Fallout 4 And hardcoe Mode

Post » Sat Nov 28, 2015 6:23 am

HELLO EVERYONE!

I really loved hardore mode in Vegas and I'll probably never understand why it wasn't recommended, even advised against choosing by the game.

However the reasons why I actually liked hc were fairly limited: I loved ammunition weight. I liked the heal over time (and weight) of stimpaks. And I liked how companions could die (and I would let them die instead of reloading many a time -> once again proving the subjectivity of fun, since many players wouldn't do that).

Now there's probably going to be no hardcoe mode in Fallout 4, but the following is sure:

STIMPAKS HEAL OVER TIME

Stimpaks are injected through a short animation

Companions are immortal unfortunately.

But ammunition COULD HAVE WEIGHT. The gamescom trailer showed how a strong character could heave more stuff, THE FIRST OF WHICH WAS A MINI-NUKE.

What's your opinion on non-immediate Stimpak heals and ammo weight?

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Amie Mccubbing
 
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Post » Sat Nov 28, 2015 10:18 am

Non-instant stims is a good move, and an animation is a good way to handle it. Do you know if the stimpak animation is confirmed, though?

Ammo having weight is something I'm torn on, though, but in the end I think it's a good way to keep us from hoarding ammo. Better than hard-limiting our max capacity, anyway. But it may not be in; snd it's actually possible that they only gave weight to heavy weapon ammo, like missiles snd nukes.
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Lucky Girl
 
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Post » Sat Nov 28, 2015 5:48 am

Well since we only have 21 stats to distribute, giving too much weight or any weight to bullets and stims might be an overkill.

But then again, we don't know how much weight = 1 STR.

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Kitana Lucas
 
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Post » Sat Nov 28, 2015 9:48 am

We are likely be able to place a point into a special instead of a perk and in one of the videos it looks like we can have more then 10 points into a special. Also we have no level cap.

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Claire
 
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Post » Sat Nov 28, 2015 4:41 am

Eh it's really a non issue with me.

Heal over time? Fine.

Ammo has weight? Sure why not? Makes logical sense.

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JUan Martinez
 
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Post » Sat Nov 28, 2015 2:38 pm

I'm currently replaying New Vegas with hardcoe on, and I'll be honest. I don't mind if there's no hardcoe mode in FO4. Companions being killable actually bothered me. If one died, I just reloaded my latest save and tried to protect them better. It became less about the challenge of keeping your companions alive and more about save scumming. At least, that's my experience. Food, water, and sleep requirements, I actually kind of enjoy. But truthfully, it's not something I'll miss if it doesn't carry over. Ammunition weight, on the other hand, is something I'd really like to remain. Point in fact, I wish they'd take it a step further and make all non-quest items have weight. Having 100+ stimpaks without consequence kind of took the challenge away a bit. If every item has weight, it serves as an incentive to raise your Strength, to be careful when looting & scrapping, and as a balancing tool to keep you from having a game-breaking number of healing items on you.

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Jynx Anthropic
 
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Post » Sat Nov 28, 2015 3:16 am

Stimpak animation is confirmed, I saw it at gamescom. Hotkey also seems to be confirmed.

I hated them. Shows just how different opinions can be :tops: .

Absolutely. And by shooting you reduce your carry weight, which adds something dynamic to it all.

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kevin ball
 
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Post » Sat Nov 28, 2015 1:30 pm


This is important news if true.

How do you know stimpaks heal over time?

I know there was a short animation at gamescom but some said the effect was still instant. Others say that the animation only plays if you use a hotkeyed stimpak and not if you use it inside the pipboy.

I would be absolutely thrilled if stimpaks heal over time. Were you at gamescom? Where did you get the information that stimpaks heal over time?
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Tom
 
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Post » Sat Nov 28, 2015 4:00 am

How long was the animation? Was the stimpak used from inside the pipboy and then when time wasnt paused the animation played? Was the effect then over time (after the animation) or was it then instant?
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Lucky Boy
 
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Post » Sat Nov 28, 2015 11:30 am

Less than a second I'm sure. I think it was hotkeyed and played outside the menu. No time pause. The effect was overtime. It was shown how much the stimpak would eventually heal (after about 2.5 seconds of loading up health) through a darker green bar (that was slowly filled with brighter green).

Source: My eyes and brain. Hopefully none of them betrayed me.

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Mr. Allen
 
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Post » Sat Nov 28, 2015 11:53 am

IMHO, stims healing over time and ammunition weight are mandatory in hardcoe mode. Base carrying weight should be reduced to 80 pounds; that's about the maximum that the human body can carry for an extended period. For game purposes, adding in a pack for an additional 30-40 pounds would be a max.

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Claudz
 
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Post » Sat Nov 28, 2015 5:21 am

Thank you so much for the news!

Awesome change!!!! I am a happy camper


How long did it take for the brighter green (i assume real health to fill?) 10 seconds, 20?
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Kat Stewart
 
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Post » Sat Nov 28, 2015 7:40 am

Yeah, was at gamescom. The effect definitely wasn't instant. Hotkeyed Stim vs menu Stim doesn't make any sense to me and I don't remember any Stim that was used from the menu.

You're welcome!

It didn't take nearly as long, just about 2.5 seconds.

Yeah, it was the real health as opposed to the eventual health, I'm sure. Radiation of course reduces maximum health effectively. Ghouls apparently deal radio damage, but I'm not 100% sure that it wasn't proximity rads.

