Whose idea was it to put the game out before it was done?
[QUOTE=jazxsora;49720151]Speaking of Boston, [URL="https://drive.google.com/open?id=0B0p5uOfeHDacQ2RkNGcwNWFPemc"]here's a link to the red sox texture mod that got taken down by the MLB.[/URL][/QUOTE]
[QUOTE=fear me;49720171]Screenshots?[/QUOTE]
[t]http://cdn.gamerant.com/wp-content/uploads/mlb-upset-about-fallout-4-red-sox-mod.jpg[/t]
[IMG]https://40.media.tumblr.com/06aec8efbdafc7d70073d3b84023c6e6/tumblr_o2ei9seoL11tzsz9fo1_1280.png[/IMG]
[IMG]https://41.media.tumblr.com/7df4b8d9f5287322411d8f2391d0e2cd/tumblr_o2ei9seoL11tzsz9fo2_1280.png[/IMG]
[URL="https://twitter.com/Fallout"]
obvious source just in-case[/URL]
I'm as cautiously optimistic about this update as I was at release.
Maybe with survival being more akin to New Vegas' hardcore mode I won't need to have a mod that makes myself do .3 damage as opposed to full damage and NPCs do 10 times more damage just to feel a challenge late game on survival
By the way, essential NPCs are probably still going to be essential, unless they add ways to bypass large chunks of the story that require Nick, Dogmeat, and many other characters to be alive.
[QUOTE=LolzMan1325;49722636]Maybe with survival being more akin to New Vegas' hardcore mode I won't need to have a mod that makes myself do .3 damage as opposed to full damage and NPCs do 10 times more damage just to feel a challenge late game on survival[/QUOTE]
hardcore mode in new vegas didnt touched anything regarding combat though
[QUOTE=Ruh-roh;49722692]hardcore mode in new vegas didnt touched anything regarding combat though[/QUOTE]
Unless you count ammo weight and slow healing, one of which is already in FO4.
I wouldn't mind ia realism mode where every unarmored human (and ghoul, feral or otherwise) including the player character took like 2 or 3 shots to center mass or one to the head, mutants could take a couple dozen rounds before going down, and stuff like mirelurks and deathclaws have reasonable health but armor values that meant only weapons with a certain penetration value could touch them. as is by late game you're just super overpowered and can't have any fun with the game because nobody can touch you and you one shot everything.
[editline]11th February 2016[/editline]
[QUOTE=Everything;49722659]By the way, essential NPCs are probably still going to be essential, unless they add ways to bypass large chunks of the story that require Nick, Dogmeat, and many other characters to be alive.[/QUOTE]
there's nothing wrong with being able to lose. worked great for morrowind
[QUOTE=butre;49722709]there's nothing wrong with being able to lose. worked great for morrowind[/QUOTE]
Well, even that had a backpath.
[QUOTE=Ruh-roh;49722692]hardcore mode in new vegas didnt touched anything regarding combat though[/QUOTE]
well new vegas also had a level cap and thus a tougher leveling sytem since enemies could level with you properly, Fallout 4 eventually gets too easy because you're level 300 and enemies can only go up to 99, save for Kellogg who leveled with me for some reason
Pretty sure New Vegas had a very notable countermeasure to ensure you COULDN'T lose.
Even something as punishing as the Souls series, which lets you permanently kill almost any NPC and suffer the consequences of it, doesn't lock you out of the end of the game. Worst case scenario, you make the game almost impossible to beat in terms of difficulty (by killing the NPC who you level up from, preventing you from leveling up), but you CAN still beat it. The story doesn't just stop because you made a single mistake, that'd be poor design. Also even then some characters who are absolutely integral to the plot are able to infinitely revive themselves.
[QUOTE=LolzMan1325;49722610][IMG]https://40.media.tumblr.com/06aec8efbdafc7d70073d3b84023c6e6/tumblr_o2ei9seoL11tzsz9fo1_1280.png[/IMG]
[IMG]https://41.media.tumblr.com/7df4b8d9f5287322411d8f2391d0e2cd/tumblr_o2ei9seoL11tzsz9fo2_1280.png[/IMG]
[URL="https://twitter.com/Fallout"]
obvious source just in-case[/URL][/QUOTE]
You can embed tweets in facepunch with media tags
[editline]11th February 2016[/editline]
1.4 Beta is on steam according to SteamDB, though it is hidden from public at the moment.
I cant wait until I'm stranded in the glowing sea in a rundown, buried diner scavenging for some cram because my character is dying of starvation.
Come to think of it, the new survival mode will make the glowing sea much more challenging and reaching [sp]Virgil[/sp] will be a very tasking mission.
Genuinely excited for this new update!
