if the bed save thing goes through, that means I can't quicksave right before a speechcheck anymore
Well, got even worse news, think of the new dlc. It will be interesting to see how well dialogue matches up. Don't imagine folks will be to happy if they pick a reply that they really didn't want before sleeping. Actually though, it might be a tad amusing, since I will be forcing saves via console
As the bolded part of the first quote:"Probably" isn't certainty. In either event, my point still stands i'm more interested in dlc atm than the mods which will probably be shakey for several months on consoles.
I wish they would go back to the percentage than. Because, it's ridiculous to have such a high Charisma and fail at a yellow. I don't want a Chance. I want a hard Percentage.
dont like the save thing because it will mean i cant play the game for aslong as i want instead i have to play it till i get to a bed
if im playing and have to stop for any reason well cant just save like normal instead lose all play
have always hated games with "save points" and now that i have so many damn [censored] advlt commitments i avoid them
like many of others im sure there has been many times where ive started a quest or dungeon found it much longer/bigger than i thought and really needed to get to bed, no problem just save finish it later, with this i will have to keep going or lose all play
many times where ive had to stop cause baby/family/friends etc
doesnt matter just save, with this its going to be a nightmare
luckily my xbox is pretty damn stable, ive only had one crash so far. but for others on PC or with less stable Xbox Ones/ps4s this is going to be insane
ammo weight too, well im not against that but with the utterly ridiculous weights of the guns is it needed?
really hope they redo the gun weights to more appropriate weights then this will be alot better
There is no question the sleep saves will be limiting, but I have been noticing the last few days I have been playing since I first heard about this, that there are beds everywhere.
I don't think there's a 500 x 500 virtual foot section that doesn't have a bed in it, and there are a lot of beds in the interiors as well.
It might just be a sleeping bag, it might not give you a restful bonus, but there are mattresses all over the place.
Though it's not a feature I'm dying to have, it's not like I haven't just forgotten to save before and had to play through a good amount of stuff because I forgot to save and I wasn't zoning or looking at my pipboy lone enough to save for me.
I understand wanting to have it easy, so you don't have to have a 5 to 10 minute buffer ever game session to travel to a save spot, but this isn't the vanilla game, this is hardcoe Survival mode.
I'm sorry to just jump in here guys, haven't read a damned thing, I've just been going over a lot of stuff lately, formulating ideas and something crystallized for me, had to write it down.
* I also know that this likely goes beyond the scope of what this forum is intended for (really i'm talking about a huge mod like Project Nevada for FNV... but one that could be achieved by bethesda easier than the modding community (because of its size) and IMHO a truly worthwhile series of tweaks to Fallout 4, some of which apply to Survival mode but many of which could be used in the regular game) but again, sudden inspiration, and I want people to see this.
* As well, I'm aware that much of this exists as separate, incomplete mods already - but that's just the point, they're separate and incomplete, not integrated and fleshed-out.
This is another reason the disabling manual saves is a bad idea. Since we have no clue what our character is going to say during dialogue, we'll pick the wrong options too often. I'm on console, so I can't fix this with mods yet.
yeah take talking to Bullet during the Kid in the Fridge quest. I saw the "Buy?" and selected it thinking my character was going to ask a question. Well she did but she asked if he would buy Billy and not ask "why do you want to buy him?"
my follower promptly hated me for asking and so I went back to a not to distant save.
No, it isn't certainty, but it's also a pretty far cry from "no announcements have been made, and PS4 people might never get them." They're going to get there. We don't have exact dates, but we have an approximate timeline that lines up with exactly what many of us have assumed would be the case for quite a while.
This is the only shortcoming I see with the new Sleep/Save mechanic. Although, I'm on PC so I have dialogue mods, but I can see how this can be troublesome to console/mod-free players.
I look forward to the new system of not being able to save at a moments notice, it will create much needed tension and dread when you're fighting. As it stands now, you have nothing to lose when you die so it gives you a carefree attitude with your character where you really don't have to weigh any risks.
One idea is....outside of combat we should be able to make a save that can be loaded anytime we so choose, but not loaded if we died. This can undermine the system of diseases as most will probably just reload if they catch one....idk, I just hope they figure out something instead of ditching the no-save mechanic altogether.
on sleep/save mechanic... brutal, but honestly i think pretty cool. really makes a lot more game choices have weight. I would add that, perhaps as an optional, to my hardcoe Rebalance mod (that will never exist, as I'm not a mod-creator, just a lowly user )
Didn't read the thread, but I've been thinking on the subject of diseases. Getting them constantly would really be a chore imo. I mean, imagine just curing yourself of something only to have one of the millions of ghouls out there hit you and give you the disease again? It wouldn't be too fun, imo. However, what if every time we made antibiotics the effect lasted for a set number of days which would prevent sickness for that amount of time. Maybe the effect could perhaps lower your chances of catching something or remove the chance completely for say, 2 in game days.
