Now that that's over with - I daresay I'm one of the few people that enjoyed FWE here that thinks the majority of the people in this thread are crazy. For what it's worth, I consider what Obsidian did with hardcoe mode a pretty good "in-between" for both players of regular Fallout 3 and people who mod the [censored] out of it. "But wait!" you say, "hardcoe mode was made for us!" Well, no. hardcoe mode was inspired by the "realistic" mods, true, but it was less made for people that play FWE and more for people that want a trickier experience.
I agree, it's a good balance. But that's exactly it. Most people who bought NV or Fallout 3 were going to play it on a console, and generally didn't have a demand for settings like the kind in FWE. That's the reason why it was watered down, and coincidentally, also the reason why people make mods for Fallout 3 and New Vegas. Because we can, and because Fallout is a PC franchise which leaves plenty of players nitpicking about the transition from the isometric to FPS. While it was pretty well done, there's plenty in both games to improve on. I think you're misreading people's criticism toward hardcoe mode here. I don't see why criticizing default rates is the same as calling it an outright failed feature.
Oh, but what's this? "It's too plentiful"? Well, then - why are you picking it all up? Just because find a few boxes of junk food doesn't mean you need to take it! Water? Why are you drinking irradiated water? Personally, I'd like to see a mod that makes radiation more potent, but that's just me. It's not like there's much RadAway in the wastes, anyway! I daresay making/suggesting the player carry less food would be a neat idea, too. Make food heavy, but give it multiple uses? Maybe that. Or, hell, just go with the logical solution and make food useless. Eat ten steaks as a snack! I mean, I don't think FWE ever got to the point where you were selling your best weapon to buy for some food, right?
How about the indicators for your needs? Why do people think an exact reading of your needs is realistic? Here's a suggestion - next time you're hungry, tell me your hunger level. With a bit of effort, you can narrow it down - but otherwise, it's just "I'm feeling hungry". And then you complain about how plentiful food is! What, are you so obsessive that you've worried your character will overeat if they go under zero food? That they will starve to death if they eat a meal and still have ten hunger left? Oh, the horror!
What about ammo weight? I guess you can't cart around a small country's entire armoury now, eh? What, is the ammo too light now? Pssh. Strength requirements seem fine to me! Rifles don't weigh as much as miniguns, and you shouldn't need 12 STR to lift a minigun, either. I'll concede the whole "weapon skill shouldn't affect damage" point, though. With all the people suggesting it, it's a wonder nobody's made a mod that makes weapon skill affect critical chance and spread instead of damage. Number of weapons? You don't want to drown the player in weapons! Hell, it's not like people are just going to end up using the best gun they can find, anyway! Oh, wait! They are. Unless they're those sorts of people that walk around in cruddy outfits and a crappy weapon because it "looks good".
How about the indicators for your needs? Why do people think an exact reading of your needs is realistic? Here's a suggestion - next time you're hungry, tell me your hunger level. With a bit of effort, you can narrow it down - but otherwise, it's just "I'm feeling hungry". And then you complain about how plentiful food is! What, are you so obsessive that you've worried your character will overeat if they go under zero food? That they will starve to death if they eat a meal and still have ten hunger left? Oh, the horror!
What about ammo weight? I guess you can't cart around a small country's entire armoury now, eh? What, is the ammo too light now? Pssh. Strength requirements seem fine to me! Rifles don't weigh as much as miniguns, and you shouldn't need 12 STR to lift a minigun, either. I'll concede the whole "weapon skill shouldn't affect damage" point, though. With all the people suggesting it, it's a wonder nobody's made a mod that makes weapon skill affect critical chance and spread instead of damage. Number of weapons? You don't want to drown the player in weapons! Hell, it's not like people are just going to end up using the best gun they can find, anyway! Oh, wait! They are. Unless they're those sorts of people that walk around in cruddy outfits and a crappy weapon because it "looks good".
Mods exist for both of these features. Arwen's multiplies rads by 3 or 4 (cant remember) and hardercore makes every 20 skill points in a skill give you 1% extra critical chance.