Make "hardcoe" hardcoe

Post » Sat Dec 10, 2011 6:22 am

Well it would be hell in the beginning but with my first character I ended up with 40.000 caps.
So I thought that with the over abundance of caps we should have something worth spending them on.
But yeah it would be a little too difficult in the beginning.
Let's say 250 caps for treatment by Doc Mitchell but he can only heal 40% on your limbs.
That's not too pricey right?


Agreed, 250 caps should be good for a 40% heal on hardcoe, also perhaps the healing should depend on the doctor, for example, an NCR doctor could heal your limbs to 60-80% while a doctor in a shack (or the one such as the one in Novac with the caravan) can only heal you to 30-40% due to the limited equipment at their disposal :)
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Daniel Holgate
 
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Post » Sat Dec 10, 2011 8:01 am



In hardcoe mode you shouldn't be able to just go out anytime of day or night regardless of what you are wearing. I'f I'm wearing skivvies and a pair of sunglasses I should get burnt.











lmao, sun burnt. Well i guess if your wandering the wastelands of the USA, you would want to do it style with a nice tan and shades B)
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TOYA toys
 
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Post » Sat Dec 10, 2011 11:54 am

I agree it should cost a lot more to get treatment at a doctor as well.
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sarah simon-rogaume
 
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Post » Fri Dec 09, 2011 11:18 pm

if you want to make it hard for yourself ,dont take the ammo.
or did someone put a gun to your head and say "oooooh take the ammo and extra supplies" .
you could make it as hard as you wanted by restricting yourself.

The player should never ever have to gimp themselves.
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Kat Stewart
 
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Post » Sat Dec 10, 2011 8:34 am

Thanks everyone for their replies.

Just to throw another gripe into the mix i feel it would also be a lot better if NPCS dropped far less stuff becasue as it stands they appear to drop everthing thet ever owned plus the kitchen sink! Prehaps say 2-3 items this would again increase the survivng vibe and help the in game ecomony now you would ahve a need to buy ammo and put an end to the 15 9mm pistol collection you amass in 2-3 encounters.
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Britta Gronkowski
 
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Post » Sat Dec 10, 2011 4:20 am

Fallout is a role playing game. These days it's important to gaming company to make new game for both casual gamers and hardcoe players.
Sometime there just has to be a compromise.

For me, hardcoe is hardcoe! I only carry 3 weapons at all time. One riffle as my main weapon, one sidearm, pistol or revolver and one melee, usually machette.
And I always carry only limited amount of ammo with me. For sidearm, 150 normal rounds, 100 ap and 50 hp.
For main weapon, 300 normal, 150 ap and 100 hp.
Also I carry couple fragmines, few grenades and one or 2 c-4's. Stimpacks dont do a [censored] for me as I got my medical skill at 17. If I need to heal myself from 1 healtpoint to max it takes a pile of stimpacks. lvl 27 as I am.
I did pick survival skill and invested alot of points to that. usually I just make my own water and some food.
I dont run around in heavy armor, only use bountyhunter duster and sunglasses. I also dont reload the game if everything goes wrong. If my companion dies, it dies. If I fail a quest, I fail it. Theres no reloading. I use quicksave often but only because theres been some CTD's lately and I die, and I die alot.
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Beth Belcher
 
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Post » Sat Dec 10, 2011 4:11 am

I wanted to come back and respond to the people who stated that if I felt that the beds/supplies were too plentiful, then I just shouldn't take them.

My character would not purposefully gimp herself going into the wilderness, and I personally do not play games like that because I like to be challenged without me holding all the cards. If there's ammunition or supplies laying around, and I could use it or sell it, I would take it.

The point about the beds being every ten feet is that doing it this way offers no challenge, and on top of which it really breaks the immersion for me. I'm not the only one wandering the wastes -- that gun I tucked away in a box behind a rock might not be there when I get back, because some sneaky ghoul watched me put it there. If you want to bring role-playing into it, then remember that life is SUPPOSED to svck donkey balls in the Mohave.

I am not going to "ignore" resources until I need them (at which point, they will just magically appear anyway, because they're everywhere).
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Rachel Eloise Getoutofmyface
 
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Post » Sat Dec 10, 2011 3:49 am

you know if you want a challenge, why not just impose it on yourself?

ie, no useage of stimpacks or radaways, or doctors bags.

pfft your imagination is the only limit to how much you want a challenge.
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Peter P Canning
 
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Post » Sat Dec 10, 2011 8:34 am

Thanks everyone for their replies.

