New Vegas a bit rewritten and a bit redesigned

I don't know. Some people are questioning whether RPGs should give Exp. just for killing enemies. I was thinking about something like having certain mob encounters no longer giving Exp. in a FO1/2 random encounter system.

That carries the penalty that combat quickly stops being something players are willing to do and more of a pain in the ass.

Perhaps it should carry diminishing returns instead, but that's only mildly better.
 
That carries the penalty that combat quickly stops being something players are willing to do and more of a pain in the ass.
There is a reason why these games have a level cap. Games are not meant to be played forever. Try rewarding other methods like stealth and diplomacy or maybe just have the enemies be scared of the player. I heard about a JRPG that changes the Run command to "Let it go" when the level difference is too high to the player's favor. Maybe have enemies actively avoid picking a fight with the player and appear less often as a result.
 
There is a reason why these games have a level cap. Games are not meant to be played forever. Try rewarding other methods like stealth and diplomacy or maybe just have the enemies be scared of the player. I heard about a JRPG that changes the Run command to "Let it go" when the level difference is too high to the player's favour. Maybe have enemies actively avoid picking a fight with the player and appear less often as a result.

Making combat pointless is not the same as rewarding a player for other behaviour. Of stealth, fighting and diplomacy are all equally viable, then the player is encouraged to make their own choices; however, if the player knows that fighting will net little or no rewards when compared to the other two, they most likely won't go for it. In particular, if a player is trying to roleplay a fighter or an easily angered character, then they'll feel as if they got the short end of the deal.

One should also take into consideration the fact that fighting isn't always a result of one of three choices; sometimes it's one of two, or simply the only way forward. Disregarding how few RPGs actually offer the chance to go the whole game without fighting, changing up what types of paths are available to the player allows them to pick and choose the quests they want to do based on their character; if one option is clearly inferior to the other ones, only the most dedicated ones will go for it.
 
Making combat pointless is not the same as rewarding a player for other behaviour.
It isn't about making combat pointless; it is about anti-grinding of the same mob type. Also, random fetch quests and bounties are going to be pointless busy work.
 
Re: whether combat should reward exp or not

I think Underrail did it right by having two different exp system. But using the classic system (where nearly everything give exp, from lockpicking/hacking to shooting people in the face) does shows the problem of giving exp simply for killing stuff. I guess it's a matter of balancing. What MCA said is right:
Chris Avellone said:
The biggest lesson [learned from Fallout 2] was if you give the player the ability to create a certain type of character, make sure that you honour the player's character build. What I mean by that is if you give a character to option to dump 500 points into speech. Make sure they have an experience thats very cool and is appropriate for a speech based character. The same thing is true if you're a stupid combat monster, if you're a sneaky thief who no one ever sees... If you're allowing the players to build a character like that with the rule set, then make sure your content supports that experience.
Oh, and also Age of Decadence. Splitting skill points into general, combat, and civil ones is already a step in the right direction. Doesn't address the problem of people hoarding SPs and using them to pass checks but it's another matter.

And frankly, I don't see how radiant quests can be a way that fit MCA's way.
 
What can radiant quests do that other content can't? Nothing as far as I know.
Repeatables, often called jobs, fulfill farming and grinding needs. Although such needs are the consequence of poor game design imo. It's basically just filler. NV is, as has been said is a tight experience. I've never been in a situation, even without DLC where I was strapped for exp. Plenty of content where extra levels won't help beyond making it too easy. After that point, if need be a few runs Dead Wind Cavern and a few other choice locations would do the trick just fine. No need to add a point A to B fetch and cull quest to the mix.
 
NEW IDEA. Mods that do not break the lore and actually add to the game, well except for things like Project Nevada, WMX, EVE etc:

1.New Vegas Uncut Series by MoBurma
2. Cut Sewers Restored
  • Author: sandbox6
  • Version: v0.2
Adds two sewers cut from the game with some something to shoot at.

3.Strip Wall Billboards
  • Author: sandbox6
  • Version: v1.0
Great little restoration of The Strip wall billboards. Adds a little something that was missing.

4.Uncut Wasteland
  • Author: sandbox6
  • Version: v0.91b
  • Installation: Install the Uncut Wasteland plus NPCs main file.
This mod adds back in tons of little things left out of the game that were not very performance friendly. Moore's Law has taken care of that years later, so this gem adds all that stuff back in.

5.JIP Selective Fire - So you can choose what type of fire rate you want to use.

6.Dumpling Scorpions (More Variety to Mojave) by SimpyOhSo.
http://www.nexusmods.com/newvegas/mods/63358/?

7.Pickpocket Overhaul:
http://www.nexusmods.com/newvegas/mods/63396/?

8.The Legacy of X-13 (adds a bit more OMPH to Stealth Suit):
http://www.nexusmods.com/newvegas/mods/42911/?

9.Awesome Crippling Effects:
http://www.nexusmods.com/newvegas/mods/63348/?

