Fallout Thread V30: The universe where everyone is left handed
5,001 replies, posted
I can understand why people disagree with me and my hardon for survival, but also some people are missing the point; aside from the crashes (which is understandably hard to put aside), saving on demand ruins the point of making a decision, be it combat or story.
Want to take a risk and turn a corner where you hear a raider? He has a shotgun, boom, you're dead. Revert back to two minutes ago and now you suddenly know [I]exactly[/I] where they are going to be and with what weapon. However, revert to thirty minutes ago (when you last slept), you're pissed off and go back, but the spawns are different and they're in different spots and it's a new experience again.
Just having the ability to quick save ruins the game difficulty for me, because I'm a nerd that can't put restrictions on myself to not use it.
I have that mod that enables quicksaving but I still rarely use it as quicksaves. I never make proper saves, almost exclusively doing quicksaves (ie before I close the game I'll just press f5), and I exit the game with qqq so I don't get the save point for returning to the menu either.
There's a million ways to restrict Saves in a way that's handier, more comprehensive, less prone to having you lose hours of progress to a crash and less impacting on gameplay than saves upon sleep.
If you're worried about people savescumming, and somehow want to actually make it impossible to savescum (which I don't think is a restriction you should even bother with in a single-player game, just let people savescum if they want to) you can:
- Put quicksaves on a cooldown
- Make quicksaves only available outside of combat
- Allow a specific number of saves per in-game day
- Just make an Iron Man mode where death wipes all your saves
- Make quicksaves require a certain level of hunger/thirst/sleep
- Make quicksaves increase hunger and thirst
- Give quicksaves an item requirement
So on and so forth.
[QUOTE=Ganerumo;52092101]There's a million ways to restrict Saves in a way that's handier, more comprehensive, less prone to having you lose hours of progress to a crash and less impacting on gameplay than saves upon sleep.
If you're worried about people savescumming, and somehow want to actually make it impossible to savescum (which I don't think is a restriction you should even bother with in a single-player game, just let people savescum if they want to) you can:
- Put quicksaves on a cooldown
- Make quicksaves only available outside of combat
- Allow a specific number of saves per in-game day
- Just make an Iron Man mode where death wipes all your saves
- Make quicksaves require a certain level of hunger/thirst/sleep
- Make quicksaves increase hunger and thirst
- Give quicksaves an item requirement
So on and so forth.[/QUOTE]
first 3 are good, the rest would be fucking miserable.
Well, you know, you could just do what games like XCOM do and make them additional options.
RE7 has cassette tapes but only on the hardest possible difficulty. XCOM has Ironman mode as its own option. Practically every hack & slash in existence has Hardcore runs. You don't have to use these if you want a softer experience but they're here in case you want some real ball-busting action.
Just make it actually modular by default without needing external files, it's literally just a matter of adding more options.
It'd be nice if there were a mod whereby one could designate a place you've cleared of enemies for salvage by one's preferred faction into a settlement inventory or container, particularly in survival where hauling all that stuff back on one's own is nightmarish. Chance of success being dependent on how thoroughly one cleared it of enemies, whether you send along sufficient support or protect them yourself, distance from place to designated settlement etc.
I'd love to have a bunch of robots that deal with the tiresome process of looting while I just go around and vaporize raiders.
[QUOTE=Xubs;52092303]this already exists:
[url]http://www.nexusmods.com/fallout4/mods/18757/[/url]
i dont think it has success rates, it always succeeds, but you have to build some stuff before it works. also kinggath is rolling it into simsettlements at some point to game-ify the unlocking of the settlement beacons more to require additional steps to make it more rewarding to get these in your settlement[/QUOTE]That's pretty neat, thanks :D
I think autosave is essential, because imagine you have been tracking along the wastes and haven't found another place to sleep since you got out of that one building with the dirty mattress.
It's been 3 hours, and you've either been distracted and forgot to sleep, didn't notice the sleeping sack, or there was simply none, then, you walk into a deathclaw/mine/fatman/sentrybot/other and you die.
There go 3 hours of progress.