How do you guys think diseases will work?
I imagine something like that is how it will work. Like you said, it would get old quick if we catch the same disease from every ghoul that hits our PC, so I would think the Antibiotics will prevent catching certain types of diseases for a set number of time, probably a day in-game or so.
My thoughts:
As I said in other places: Make it a Toggle.
RPG-wise, a lot of people are referring to this and their character is sleeping. I don't see it that way. It's more of a "rest" or at least doing "down time activities." Skinning and butchering an animal they just killed. Packing loot and salvage neatly in Hammerspace. Stuff like that.
When I heard that these new features would be tied to Survival Difficulty. I was hesitant to do so before because I dislike bullet-sponges. I really isn't that bad ... except for the Deathclaw in Concord. I had to reload many times until I found a cheat tactical advantage I could exploit.
Since then, I found a mod that alters the Damage Output of the PC in Survival Difficulty. I upped it to Normal Difficulty levels, then to x2. Works well.
In the first 100 or so hours I played I didn't Fast Travel. I wanted to see everything. Then I switched to just Fast Traveling between Settlements. Then only Fast Traveling when I felt like it. Tried out a No Fast Travel mod for awhile.
I now use one that blocks Fast Travel, but it also adds a Teleport Pod you can use to move between Settlements. I think it is a good compromise. It would make more sense though if you could only build the Pods after [redacted] and they stop working if [redacted] happens.
I already use a mod that adds weight to ammo ... and Caps ... and Stimpacks.
I didn't like that you could only "see" Active and Hostile NPCs at first. Now I am use to it. I feel that same about this change. I'll get use to it.
There really isn't anything I can think of to compare this to, but I like the Idea.
There really isn't anything I can think of to compare this to, but I like the Idea.
a far cry? That's subjective, what howard said isn't definitive and quite frankly you can't blame me with my concerns seeing how bethesda has always screwed playstation fanbase since Oblivion got ported. All those cool dlc's that came out(baring from horse armor) never got to the playstation version and since then they've always took developing PS console versions less serious compared to xbox. So personally i'm not holding my breath with the mods until they we something more definitive
first overall i like it except for3 things and those 3 things sort of makes this whole concept futile
one adrenaline
what is this what is the purpose and why is this in hardcoemode , this whole concept belonfs in a brainless arcadestyle shooter , NOT in a rpg game
disable manual/quicksave
the most idiotic senseless immersionbreajung feature ever seen in a bethesda game
this feature will in the end annoy and frustrate more people than you wiill think
example , not all of us are locked up in a cellar playing gamers 24/7 the vast majority of us have families, friends work or school , what if your spuse or kids need your attention urgently while you are in the middle of a prolonged gunfight
what if you are in stttlement mode and after a few hours of building your perfect settlement the game suddenly ctd s
how immersive is it when you are in the middle a difficult dungoncrawl you suddenly take out your sleepingbag and sleep for a hour in a ghoul infested dungon
this whole hardcoe version is suppose to improve immersion not break it
third why only on survival diffulty why not make these feature optional andavailable for all difficulty levels
just look at FO 3 lone wanderer mod or FO NV project Nevada mod or even skyrim realistic needs and disease mod in all those mods every feature is not only optional bit also configurabel so why not in FO 4 with survival difficulty all mods active and the douvle damage
I love you bethesda you made some of my all time favorite games but sometimes i wonder what on earth you guys been smoking again
A mod to remove unlimited ammo from companions? Companions don't have unlimited ammo. You have to supply them with ammo and they go through it just like you do.
You can give settlers 1 bullet and it'll give them infinite ammo. Is this what you're referring to?
I think it sounds absolutely fantastic.... except for the saving restriction. Just think about it. How many times do you die doing a dungeon? In my case, if they use grenades its a lot. They simply materialise in my pocket and I'm dead. So I would have to go back to where I last slept, go to the dungeon and start it all over again. And again. Does that sound like fun to anyone?
I really, really hope they drop this, because regardless of how awesome the rest of it sounds I don't think I would use it as it stands now.
The weapon they start with has unlimited ammo. Give Preston a Laser Rifle and some Energy Cell. He will use the Laser Rifle until he runs out of cells ... then switch to his Laser Musket ... even if he doesn't have cells left.
The same is true for Companions in New Vegas.
This mod removes the special ammo their starter weapons uses. So now you always have to give them ammo.
For Fallout 4
http://www.nexusmods.com/fallout4/mods/6470/?
For New Vegas
http://www.nexusmods.com/newvegas/mods/49217/?
Ah, okay. I was thinking in terms of weapons that you equip them with. I've had all of my companions equipped with way better weapons for like the last 500 hours of game play, and I'm so used to providing them with ammo that I didn't even think of that. Yes, their default weapons have unlimited ammo.