Just to throw another gripe into the mix i feel it would also be a lot better if NPCS dropped far less stuff becasue as it stands they appear to drop everthing thet ever owned plus the kitchen sink! Prehaps say 2-3 items this would again increase the survivng vibe and help the in game ecomony now you would ahve a need to buy ammo and put an end to the 15 9mm pistol collection you amass in 2-3 encounters.

tbh i think you should take a karma hit for taking dead mans equipment in the first place.
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City Swagga
 
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Post » Fri Dec 09, 2011 11:21 pm

you know if you want a challenge, why not just impose it on yourself?

ie, no useage of stimpacks or radaways, or doctors bags.

pfft your imagination is the only limit to how much you want a challenge.

We should not have to gimp ourselves to make the game challenging.
It's up to the developers to create a balanced difficulty level.
And with hardcoe Mode IMO they dropped the ball and nerfed it.
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jessica robson
 
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Post » Sat Dec 10, 2011 10:16 am

The player should never ever have to gimp themselves.

Careful with that line of thought. That's all difficulty and hardcoe settings are.

In essence, why are you not playing on very easy mode with hardcoe off? That "un-gimps" everything. It's all about making the game fun, immerse, and a challenge. I disagree with the person you quoted, but think about the overall topic.

I can only speak for myself, but I want an RPG that feels more like a post nuclear survival horror than sandbox Halo with levels. Some feel the other way. Both of us can play this game and enjoy it the way we want. I already listed pretty much how and why I play. to each his own.
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Heather M
 
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Post » Sat Dec 10, 2011 12:56 am

Personally, I am less concerned with difficulty than with realism/immersion. I'd be interested in a hardcoe mode (or hardcoe+ Mode) that makes makes eating, drinking, and sleeping need to be more frequent, as others have noted, and I'd go a step further and say that food/drink items' only purpose be to nourish or give stat boosts/penalties – no healing.

Most of all, though, I'd like using food or healing items require some action that precludes other actions. You should not be able to inject yourself with stims or wolf down a steak in one hand while firing a gun with the other hand. Take a page from Far Cry 2, which shows your character pulling out and jabbing himself with a syrette every time he needs to heal mid-fight. (Even better is when a buddy drags you out of a fight as you're dying and you need to yank bullets or rebar out of your own limbs, but how you'd implement that with the Fallout companions may be a discussion for another day.)

And for those who keep saying "just impose this stuff on yourself," put simply, it's less fun that way. I'll save the "let's play pretend" sessions for pen-and-paper RPGs; one of the main strengths of video game RPGs is that it's got a more formalized set of rules encouraging certain kinds of actions and discouraging others. Once you simply ignore the rules to make up your own, it stops being like a game and starts being like a toy. Toys are rad, but that's not what I play Fallout for.
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SaVino GοΜ
 
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Post » Sat Dec 10, 2011 9:53 am

hardcoe is fine as it is now (in my opinion) :fallout:
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Kate Murrell
 
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Post » Sat Dec 10, 2011 1:12 am

why do you ever need to buy ammo when you have hundreds of rounds just by finding loot.
Play the game on Very Hard difficulty and you won't have this complaint, end of story. You will be scraping for rounds wherever possible.

I specifically bought the PC version of the game because of all the mods and console tweaks that allow the user to make the game as difficult or easy as one prefers. Anyone who continues to purchase the lame and vanilla Xbox/PS3 version of games like Fallout has no right to complain IMO. Them's the facts. And I'm not bashing you here; this is just real talk.
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C.L.U.T.C.H
 
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Post » Sat Dec 10, 2011 10:56 am

And for those who keep saying "just impose this stuff on yourself," put simply, it's less fun that way. I'll save the "let's play pretend" sessions for pen-and-paper RPGs
Sorry, but that's as weak an excuse as I've read on these boards. In EVERY rpg game I've ever played I've had to impose limits on my character or on the way I play the game. Game developers cannot cater to every player's particular needs. It's up to you take responsibility.
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SaVino GοΜ
 
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Post » Sat Dec 10, 2011 11:06 am

Challenge yourself by not using VATS at all. You'll spend far more ammunition that way, and the game becomes far more intense. I'm very often at the verge of running out of ammunition, and need to revert to less powerful weapons.


