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Obsidian's Pillars of Eternity [BETA RELEASED, GO TO THE NEW THREAD]

Rake

Arcane
Joined
Oct 11, 2012
Messages
2,969
When will Fenstermaker take his rightful place as an internet microcelebrity
When PE has a narrative to rival PS:T and MotB. MotB was how Ziets made his name, maybe PE will be Fenstermaker's shot to fame
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,719
Fighters also benefit the most from wearing armor (they have a passive ability that gives them +5 DT when wearing armor or something) so the Fighter class is essentially a regenerating damage sponge. High Deflection, Defensive Mode, Armor = gonna take a while to bring em down and I'll bet there will be a lot of enemy fighters.
Well you can get by their high deflection by using attacks that target their lowest saves. I think he used psyche as an example, but there's also reflex.

Josh Sawyer ‏@jesawyer4h
tim is very excited about the stronghold. he regularly sends me updates about his terrible misfortunes in stronghold management.
Well well Tim is into interior decorating.
 
Joined
Jul 27, 2013
Messages
1,567
Nah, it's pretty easy to approach the hallowed rank of ninja cartographer in vanilla New Vegas without doing too much in the way of cheesy exploits. Just maxing INT as quickly as possible while picking up Educated ASAP will give you enough skill points to easily max out 6 or 7 skills, perhaps more. And given that out of the 13 skills, four are mostly combat focused, you're pretty well rounded as is. But if you exploit the buff-outfits and the magazines to scrimp on skill points, you can "effectively" be maxed in probably every single skill worth investing in and pass all relevant skill checks in such a way as to make the Nerevarine blush.

Maxing INT and picking up educated will net you 489, you need 1060 to max all skills. Take into account that there are combat skill checks. But here's the real problem with your bethesda man, maxing INT means that you have lower in other good SPECIAL stats. If Charisma is your dump stat, then your companions are way weaker, may not matter if you're hands on, but it is a fact. My pesudo bethesda man would be:
S:5
P:5
E:5
C:1
I:10
A:9
L:5
He can get 15 perks out of the 88 perks in game, 2 of which are educated, and weapon handling. He'll have low critical chance, fairly low hp, rad resistance, chem resistance, lmb damage resistance, shitty companions, and STILL not be able to max all skills and misses out on some pretty great implants. The build itself is definitely meta gaming, because it requires you know how much stat requirements the perks have, and the str requirement of the gun you want to use. As well as raising the 20,000 caps required to get the skills to where they need to be. The level 30 Fallout 3 char by comparison has 10 in every stat, 100 in every skill, is 80% resistant to damage, has pretty much every non roleplay based perk, and can carry any weapon, and take endless shots in vats. Skyrim's endgame character has maxed perks, skills, etc etc.

It's definitely not perfect, but that's what I use the jsawyer mod for, it's the design that FNV deserved.

Logical with bullets against power armor, not so much logical when you look at lasers on chitin or super mutant trash cans. But that's universal DT for ya.

I'm pretty sure all energy weapon ammo negates about 5 DT. But I see where you're coming from, I'd prefer they had the resistances like they did in FO1 and 2. But I don't see the flaws with the DT system to be as glaring as you do.[/quote]
 

Carrion

Arcane
Patron
Joined
Jun 30, 2011
Messages
3,648
Location
Lost in Necropolis
I think my INT 10 + Educated character had maxed out all but three or four skills when he hit level 50, and even the non-maxed skills were around the 50-80 range or so. That's pretty Bethesda to me, and I didn't even take all of the implants or make particularly good use of the skill books.

One welcome fix to the skill system would've been to make the higher ranks more expensive, like in, you know, Fallout. As it is, you can max out a skill way too early and cheaply, and because there's no randomization involved in the skill checks some of the skills (like Speech) turn into win-buttons that work every single time.

I think the balance is alright with the original level cap of 30, though.
 
