Upset no armor and weapons degradation in Fallout 4 #2

Post » Wed Dec 02, 2015 5:55 am

Hopefully someone will create a aimbot and questbot so you don't have to concern yourself playing the game anymore :banana: .

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CArlos BArrera
 
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Post » Wed Dec 02, 2015 5:01 pm

bad joke bad bad bad bad joke.

Deal with it, there is only like 5 ppl that like the degradation system. Everyone else is happy that is gone.

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evelina c
 
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Post » Wed Dec 02, 2015 12:53 pm

Comparing shooting and doing quests to going into your inventory and pressing a button twice to see an arbitrary bar go up, after it has gone down. Because those are all very similar things. I mean the game is as naked without shooting as it is without weapons randomly jamming.

Clearly Bethesda made a huge mistake, if they had to cut something it would've been better if they cut something less important than weapon repair. Like, aiming or walking. :bunny:

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Chantelle Walker
 
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Post » Wed Dec 02, 2015 8:14 am

I'm a little surprised at how much dislike degradation is getting. Unlike in TES games, I thought it fit into the world pretty well. I thought it added to the desperate feeling of trying to stay alive in a hostile, post-apocalyptic environment. On the other hand, I also thought it was implemented very poorly and I had to mod it before it felt like it fun to me.

First, I had to throw out all of the repair lists and built my own. When I was finished I could use miscellaneous items like tin cans and scrap metal to repair guns. I could use most armor and clothing and items like Wonderglue to repair armor. This made all the junk I used to pass up useful. I found myself paying more attention to everyday objects around me.

Second, I slowed the rate of degradation down by two-third of its original rate. The vanilla rate was insanely fast. I sometimes wonder if Bethesda plays their own games (despite Howard's insistence that they do). I can't believe anyone who played the game before release could have thought that rate was fun.

With these two changes, Fallout 3's degradation system became fun for me. I have to admit, though, that if I played Fallout 3 on a console I might not be as enthusiastic about it.

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Carys
 
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Post » Wed Dec 02, 2015 3:56 pm

I would have though that method should have worked here. Not finding every single original component to repair, but maybe just some glue and scrap metal to keep it going. And like you said, reduce the breakage speed.

Maybe they thought that was all too much to manage at once.

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MISS KEEP UR
 
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Post » Wed Dec 02, 2015 5:25 pm

the thing is, Fallout isnt a normal post apocalyptic world, is a mix. Guns are commons. Since Fallout 2 the Guns runner are a big companies making fire armor everyday. Even on Fallout 3 it was imply they where making weapons somewhere bc the traders have a same name. So for me buying a gun and this one become broken after 100 shoots make no senses at all.

I will love a system about getting my weapons jam, that with the new crafting system i can compensate on later stages. But repair make non sense to me more when i know how much a normal weapon take to "break".

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Céline Rémy
 
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Post » Wed Dec 02, 2015 5:18 pm

Not sure how that is a surprise to anyone (no matter how the game actually turns out).

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Tiff Clark
 
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Post » Wed Dec 02, 2015 7:57 am

Bingo. FWE had the perfect balance, to me. With a small tweak, this is how I would go about it:

You could use miscellaneous stuff to repair weapons and armor in the field, up to 75%. 50-75% uses a jam/rechambering system based on luck. (Really low luck would be a pain, and I think that is right on.) Under 50%, you start getting jams, etc at an increased rate. The weapon can never "break;" it just becomes more unreliable.

Now, at a workbench you can use weapon repair kits (either bought or assembled) to get the gun to 100%, which is effectively "buffing" it. The entire weapon, barrel, receiver and chamber are oiled, cleaned, and ready to go. From 76-100% you get small increases in damage and range, with a decrease in reload time and bullet spread.

Say, 500 rounds to go from each stage to the next? Maybe 750?
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Then, again, I'm the kind of guy that played with FWE and set myself up as a Scrounger in L'Enfant Plaza. I like getting brutalized. 馃槖
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Louise
 
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Post » Wed Dec 02, 2015 10:09 am

I was upset that it was added; so no, I'm not upset that it has been removed.

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Tinkerbells
 
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Post » Wed Dec 02, 2015 7:53 am

Glad its gone, no longer will have to carry around multiples of the same gun just to repair and keep the one im using at decent damage

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Brooke Turner
 
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Post » Wed Dec 02, 2015 6:31 am

I have mixed feelings about degradation. I tried a degradation mod in Skyrim for a while and eventually got tired of it. This was because I like having many followers and it just got tedious to find all of them standing around naked after a big fight. Degradation was okay in FONV thanks to the repair kit. I don't care for how it was implemented in FO3 but put up with it anyway.

Basically, I don't care that BGS removed it and replace it with other 'busy' work. Like others that play on PC, we will wait to see if a modder will come with something that fits our idea of degradation or we will just make one with the Creation Kit.

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MatthewJontully
 
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Post » Wed Dec 02, 2015 1:18 pm

I'm mostly glad it's gone, it was such a time-consuming nuisance that pulled me away from actually playing and enjoying the game. Good riddance to tedious mechanics.

