My 2 qualms With the Survival Overhaul

Post » Mon Feb 29, 2016 12:22 am

Everything sounded good except for:


Save restrictions.

Only because these types of games--FO, TES--are very prone to glitches. That should be a very real consideration. Otherwise this would be ok. There have been a few times just being stuck somewhere in power armor that has caused a 5 ish minute time warp. Imagine something like this setting you 15+ minutes back? No thanks.


Significant Lower Respawn Rates.

This one isn't unfolding in my head very well. Once most of the quests have been completed the only thing left to do is killing things. Hard to say for sure if this is a bad idea before trying it. I hope it's better in practice...


On a side note:

I already never fast travel anywhere except back and forth from you know where... Or via you know where...

So... How is that going to work now?
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Hayley Bristow
 
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Post » Sun Feb 28, 2016 10:56 pm

Bethsurvivalhas2muchsurvivalplsnerf
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Darrell Fawcett
 
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Post » Sun Feb 28, 2016 8:48 pm

You won't have to worry about the respawn because theres no fast travel. If you kill something in an area they wont respawn until you leave for a while is basically what's going to happen. And plus to heal you need to sleep now so that's going to pretty much guarantee the mechanic recycles.

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+++CAZZY
 
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Post » Mon Feb 29, 2016 12:32 am

If it is changed to reload restrictions (when you die you can only reload your last bed save) that would save your problem with reloading saves for glitchy game while keeping the intended death penalty feature.

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Mike Plumley
 
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Post » Mon Feb 29, 2016 8:03 am

I suppose that could work, though, could still be abused by pausing the game right before you are about to die and load normally.

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Naazhe Perezz
 
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Post » Sun Feb 28, 2016 11:20 pm

The only problem i see is not being able too fast travel and i will tell why , several times i got trapped by the enviroment in the game fast travel was in most of the situations a life saver ecxept if it happens indoors.



thats the only thing for me atm

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Laura Samson
 
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Post » Mon Feb 29, 2016 2:43 am

Unlikely since they are removing the bullet sponges and making combat much more risky on both sides, you will likely not see death coming. A modest compromise would be no quicksaves in combat to minimize that 'problem'



But even with the restricted saves people could fool around with operating system scripts and cheat engines and console codes to also cheat death. Cheaters are going to cheat so going to extremes to stop them is only going to inconvenience more honest players that recognize making death a bad dream groundhog day experience can actually be more fun. However those honest players will not play if the game or life prevents them from being able to play at all because of bugs or time which is the issue with the restricted save system, and could stop playing the game altogether if they find normal mode to boring to be fun.

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CArlos BArrera
 
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Post » Mon Feb 29, 2016 5:05 am

This is just getting hilarious. Now i understood that people were upset when they found out FNV hardcoe mode wasn't in fallout 4. But this is getting out of hand.



- Imagine actually losing a fight, instead of reloading from the same spot until you win it? You are upset because you have to replay 15min's of a game?



- Unless you have specific numbers we could compare, you are wasting your time. Respawning is currently too fast, but i understand your point.



I assume they will make an exception....they have to

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Josee Leach
 
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Post » Mon Feb 29, 2016 12:25 am

What's getting out of hand? Making valid points and having opinions?


Then I bet you'd be extra annoyed to find that I've extended my qualm to fast traveling, out of principle.


I've just thrown in my 2 cents over at the main thread.


To summarize, I feel they should stick to stat changes and stat mechanics.


I don't even fast travel, but that and save buffering are too easy to avoid on user end.
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Dagan Wilkin
 
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Post » Sun Feb 28, 2016 10:40 pm

Keep in mind, the save restrictions don't affect auto saves, so it really is just roaming the wilderness where the lack of saving becomes a real big issue.



As for the lower respawn rates, I'd assume they'd be able to keep pace with a player who has access to Vertibird transport.

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willow
 
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Post » Sun Feb 28, 2016 11:19 pm

This is why all difficulty gets nerfed in every game because of whiners who complain that it's "too difficult" and so companies make games that are easier and easier so that even the highest difficulty is a joke.



It's important not to allow saves anywhere but beds and to remove fast travel. Doing that forces the player to make choices. Humm, do I press on and risk losing my progress or do I take a detour to a place where I know I have a bed? Humm, there's a legendary enemy who might drop something, should I risk attacking him and aggroing all the enemies I haven't seen yet? I haven't been to a bed for a while so it might be risky if someone has a missile launcher. See, that's the choice no saving creates. If you could save, then there would be no risk to pressing on and attacking everything without regard, pretty much like how we play right now. But if you haven't saved for a while, then you might think twice about starting a fight and might want to take a detour to visit that settlement nearby that you haven't visited in quite a while.

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kat no x
 
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Post » Sun Feb 28, 2016 5:23 pm

The lower respawn rate will work in tandem with no fast travels I think. For example, if you're using Red Rocket/Sanctuary as your main base, you won't be repeatedly clearing out Concord whenever you head through there. For locations you visit less, I'd imagine enemies will usually have respawned by the time you revisit.

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Ebony Lawson
 
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Post » Sun Feb 28, 2016 9:30 pm



Well, since you like choices so much, you know then you have a real life choice to turn all the auto saving off. You have a real life choice to save only after resting. And a real life choice not to fast travel.


You head your post complaining about games being too easy, then follow it with points that don't even make the game more difficult.


I don't think people need a hypothetical story that tries to convince them that save restricting is good. I'm sure everyone fully understands the ramifications of the feature.
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Charleigh Anderson
 
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Post » Sun Feb 28, 2016 6:37 pm

Lower respawn is likely a thing to reduce cheesing.


For example, there are a few spots where I can reliably farm chems like Radaway and Stimpaks. Lowering the respawn rates of containers means you can't rely on those so much, and other limitations also hamper stockpiling.


Enemy respawns being lowered is likely to reduce the feasibility and worth of grinding low level enemies. Remember, enemy respawns are tied to an internal clock. Passing time quickly by resting, waiting and using fast travel tends to result in enemies and containers respawning more often. And when we need to sleep to save, and longer sleeps rest you more, people might think they can just sleep for 24 hours, kill the nearby raiders, sleep for 24 hours... etc. as a means to grind up caps (from loot) ammo and XP.
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Dustin Brown
 
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