10.Repcon Eyebot Restored:
http://www.nexusmods.com/newvegas/mods/63124/?

11.Better Pickup Prompt (Shows Total Ammo Weight):
http://www.nexusmods.com/newvegas/mods/63091/?

12.Animation Project (Adds ton of a toggleable animations for your character):
http://www.nexusmods.com/newvegas/mods/62656/?

13.Yukichigai Gameplay Tweaks:
http://www.nexusmods.com/newvegas/mods/61639/?
 
Oh, I know what we could also add:

Fallout 1/2 style critical strikes.

And crippling effects having more of an impact.

What do you think?
 
Critical Failures too. Those were the shit.

Definitely, I mean with JIP and nvse, it should be possible to bring those back. It all comes down to balancing. Why couldn't we get NV on creation engine, it would make it so much easier.
 
Actually, should Marked Men even exist? I mean, they are the same kind of ghouls as bethesda shat out - produced by radiation only in massive quantities.

If we were to replace them, what should there be instead of them?

Edit:

Also, I want dr reduction from fallout 1 and 2. Just DT is dull and with deathclaws hitting for 300, it sucks. Max dt is 50 something. Which reduces the damage to 250.

50 dr reduces to 150

Combined to 100, which seems much more reasonable.
 
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Actually, should Marked Men even exist? I mean, they are the same kind of ghouls as bethesda shat out - produced by radiation only in massive quantities.
Marked Men could easily be a unique type of mutant caused by the radiation in The Divide and not like ghouls in anything other than appearance.
 
Yeah, iirc the Marked Men were unique in that their appearance is solely theirs, caused by the storms of the Divide literally flayed them and, thus, 'Marked' them.
 
Yeah, iirc the Marked Men were unique in that their appearance is solely theirs, caused by the storms of the Divide literally flayed them and, thus, 'Marked' them.

They are still ghouls, who heal from radiation. I mean, I guess Obsidian didn't have time or resources to create all custom assets, so they were restricted on that front. That said, it bothers me since they made tunnelers. I mean, it would be more interesting than a top tier ghoul with guns.

Basically, I think Marked men should be different or the divide needs more dangers to it. Some robots, rogue ai base, cyborgs controled by said ai. Robo bugs, who camouflage etc.

Whenever I read this thread I feel angry at betheshit for all this untapped potential.
 
Actually only Glowing Ones heal from radiation on Gamebryo. They do it when they explode with radiation. Every other character (including MC) got some basic regeneration from engine alone. It is like 0,6 HP per hour. Many a true nerd found it when he was doing NV YOLO.
 
Another one, robots from Fallout tactics.

I am talking scurry robots, behemots, power lifters etc.

I feel that New Vegas lacks diversity on that front. What we have got: Mister Handy, Protecron, Securitron, Sentrybot, roboscorpions and eyebots. It is not bad, but it could use a few more.
 
A question anyone disappointed how little consequences nuking both sides has got? I mean, sure the courier can convince his companions it was an accident, but still.

Especially, when you leave E-de and let him be disassembled, he should be suspicious at the very least.

That's not counting other companions, who should ask the courier about it.
 
They are still ghouls, who heal from radiation. I mean, I guess Obsidian didn't have time or resources to create all custom assets, so they were restricted on that front. That said, it bothers me since they made tunnelers. I mean, it would be more interesting than a top tier ghoul with guns.
You could argue that the Marked Men are essentially glowing ones but without the glow due to the Divide's winds tearing their skins and flesh off.

I mean, they were at the epicenter of a nuclear holocaust so they would have taken a full blast of radiation. Then the glowing bits got sheared off by razor winds.
 
You could argue that the Marked Men are essentially glowing ones but without the glow due to the Divide's winds tearing their skins and flesh off.

I mean, they were at the epicenter of a nuclear holocaust so they would have taken a full blast of radiation. Then the glowing bits got sheared off by razor winds.

Poor bastards.
 
A question anyone disappointed how little consequences nuking both sides has got? I mean, sure the courier can convince his companions it was an accident, but still.
It is a bit of consequence of being a separate DLC. My complaint about how FO4's Nuka-World has no really in game reason for the MC to help the raiders and I would only do it to get your money's worth. Honestly, evil playthroughs are suppose to be about burning bridges. In FO1 and FO2, almost everyone cares about whether you are a slaver or a childkiller. Even Skynet won't join you if you are either of those. Then people would say "How are people from another town suppose to know you did those things?" as an excuse to make thing consequence free. Bethesda wanted people go murder everyone in town but not worry about killing anyone that would give the player something cool or whatever service (It has way pass just letting important characters in the main quest not die.). The karma system is quiet awful in that nuking a country nets you no penalties while picking a lock to free slaves does.

That's not counting other companions, who should ask the courier about it.
To be fair, who would figure out that MC did it? Seriously, Ulysses rigged it to drop ribbons that say "From [Player Name] with Love"?
 
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