What effect should Weapon Condition have?

Post » Sat Nov 28, 2015 7:41 am

I do not like our chances of keeping it. Todd is obsessed with removing everything that is not-

A- Fun.

B- Or gets in the way of game exploration.

I still miss repair hammers but I have come to accept they are gone forever. Same with weapon degradation. Most likely.

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Nienna garcia
 
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Post » Sat Nov 28, 2015 3:03 am

SCAVENGE THEM PART BOYS

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мistrєss
 
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Post » Sat Nov 28, 2015 1:25 am

Such as my bullet example up in my original post. Different ammo "conditions" that can be broken down and then put back together to get to the higher quality ranks, kinda like NV.

Lots of drained microfusion cells in the world - chance to cause laser rifle to overheat and need a combat reload.

A harder to find "normal rank" microfusion cell that works as intended.

A very hard to find overclocked microfusion cell that can hit harder or has higher armor pen.

You still have to scav out in the world to get the ammo, or the materials to craft them yourself, and before you go out into the world it'd always be a good idea to break down the junk stuff to craft something that would be more functional. It'd have an effect on combat that could be worked through or around depending on your character, and if it makes sense for that character you could get into some of the more exotic stuff like what NV had. Something along those lines is what I'd like to see.

At any rate, I think weapon degradation is too central a mechanic to the game to just give it negatives/menu-management pluses. I absolutely agree with you that not caring for your gear should have a negative effect on the player, and I don't think things like weapons/armor should be a "forge and forget" system where you make it, equip it, and just forget about it. But this ties into why I'm not a fan of the hardcoe mode in NV as well. It's just fighting a bar graph in a menu.

Things like eating and sleeping should be important and adding them should help immerse yourself in the setting, but in my experience it was just another bar to fight. It wasn't fun for me, just another thing to make sure I'm stocked up on, which I always easily seemed to be. Do I think the idea should be abandoned? Not exactly. Every few characters or so I'll kick on hardcoe mode again, cause when all those systems are tied together like that they kind of give a survivor-esc feeling that I might pass as a pro, just barely. Yet at the end of those playthoughs, I never liked how it felt to have those bars looming overhead. The timescale never made sense and felt gamey. You could pound 24 packs of nuka-cola in seconds and all of a sudden go from drowsy to perfectly awake.

If FO4 gets a hardcoe mode as well, I'd prefer to see weapon degradation there if it is included. Again, I'm not against what it's trying to do, but if it's just an endless fight with a bar graph I'd like a way to not have it in my game.

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LuCY sCoTT
 
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Post » Sat Nov 28, 2015 12:37 am

Exactly - It doesn't add anything (it just makes me carry around a few more of the guns I like in order to jury-rig them when I need my main weapon repaired -.-), well - except TEDIUM (sorry, if I want to do chores, I'll clean up my place or wash the dishes or something -.-)

greetings LAX

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zoe
 
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Post » Sat Nov 28, 2015 10:05 am



Which is why bethesda makes such great games.


Its all about fun.
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Juan Cerda
 
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Post » Fri Nov 27, 2015 7:27 pm

guys let just do this ,in hardcoe mode add it,but in normal rid it


lets have it in a way NV had HC mode,you need water or food ,gun degrading is in it,sleep needed ,,things are more deadly (or replace that with what killing floor 2 did abit and add more so deadly moves for melee creatures which does add incentives ) ,and the rest of that deal

I can argee on armor degradation ,in all of the game ,but weapons degradation in normal? No way ,guns yes need oil and such every now and again ,but man a Ak 47 and it's varaints are like franksteins and can go a good many years though battle without repairs or such and still be able to grab one and fire it


the thing is guns like the AK series,Vectors,and such designs do not go very easy unless shot directly and you usally aim to kill not disarm so yes,the less parts in the gun means less likly to jam or need repairs from battles
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saxon
 
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Post » Sat Nov 28, 2015 1:59 am

I also think it should apply to enemies as well. Like rather than you target their guns until they fly out of a person's hand they should jamm or break as well through VATS. Maybe weapons/clothing/armour should have its own bar of impact resistance damage - similar to the RADS system.

I find it more boring to main the same gun all the time if it overprotects the player. There should be more strategic reason to have a library of weapon stock as well.

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Laura Ellaby
 
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