hardcoe mode from MV would be ok. I'd still like to see rarity sliders for food, chems, etc.
hardcoe mode from MV would be ok. I'd still like to see rarity sliders for food, chems, etc.
I voted "Don't Care" only because the game would be equally as fun for me with or without it. I didn't play NV hardcoe until ~3 years after I got it, and while I enjoyed it, it felt a bit annoying that you had to keep the variables up. Sure, it is far more immersive to have to eat, drink, sleep, etc, but it gets annoying if you're playing for the story moreso than the survival aspect. As long as it's optional, I really don't mind either way.
Yeah, well, I'm not really bothered with a tick on a map that provides a general idea of where the "target" might be; but following a specific pinpointer to the exact spot, be it stationary or moving target - as done in the recent Bethesda games - disables the possibility that the PC might've got it wrong (unless intended by the design) and reduces the gameplay to being pulled from the nose by the developer, and that's something I very much dislike as it makes even the cleverest quest design feel really, really cheap and uninteresting. That's even more effective a downer with a character that has low perception and/or intelligence. That's my objection on the quest markers.
If there was a derived stat for reading/hearing comprehension (say, concentration -- derived from PER and INT -- that might also affect other things) and a function that, through it, might provide a pinpointed target to go to, or if, when close to the target, a high enough perception might give a subtle visual hint on who/what to interact with; that's a different case.