tourniquete wich turn Cazadores into annoyances with +85 poison resistance. To add insult to injury LR added auto heal to the game, again available from level 1 if you start a new character.
I think these recipes should at least require some ingredient only found in their respective DLC, like Battle Brew for example.
Then you people say "use mods to correct what you don't like". A fair point.
But mods should add components to the game, not only increase difficulty. There's a pattern on the NV mods that I've found intriguing: all of the overhauls are for increasing difficulty. All of them.
There's something wrong when most mods that touch the challenge are only concerned in increase him, instead of add something.
PS: Excuse any errors, english is not my primary language.
But there are some valid complains in the thread.
Skills and perk requirements for example are very low, with some exceptions. I mean, if you discovered a shotgun technique that knockback your foe without actually killing him and using only regular ammo, I'm expecting you are a master with a shotgun.
Yet, the requirements are very low.
Medicine is too much streamlined, as well the healing system (food/stims), they could require more investment and specialization if you want to be a PhD in femoral fracture and heal yourself without a doctor after fighting deathclaws.
Julie Farkas even asks what level of healing you want, you can only say her to fix your broken bones and you take care of the rest, so it seems this idea was at least considered.
I could go on and on, but it seems that NV is in a brute state, without some refinements in certain areas.
I'm on a PC, so I can use mods like Project Nevada and Bottle that Water along with many others to "correct" these issues, but what about console players? They are the plataform majority and this is their default game.
Hardcore mode should have a huge impact in the world other than adding thirsty/hunger/sleep (these stats are an annoyance at best), weigh and heal over time.
Two things that will increase the challenge is everything in the game having weigh, including medicine and drugs, and opening your inventory (Pip-Boy) during a fight costs AP points.
The DLCs also worsen the problem, forgiving every challenge you had before the same way FO3 did. HH at least did it right in my opinion, because every recipe you use have a drawback and a boost, but overall they empowered the player excessively.
Some recipes from DLCs are available from level 1, like Weapon Binding Ritual wich adds +10 DAM to unarmed/melee or Snakebite tourniquete wich turn Cazadores into annoyances with +85 poison resistance. To add insult to injury LR added auto heal to the game, again available from level 1 if you start a new character.
I think these recipes should at least require some ingredient only found in their respective DLC, like Battle Brew for example.
Then you people say "use mods to correct what you don't like". A fair point.
But mods should add components to the game, not only increase difficulty. There's a pattern on the NV mods that I've found intriguing: all of the overhauls are for increasing difficulty. All of them.
There's something wrong when most mods that touch the challenge are only concerned in increase him, instead of add something.
PS: Excuse any errors, english is not my primary language.