Mod feedback

What do you think about the game? Share your experiences. You can ask other players for advice about quests, or report bugs here as well. POSSIBLE SPOILERS!

Moderators: Ratman, Seto, Saruman, feťák8, valcik, NovaRain

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Daemon
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Re: Mod feedback

Post by Daemon »

stamstamstam, thank you for your feedback. I hope you don't mind when I offer my point of view to some things you have mentioned. And some clarifications.
stamstamstam wrote:Imperial city questline fell short for me, after risking my life and helpin Aran, I was rewarded with... being rejected for applying to the Mutants Hunter before even hearing of the Imperial City.
I still feel that it's not completely relevant, I would have rather Aran offer the player to reject and promise not to deal with Mutants Hunter anymore.
You were rewarded handsomely and you're welcomed in the Imperial City. You just have been rejected for another questline because you have choosen opposite one. It's not different than with other mutually exclusive questlines in the game. Whole Resurrection is based on this - To be careful who you choose to help or join because it has large consequences, you'll make allies and enemies as well.
stamstamstam wrote:- Also, sometimes, I feel some dialog options are bit blurry, like sometimes there's no way to guess the outcome of some of the dialog lines (pointing specifically that dialog line with Sebastian, that has dramatical effects).
Yes, sometimes there's no clear outcome of your choices, but such is a life too, that's intentional. Resurrection often offers hints that can help you though. You can clearly see what kind of man Sebastian is before you choose to share your live story with him (and there were other dialog options).
stamstamstam wrote:I won't be able to get any Power Armor.
There's a way to get power armor even without need of any skill.
stamstamstam wrote:I didnt tag "speech" skill. I'm sure my playthrough would have been completely different with that skill.
Yes, it would be, that's the point of skills in RPG.
stamstamstam wrote:How do you drug characters during the necklace quest?
There's no specific way to use drugs in this quest. As was always possible, you can use items, including drugs, on anybody.


----
NyuKuro wrote:Is the Emperor's handshake a perk? What does it do?
There's no such perk. ddguy71 meant that Aran will thank you for your help.
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agris
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Re: Mod feedback

Post by agris »

Daemon wrote:I don't disagree that there're some freely accessible containers with too valuable stuff. That's somethig we can fix if we know specific problematic places. I'll check main imperial building then. Thanks.
The police barracks in both Sedit and Corath. A lot of the containers are locked, but I can lockpick them and take the contents even though there's cops standing around in the same rooms. It feels off. For a non-combat character it makes the beginning easier, because you aren't swimming in loot from defeated opponents.

edit: if you wanted to promote sneaky play, you could either give them timed patrols so that you had to lockpick and take the stuff when they're out of sight, or make it so that at night there's less people in the building and you have to sneak in / pass the time until night hidden inside.
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Re: Mod feedback

Post by stamstamstam »

Daemon wrote:stamstamstam, thank you for your feedback. I hope you don't mind when I offer my point of view to some things you have mentioned. And some clarifications.
I'm sure you put a lot of thoughts in your mod and it was released because you were satisfied with the result. And you have all the reasons in the world to think that way, it's a great achievement so please don't take me wrong. I'm glad there are still people like you in the Fallout community.
Daemon wrote:You were rewarded handsomely and you're welcomed in the Imperial City. You just have been rejected for another questline because you have choosen opposite one. It's not different than with other mutually exclusive questlines in the game. Whole Resurrection is based on this - To be careful who you choose to help or join because it has large consequences, you'll make allies and enemies as well.
I got that part, what I don't like is that I'm sure 100% of the players will try to join the Mutants Hunters during their first playthrough because they won't have immediately access to the Imperial City (at least that was my case).
It's impossible to anticipate that it's going to close a path arbitrarily, this is a pure game design problem. Fallout always offers a choice, and I didn't feel there was a choice here, hence the frustration.
That's why I was suggesting to offer the player to CHOOSE if he wants to give up on the Mutants Hunters (as long as he's not part of them yet), because I feel that risking your life and taking part in that "coup" is a great proof of your commitment, and Aran simply saying "so I heard you are trying to apply to the Mutants Hunters, fuck you" was very unfair, as it was simply based on how the progression in Albuquerque is built.

