How would you fix Fallout 3 and New Vegas's perk/skill/attribute system?
How would you fix Fallout 3 and New Vegas's perk/skill/attribute system?
fix
How is it broken?
Realistically devs can't make every skill useful most of the time. If it was up to me pretty much every skill check would be the following
[speech 50: here is the thing you know]
but if you don't have speech 50
[int 7 combined with per 9: i noticed that blabla]
and both options lead to different outcome of the same situation that progresses in a different way. No skill check ever would just make the NPC no longer need the thing done
hey player if you do the thing for me i will help you, deal?
[speech 50: oh come on, please]
okay we can skip the quest i would have asked you to go on
because who the fuck wants to skip a quest? No instead every skill check would result in a different branch.
I am also a huge fan of combining really anything(skills, abilities, spells, whatever) that basically does the same just in a different way.
fireball costs 50 mana and does 500 damage
magma ball costs 100 mana and does 1000 damage
speech, insight, knowledge, wisdom
they are each useful in like 10% of all situations
you see we call this spell purge and we call this spell remove magic
both remove effects
one only works on enemies the other only works on friendlies
Fuck that shit.
You can nearly max out every skill
Less skill points, get rid of the stupid reddit bobble heads, make skill books extremely rare and make it so you can only read as many of them as your max intelligence allows (1 skill book per level for every 1 point of intelligence). Get rid of all perks that just increase a skill
Attributes are meaningless
Make them have a bigger impact duh
perks?
1 perk every 3 levels like it always should have been.
Fallout 3's system got fixed in New Vegas, New Vegas' system got demolished by Lonesome Road.
Fallout 3's perks were mostly just skill boosts with the occasion one that alters the player in ways besides upping a skill up. Fallout New Vegas axed all the skill up ones and gave the perks much more variation in what they can do, which was just a straight upgrade imo. Honestly if Bethesda ever remastered FO3 like they did Oblivion I really hope they revamp the perks akin to New Vegas because its just flat out better than offers more variety.
You can max out nearly every skill. F3 is terrible about this. New Vegas is pretty bad but not as bad because you don't get as many skill points
You get way too many perks to the point where you can choose every good perk that you need and then you reach the point where you're stuck picking which one is the least terrible
Attributes in F3 are pretty nerfed and weak except for choosing perks. New Vegas buffed them up a little bit from what I noticed except perception is still useless by itself because it onlh affects the compass
I wouldn't say fixed but definitely improved upon. They unfortunately didn't get a ton a time to truly fix it. Evem if they did get more time I think they would have rather focus on quests and writing. It's definitely miles better though. I never played the jsawyer mod which I imagine probably actually fixes the game
Yeah odds are they'll just do what they do with Oblivion's remaster and just fix up the shooting, graphics, and level scaling and what not and not touch the core values or rpg mechanics which Fallout 3 badly needs
Probably. Still nice to hope sometimes.
New Vegas' system got demolished by Lonesome Road
How?
So was New Vegas or Fallout 3 speech system better?
New Vegas already fixed the issues 3 had by adding meaningful perks and cutting out the worthless +5 to skill type perks.
remove the dumpstats that shouldnt be their own catagory
Big guns
Should just be integrated into guns
Barter
Should be part of speech
Medicine
Should be part of science
keep survival, that actually brought in some usefull shit into the game
smaller nitpick, but crafting new chems/healing items shouldnt be tied to science but Medicine
I find it already superior to both older games and newer ones
why
guns have skill requirement, your aim, damage and recoil are affected, some of the mods tweak it further(can't sprint with sniper rifle if your strength is not 6) instead of just
gun GUNS harder
Fallout 1/2 actually did it pretty well with the fact that reading books advances time by several hours
I don't like the 0-100 system for the skills, each skill should have maybe 10 'tiers' to it with each increase being more meaningful. Force the player to really invest in their chosen skills and build, rather than being able to max out your tag skills by level 10.
unironically remove them. they are CRPG holdovers that do not belong in an action game
3 by a mile. new vegas having both threshholds and visible checks is legitimately one of the worst designed systems I've seen. there's zero risk or though involved, just click on passed checks for free benefits
Then they'll only be like 11 skills. I think we should be going the other direction like with F1 and 2. Just the difference being actually making them useful. F1 and 2 had a the perfect system the only problem was that a lot of skills didn't do anything.
Eat shit moron, skills are in 4 tiers
0-25 dumbass (you) are here
26-50 average
51-75 competent
76-100 expert
There's more nuance, but you shambling shit huffing little retarded cum receptacles can't manage to string together a coherent thought without shitting yourselves from having your minds overloaded.
You two can join the above anon in tier 1. I'll let you three know when you're all ready for tier 2.
