What were they thinking? They were thinking they didn't want to waste time implementing game mechanics/features that very few would use.
Best leave such features to modders who can weave all that potential into something epic.
What were they thinking? They were thinking they didn't want to waste time implementing game mechanics/features that very few would use.
Best leave such features to modders who can weave all that potential into something epic.
hardcoe mode would've undermined the dumbing down process.
U guys realize the only think missing from NV hard-core is Food Water and Sleep needs.
Ohh sorry and kill-able companions.
Thats what I think too - if there is already a hardcoe mode in the game, even if it is just as simple as the one of New Vegas, we will soon have modes that will improve this. Otherwise we will have to deal with buggy hardcoe mode mods for quite some time
According to steam achievements about 1/20 players played a complete hardcoe playthrough, that does not include players who played it but at some point turned it off, maybe because they got stuck and didn't want to backtrack for food/water and "cheated" a little.
By comparison, few less people did the pickpocketing, or did the mini-game, or the ED-E upgrades. Playing hardcoe mode was a lot more popular than helping Caesar or the Caravan game.
Yet Bethesda made sure we'd have more mini-games to play. It's those little nuances that make a game great, so i don't follow your reasoning of "if only a few people enjoy something that's entirely optional, cut it", honestly i doubt that is the reasoning why Bethesda didn't go with a hardcoe-mode. If they thought it would fit well in the game, even if just 5% of the players will do a hardcoe complete playthrough, they would've done it.
Because the people who didn't play enough to finish were clearly the super-dedicated types who'd be all over "sim" mode.
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Anyway, based on what we've seen people say in previous hardcoe threads, it seems like a good number of them thought "I played hardcoe, but then I moved on to mods that did it so much better!" Sooooooo.... you're going to mod it anyway. So why does it matter that they didn't put it in, when you're just going to replace it with Arwen's maschism (oh, I'm sorry.... "realism" ) Tweaks & the like?
Better use of their dev time would've been working on mod support for the consoles, so everyone has access to that kind of thing.
Yup. Building it into Vanilla would've been nicer, but I'll settle for modding it in later.
Nah, if the script engine is related to Skyrim Papyrus, then any modder that did Needs for Skyrim, will likely create a "relative" bug free version for FO4. Technically it is not very difficult to do this. Basically just a magic effect with a 24 hour timestamp counter, and a value deducted from it over time(hunger, thirst, deprivation), and then a effect on food items that adds values to the counter(eat, drink, sleep). Making Stims heal over time is as easy as just modifying the Stim, though you could probably achieve that via script as well. What else was hardcoe part of NV?
'hardcoe' mode was never about difficulty. It should have been called 'Realism' mode. I enjoyed having to actually think about what my character carried on her expeditions. Food and water may have been trivial, but they took up extra weight in your inventory along with ammo. It actually added a layer of realism. Fallout 4 is supposed to be an immersive experience. I don't find anything immersive about a character that can survive indefinitely without eating, drinking or sleeping.
What's even more frustrating is that it's a relatively simple thing to implement and it would be entirely optional. I'm not exactly an expert on scripting, but I'm pretty it goes something like this...
I'll be sleeping, eating and drinking regularly with my character anyway. I just prefer it when the game itself recognizes my role play rather than having to impose it on myself.
Has it been confirmed that ammunition or chems have weight?
They were thinking to speak to me in a normal tone of voice and not SCREAMING at the top of their lungs!
Also I don't see how the things listed are very "hardcoe".
no is the only part i still look for confirmation, but even so on NV, the only Ammo type that give me problems was Missiles, since u coundt Carrie that many, but everything else was just irrelevant again.
That why i really dont care Hard-core mode isnt there.
We got Survival level, Stinkpack is a HoT effect, more legendary enemies. Cool, even on hardcoe mode every time i lose a companion (that i only take it out just for their quest) i reload, new system prevent that and allow a more fluid game play.+
Food Water and Sleep was irrelevant from the star on Fallout NV bc u could drink from everywhere and food is easy to come back. So it was more like click something 1 time a day.
U want Hard-core mode, what we got on NV that isnt hard-core mode, go and play game like DragonSoul or DragonDogma, and u will see what is hard-core mode.
And the more Script intensive options will fry your Xbox One. or PS4
Can't say X b o n e on this Forum....
I've got a funny feeling that the closer we get to release the more 48pt is going to be employed.
Yep, and as we all know Bethesda's philosophy is to get rid of features instead of improve upon them. That would be too difficult.
si features need to be redo to fix it, and that take alot of time to actually give during development, plus is was a feature only add during NV that wasnt that popular to begins with.
If making a viable hardcoe mode was that easy, then all those modders who have spent as many years updating and tweaking their mod, as Bethesda has on the entire base game, wouldn't have such unbalanced and [censored] "hardcoe needs" mods.
Yet, they still manage to be ass.
Bethesda has never included the feature in any of their games so there was never anything to "get rid of."
And of course every single eat/sleep/drink mod has allways been extremly script intensive
That's not entirely true. 25% of the script content in RNAD deals with compatibility. Another 50% deals with features not directly related to needs (like vampire/werewolf compatibility, diseases and traps). A plain needs Mod utilizes a maximum of 10 scripts, which is far from being "intensive".
so they didn't include something they didn't develop in the first place.... got it
I think how it's going to work is food and drink garner alternate effects to make up for Survival Necessity. Which I prefer.