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Adam Porter
 
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Post » Sat Nov 28, 2015 12:52 pm


2.5 seconds for the whole stimpak to be applied?

That is to fast for my taste, but still tons better than pausing time (pipboy) and healing while the world stands still (pipboy)
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Cedric Pearson
 
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Post » Sat Nov 28, 2015 11:58 am

I say it was about 0.7 seconds animation + another 2.5 seconds of gaining health. These numbers should be roughly approximate.

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TWITTER.COM
 
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Post » Sat Nov 28, 2015 3:57 pm


Ok. Again thanks alot for the news!

I have been wanting heals over time since i first played fallout 3. So happy i got the news its finally coming.
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Chris Cross Cabaret Man
 
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Post » Sat Nov 28, 2015 10:33 am

Stims healing over time? Cool.

Ammo having weight? Awesome............ possum.

As long as they dont have sleep/eat/dehydration, I am fine.

Because [censored] THOSE THINGS TO HELL

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Ludivine Poussineau
 
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Post » Sat Nov 28, 2015 6:55 am

Those 2 things are also the 2 things I did like about HC mode (I also enjoyed needing splints to heal crippled limbs) so I'm personally glad those might be in.

I'm also excited about the promise that storms will cause radiation though it sorta sounds lije their promise of sabotaging Skyrims economy so I'm cautiously hopeful about the storms.
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Joey Avelar
 
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Post » Sat Nov 28, 2015 6:55 am

Thank you for the update. No hardcoe mode? :(

Stim packs healing over time? I'm okay with that. If I die I can reload.

Ammo has weight? Makes sense I suppose.

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Lifee Mccaslin
 
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Post » Sat Nov 28, 2015 4:36 am

I like stims healing over time. From a gameplay perspective it helps balance out stimpak hotkey humping.

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Lauren Dale
 
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Post » Sat Nov 28, 2015 8:31 am

Did any of the gamescom/quakecon footage show whether or not our health regenerates on its own? Or if bed rest restores it all?

I've always been saying, for realistic needs, what they could do to integrate it smoothly is tie health regen to food. That would help a ton. Players would be eating regularly to restore their health, and Stimpaks could be for emergencies and crippled limbs. I'd like that a lot.
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sharon
 
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Post » Sat Nov 28, 2015 4:31 pm

I think about ammo having weight.... and then I think about the 50k+ rounds of ammo they hand you at the end of Operation Anchorage. :rofl:

(of course, the "rewards at the end of OA were absurdly generous" discussion is a separate topic... :whistling: )

-----

On the more general topic of lower weight limit/ammo weighs something/etc.... meh, no thanks. One of the great things about these games is how damn much stuff the world is filled with. Make me unable to carry more than 20-30lbs of it (after needed equipment), and a good deal of enjoyment goes away. Heh - the first STALKER game gave me fits... so much loot dropped, you could barely carry any of it, and by the time you made it to the shop to sell some & walked back, a whole new group of guys had respawned to drop Even More Loot. :eek:

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Chris Jones
 
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Post » Sat Nov 28, 2015 10:55 am

This about sums up my thoughts.

Like everyone else, I'm perfectly fine with stimpaks healing over time and ammo having weight.

But having to keep up with those silly stats was nothing but a chore in hardcoe mode. I don't play Fallout as a survival game.

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Siobhan Wallis-McRobert
 
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Post » Sat Nov 28, 2015 8:27 am

I'm not keen on restricting carry weight too much, either. For realism, was it ever said if the units were pounds, kgs, or sonething else? I always took it as a function of the item's actual weight *and* how cumbersone it would be to carry around. So, a pool noodle might be lighter than a 10mm but it would "weigh" more in-game just by virtue of its unwieldiness.

By the way, from looking at all the shots of the pipboy menu, I think each point of ST adds 20 points of carry weight, on a base of 200. So 1 ST = 220, and 10 ST = 400, not counting Strong Back.

This is slightly unrelated, but you know what I want for inventory organization? A tab specifically for quest items. That would drive the point home that quest items don't add to your encumbrance (so many unnecessary complaints about Skyrim's Elder Scroll), and make stuck quest items a little less inconvenirnt.
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Maddy Paul
 
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Post » Sat Nov 28, 2015 7:13 am

Agreed - that's what I've been thinking since I played NV on hardcoe. If Stimpaks were rare and more valuable then you'd be encouraging the player to heal up with food and water between battles as much as possible - saving stims for emergencies like you said. If that were the case then you'd likely be eating and drinking just as much as if you had to keep some survival bars full, anyway.

Edit - What I enjoyed on hardcoe Mode was the delayed healing and the way crippled limbs functioned mostly. I didn't really care for the hunger and thirst meters - I never had to eat or drink enough to make me worry about running out of those resources, so it just felt kind of gimmicky. I'd rather see something that integrates better into existing mechanics (and since you already have healing mechanics for food and water...)

I'm probably a bit more mixed about the idea of ammo having weight. On the one hand it is nice being able to carry around my entire ammo stockpile so that I'm always prepared for when I need to use a back-up weapon. On the other hand, what I like about Fallout is it's focus on bartering - and ammo potentially makes for one of the more important barter items. There's the potential for a nice bit of decision-making when I'm trading with a merchant: do I trade in this ammo for a weapon I don't use now, or save it up because I might need it further down the line?

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c.o.s.m.o
 
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