I would dare to say it would even require another quest to prove your alignment toward Aran, showing that you really gave up on the Hunters.
Daemon wrote:Yes, sometimes there's no clear outcome of your choices, but such is a life too, that's intentional. Resurrection often offers hints that can help you though. You can clearly see what kind of man Sebastian is before you choose to share your live story with him (and there were other dialog options).
Yes of course, I've played the original games enough to know about that, but nothing like that ever happens.
Daemon wrote:There's a way to get power armor even without need of any skill.
That I didn't find out.
Daemon wrote:Yes, it would be, that's the point of skills in RPG.
Come on, you are a smart person and I'm sure you clearly understand my statement. I meant that "speech" is clearly overpowered, or else, it's penalizing players who didn't tag it greatly. I can testify it.
It doesn't make the mod unplayable, but late game becomes more random without it (during your first playthrough).
In the original games, I never tagged speech (even tho I know it's also powerful) but it never prevented me from achieving questlines.


Beyond all that, you deserve praises and I had a lot of fun playing your mod. It's the best I've played so far and that's why I'm a bit "passionate" about those issues.
I'm sure I'll get back to it one day and have a blast going through it all over again. (and tag "speech "this time).
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Daemon
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Re: Mod feedback

Post by Daemon »

stamstamstam wrote:I'm sure you put a lot of thoughts in your mod and it was released because you were satisfied with the result. And you have all the reasons in the world to think that way, it's a great achievement so please don't take me wrong. I'm glad there are still people like you in the Fallout community.
I respect your opinion, I didn't take it wrong at all.
stamstamstam wrote:Yes of course, I've played the original games enough to know about that, but nothing like that ever happens.
Yes, Resurrection isn't absolutely copy of old Fallout games. We went more opposite direction than many modern RPGs go by letting you do everything, you don't even have to think about it (*cough* The Elder Scrolls *cough*). We wanted to shake expectations of the players little bit. Force them to think more about their choices rather than rush into everything for the sake of XP. It's the same with joining the Hunters. You know what they're. Is that an organization you would really want to join?
stamstamstam wrote:Come on, you are a smart person and I'm sure you clearly understand my statement. I meant that "speech" is clearly overpowered, or else, it's penalizing players who didn't tag it greatly. I can testify it.
It doesn't make the mod unplayable, but late game becomes more random without it (during your first playthrough).
In the original games, I never tagged speech (even tho I know it's also powerful) but it never prevented me from achieving questlines.
The same way you could say that combat oriented character or thief-like character are OP. There were always more important skills and less important skills in Fallout 2. And there's no quest that could be solved only with speech.
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necromonger
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Re: Mod feedback

Post by necromonger »

ddguy71 wrote:Waiting's healing effect is miniscule in comparison to the hassle of having to taverse locations in order to speed up time, which is simply tedious and detracts from the experience.

I also have to agree on quests' imbalaced rewards.
2 examples:

1. Rat hole - if you side with Julian, unless you killed off some of Alexa's men beforehand, you're going to have a very hard time killing her and her gang as Julian sends you undermanned. The loot is nice but it's not a jackpot.
If you side with Alexa her men practically win the battle for you.
Plus you get to get all the guns off Julians men and Julian's gun stash which are way more valuable.

2. Albuquerque - Siding with Empire gives you 3000 caps and the Emperor's handshake, Siding with Anonym gives you about 10 000 caps plus all the guns you pick off the dead soldiers which are worth at least twice as much.

3. There are too few weapons able to go against power armor - in fallout 2 heavy guns had bozar and vindicator minigun, small guns had gauss pistols and gauss rifles and energy weapons had the Y2K-something plasma weapons. You could buy those weapons in LA (bozar in NCR) without ever having to go against an Enclave trooper to get them. You could also purchase power armor there.

In Resurrection there's only one merchant who sells combat armor and he's killable in a quest.
I haven't found any way of obtaining M249SAW other than joining the hunters.
I also haven't found any way of obtaining power armor yet.

