Fallout 4

Fallout 4

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Tell me everything wrong with the Next Gen CC and I will fix it.
Disclaimer: if I can.

Things to fix so far - please reply with your personal observations/gripes.

- No ability to disable the Next Gen CC (except on PC by nuking the ESL files)
- all new quests run on Vault exit, spamming the post-Vault opening sequence with irrelevant popups
- Pyro and Enclave Remnants are way too high level to start at L1. New players will get murdered, experienced players will meta-game and get OP early gear. Balance failure.
- Ammo supply difficulties for Makeshift weapons
- Cost balancing of Makeshift ammo incredibly stupid (launched grenade for the same price as a 45 round).
- Halloween PA Decapitator helmet repair issue
- Possibly other PA repair issues
- Silent signal requires going to Harbormaster Hotel to start quest.

Any more? Line 'em up. Next Gen CC issues only - I can't mod the game engine, I'm not Todd Howard.
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89 yorumdan 31 ile 45 arası gösteriliyor
İlk olarak The Inept European tarafından gönderildi:
It's possible you only get the Enclave ambush encounters if you previously took the Hellfire PA from Pyro in the (different) Hellfire quest/CC . I'm not sure, I haven't dug into it.
https://fallout.fandom.com/wiki/Pyro
It states here that Pyro is a member of The Forged, therefore should be unaffiliated with Enclave forces. I reckon the Hellfire CC is included just to give the Enclave Remnants CC the assets for the Hellfire armor, because I've run the game with the ER CC alone with the others removed, completed the Echoes of the Past quest and the only PA Enclave troops had were X-01's. Whereas according to the wiki there should be an Enclave guy in Hellfire.
https://fallout.fandom.com/wiki/Echoes_of_the_Past
İlk olarak Cadaver Synod tarafından gönderildi:
İlk olarak The Inept European tarafından gönderildi:
It's possible you only get the Enclave ambush encounters if you previously took the Hellfire PA from Pyro in the (different) Hellfire quest/CC . I'm not sure, I haven't dug into it.
https://fallout.fandom.com/wiki/Pyro
It states here that Pyro is a member of The Forged, therefore should be unaffiliated with Enclave forces. I reckon the Hellfire CC is included just to give the Enclave Remnants CC the assets for the Hellfire armor, because I've run the game with the ER CC alone with the others removed, completed the Echoes of the Past quest and the only PA Enclave troops had were X-01's. Whereas according to the wiki there should be an Enclave guy in Hellfire.
https://fallout.fandom.com/wiki/Echoes_of_the_Past
The lore in the Enclave terminals suggests they are hunting someone (the player I think) because they took a Hellfire suit. That's what I'm guessing. But I will look later and see if there are any conditional dependencies between the Pyro quest and the Enclave Remnants quests. I'm still not clear whether the ambushes are coming from the X-02 CC or the Enclave Remnants CC - not focusing on this in detail right now until I finish my patch-out mods for Next Gen CC (discussed in a different thread to this one).
A minor point, but Suggs in Pigs Will Fly should get a map marker for his place. Since it is very hard to find and people are already complaining about the difficulty of getting ammo for the Makeshift Weapons. He is not the only source, as the CC does LL injection to put the ammo in the hands of the normal vendors.
Turns out the wiki got the part about the Enclave trooper clad in Hellfire wrong, I fired up the game with the Hellfire CC installed along with the Remnants CC and this time around the retrieval logs make mention of one 'Pyro' who is in possession of Hellfire armor. I defeated that bogey, obtained the armor, and those hit squads arrived on the spot wearing X-03's bearing an elimination-order note that makes mention of the protagonist's name.
It's The Precious... They wants It...
Yeah I have to say I really like these quests. I probably should play them just for fun but sadly at the moment is part fun part play testing. It's a great touch that they put your name on that kill order. :D
The damage levels for the Makeshift Weapons are just stupidly OP. Why does every mod author have to be in an arms race with the base game and previous DLC to make something even more OP?

These weapons would still be really cool even if they had sensible stats that didn't break the balance of the game. Why isn't cool, good enough? Why does everything new have to be OP and balance-breaking?
Possible quest-breaking glitch in Hopesmarch Pentecostal Church (Best of Three). There is an invisible floor at around ground level that stops you getting into or (most of the time) firing into the submerged church.

