Because while it is certainly possible to make each of those things their own skill, the end result is that you'd have a 100 skills cluttering everything up that are so specialized that they're very rarely useful. That's not exactly good design.
Because while it is certainly possible to make each of those things their own skill, the end result is that you'd have a 100 skills cluttering everything up that are so specialized that they're very rarely useful. That's not exactly good design.
In New Vegas weapon degradation resulted in me always, regardless of character concept, rushing to 90 repair by level 14 so I could pick the jury rigging perk. I can't say that weapon degradation added a whole lot to my game, and if it's gone I doubt very much that I'll miss it.
I meant as sub-categories...like say you have 3 points to spend. You could pick Science overall or you could open up science and pick a specialization which makes you far more effective at stuff related to it. Hacking Computers requires a different specialization than understanding genetics. That is great game design
If it's in, almost anyone will be able to tweak it to their liking with minimal experience of the creation kit, if it's not in, we will be waiting for someone who knows what they are doing to shoehorn a script into the game.
Same goes for things like ammo weight, needs etc.
They are way easier to adjust than to add in from scratch.
Unless, once again, you end up with dozens of specializations that hardly get used.
I call it repair myself for convenient reasons. Quicker to type and easier to understand. I actually know people who gave me a confused look after I said Armorer once to them... Had to add in "The repair skill" for them to understand.
Well one could say that skills like Survival or Repair were hardly used to begin with. In FO3 we had Epoxy and in NV we had Weapon Repair Kits which made the skill irrelevant. Survival was worthless since food was so abundant which made hardcoe mode a joke. Point is that if you are going to add interactions based on skills you might as well expand them...ya know...the opposite of how gamesas treated Skyrim with it's mega-streamlining and removal of 75% of anything that wasnt "required"
Skyrim didn't really removed much at all... Spellcrafting and Mysticism are the only two things I can think of that was removed. And some attributes.
Actually, in the end, Skyrim brought back more stuff than it removed.
Repairing weapons/armor, a mega-ton of different spells, blocking with staves, sun damage for vamps, dialogue system, naming alchemy potions, underwater combat, auto-attempts in lockpicking, unarmed skill (or even remotely decent unarmed combat), etc
id love to hear what they "brought back"
A lot of those stuff weren't removed though. Just changed. But this is a Fallout 4 thread so let's not derail it.
"replaced" is closer to remove than change. I stand by my point
Keep fast item degrading with repair option or make items hard to come by. All other options, keep for console release and leave it out of the PC version.
I had heard that the way Skyrim handled it, you had to create an entirely new item, destroy the previous one and replace it so [IRON SWORD] would be destroyed and replaced with [IRON SWORD (worn)] with a new unique ID and everything when it hit a certain amount of damage. Something to do with the way the engine handled item states, idk all the details but it was a major hurdle that never got cleared.