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Gaelle Courant
 
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Post » Wed Dec 02, 2015 6:19 pm

Repair is just obsolete. Fo3's repair system didn't even make sense. My baseball bat is cracked. Better duct tape ANOTHER baseball bat to my original one to make it's condition magically increase.
That and the fact that in Fo3 if you had a truly unique weapon, you could never get it's condition to 100% except during Mothership Zeta and for some time after until you ran out of Alien Epoxy. This means that eventually your favorite unique weapon will never be at full power. For instance, Gauss Rifle.
I understand that repair works on a small scale for common firearms and energy weapons and things like metal armor and power armor. Honestly though, when's the last time you had a ripped shirt so you added another ripped shirt to it to make a slightly less ripped shirt?
I get taking two sets of armor and replacing cracked or dented plates etc. replacing electronics and cables from energy weapons and snagging a new bolt carrier assembly for your m-16, but past that, it's just tedious and unnecessary.

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Code Affinity
 
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Post » Wed Dec 02, 2015 9:49 pm


No worries, at the current rate BGS will implement that themselves in TES 7 or Fallout 8 :teehee:
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Poetic Vice
 
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Post » Wed Dec 02, 2015 8:43 am

I still feel like the improved crafting may (since obviously I haven't been able to play the game yet to see for myself,) be a more than adequate replacement for essentially the same player behavior.

With item CND in the past games, I'd be scavving for extra copies of weapons as I explored. I'd then duct tape them to each other when they got broken or when a pop-up told me I was close.

With a greater emphasis on crafting (even if you don't Perk up for those benefits I'm sure there are vendors who can help you out with crafting,) I'm still likely to be exhibiting the first behavior. I'm still scavving for extra weapons and loot. The only difference is that instead of duct-taping pieces together just to remain at the same baseline whenever the computer decides it's time, I can instead break those same items I've collected down to their components and rather than just maintaining that baseline, I'm incrementally improving those weapons.

So rather than "mechanic removed," it feels (to me) more like as a player I'm still encouraged to promote the same basic behaviors - I'm just funnelling those resources into more tangible gains.

(Kind of reminds of when my wife and I first got together we were renting an apartment. Which was great - but eventually we opted to buy a house. We're paying the same amount of money, but now that money is actually going to something. ie, I used to break down weapons so that I could keep that baseline but with the crafting system I'm doing the same thing but instead it's now an investment in better gear.)

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meg knight
 
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Post » Wed Dec 02, 2015 6:23 pm

I wasn't a particular fan of the degradation system. It mostly just felt like a loot tax, because every item you used to repair another item was one you couldn't sell. I'd burn through a stack of looted pistols or whatever just to to be able to keep using mine and have it maybe do another couple of points of damage. There was nothing particularly immersive about that.

I think a lot of people who are complaining about the impact on "realism" that removing the current degradation mechanic has will change their tune a bit once they actually get into the new crafting system. I mean, the old repair system was a basic abstraction of weapon maintenance, which would involve things like replacing springs and barrels and whatever. Now, there will be a mechanic to actually modify and replace the pieces directly to improve your weapon. Why click a button and go through a pile of Hunting Rifles or whatever in your inventory to see a little bar move, when instead you could take that rifle to a workbench and replace the existing barrel with a better one, or slap on a new grip or scope?

I also suspect that even beyond the finding raw materials out in the world, there will also be a way to salvage armor and weapons that you pick up for components that you can then use to modify your favorite existing gun, which again amounts to the same thing as the original repair mechanic, except with a lot more player control and a more rewarding feel.

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Neliel Kudoh
 
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Post » Wed Dec 02, 2015 9:19 pm

I liked the idea of the old system, but I do have to admit that not having to do this maintenance will help keep my weapons repair OCD in check lol My gear always has to be in top condition. So it should save me a bunch of time now lol

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Melanie
 
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Post » Wed Dec 02, 2015 10:06 am

Beth dumbed down again?
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(G-yen)
 
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Post » Wed Dec 02, 2015 11:16 am

Seeing how in FO 1, 2, and Tactics there is no armor or weapon degradation, I wouldn't consider it "dumbed down". Frankly, micromanaging stuff always works best in strategy games(jagged alliance 2 for example), and FO isn't a strategy game. Really the only FO game where there probably should have been weapon and armor degradation was FO Tactics, but I didn't miss it there, either.

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DAVId Bryant
 
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Post » Wed Dec 02, 2015 4:42 pm

Dumbed down? You mean got rid of a menial chore that most people looked at with distain. The only thing degredation did for me was make me carry around more of the same kind of weapon to repair the one I used. Just as silly of a mechanic as an unbreakable gun. One of those mechanics isn't annoying though.

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jason worrell
 
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Post » Wed Dec 02, 2015 8:50 am

Yeah, /v/ is basically the exact same, but what doesn't /v/ hate?

As for repair, I'm rather upset that it was removed, but then again I can assume we'll be scrapping most extra-weapons for more parts for crafting so maybe it'll all work out?

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Tanika O'Connell
 
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