It might be my mods, still checking.
İlk olarak The Inept European tarafından gönderildi:
These weapons would still be really cool even if they had sensible stats that didn't break the balance of the game. Why isn't cool, good enough? Why does everything new have to be OP and balance-breaking?

I am interested, how do you on your own define balance breaking? What is the base balance for your measurement?
İlk olarak Lord Nighthawk tarafından gönderildi:
İlk olarak The Inept European tarafından gönderildi:
These weapons would still be really cool even if they had sensible stats that didn't break the balance of the game. Why isn't cool, good enough? Why does everything new have to be OP and balance-breaking?

I am interested, how do you on your own define balance breaking? What is the base balance for your measurement?
The base game is reasonably well balanced. That's the starting point. Against that, everything can be judged on its capability vs its cost and/or scarcity. So for example if the DLC drops a pistol that for basically no reason has 50% more damage or 50% more DPS than equivalent weapons, that's not balanced, unless there is some countervailing factor. The difficulty in obtaining unique quest items goes some way to balancing out if they have slightly higher capabilities. However when DLC introduce non-unique weapons that can be bought in stores or looted, with stats completely outperforming anything similar in the base game, that's bad balance.

A good forensic question for bad balance is: is everyone going to gravitate to mainly using this weapon once they understand it? Any game there is "one best weapon" is a badly balanced game. The set of weapons should always tend towards a rock/paper/scissors system of the right tool for the right job, given your budget.

Thanks for asking!
I think it's actually a lack of confidence in designers when they create a weapon and feel the need to buff the stats past anything else in the game. Unless the item is a joke item, meant purely for laughs. If I had made these new weapons in the next gen CC, I would be very proud of them (the quests too). There is no need to buff the stats to get people to be impressed by these weapons. They are cool in their own right. They can be cool and still fit within the balance framework of the base game and its setting.

For example it looks like this nailgun massively outperforms a minigun (admittedly not hard in this game). That's ridiculous. Why wasn't the US Army running around with these domestic construction worker nailguns? It even defeats its own concept, it's supposed to be a Makeshift weapon. In other words, better than having no weapon, but not that it should outclass the military weapons used by the setting's most advanced armies. Like what we had with the 'Handmade Rifle', a poor excuse to introduce what was basically an AK, kind of ruining FO4's alternate history aesthetic, and surprise surprise it has better stats than any other base game weapon. Cue endless people droning on about the Handmade Rifle being the best weapon - and cheating themselves loads of ammo, the only counterbalance constraint there is on that weapon. Similar with the Nukaworld armour which is all way more effective than base game armour. It makes no sense. Particularly when Nukaworld armour ends up in a Commonwealth loot table. One playthrough I wore Nukaworld armour for about 25 levels, it was so good, without ever visiting Nukaworld (a DLC I don't particularly like).
Another small issue - it's kind of dumb that you can put Enclave markings on your armour from L1 despite never having met the Enclave or even heard of them. Neither pre war or post war.

Sloppy. It should be gated until you have joined the Enclave (not currently possible) or at least captured some of their gear.

It's not game breaking. It's just illogical and weird and a little immersion breaking.
Pigs Will Fly load error
OMOD 'ccSBJFO4004_modcol_Nailgun_Scopes_Sights' (0100022C) Filter keyword 'if_ScopeRecon' on child mod 'ccSBJFO4004_mod_Nailgun_Scope_ScopeRecon' is not in its parent 'ccSBJFO4004_modcol_Nailgun_Scopes_Sights'
Makeshift Weapons

There will need to be a recipe added to make nails and saw blades. Those are incredibly easy things to make (easier than gun parts). I would say 1 steel for 5 nails or 1 sawblade. Just need to make sure it doesn't become possible to make a profit crafting them.

The cost of the 40mm grenade ammo needs to be increased massively, to at least the cost of a frag grenade, if not more.
Realistically the De-Capitalist PA helmet should have much lower stats. Like DR 10.
BUT - it's supposed to be a fun item. I am not against fun. So maybe give it the same stats as a basic T45 helmet so as not to penalise people too much for having fun.
The baseball launcher fires around 12 baseballs in a burst, as seen in VATS. But only has a 9 round magazine.
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89 yorumdan 31 ile 45 arası gösteriliyor
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Gönderilme Tarihi: 30 Nis 2024 @ 8:35
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