That's where I disagree. I fully understand the crashing circumstance, but that very same risk of losing progress is what raises tension and makes fights more satisfactory, survival more rewarding, and the game, overall, more [I]fun[/I].
until you get stuck in a spot and lose hours of progress for nothing. If it was a more stable game, than sure, but there isn't any sort of tension of rewarding feeling in survival in a bethesda game whatsoever when your game can just crash for no reason after a loading screen
I've said several times that I acknowledge that crashing is an issue and a viable reason to mod survival, so I agree with you?
I understand where you're coming from Zombie Strider, but the implementation of save limiting in Fo4 specifically leaves something to be desired.
There's a fun amount of frustration when you lose progress, which games like DayZ and this very survival mode depend on. I love that shit. The game has to be fundamentally designed around this idea, though. Fallout 4 isn't, and outside of the frequent crashing risks, there's just too many variables at play to make the system satisfying.
There's a difference between losing a tense shoot out and rolling back half an hour, and brushing up against a car and dying because of it and losing half an hour. The former [I]can[/I] be fun, you got to experience a little emergent story and try the day again. The latter reminds you why the save system should [I]never[/I] be stripped out of a Beth game. Hitscan enemies, mines/traps you just can't see, buggy terrain and an emphasis on inventory management (which can be very, [I]very[/I] irritating to redo if you've just died after spending an hour on it) result in a game that has [I]too[/I] many unfair deaths to feel like unfair deaths are fun.
In the end, playing Fo4, with [I]any[/I] amount of modding, is not viable without saving functionality. That's why so many great mods exist to make this feature less irritating - that holotape ink ribbon mod, sleep or save and reenabling autosaves are great way to salvage what could've been a great system from Beth, had they put the effort in themselves.
[QUOTE=Zombie Strider;52092758]I've said several times that I acknowledge that crashing is an issue and a viable reason to mod survival, so I agree with you?[/QUOTE]
I'd say every reason is a viable one because that's the point of modding to begin with.
It's fine that you think the way you do, because opinions, but for other people having the guillotine of losing a bunch of progress hanging over their heads doesn't make everything else more rewarding or the game more fun, especially in a Bethesda game where there's countless things beyond your control that could kill you or cause your game to crash, it's just anxiety inducing in normal play and frustrating when it actually happens.
Even in other games where losing progress is a thing that is used to shake things up and keep encounters interesting, like Dark Souls and others, there's usually fail safes and fallbacks to get your progress back rather than outright removal, and generally you're not losing game progress, you're losing character progress which is a completely different beast. Modes where you do lose all progress are typically hardcore modes in already survival focused games, and are kind of an entirely different thing to begin with.
I like the idea of restricted saves on paper personally, but I don't think tying it to sleeping/beds was a good idea and I'm not really sure it actually really works in practice in a BGS game at all simply due to how the games play. I think other mods that have been made/discussed to give you limited save banks, saves that delete themselves upon use, item based save options, etc. would all be much better for the type of game this is, because it just isn't stable enough in any sense of the word to dangle progress off the ledge as precariously as it does. But if it works for you, cool beans.
[editline]boop[/editline]
Back when survival first dropped I advocated switching the system from using sleep/beds to using wait/chairs because they're a bit more commonly found, it keeps the idea of saving as a break/rest, and it's not really any more abusable than the vanilla system. There's also that mod out there that makes saving separate prompt on beds to keep the system intact but remove the narcoleptic part, and I like that too so you're not actually losing time.
I feel like a fairly elegant way to do survival autosaving would be to tie it into hunger and thirst, so that when you eat or drink it autosaves, but on a cooldown so you can't spam food and water for saves. You'll be doing that throughout the day anyway so it's not even something you'd really have to think about, and it would be a nice safety net so you're more likely to lose 20 minutes of play time instead of an hour or more if you've gone some time without being able to save.
[url]http://www.nexusmods.com/fallout4/mods/23358/?[/url]
[quote]This mod adds a number of encounters (currently max of 131 in V1.1), based on level and location. New enemies will seek you out and try to kill you and can find you no matter where you are and will find ways into your settlement, after all they didn't make it this far without some skills.
Battles will become unpredictable and you will always be watching over your shoulder for the next Maniac who wants to steal what you have.
