Unofficial Hard-Core Mode Wish List and Poll

Post » Sat Nov 28, 2015 2:21 am

My hard-core mode wish list.

Drugs, Alcohol and Pain in Hard-core Mode.

Spoiler

Pain

I would like to see a pain effect in hard-core mode when you are badly injured. The pain effect could be done by muffling sounds and have the screen peripherals going in and out of focus, like a throbbing tunnel vision (the tunnel is blurry not black) with the tunnel restricting like a heartbeat (no heartbeat sound that would be too much). Pain would be abated by using Med-X, some sort of homemade pain killer, being healed for a while (taking a bunch of Stimpaks will not make the pain go away instantly) or having a busted limb fixed.

Perception should also be reduced during pain.

I would also give Stimpaks (and other strong healing chemicals) a pain effect while they are active. These would be some serious chemicals you are injecting into your body, they are likely to hurt a bit.

No instantly healed limbs in Hard-core Mode.

Strong medication or a doctor with both requiring rest (eight hours). Med-X could help with movement until the limb is healed.

Alcohol

In real life you have a reason to drink alcohol (mostly to get a bit silly) but in the Fallout series there was no reason and especially FO3 and NV it was just a p1ss poor strength potion. In the Witcher series you could have drinking contests to get information and loot and there are even “quests” where Geralt gets drunk at parties.
How about the protagonist is able to let their hair down get drunk (make getting drunk funny) and wake up with a ghoul. Maybe having a temporary perks like De-stressed that lasts for a few game weeks and Hung-over for a few games hours the next morning.

While drunk the screen goes slightly out of focus now and then and triggers strange dialog options with some NPC’s, and may open up information dialog with other drunk NPC’s like pass words and hidden entrances to areas.

When the PC drinks more than their Endurance can handle the PC blacks out, loses several hours, maybe waking up with missing caps and / or in a strange location.

Drugs

Excess drugs could have a wide range of effects like having a companion look like a super mutant or the deathclaw, have everyone appear hostile on the Friend/Foe Markers in the Compass and any other weirdness. Similar effects could also occur during withdrawal.


Trapping
Spoiler

I would like to see a trapping mechanic added to the game tied to the Survival Skill. You’re not going hunt small animals to eat but you could trap them. Set a snare somewhere come in back after several hours and see what you have caught.

Fresh food going off
Spoiler

If it could be done practically I would like to see fresh food go off unless your character does something to preserve the food. Off meat would make a good lure for a trap. Also eating pre-war food could randomly make you sick when you get a bad one. Also more than one or two pieces of meat off large animals.

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Kevin Jay
 
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Post » Fri Nov 27, 2015 8:51 pm

I want hard-code mode but I don't want bethesda to wimp out on normal mode. If something is considered difficult, it shouldn't be thrown into hard-code mode because hey its hard(er). I just dislike when I hear somebody mention a feature that is a positive RPG mechanic and because it adds choice it is thus complex and thus deserves to be thrown into the category of hardcoe.

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A Boy called Marilyn
 
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Post » Sat Nov 28, 2015 8:46 am

I definitely want hardcoe mode to return. Has there been any evidence of the return of the survival skill? Or survival perks now I guess.
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Undisclosed Desires
 
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Post » Fri Nov 27, 2015 6:39 pm

I don't want any of the 'additions' you added. Most of that 'drinking contest' stuff comes in the form of the main type of entertainment at the time. Given modern takes on things there are other, better options than just drinking. Especially since alcohol should only be as prevalent as it is as a form of disinfectant. Pain, trapping, all of that sort of stuff is stuff that gets in the way of having fun. Having something setup to remind you to eat/drink/sleep is a nice immersion bonus without really impacting gameplay. Stuff like increasing difficulty without the ludicrous 'can of beans heals you' is also a welcome addition. Much more than that is more trouble than its worth.

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Sista Sila
 
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Post » Fri Nov 27, 2015 6:35 pm

I have no personal interest in such a mode. I would like it to be named something else ("survival", "simulation", perhaps?), because the term "hardcoe" has so many negative associations to it ("casual vs hardcoe" arguments, people clinging to the term to prop up their self-esteem... as if it somehow makes them better/cooler, etc, etc, etc.)

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MARLON JOHNSON
 
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Post » Fri Nov 27, 2015 9:35 pm

I agree with this. Either one of those works for me.

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Natalie J Webster
 
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Post » Sat Nov 28, 2015 3:30 am

Ideally with better survival requirements than FONV's. If you looked at a bed once a week, imagined eating a squirrel every days, and remembered what water tasted like every few hours, your needs stayed low.

They had the food/water needs progress relatively rapidly (so fast travel was a pain) but it was almost completely reset from eating/drinking one, maybe two things.

As for sleep, that bar may as well have not existed at all for all the good it did.

I think the sleep bar needs to move faster, maaaaybe the food/water a little slower (so waiting doesn't suddenly become deadly) but most importantly REDUCE HOW EFFECTIVE water/food is at satisfying those needs. I have an inventory full of stuff that isn't do anything useful because all I have to do is lick a gecko and I am full.

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lexy
 
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Post » Fri Nov 27, 2015 9:53 pm

glad that there is a strongly positive response to hardcoe mode. I really miss it while playing FO3

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Silvia Gil
 
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Post » Sat Nov 28, 2015 7:28 am

Agreed. I want to play the game and not have to spend the majority of time scrounging around for food, medicines, etc. Some of those other features would make for good mods for those that really want it.

