Bethesda Game Studios Details Survival Mode In 'Fallout 4'

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alidan

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ill take the mod ultimate survival over this. 3x player dmg, 3x enemy damage.
the enemies are no longer bullet sponges, but they also are not weak either.
 

amk-aka-Phantom

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Annoyance, annoyance and annoyance again. I want food and water but not disabled saves. With the amount of idiocy that happens in this game (just like any other Bethesda game) every minute, quicksaves and regular hardsaves are essential. As for the weight """improvements""", it's honestly just artificial inflation of game time. I like to think that I simply have a pack brahmin following me around - hell, there's a mod for that. I like the way Dishonored has done away with the whole weight nonsense yet still allowed you to scavenge for items, Bethesda needs to think along these lines instead of "hurr durr let's decrease carrying capacity".
 

alidan

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like i said, ultimate survival mod, 3 times the damage to you (2 by default on survival) and 3 times the dmg you do (.25 on default) makes the game better.

you dont have bs bullet sponge enemies to deal with, but every shot you take is that much more devastating.

ill never understand the wish for survival elements in games that have no survival aspects though of from the very outset.

fallout could lend itself VERY well to survival, but its to cramped to really make that a thing, what is it, if you run as fast as you can you can make it from one edge of the map to another in 11 minutes?

what they need is a random generation engine like Fuel had, imagine a world like fallout, that has the VAST majority of it randomly generated, with points of interest hand made.
there, you have a viable open world that can feel vast and lived in, a real reason for fast travel, and now survival has real value. people who dont want that can take a caravan to settlements and explore form there and set up fast travel points.
 

falchard

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I like it. Will require me to actually build out more settlements rather than piling everything into a couple. Like the backstreet alley will become a useful resting base. The only real issue I see are quest turn-ins and a settlement getting attacked. I already play with the increased radiation, and 2x damage in survival mode. May actually be easier once I turn off the 2x blast radius mod that gets me killed a lot. Also may be a good idea to rest up before fighting Kellogg using that nice bed before the encounter. The only thing I dread are the Fatman carrying enemies.
 

Haravikk

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This is really something that should be built-in from the beginning IMO, with the option to disable it on easier difficulties. Bolting it on afterwards is going to make things difficult.

That said, I really like Frostfall plus Realistic Needs and Diseases in Skyrim, and damage really should be increased in most Bethesda games as standard, though this going to make melee builds really difficult to play, as a single mistake can already get you killed in the vanilla game against harder opponents.

Not sure I like the idea of only being able to save when sleeping; as others have said, regular saving is crucial in Bethesda games, not least of all because it lets you avoid various quest bugs or the random deaths that can occur by stumbling upon a high level enemy unexpectedly.
 

Beholder88

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This is really something that should be built-in from the beginning IMO, with the option to disable it on easier difficulties. Bolting it on afterwards is going to make things difficult.

That said, I really like Frostfall plus Realistic Needs and Diseases in Skyrim, and damage really should be increased in most Bethesda games as standard, though this going to make melee builds really difficult to play, as a single mistake can already get you killed in the vanilla game against harder opponents.

Not sure I like the idea of only being able to save when sleeping; as others have said, regular saving is crucial in Bethesda games, not least of all because it lets you avoid various quest bugs or the random deaths that can occur by stumbling upon a high level enemy unexpectedly.

Yes! Once I got into modding Skyrim those are some essential mods that I almost always use. It makes the game more realistic. I think that's what Bethesda is attempting to do here, but the mod scene will more than likely have a better go at it.
 

amk-aka-Phantom

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fallout could lend itself VERY well to survival, but its to cramped to really make that a thing, what is it, if you run as fast as you can you can make it from one edge of the map to another in 11 minutes?

First of all, that's simply not true. You can maybe make it if you have endless action points and encounter absolutely nothing on your way. But you will, and there are many enemies you can't just run away from. Second, this is not at all related to survival aspects like nourishment, shelter and diseases: as the comments above me said, a well-known mod that brought these things to Skyrim worked very well and made the game much more enjoyable for people who like this sort of thing.

I'm really hoping that there will be a similar mod for Fallout 4 for those of us who would like to feel more immersed in the world but not to put up with artificial limitations that, as Bethesda thinks, increase the difficulty. They don't - they only increase *frustration* with the game, and frustration isn't difficulty. When you need to remember to stay fed and hydrated or risk being sloppier in combat - that's difficulty. When you can't just cheese it with Rad-X and have to avoid physical contact with animals that can infect you with diseases that will be tough to cure after - that's difficulty. When the game disables your ability to save and then CTDs (because wonderful Bethesda engine) a minute before you reach the bed - it's frustration. When the game throws another retarded Minutemen "help defend X" quest your way *on the other side of the map* while you're in the middle of another quest and you can't fast-travel there and back - that's frustration. No one has asked Bethesda to make the game more frustrating, but they clearly plan on it - because most modern game developers equate difficulty with grind and frustration rather than skill and planning. And that's a really sad state of things.
 
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