I actually can't use VATS at all because i crash 99% of the time when doing it, you eventually get used to it. It's kind of silly trying to take down the 20 guys with ballistic fists in Caesar's tent thing without it, and the other guys in the weather monitoring station, but beyond that it's really not been an issue at all.
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stevie critchley
 
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Post » Fri Dec 09, 2011 11:11 pm

I find the most challenging part of hardcoe is companions can die. I'm constantly losing rex to cazadores, and it's a pain in my ass.
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Talitha Kukk
 
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Post » Sat Dec 10, 2011 9:57 am

I don't why I'm bothering writing this for Bethesda won't actually acknowledge it but here go anyway..

I love hardcoe mode on Fallout New Vegas but there is one thing i'd love for you to change: For instance, I have a 10 bottles of Purified Water and I need to drink them so I do and then I don't have an empty bottle to refill!?!? Sorry but that was reality, i'm sure everyone in this world would keep the empty bottle to refill again later.
Another problem I have is the AI, they just run at me cluelessly shooting me, I wouldn't mind a bit of actual intelligence where they run of to find cover and shoot me from there! I find myself losing all my health because some Rambo charges at me and takes 5 shotgun rounds to the face and he hits me everytime taking away all my much loved hitpoints, and sometimes me and the enemy are in the same tiny room so the AI thinks it's "intelligent" to throw dynamite at both our feet..
Last of all, it's probably completely pointless but it's something that'll have people like me hooked for hours, basically I've taken over an abandoned shack and there's a crappy knocked over table in the middle of my shack and i'd love to be able to pick it up and move it around, same with the shevling unit!

Yours Sincerely
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CYCO JO-NATE
 
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Post » Sat Dec 10, 2011 3:43 am

I can appreciate the desire to make the game harder, but Fallout is NOT a survival game. hardcoe makes the game more realistic and a little bit more challenging, but it doesn't and shouldn't make it that much harder. There's plenty of ammo in the game world because there should be, you've got groups like the Gun Runners and the Van Graffs producing huge amounts of ammo, plus NCR bringing it from the more civilized west. There's plenty of food in the game because there are a bunch of little farms all over the place. There's not that much radiation because it's been 200 years and almost all of the radiation is gone now. The game got it right that the most irradiated places like Vault 34 and Searchlight are recently irradiated. There actually shouldn't even be as much radiation as there is, dirty water should be detrimental to your health in other ways, but I guess just adding a little radiation was easier.

It's post apocalyptic, but it's 200 years post apocalypse, civilization has returned, if in a more primitive state.

Honestly, I think if you want to be challenged you should ONLY use VATS. Long range sneak attack sniping is way more powerful than VATS in this game. Only using Vats would mean you have to get close enough to an enemy where your statistics and character build
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JUDY FIGHTS
 
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Post » Sat Dec 10, 2011 8:27 am

hardcoe mode stopped being hardcoe when DiD rules where not included.
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Kieren Thomson
 
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Post » Sat Dec 10, 2011 8:18 am

Careful with that line of thought. That's all difficulty and hardcoe settings are.

In essence, why are you not playing on very easy mode with hardcoe off? That "un-gimps" everything. It's all about making the game fun, immerse, and a challenge. I disagree with the person you quoted, but think about the overall topic.



Difficultysetting isn't so much gimping. Difficutly setting is a mechanic already in the game and doesn't pose out-of-game rules and settings for the player to memorize and play by in order to find a balanced/challenging experience (that, the player, should no have to do).
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Steve Bates
 
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Post » Sat Dec 10, 2011 5:38 am

Difficultysetting isn't so much gimping. Difficutly setting is a mechanic already in the game and doesn't pose out-of-game rules and settings for the player to memorize and play by in order to find a balanced/challenging experience (that, the player, should no have to do).


Difficulty is not just defined as "how much health y have and damage you can put out compared to your enemies." Resource management is another form of difficulty. Right now, on hard core, there is hardly any form of resource management. You walk through the game and become a god. GG. People blind play by the idea that if you make enemies harder to kill and make yourself easier to kill, the game is "more difficult." Have you EVER though about keeping the "difficulty setting" the same and limiting your resources?

So much of this comes down to people wanting to feel like a bad @$$ becsue they are playing on "hardcoe, on very hard" like they are going to get e-cred. You are not going to see me disagreeing that it is up to the developer to make the game more challenging, that's their job. However, when they don't, and we want a bigger challenge to survive in the wastes, making bad guys survive gun shots is not going to do it for me.
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Louise Andrew
 
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Post » Sat Dec 10, 2011 10:38 am

Difficulty is not just defined as "how much health y have and damage you can put out compared to your enemies." Resource management is another form of difficulty. Right now, on hard core, there is hardly any form of resource management. You walk through the game and become a god. GG. People blind play by the idea that if you make enemies harder to kill and make yourself easier to kill, the game is "more difficult." Have you EVER though about keeping the "difficulty setting" the same and limiting your resources?