Often for some reason my companions will skip their rounds in combat which is especially taxing when I'm being attacked by a patrol of 7 ghouls including 4 with power armor.
It seems the devs wanted to create the experience of your character being in a harsh and realistic wasteland. If everything was balanced, that wouldn't be very realistic because real life is not very balanced. In real life, you make a decision to do something and sometimes you get rewarded and sometimes you get nothing or worse. In real life, every action is like playing Russian roulette. And keep in mind, Fallout and Fallout 2 are not very balanced games. These games were not designed to be like Dota 2 or Starcraft or Counterstrike or Team Fortress 2 that require balancing in order to be fun. That is one of the reasons I love Fallout and Fallout 2 very much. If you play a certain way in Fallout and Fallout 2, you will be poor and weak early on but if you play another way, you could become a walking death machine with thousands of caps quickly. I find that very exciting. These games can drag you to hell or to heaven and back and forth. Maybe what you were trying to say with your post is that this mod is a lot harder than Fallout and Fallout 2. If that is the case, then I agree with you on that but I don't see a problem with this because you can always lower the difficulty. This mod was kicking my ass until I lowered the difficulty. So maybe the devs didn't stay 100% true to Fallout and Fallout 2 but I don't mind.
Last edited by necromonger on Fri Jul 29, 2016 1:40 pm, edited 2 times in total.
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Re: Mod feedback

Post by necromonger »

Daemon wrote:Yes, Resurrection isn't absolutely copy of old Fallout games. We went more opposite direction than many modern RPGs go by letting you do everything, you don't even have to think about it (*cough* The Elder Scrolls *cough*). We wanted to shake expectations of the players little bit. Force them to think more about their choices rather than rush into everything for the sake of XP. It's the same with joining the Hunters. You know what they're. Is that an organization you would really want to join? .
I noticed Fallout Resurrection is a lot darker and realistic than Fallout and Fallout 2 and I find that awesome. :) It really helps with immersion because it makes you really feel like you are trying to survive in a post apocalyptic New Mexico. It's not 100% true to Fallout and Fallout 2 but it is still an awesome addition to the series. And variety is the spice of life. :)
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Waltuo
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Re: Mod feedback

Post by Waltuo »

Hi, sorry for the tl;dr post, but I'm eager to give some feedback to you guys!

First off, I'd like to congratulate the whole team on this great achievement. I never thought that after nearly twenty years I would again experience the joy of playing a classic Fallout game without knowing what lies ahead. I thank you from the bottom of my heart for this. Just last night I finished the game so I wanted to share my thoughts and experiences and, hopefully, offer some constructive criticism.

My first game was, for the most part, good karma oriented. I did do a couple of slightly dubious quests at the very beginning, but after having to choose between helping Sanchez and the ghouls it became clear to me that this was not a game where you could work, Yojimbo-like, for both conflicting parties and still expect to solve all the quests. Some characters (Benicio, Kraig) even warn you that accepting to side with them will limit your options with the other party. For this design choice I wholeheartedly salute you. Every quest has an "evil" twist to it, so with that in mind, and with the option to join different factions, I can't wait to replay the game as a different character.
Unfortunately, doing a "noble" play-through meant that my character missed out on all the juicy Dead quarter hospital upgrades. I find the surgeons' practices to be despicable and I just had to kick their asses, for poor folks' sake. This left me with tens of thousands of caps that I didn't have much use for, as I could already trade the loot me and my NPC's were lugging around for all the gear that I want. Having a different, goody-two-shoes exclusive, upgrade available would be fun and would give you something to invest the caps into (it wouldn't even have to be stat increase). Still, I understand how this may have been intentional, what with a selfish character reaping more advantages than an emphatic one. Hmm, maybe I should donate all that cash to Rat Hole's church or something. :)

While I think that having to choose mutually exclusive sides in this game is a great feature, in one or two instances it would have been better to leave the player's options a bit more open, I think. For example, in the Empire quest involving a dweller named Cole, if you do not choose to side with the guard the first time around, you cannot report Cole afterwards even after you make him confess to the murder. I guess that, if you do not help the guard immediately, the game recognizes that as siding with Cole - only at that point, you are still not sure whether Cole is really a killer or not! Being able to "double cross" Cole after you learn the truth would not give you any extra rewards, so I don't see why the option would not be there.

