Any word on a hardcoe mode?

Post » Fri Nov 27, 2015 8:53 pm

I disagree about less obvious bugs when compared to oblivion anyways. I had largely bug free time besides a door that would not unlock which there was a work around for and the occasional crash.

Skyrim had the weapons and shields that never clean up.

Ash piles at static locations such as the ritual stone will remain or radiant encounters such the the aspiring mage and forsworn ambush will remain if you reduce them to ash piles.

Enemies at respawn points would never respawn again if a sabre cat or foxes spawned at that point breaking the respawn point forever.

There is an alchemy bug that made some plants never respawn again and plants would disappear and grow back later.

All of these bugs for me except the alchemy bug was fixed by the USKP.

The alchemy bug was fixed by the flora respawn fix.

Without those two mods I will not play Skyrim those bugs listed above ruin the game for me. I went for a year without playing Skyrim until I got my pc. This was my experience.

I just hope Bethesda takes extra time and care for bug hunting and squashing is Fallout 4 and future TES games.
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Emerald Dreams
 
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Post » Fri Nov 27, 2015 9:06 pm

Neither of those are bugs m8.

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Kaylee Campbell
 
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Post » Fri Nov 27, 2015 4:41 pm

That's one way to look at it. You could also say that Raiders and Radscorpions and Super Mutants were just a few button clicks with your rifle equipped and that was pretty annoying to have to do as it slowed you down on your way to the end goal.

All aspects of an open world game like this adds something to the game and not everyone likes everything. Maybe you're more into shooting things than camping and that's cool. You know why? Cause you can do whatever you want =)

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meghan lock
 
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Post » Sat Nov 28, 2015 1:06 am

They contribute to save game bloat and that destroys your game. In my book that makes them bugs.

A feel that anything that blows up a save file due to the system not cleaning up things properly should be fixed.
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sharon
 
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Post » Sat Nov 28, 2015 2:41 am

A bug, by definition, is an error that causes something to produce an undesired result.

Ash piles, even after the update, and dropped weapons ,were meant to stay around by design.

Not liking that doesn't make it a bug.

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Melis Hristina
 
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Post » Fri Nov 27, 2015 3:34 pm

Who's definition exactly? According to my understanding of software design and Ilene Burnstein's book, Practical Software Testing, a bug or "fault" is an anomaly that may cause the software to behave incorrectly. Perhaps, they intended shields and ash piles to "stay around" by design, but if it leads to save file corruption and bloat, then it most certainly is a fault because it was the code that created the discrepancy in the save file.

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liz barnes
 
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Post » Fri Nov 27, 2015 7:11 pm

Had to remind me about Skyrim's weapons/shields not despawning. I can still play Skyrim with that bug active but it's so annoying having to do that to every corpse, just to avoid memory issues. Even Oblivion didn't have that serious of a bug besides Abomb.

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Killer McCracken
 
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Post » Fri Nov 27, 2015 11:45 am

And nothing about ash piles and weapons/shields staying around is incorrect based on the design that Bethesda went for, bloat or not.

And that definition is literally the same one I just posted, so I am not understanding the question of "by who's definition"

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Averielle Garcia
 
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Post » Fri Nov 27, 2015 11:40 pm

Arrows not cleaning up was fixed this was a bug with Skyrim as well. The objects and ash piles not cleaning up in an undesirable effect I would therefore label it as a bug. I suspect that Bethesda did not intend these objects to never clean up.

Edited due to horrendous spell check on my phone
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saharen beauty
 
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Post » Fri Nov 27, 2015 8:33 pm

I just don't think it's necessary to have a lot of "hardcoe" gameplay mechanics in a separate mode. The gaming audience at large wouldn't find Stimpaks not stacking to be a deal-breaker. Ammo having weight is more significant, but still not a dealbreaker (I'd honestly rather it stay weightless myself, filthy casual scrub that I am). And any sort of realistic needs should be integrated well enough to not need a separate mode; regular gamers don't mind resource management, either, but having meters that measure your needs and eventually pop up notifications breaks the flow of the game (hence the "busywork"). I think a fair compromise would be if food items enabled temporary health regen, and Stimpaks were reserved for emergency healing and crippled limbs.