[QUOTE=TheRealRudy;49722729]it worked great in the classics and new vegas too.
i seriously don't get the point of essential npcs though, if you fucked up by killing them, you fucked up. you cannot finish the quest, your problem. live with the consequences.[/QUOTE]
The problem with that is that the first two Fallouts (to the best of my knowledge) and New Vegas didn't have main quest-important followers, plus the fact that New Vegas had a failsafe in the form of Yes Man, [I]plus[/I] the fact that NPCs can die without the player lifting a finger.
What happens if say, Nick gets killed before I get to the [sp]Memory Den and get into Kellogg's memories[/sp] because he refuses to wear anything besides his DR 5 trench coat? Or if Dogmeat dies because he's a friggin dog? No more main quest for me, then? Or what if say, I clear out a multiple-story bombed out house and then leave, but then my follower's pathing fucks up because the pathing in this game is awful and they walk right out the hole in the wall, and die from fall damage? Or hell, what if one of the important BoS characters [URL="http://imgur.com/qvArS6h"]falls off the Prydwen[/URL]?
I dislike essential NPCs as much as you do, in fact I hate them, don't get me wrong, but there is a reason for it to exist, and there needs to be some combination of additional writing, the protected status, and failsafes if you wanna get rid of it.
The only other way I can think of aside from godmode or establishing a last resort system to save the plot, would be giving you a game over if a critical character died, and restarting from checkpoint as if you yourself died.
[QUOTE=Everything;49722923]The only other way I can think of aside from godmode or establishing a last resort system to save the plot, would be giving you a game over if a critical character died, and restarting from checkpoint as if you yourself died.[/QUOTE]
Or not make the plot completely reliant on characters that should be optional
"Well, what about Dogmeat?"
"Dog what?"
"Woof!"
So is this survival thing a update or a DLC? The tweet doesn't seem to specify it.
[QUOTE=Mattchewy;49723041]So is this survival thing a update or a DLC? The tweet doesn't seem to specify it.[/QUOTE]
Hardcore-Survival is apparently an update, and Bethesda is going to announce a DLC
[QUOTE=fear me;49723067]Hardcore-Survival is apparently an update, and Bethesda is going to announce a DLC[/QUOTE]
I can't wait! Hopefully the GECK is released soon too.
[QUOTE=A B.A. Survivor;49722511]Whose idea was it to put the game out before it was done?[/QUOTE]
So post release content is a bad thing now ?
[QUOTE=A B.A. Survivor;49722511]Whose idea was it to put the game out before it was done?[/QUOTE]
Who said they were thinking of it before the game came out? They may have seen the backlash from how it was released and decided to improve it.
Or maybe they couldn't finished it before the deadline.
Or perhaps it was one of the GameJam things.
Who knows, too many unknowns.
I wasn't mourning the loss of hardcore in Fallout 4, but I don't mind it returning either, especially if it's going to have new features.
I always figured it didn't return because I remember there being criticism regarding the system. I seem to recall a bit of it being regarded as little more than a chore than an immersive, or challenging thing. I didn't personally find it irritating as some people did, but I can see why some people would hold that view.
I don't like the idea of using achievements as an accurate way of gauging things, but in this case, I think it's safe to assume that not many people played hardcore judging by how few people have the achievement for playing the game from start to finish with it on. It's possible they saw that, and might be a reason why it wasn't packaged with the game from the start. It would probably seen as pointless to develop a feature few people would play.. But I guess none of that matters since it's coming back, with more hopefully.
Unless they go out of their way to make it actually difficult and involving it'll probably end up like the New Vegas hardcore mode - boring, not all that difficult, and mostly just a nice gesture for modders to have a base to work on.
But hey, anything that helps people making mods is good, and it's free post release content, so no reason to complain.
[QUOTE=butre;49722709]there's nothing wrong with being able to lose. worked great for morrowind[/QUOTE]
You can't actually lose in Morrowind. You can always complete the main quest, but if you kill essential NPCs, then you've probably got to read a guide or something to finish the game.
[QUOTE=Ganerumo;49723440]So post release content is a bad thing now ?[/QUOTE]
Totally missing the point
I just really want the GECK to be finished.
What's the reason for Bethesda doing a survival overhaul? It just seems odd to do it post release, not that i'm complaining and i'm glad for whatever reason they are going back and changing stuff.
Guess a lot of people complained about the lack of Survival aspect in the survival difficulty?
[QUOTE=Samiam22;49723562]You can't actually lose in Morrowind. You can always complete the main quest, but if you kill essential NPCs, then you've probably got to read a guide or something to finish the game.[/QUOTE]
you can lose pretty much every side quest, though
and while you can't lose the main quest as a whole per se, you can lose just about every individual quest in the main quest line
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