So much of this comes down to people wanting to feel like a bad @$$ becsue they are playing on "hardcoe, on very hard" like they are going to get e-cred. You are not going to see me disagreeing that it is up to the developer to make the game more challenging, that's their job. However, when they don't, and we want a bigger challenge to survive in the wastes, making bad guys survive gun shots is not going to do it for me.


I can agree that the game is a bit too easy, and the effects of the difficultyslider are lazy at best.

And I have tried limiting my resources. But I will not do it again because it feels false and artificial and detracts from my experience. I feel genuinely appalled if - in order the make the game better for my self - I have to selfimpose rules that the game does not recognize (I'll play the game for what it offers and mark the deficiencies as flaws in design, hoping them to be rectified in future installments). There is not a game in existence where selfgimping isn't a possibility, but games with balanced difficulty are much more scarce.

Seeing as you agree with "the devs should make the game harder by default" there is not much to argue here. That is the whole point of difficultyslider, it's use should be more comprehensive and broad than just adjusting HP and DMG as there is much more in the game than just combat.
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Danel
 
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Post » Sat Dec 10, 2011 7:17 am

What i don't understand that they added weight ot ammo, but why not chems too? Not being able to be a walking pharmacy could help with the difficulty too. Deadly radiation poisoning? No problem, i have 50 radaways with me :rolleyes:
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Angela Woods
 
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Post » Sat Dec 10, 2011 4:37 am

In general I find that the overall stated goals of hardcoe mode work pretty well. I have to regularly deal with Water, Hunger and Sleep in what I think are good proportions (Very Hard mode, hardcoe). I think the Sleep requirement could be a little more tough, but water and food are spot-on IMHO.

A couple of settings are missing from what I would call a FWE-like hardcoe mode:

1. Followers are still auto-healed to 100% at the conclusion of combat, I confirmed this in the GECK. It is thus very hard for followers to die and I have to do almost nothing to keep them alive. Very convenient indeed, but not very "hardcoe".

2. Followers have an unlimited supply of stimpacks. As soon as they ran out of the ones I gave them, they seemed to have a 16-24 supply at all times. Pretty convenient, but stimpacks aren't so valuable in this case.

3. Still tons and tons of food laying around, so much so that I never had to make a single thing over the campfire. :( I wanted to Need this skill, wanted to be dependent on finding food in the wild and cooking it. As it stands, the clutter-passes left too much food in the world and managing it is reduced to managing the weight only.

4. The survival skill in general was not needed in hardcoe more, and I think it should have been. Mastering the skills of surviving in the wasteland seems to me an essential element of "hardcoe" play. It was neat being able to make stim packs and such, but again too much of everything in the world and the formulas were overly complex in alot of cases. Perhaps 5 ingredients (being one more than Oblivion) was too many, and with Oblivion the number of reagents you needed reduced as you went up in level. Perhaps that prevented players from getting annoyed with it, I'm not sure, but the crafting just didn't have the same appeal as Alchemy in Oblivion did - not enough to make it "fun" and too complex given the simpler options for food and chems. It was "hard", but didn't really improve my "hardcoe" experience other than having to manage the weight of the reagents.

5. Dr. Bags make limb crippling pointless. Nuff said, its just too easy to heal a bad injury on the spot within .5 seconds. Stim packs were done well in regards of making sure the effect wasn't instant, but then the Dr. Bags fail in this regard.

6. Weight is non-standard, some things have it, some don't. Everything should, even if just a little.

7. Lack of UI indicators of how thirsty/hungry I am, and that should be something clear to me right-off. Obsidian and Bethesda should pay DarN some public love for resolving that for us, I replaced the generic UI with DarNified the instant it came out and Oh what a difference. Those indicators are needed from a playability perspective IMHO, especially when water requirements are pretty high.

That's my "hardcoe Mode" feedback. Overall I really enjoyed the feature and will continue to use it in all subsequent play-throughs. However it is clear that they had to make alot of compromises to avoid the masses getting angry, even as it is I see cries of "It's too hard!" and have to sigh at that. I'm just very, very grateful that we can mod additional hardcoe into the game, that will make my next play-through a whole lot more interesting.

Good job Obsidian! :goodjob:

Miax
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Ella Loapaga
 
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