As for separate modes: I'd rather not have separate modes for different game mechanics, but they do need to up their game on what the actual difficulty modes change. Difficulty should affect more than a damage multiplier; affecting regen rates, stealth detection, and radiation would be a start. Maybe they could incorporate difficulty conditions into AI packages, too, so that enemies act a little smarter at higher difficulties.

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dean Cutler
 
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Post » Sat Nov 28, 2015 3:47 am


That would be perfect. I really hope any kind of survival mode is adjustable to suit the needs of different players.
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benjamin corsini
 
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Post » Fri Nov 27, 2015 7:53 pm

An error and a fault or two different things in computer science, that's why I was wondering where you referenced your information from. You should read the IEEEs description of error, fault, failure, and mistake.

For instance: There was no error in their code that allowed them keep shields and ash piles in the game. However, there was fault, which led to an unexpected outcome in the system state. Much in the same way, if I decide to run a 'while' branch with a range function...well the code was perfectly fine, the result was unexpected. ;)

And if their design were to keep ash piles and weapons/shields around, that is perfectly fine. However, if it leads to save file problems, then they need to patch it.

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Zoe Ratcliffe
 
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Post » Sat Nov 28, 2015 3:11 am

There was the main quest bug in Novograd with Trish and if you had that bug you had to start from scratch. Also there was quite a few bugs with saving captives from cages with the bandit leader with the key never showing up.

There was a lot of people that had to start a new character because the game save got corrupted or was not able to save or load from a game save.

I do not recall if these bugs were fixed or not.

As for bugs now I have not played the game for quite some time since I just found the game to be quite boring for me. I was really looking forward to the game and it just did not work out for me. Maybe in a few years I will try it again.

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Chantel Hopkin
 
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Post » Fri Nov 27, 2015 4:31 pm

My take on hardcoe is that it would be nice feature, but I doubt Bethesda is going to include it. Not really a huge issue since mods absolutely will add it to the game for those that want it.

The fact that save game files can become bloated due to in-game items is not a bug. The bug is that bloated saves can cause game play errors and/or save file issues. On the other hand, I've never seen anyone prove that Skyrim issues are caused PURELY by save game "bloat" due to items lying around. Most Issue I'm aware of have to do with mods leaving scripts in saves when they are no longer needed (and there is no in-game method to remove them....definite potential bug there). Note that this is likely why it appears the scripting methods may change with FO4.

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kirsty joanne hines
 
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Post » Fri Nov 27, 2015 4:58 pm

Some type of mode is in. I think it wont be named hardcoe but will fill the same role
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kevin ball
 
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Post » Fri Nov 27, 2015 10:23 pm

Source, please?

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Mariana
 
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Post » Fri Nov 27, 2015 2:01 pm

Interview discussed earlier.


Some people view it different.

But they said "we discuss difficulty settings and modes later"

When i saw it, it meant some mode and some difficulty setting is in


They didn't for example say we will discuss car later. They instead said: No car. Because if they said we will discuss car later, the way they said modes later, i and many with me would say some type of car is in
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Claire Vaux
 
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Post » Fri Nov 27, 2015 1:49 pm

But to be clear:

We need confirmation. Im hoping for some at gamescom
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Holli Dillon
 
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Post » Fri Nov 27, 2015 7:47 pm

That's what I thought.

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Logan Greenwood
 
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Post » Fri Nov 27, 2015 3:35 pm

Those of us who loved hardcoe all think that (and we are many)

i really really need healing over time in a mode atleast. Instant paused stimpaks really breaks game balance
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Dean Ashcroft
 
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Post » Fri Nov 27, 2015 11:48 am

This is what I posted in the thread "Did you play hardcoe in New Vegas":

I've played Fallout: New Vegas for hundreds of hours, and each time with hardcoe Mode enabled. Although it wasn't perfect, I felt it did add a bit more of a 'survival' feel to the game. On top of the need for food, water and sleep, I especially liked the fact that Stimpack's and Radaway healed over time, instead of instantly, doctor's bags had to be used to heal crippled limbs, and ammo actually had weight.

Of course, not everyone likes this feature so having it as an optional feature would be a win/win.
Although, if they do implement a hardcoe mode for Fallout 4 I hope that they will flesh out the system more and make it have a bigger impact on gameplay. I think it would work hand in hand with the settlements as well....as the settlements you build need food, water, power, etc. so it only makes sense if our character needs these things as well.

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Silencio
 
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