Joined
May 1, 2013
Messages
4,505
Location
The border of the imaginary
One welcome fix to the skill system would've been to make the higher ranks more expensive, like in, you know, Fallout. As it is, you can max out a skill way too early and cheaply, and because there's no randomization involved in the skill checks some of the skills (like Speech) turn into win-buttons that work every single time.
Randomization in skill checks (or DC) is something i absolutely hate. Specially those d20 rolls. it leads to a similar result, Btu with a lot more save scumming. Or on your (rl) luck.

And yeah the lv50 cap made it too easy to max all the essential skills in FNV.
 

Carrion

Arcane
Patron
Joined
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Messages
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Location
Lost in Necropolis
Randomization in skill checks (or DC) is something i absolutely hate. Specially those d20 rolls. it leads to a similar result, Btu with a lot more save scumming. Or on your (rl) luck.
Yeah, I'm not a huge fan of them either. There are other, better solutions. It's just that when you have 100 in Speech, you know that you'll be able to talk yourself out of every situation where it is possible, with no chance of failure. The game would need something to keep the player on his toes even if he has maxed out a particular skill, or just make it a lot harder to max out the skill in the first place.
 

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
I liked the idea of delaying consequence to discourage savescumming. It's one thing I liked that Twitcher did, though I feel it could be expanded upon. Additionally, I think it would be helpful to have more dialog choices that aren't win/lose states (whether there's a skill check or not) essentially (like TM from Fallout).
 
Self-Ejected

Excidium

P. banal
Joined
Aug 14, 2009
Messages
13,696
Location
Third World
I liked the idea of delaying consequence to discourage savescumming. It's one thing I liked that Twitcher did, though I feel it could be expanded upon. Additionally, I think it would be helpful to have more dialog choices that aren't win/lose states (whether there's a skill check or not) essentially (like TM from Fallout).
Exactly.

Randomization only works well in CRPG checks if

a) You use a roll that tends to average results
b) You recognize different degrees of success and failure
c) You have tests decide success and failure and not winning vs losing
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Exactly.

Randomization only works well in CRPG checks if

a) You use a roll that tends to average results
b) You recognize different degrees of success and failure
c) You have tests decide success and failure and not winning vs losing
Also,
d) you can spend a resource to boost poor rolls
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,719
I think the balance is alright with the original level cap of 30, though.
Josh agrees since his mod puts the cap back to 35 and has Logan's Loophole cap you at 21. The level cap increases were only added because they increase value of the DLC.
http://www.formspring.me/JESawyer/q/176364157614978301
http://www.formspring.me/JESawyer/q/176549800576055003
http://www.formspring.me/JESawyer/q/190102870165589021
http://www.formspring.me/JESawyer/q/277616331002482182
 

uaciaut

Augur
Joined
Feb 18, 2013
Messages
505
Randomization in skill checks (or DC) is something i absolutely hate. Specially those d20 rolls. it leads to a similar result, Btu with a lot more save scumming. Or on your (rl) luck.
Yeah, I'm not a huge fan of them either. There are other, better solutions. It's just that when you have 100 in Speech, you know that you'll be able to talk yourself out of every situation where it is possible, with no chance of failure. The game would need something to keep the player on his toes even if he has maxed out a particular skill, or just make it a lot harder to max out the skill in the first place.

Someone from the Obsidian team talked about speech not being an insta-win solution to a problem but rather a way to investigate deeper into problems and let the player make their own decisions based on how they can manipulate conversations rather than just have player skill all lines till the one with the speech check, click that one and then move on. Would probably be the most elegant solution to this but i still don't know if it's possible to implement it EVERY time there's a speech check needed.
 

DalekFlay

Arcane
Patron
Joined
Oct 5, 2010
Messages
14,118
Location
New Vegas
Yeah, I'm not a huge fan of them either. There are other, better solutions. It's just that when you have 100 in Speech, you know that you'll be able to talk yourself out of every situation where it is possible, with no chance of failure. The game would need something to keep the player on his toes even if he has maxed out a particular skill, or just make it a lot harder to max out the skill in the first place.

As long as speech can only finish 1 out of every X number of quests, which is pretty common in these games, I don't see an issue with flat number success.
 

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