No more repairs needed ?

Post » Fri Nov 27, 2015 7:09 pm

Explain how you would go through every single weapon and armor in the game and test it under every single possible gameplay condition needed to make sure the decay rate is set at the correct value.

Devs have been trying to do so for decades, and have yet to accomplish it, so I would honestly like to hear you panacea for the problem.

User avatar
Rebecca Dosch
 
Posts: 3453
Joined: Thu Jan 18, 2007 6:39 pm

Post » Fri Nov 27, 2015 6:58 pm

removing repair? What's next, you're gonna hold my hand in the entire game and never once make me feel like I'm in danger? OH GOODIE!~

Repair wasn't a broken mechanic, it actually had it's purposes in armor/weapons. The only weapon I recall having terrible weapon HP was the LAER and Elijah's LAER. That and the idea of Repair was to keep a maintenance over your items...so yeah, it was a chore? That's the entire point? To look at your weapons, check them before firefights, etc. It also made you think ahead of fights about your armor condition because some armor cannot handle sustained firefights well (Leather Armor, reinforced), therefore overtime the DT would drop pretty significantly until your armor broke and you couldn't wear it anymore, and trying to get repairs from a vendor is ludicrous, even at the 100+ Point, as the prices for your weapons would easily hit over 20k in caps.

To me, saying no to repair and maintenance on your items is just dumbing down the entire game to the point you're just going around go "WEEEEEEEE" and not once give a damn, crippling the gritty, dark atmosphere of Fallout. I seriously hope repair is in there.

User avatar
Mackenzie
 
Posts: 3404
Joined: Tue Jan 23, 2007 9:18 pm

Post » Fri Nov 27, 2015 9:01 pm

You apply the individual http://fallout.wikia.com/wiki/Condition to each base weapon type and adjust based on the weapon material. Skyrim had various material values assigned so you apply the same principle. You then apply condition modifiers to weapon upgrades that might strain the integrity of a weapon. You can, optionally, apply conditions to weather effects that also affect a weapon's integrity when you fire them. So, a sandstorm might induce more gun jams to occur based on the quality, material, and current condition.

User avatar
Joey Bel
 
Posts: 3487
Joined: Sun Jan 07, 2007 9:44 am

Post » Fri Nov 27, 2015 8:58 pm

Armor repair in Oblvion and Morowind was using repair hammers or similar who you consumed, Morrowind had more variation in tools who had was able to repair more before breaking.

Using spare parts to repair was an Fallout 3 / NV thing.

Jury rigging was cool but OP, it was too easy to repair and sell expensive stuff with cheap junk as materials. Like using clothes to repair advanced armor

One nice thing about repair was that you could combine many junk items to something who was worth carrying.

Another nice idea would be to use armor quality as part of level scaling, low level enemies has weapon and armor in horrible quality. At higher level they don't so much get better gear as better repaired one.

User avatar
Taylor Tifany
 
Posts: 3555
Joined: Sun Jun 25, 2006 7:22 am

Post » Fri Nov 27, 2015 6:42 pm

Mhm and don't forget how bad it was in The Elder Scrolls series as well.

User avatar
stephanie eastwood
 
Posts: 3526
Joined: Thu Jun 08, 2006 1:25 pm

Post » Sat Nov 28, 2015 4:18 am

Jury rigging was absolutely no questions asked OP.

I remember repairing Brush Guns, a firearm that would go for thousands of caps fully repaired at Gun Runners, with Varmint Rifles and Cowboy Repeaters. Boy it was sure fun though.

Some good ideas though! I'm aware of how repair worked in Oblivion and Morrowind, I wasn't trying to compare New Vegas and 3 to those games. I was merely trying to point out that I didn't want a complete absence of maintenance in Fallout 4, as we saw in Skyrim. I'd be down for the durability scaling that you suggested. At low levels, if you want to have really powerful gear, you'll be forced to kill a lot of "Raider Scum" instead of just a few.

User avatar
Chris BEvan
 
Posts: 3359
Joined: Mon Jul 02, 2007 4:40 pm

Post » Fri Nov 27, 2015 9:24 pm

I like this idea. :thumbsup:

User avatar
Naazhe Perezz
 
Posts: 3393
Joined: Sat Aug 19, 2006 6:14 am

Post » Sat Nov 28, 2015 3:02 am

That would imply guns work on a linear scale of quality based on materials like swords do in TES, they do not. All that would do is reintroduce the same decay problems we have now, just in another form.

Weather effecting guns is a whole other bag though, not one I am necessarily against.

User avatar
Mandi Norton
 
Posts: 3451
Joined: Tue Jan 30, 2007 2:43 pm

Post » Fri Nov 27, 2015 7:14 pm

Whatever buddy, you go down that street and i'll go down mine. Quite frankly I don't give a [censored] that it's gone, but I'm not going to pretend that that's a good thing.

User avatar
Ross
 
Posts: 3384
Joined: Thu Aug 10, 2006 7:22 pm

Post » Sat Nov 28, 2015 10:23 am

Just to note, in the left bottom corner are a couple of tabs, one says "Cycle Damage", so clearly there can be damaged equipment of some sort. However also be advised your first screenshot is of the physical pipboy.

Then you second image here show the upgrade menu, not the actual inventory menu, maybe no need to show damage there, but i will give you that it shows no damage or duribility stat.

Lastly, we can see the Power Armor does get damaged during the linked video fight with the deathclaw, when it swipes at you, your left arm goes from yellow to outline only, yet the next shot shows no damage again, so clearly it has been cut and pasted together from more then one playthrough, or shown in non-cronical order.

User avatar
Laura Cartwright
 
Posts: 3483
Joined: Mon Sep 25, 2006 6:12 pm

Post » Sat Nov 28, 2015 1:12 am

This. None of what we've seen has been in the actual, in-game inventory system. All we've seen is crafting footage, and the armor clearly had a health stat.

User avatar
Guinevere Wood
 
Posts: 3368
Joined: Mon Dec 04, 2006 3:06 pm

Previous

Return to Fallout 4

cron