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While human enemies receive equipment relative to the player’s level, creatures have leader variations such as giant radscorpions, mirelurk kings, and glowing ones who add some much-needed spice to enemies with biological weaponry.
Hard: Yao guai, deathclaws, high-tier robots (mister gusty, sentry bot) Enclave soldiers. Medium: Mirelurks, low-tier robots (protectrons, robobrains), mutants, radscorpions, Talon Company. Easy: Raiders, ghouls, ants, roaches, bloatfly, mole rats, dogs. Harder areas have harder skill checks, but most ruins feature at least one difficult science or lockpick opportunity.ĭungeon difficulty can be broken into three categories based on enemy type: Difficult enemies are basically relegated to corners of the map, but it’s inconsistent. Overall, Bethesda went with a cross between the two.
Make most of the wasteland accessible to any player with any build at any difficulty while sprinkling in a few difficult skill checks and tougher enemies. Make a difficulty radius in which the center of the map has the easiest enemies and skill-checks while the edges of the map have tougher enemies. As players can reach any location in the Capital Wasteland within 40 minutes, the developers had two options: Because there’s no urgency to follow the story, players are encouraged to march off in any direction from the start. In terms of structure, these games also benefited from a timer, discouraging players from exploring the vacant wasteland in favor of following the story.įallout 3, on the other hand, placed Vault 101 in the center of a fully explorable, fully lootable wasteland. Fallout and Fallout 2 addressed this by placing Vault 13 and Arroyo in the far north while crafting a narrative that relied on unlocking the location of new, more difficult settlements. From a design perspective, one of Fallout 3’s biggest hurdles was managing the difficulty curve in an open world.