Nah you're wrong
NTA but I think he wants a system with diminishing returns like 1 and 2. what you're describing, the increase from dumbass to average is the same level of investment as competent to expert
Meh
More fun than whatever they did in fo4/rimjob
0-25 dumbass (you) are here
26-50 average
51-75 competent
76-100 expert
This right here is literally the exact problem, each skill might as well only go up to 4.
lol are you serious
F3
NPC: Your a retard and cant pass
reload reload reload
ok you can pass
NV
Your a retard and cant pass, should have specced your character better fag
you control the buttons you press. try not cheating and you'll have a more enjoyable experience
Which is more than enough, perks shouldn't have ranks, skills should go to 100 along with granting passives for reaching those 4 increments.
But all skills should get more representation in how players interact with the world. Lockpicking should get combined with sneak however, while melee and explosives should be allowed to break and blast things open
try not creating a system that can be easily exploited :^)
hard limit on skill points available
no implants, gifted or any of that nonsense - S.P.E.C.I.A.L points are hard locked and dictate your strengths and weaknesses for the rest of the game
skill system is mostly fine you just need to spend a bit of time slowly tinkering with them along with decently big QA team
And stay back at very low levels mostly.
a save/load system is inherently exploitable. most people don't play games as time travelers because it's not very fun. this is a problem with you, not the system
both options lead to different outcome of the same situation that progresses in a different wa
every time i sit down to write or design a fallout quest for funsies, i end up going down a rabbit hole with this. its so fun but also gets so out of control real fast
I think it lowered the level cap and made the DLC weapons hidden loot among other things, it probably does fix the unbalance.
I wouldn't. They actually work well unlike Fallout 1 and 2
Reduce perk points so that you actually have to choose what perks you want instead of being able to grab everything vaguely related to your archetype
Also introduce skill caps so that you can't max rush your main skill in like 10 levels
Thing about reducing the amount of perks you get means they have to be far more significant than what they currently are.
All you accomplish is narrowing what people end up using.
Can you beat FNV without Super Slam or And Stay Back?
You forget that some of the perks are fun flavor perks that barely affect gameplay, like Terrifying Presence. Nobody will experience those if the perk abundance doesn't allow players to deviate from what they'd consider no-brainer choices that directly upgrade damage.
it's overpowered in both, it would make more sense if in most cases speech checks also required you to have gathered relevant information beforehand
Bump
What are you seething about?
its so fun but also gets so out of control real fast
oh absolutely
farmer needs help poster
route A: decide to do the quest
hey farmer you need help?
yes raiders took my daughter
it's probably those guys but i don't really know
find tracks which lead you to their cave
bust in and shoot everyone, sneak and stealth kill em or talk to the guard
talk to the leader and quit pro quo, shoot him or buy her freedom
route B: ignore the poster
weeks later find note on a raider about a captive in their cave
nobody came for her so they turned her into slave
made the slaves fight for fun
she keeps killing her opponents
she became a problem and they don't know what to do with her
raped her to break her but it didn't work
boss doesn't want to kill her for some reason
route C: don't follow up on the note either
weeks later
raider gang wanted poster
track down the gang
outside the cave a huge pile of charred organic mass that used to be human
inside the raiders are in the process of executing the former leaders
the farmers daughter ripped the old leaders' throat with her teeth and took over
route D: ignore the wanted poster
weeks later
raider presence increased
are threatening traders and caravans as well
literally ambushing the player f3 talon company/regulators style
decide to track down their base
farmers daughter not only took over that raider gang but rival gangs as well and is now running several compounds like a business
i don't think any studio would build a quest like that.
Maybe you have to be at a certain speech level for a charisma random dice roll? Just because you have the words doesn't mean you have the proper charm to back them up
That story kind of went off the rails after you brought up corrective rape.
raiders are basically savages united by a common goal of hedonism. whoever can control them rules them until he gets got and the whole gang falls into chaos or someone else takes over.
New Vegas is (mostly) fine, but the biggest issues with FO3’s system is that it’s boring, especially in the early game. I don’t really care that you can become overpowered; enemy scaling is fucking retarded with Broken Steel installed anyway. I just don’t find the choice between “additional stats” or rare dialogue checks to be very interesting, and that’s most levels. It’s better to pump SPECIAL, I think. But that’s not very interesting either.
Make it percentage based again like in the original Fallouts (goes all the way up to 300%).
Make is so you can casually gain points as you use certain skills (very slowly, like 1% per 500 hits with a baseball bat for example).
Bring back the little mini challenges from NV.
They act as little exp boosts (5-10% per challenge completed for certain skills associated with that challenge.
Challenges are grouped into themes and if you complete a group of challenges you can unlock perks.
Level up skill points confer 5% per skill point into a skill like Fallout 1 and 2.
Each weapon in the game will also have their own little sub masteries (0-100%).
Mastering a weapon improves handling, reloading and attack speed.
Also unlocks special moves when certain skill thresholds are met (Weapon Skill 200% + Weapon Mastery 75% for example).
HEY FAGGOTS WHATS THE BEST MODLIST? IS IT BEGIN AGAIN? WILD CARD???