Details, details. Besides maybe they just prefer 200+ year old meat instead.
Details, details. Besides maybe they just prefer 200+ year old meat instead.
i undestand why the OP dont like the invicible wall. But the issue with "radiation Walls" is that u can cheat them, and keep walking.
A good example of that is new game is Mad Max storm if u keep going away of the edge of the map. I mean there are way to cheat the storm dmg. and u can keep going and going and going and going.
I chose 'Neutral' as I believe it would be nice, in a gimmicky sort of way, to explore past the boundaries of the map. Beyond that, I don't think it would actually add anything to the game.
And I'd laugh if next month's DLC has exactly this. LOL!
Sure, but the actual logistics of running a major publishing house with it's own development studios in multiple cities means that resources are limited. If you have 2 months to work on something according to the project plan, you have to decide, do you spend that time adding more detail to the gameworld through object placement, do you add a few more small quests, or do you aim entirely at fixing bugs? In either case you have exactly X number of employees with the skills necessary to complete that task, you can only attribute XX amount of money to that time in the form of man-hours (how much it costs to pay 1 employee for 1 hour of work) and you have to look at what the benefit might be.
If you don't treat a project like that you get cases like Star Citizen, where the project's scope keeps expanding, costs go up, and your project deadline keeps getting moved back. I'm just using Star Citizen as an example of this and not intending to criticise the game for anything other than poor project management. Poor project management has brought down countless projects and companies over the years in every industry.
So someone had to compare the cost of building a physical wall in the game and creating an actual line that players could see, vs going with an invisible barrier that gave off the illusion that space was infinite.
It's not something that ever really bothered me either way. It's just another limitation of game design.
It's a game, we all know it's a game, we all know there is a finite amount of space within the game world. What's the problem?
?I'm on my 2nd character, I've hit "the wall" once in getting close to 600 hours of game time. I have a map on my Pip-boy, I know the area where I'm meant to be playing in. To be perfectly honest I was shocked when following the MQ
It really doesn't bother me at all. This is Boston, Massachusetts. There are no mountains to speak of there, so there's not really another way of doing it.
A death idea for borders sounds dumb to me. I'll take invisible walls over that all day long. No question. I don't want to die and lose progress because I accidentally wandered too far to the side of the map. That's not immersion. It's an annoyance.
The map has to end somewhere. Invisible walls on a map border are fine with me.
Having a super radioactive boundary around the world map would be better. Invisible walls are just lazy.
I haven't run into many of them in game (except map edge invisible walls, of course). There certainly aren't anywhere near as many of them as I found in Fallout: NV. I can't tell you how many broken noses Courier Six got from trying to climb a gentle slope in the Mohave. (Sweet tap dancing supermutants, if you don't want me going that way, just put a cliff face there.)
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As for invisible map border walls. they will still be needed, even if you put a barrier of some kind before you get to them. Anyone with access to console commands can pass through anything except invisible walls anytime they wish.
But every man hour spent on one thing takes away from something else, just the nature of things. So would I rather they use a shortcut like invisible walls if it means they can put more development time into things like companions or more locations? Yes.
They probably should have cut some of the time they spent on the blinky-lights on the terminals to make the Combat Zone what it seemed like it was going to be.