I see that a lot of players are having problems with game difficulty. I found the beginning of the game to be the hardest. You have to be very careful while managing your limited resources (I had to use the crappy Zip gun and go around with no armor till nearly the end of Rat Hole storyline). I thought this was very well done. The random encounters with ghouls and mutants are difficult, but once you read all those Scout handbooks, that ceases to be a problem. I like how outdoorsman is a VERY useful skill as it allows you to avoid most of the difficult encounters.

It's also nice how traps and sneak are not completely useless in this game. I never spent a single skill point on sneak in Fallout 1 or 2, but here you can use it to give yourself an additional edge in the Anonym confrontation or sneak past the guard on Rebirth base's level 6. Very good! It would be even better if you needed to sneak in order to empty some of the "guarded" lockers in the game. As everyone else already noted, most critters are too forgiving when you try to take their belongings (although, to be fair, this was often the case in the original two games). Another instance where using sneak would have been nice is the Corath quest where you have to spring out the prisoner from the jail.
I also like how most of the traps, when set off, will destroy the contents of the trapped container. It makes the skill more useful as you can't get the loot without it. Wouldn't hurt to have a few more traps in the game, though.

The game locations are great, rich in content, well thought out, etc. One area that I had a slight problem with was PROGEMA*. Don't get me wrong, I loved the place BUT... it is too short. We know that there are more levels below the few that we can access. It would have been great to be able to explore it all. This is the only time I had to consult this forum for help, as I sincerely thought that I missed something when I could not go to level 3 and below. I know that not being able to explore everything is more realistic, but I still felt a bit disappointed. Other than that, the area progression and quest design are superb. I solved 56 quests and never needed any advice or help from the Internet. Even though it wasn't always easy, everything made sense and flowed naturally for me.

I love the new weapons. Being mostly a small gun specialist, my favorites were the Annihilator shotgun, DKS-501 Pistol and Kriss Super V SMG which I used to confidently blow Power Armored people to bits. I never needed another combat skill.

The NPCs are AWESOME. I loved chatting with them and hearing what they have to say. Shame there aren't more of them, though. Vodka would have been a great companion, I think (or maybe there is a way to recruit him???). The moment when my NPCs told me that I look like shit after my IN went to 3 (as the after-effect of Mentats use) was pure brilliance.

Some of the things that I thought could have been done a bit better are:

-The part where you get to control the robot in PROGEMA. I loved that bit but it seemed a little clunky. When you open your inventory, you see your main character's model and if you try to go to combat things get a bit buggy. It would be better to lock some of the options in the regular interface for the duration of this sequence, although I don't know if the engine will allow that.

-While I agree that the "rest until healed" option was a tad cheap in the originals, having some sort of alternative "wait" function would be very useful. While in most locations you can rent a room, as far as I know there is no place in the Rebirth base where you can safely wait. This is annoying because it means that, in order to wait for the Gauss rifle to get made, you have to go outside of the base and run around the world map for 24 hours. In this case and in some others (like waiting for 23:00h to meet with one of the kidnappers in Sedit) it would be beneficial to have a dialog option to wait, like the one you have with the Corath undertaker. Oh, and Corath could use a safe spot for rest as well.

-I don't care much for the HiRes settings so I played the game in the original resolution, but some maps still show those ugly black boarders. I know that this is nitpicking and that it would take too much work to correct this minor aesthetic issue, but I still wish that those boarders were not there.

-While I like the idea of having a sort of outlaw zone near the "official" city, I still find that the way Lost town connects to Sedit is a bit... strange? Why is Senor Rodriguez so hell-bent on evicting Rene and his women? I get that he's a criminal and that everybody hates ghouls, but they are not exactly located on his turf and they do nothing to cramp his dealings, as far as I know. Also, how can it be good for Mr Rodriguez's business to be in such a hard-to-get-to location? Doesn't it limit his customers?