Simply play as normal and eventually someone will come looking for you, be warned, this mod wasn't made to be easy and enemies spawn at high levels even from a new game. Sometimes you will have to just run, but they wont give up their pursuit once they see your loot.[/quote]
If you think survival was hard. think again
[url=http://www.nexusmods.com/fallout4/mods/23303/?]Include this mod and things will get hard.[/url]
[sp]( ͡° ͜ʖ ͡°)[/sp]
One thing I wish all ES and FO games had is a crash log or something for mods. I'm so fucking tired of spending hours upon hours trying to figure out which mod is crashing the game.
[QUOTE=Ganerumo;52092101]There's a million ways to restrict Saves in a way that's handier.[/QUOTE]
I'd like 'Resident Evil 7-like' tapes scattered around, rare and few to keep you looking but dynamic enough to not kill your buzz.
Pop one in the pipboy and it saves.
Shouldn't be too hard to do that actually.
[QUOTE=sh4d0w;52095274]I'd like 'Resident Evil 7-like' tapes scattered around, rare and few to keep you looking but dynamic enough to not kill your buzz.
Pop one in the pipboy and it saves.
Shouldn't be too hard to do that actually.[/QUOTE]
Already been [URL="http://www.nexusmods.com/fallout4/mods/12504/?"]done[/URL], you silly goose. Made by a FPer here.
[QUOTE=DiscoInferno;52095307]Already been [URL="http://www.nexusmods.com/fallout4/mods/12504/?"]done[/URL], you silly goose. Made by a FPer here.[/QUOTE]
Not surprised, it's good method really, if you lose 15 hours of progress is because you were stingy.
Thanks for the link.
[QUOTE=sh4d0w;52095331]Not surprised, it's good method really, if you lose 15 hours of progress is because you were stingy.[/QUOTE]
Calling people stingy because of a system that is so terrible and unbalanced?
[t]https://trello-attachments.s3.amazonaws.com/589a1a4fb5d3066577fab960/589a23c623200807df6a103c/130d69690543b2df79e2b4c08fc08b84/photo.jpg[/t]
Bullpup 10mm SMG from the Wasteland Overhaul team.
[QUOTE=Mattchewy;52095181][url]http://www.nexusmods.com/fallout4/mods/23434/?[/url]
12.7mm pistol
[t]https://staticdelivery.nexusmods.com/mods/1151/images/23434-0-1492005607.png[/t][/QUOTE]
I've noticed this asshole has the audacity to keep stealing Asxas's bluetape motif. Talk about riding off of someone else's brand.
[QUOTE=Dat Lobo;52095586]I've noticed this asshole has the audacity to keep stealing Asxas's bluetape motif. Talk about riding off of someone else's brand.[/QUOTE]
Almost every high quality weapon mod I've seen recently has blue tape in some form.
[QUOTE=Mattchewy;52095181][url]http://www.nexusmods.com/fallout4/mods/23434/?[/url]
12.7mm pistol
[t]https://staticdelivery.nexusmods.com/mods/1151/images/23434-0-1492005607.png[/t][/QUOTE]
Some of those textures look nice, PBR really makes metal look great. That said, the wear on some of the textures (eg the one pictured) looks weird as hell. It looks like someone went at every hard edge very carefully with a file.
[QUOTE=Dat Lobo;52095586]I've noticed this asshole has the audacity to keep stealing Asxas's bluetape motif. Talk about riding off of someone else's brand.[/QUOTE]
don't worry, I gave deadpool my BlueTape™ seal of approval like a week before release, he showed me it and the quality was up to par. :v:
How do you guys deal with roofs? Like I want to build a green house but I can't due to the way roofs are so small.
[QUOTE=TheJoker;52097852]How do you guys deal with roofs? Like I want to build a green house but I can't due to the way roofs are so small.[/QUOTE]Snap n' Build has good greenhouse bits for use.
[editline]13th April 2017[/editline]
Anyone know the name of that mod that added trenches and shit? With Snap n' Build's bunker bits, I have a hankering for a post-apoc Maginot Line.
[QUOTE=Sgt Doom;52098133]Snap n' Build has good greenhouse bits for use.[/QUOTE]
But does it allow me to have a 4x6 building complete with roofs? The problem that I'm having is the roof bits don't completely go over. Like they cover 4x5 but not 4x6 so you have a big gap on the roof.
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