-The main villain is a bit underwhelming. It would have been cool if he had a unique sprite (I'm spoiled I know) and if his real motivation was a bit more developed... With that in mind, I still have to say that I DO appreciate the irony of his real origins.

-You need to make a female model for the end-game animation. My character was a girl and I got treated to a video of some guy in a vault suit walking away into the desert. Fallout 1 had this animation and so should 1.5! Other than that, every character in the game recognized my PC as a woman and gave the appropriate dialog. Even in the official games, some NPC kept referring to my female character as a man, so kudos for that. Although, the pseudonym that my character used in the Rebirth base was a bit... strange? Max? Not sure that is gender neutral. Might want to go for something else for female characters.

-The status list can get buggy if you complete too many quests in one area. I’m pretty sure that this problem was fixed in Killap's unofficial patch, so it shouldn’t be too difficult for you guys to correct this.

-I know this will never happen, but some of the characters would make great talking heads. Scott the glowing ghoul is particularly hilarious. :)

And that's all I can remember for now. I plan on doing, at the very least, two more playthroughs - one with a completely evil melee/unarmed specialist and one with a big, stupid (IN 3) big guns/energy weapons user. I may wait for the next update to start that, so any ATA on version 1.5?

With everything else out of the way, I have to say again that your game blew my expectations to bits. It is every bit a worthy sequel to the originals and its strongest points are precisely those elements that make up a great CRPG.

Below is my character sheet from the very beginning and the very end and of the game
(This printed out version is slightly incorrect - my Imperial City reputation is Idolized and my sequence is 12. I never messed with any character editors so I have no idea why it does not show correctly when you print it out???):
Anemone.png
Anemone.png (168.2 KiB) Viewed 15644 times
*Btw, is it possible to get the location of PROGEMA from somewhere, other than just going there? I assume that you can get it if you joined the Mutant hunters which I didn't do. Even if that's not the case I actually don't have a problem with that because I think that just turning "left" of Albuquerque is an absolutely hilarious Bugs Bunny reference. :D
Last edited by Waltuo on Mon Apr 06, 2020 11:21 am, edited 4 times in total.
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Daemon
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Re: Mod feedback

Post by Daemon »

Waltuo: Thanks a lot for thorough feedback. To your questions:
Waltuo wrote:While I like the idea of having a sort of outlaw zone near the "official" city, I still find that the way Lost town connects to Sedit is a bit... strange? Why is Senor Rodriguez so hell-bent on evicting the Rene and his women? I get that he's a criminal and that everybody hates ghouls, but they are not exactly located on his turf and they do nothing to cramp his dealings, as far as I know. Also, how can it be good for Mr Rodriguez's business to be in such a hard-to-get-to location? Doesn't it limit his customers?
Rodriguez has his hands in lot of Sedit business and he likes to consider the whole Sedit as his turf in a way. But not only unpopular ghouls can be bad for business, he also just hates them too as many other people.
People can get to Lost Town through wasteland. It's way longer path, it may limit his customers, but on the other hand, it may discourage people to leave Lost Town as well, when they get there.
Waltuo wrote:I may wait for the next update to start that, so any ATA on version 1.5?
There's still lot to do and only so many free time, so it's too soon to set any concrete date. Watch our page, FB page or Twitter for any news.
Waltuo wrote:*Btw, is it possible to get the location of PROGEMA from somewhere, other than just going there? I assume that you can get it if you joined the Mutant hunters which I didn't do.
No one will mark you location of PROGEMA base on the map, but the base is mentioned in the game and you don't have to be Mutant Hunter to get to that mention.
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Re: Mod feedback

Post by laclongquan »

Lost Town is like a fortress, hard to access from somewhere more civilized. it make us feel like they are hiding something...
..
.
Oh wait.
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Waltuo
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Re: Mod feedback

Post by Waltuo »

Daemon wrote: Rodriguez has his hands in lot of Sedit business and he likes to consider the whole Sedit as his turf in a way. But not only unpopular ghouls can be bad for business, he also just hates them too as many other people.
People can get to Lost Town through wasteland. It's way longer path, it may limit his customers, but on the other hand, it may discourage people to leave Lost Town as well, when they get there.
laclongquan wrote:Lost Town is like a fortress, hard to access from somewhere more civilized. it make us feel like they are hiding something...
Thanks for your replies. It does make sense if you take into account the fact that he wants to be out of the reach of Sedit cops and sell drugs freely.
Daemon wrote:No one will mark you location of PROGEMA base on the map, but the base is mentioned in the game and you don't have to be Mutant Hunter to get to that mention.
Cool, I always though that it would be nice to have some locations on the map that you would have to find yourself, without any help.
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Waltuo
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Re: Mod feedback

Post by Waltuo »

I just finished another playthrough with a low intelligence character (IN<4). Here he is, from the start of the game and the very end.

Image

Being stupid is a lot harder, especially in the beginning, but very fun! Once you get Drools though, the balance shifts a lot. That floater is a monster! With his help, I was able to take out Damian's crew at level 7, using just a cattle prod. Great companion, I loved having him around and seeing how everyone was afraid of him. I also noticed that Drools sometimes burns the critters that he kills. I don't think that floaters in the original games were able to do that? Does he deal fire or plasma damage for some reason? Whatever the cause, I thought that it was a neat little detail. :)

I was only able to solve 18 quests as opposed to 56 with a "normal" character, but that is to be expected. In retrospect, I probably should have made my Charisma 4 instead of 2 so that I could take both Drools and Mutt with me. Having 10 points of Agility from the start was absolutely essential and made me able to survive the beginning of the game and, much later, to become a Prizefighter by using the hit & run technique. :)

I like that there are some perks that you can only get when stupid but I think some of them could be made better by tweaking them a little (if the engine will allow that of course).

-Brutish Hulk does not do anything the level you get it. Lifegiver increases your hit points immediately, so I think Brutish hulk should do that as well. As things are now, you have to wait a whole level to reap any benefit from Brutish Hulk.

-Hide of Scars. I think that it would be better if you changed the requirement for this to IN<4 instead of IN<3. You get few enough Skill Points as it is with IN3 and I don't think there is anything to gain by going lower than that. Also, the level requirement should be 12 instead of 15, IMHO. If you are playing a through and through stupid game (not taking Mentats to take advantage of non-stupid features) you will not level up as much as in a normal game. I was just able to reach level 15 after blowing up the cooling device in the Rebirth base and I already cleared my way out beforehand so I had all the combat exp I was ever going to get. You could grind, I guess, to be able to make some use of the perk... but grinding sucks immensely.

-Also, might want to change the requirement of Weapon Handling to ST<8 since now there is a weapon with a ST requirement of 8 (Plasma Canon).

I also think it would have been nice to get some sort of reaction from Tadeus if you come to him sporting a robe and a floater companion. :)

All in all, great job, I enjoyed being stupid a lot! :)

*Again, my Sequence is 12 and my Imperial City reputation is Antipathy. It seems to me that, for some reason, when you print out the document your Sequence is calculated as being equal to your ST instead of being PEx2.
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Re: Mod feedback

Post by ScarlletAngel »

Waltuo wrote: Being stupid is a lot harder, especially in the beginning, but very fun! Once you get Drools though, the balance shifts a lot. That floater is a monster! With his help, I was able to take out Damian's crew at level 7, using just a cattle prod. Great companion, I loved having him around and seeing how everyone was afraid of him. I also noticed that Drools sometimes burns the critters that he kills. I don't think that floaters in the original games were able to do that? Does he deal fire or plasma damage for some reason? Whatever the cause, I thought that it was a neat little detail. :)

I also think it would have been nice to get some sort of reaction from Tadeus if you come to him sporting a robe and a floater companion. :)
Drools is AWESOME!!! Best companion in Fallout Resurrection!
It is well worth to keep him as your only companion.
I love his "kill first. Talk never!" philosophy.
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