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Emily Graham
 
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Post » Fri Nov 27, 2015 6:40 pm

No because I will be modding all of that in anyway, similar to how I added it in for Skyrim.

:D

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Richard
 
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Post » Fri Nov 27, 2015 8:44 pm

i would like this option

if it is not in the game i am 200% sure there will be a mod out shortly after the creationkit/ GECK comes out

so i m not that worried

edit i will not be suprised they left it out intentionally sp the modding community can create something as good or better than they can

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helliehexx
 
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Post » Sat Nov 28, 2015 7:35 am

For me the important part is that it's modular, on paper NV hardcoe mode had a lot of interesting additions, but I quickly lost interest due to the hunger/water/sleep meters (if I wanted to play a game with those kind of meters I play the Sims)

So the option to turn on or off each effect and customise it would be nice.
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Dan Scott
 
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Post » Fri Nov 27, 2015 11:34 pm


Agreed. I would have gladly played NV with 'stimpacks heal over time' and 'stimpacks cannot heal limbs' toggles turned on, but they were bundled in with the FOD/H2O/SLP meters which just felt shallow and arbitrary. It shouldn't have to be all or nothing.
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Chelsea Head
 
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Post » Sat Nov 28, 2015 8:59 am

Realistic needs is always one of the first to pop up. followed by 30 yahoos claiming to make the biggest, bestest complete overhaul system, creating threads and Nexus pages extolling the virutes of the mod down to the finest detail and no one will ever see it.

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darnell waddington
 
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Post » Sat Nov 28, 2015 3:03 am

I agree with this. I used to play FO3 with a 'needs' mod, and I was happy for the inclusion of hardcoe mode in NV, but I've kind of lost interest in that sort of thing. The eating/drinking/sleeping sounds good in theory, but doesn't really add much to gameplay--it's not particularly fun to manage those meters, nor does it contribute meaningfully to the difficulty.

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Michelle davies
 
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Post » Sat Nov 28, 2015 5:28 am

I'd like to see the equivalent of J. Sawyer's patch added on to FONV's hardcoe more for FO4, but with a few changes.

1. Ammunition needs to weigh more.

2. Eating food should only eliminate hunger and drinking water should only eliminate thirst; they should not heal wounds at all. EDIT: sleeping should not heal wounds either. It should only eliminate sleep deprivation.

3. Stimpacks should be much harder to find, should weigh more, and should heal less.

4. Hostile NPCs should not stand run back and forth waiting to be shot in a firefight; they should be firing from cover and under cover when reloading- with the exception of those closing in for hand-to-hand encounters.

5. The player should be able to give orders to his companions in a manner not unlike Brothers In Arms; Hell's Highway.

6. Raiders (and their equivalents) should be far more prone to using conventional ballistic weaponry (good ones) than energy based firearms.

Just a few items for starters.

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Emmi Coolahan
 
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Post » Sat Nov 28, 2015 7:23 am

I would prefer Beth to implement a Hard-core / Survival Mode rather than leave it to the modding community to build the function from scratch. With FO3 there where some good attempts at Eat, Sleep and Drink Mods (though I have not tried any for a long time) all the ones that I tried did not really work that well. But if a HC/S mode is implemented by Beth it could be improved on by modders as the foundation would be there.

I support the calls for options to be given to turn off and on some HC/S features, or at the very least a two tiered system.
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Rach B
 
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Post » Fri Nov 27, 2015 8:40 pm

Freaking YES!

I want it,least the eating and drinking and sleeping basically like NV maybe more punishing this time around.

Also would like food to tap hunger and make you thirsty only not heal like in NV as well as water for thirst but no heal.

Heh,I play survival game on steam,there's a game called The long dark,would like the food to give a chance to get you poison when you freaking eat a 200 year old salisbury steak.

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Robert Garcia
 
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Post » Fri Nov 27, 2015 10:58 pm

I would love for that to be an optional mode. I'd play survival mode for sure but I'd even settle for basic eat/drink/sleep with no healing benefits from food/drink plus giving weight to everything. This is the type of game where inventory management should be very strategic for survival in the wastes. Take only what you need to survive, so no industrial strength hair dryers Princess Vespa.

They'd have to include some sort of campfire system like in New Vegas though.

I asked Bethesda Softworks on twitter about it and got no response. Someone asked Pete on his twitter and he said they're not talking about modes yet... YET is the word that gave me a smidgeon of hope that we might actually see this in the vanilla version. Would be awesome for sure!

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^_^
 
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Post » Fri Nov 27, 2015 10:00 pm

however it should not have vats, and possibly not even a hub.

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kristy dunn
 
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Post » Fri Nov 27, 2015 11:28 pm

If i wanted games to be work, i'd work in games industry :hehe:

Ammo needs have weight, and -healing needs to happen over time, that's all the "hardcoe" (sarcasm quotes) the game needs.

I tried Sawyer's mod in New Vegas once. My character died of thirst while sleeping. I removed it.
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Mark Churchman
 
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Post » Fri Nov 27, 2015 9:55 pm

I only played NV in normal mode maybe once or twice,after that always on hardcoe, it just feels wrong otherwise.

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GRAEME
 
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Post » Sat Nov 28, 2015 6:42 am

Hopefully they will introduce a hardcoe mode, but if not mods will fix it.

I would personally like to see a mode where the game is significantly more difficult, where food and water are actually a resource that you have to pay attention to. Loved New Vegas, but in the end "hardcoe" mode there ended up just meaning I needed a bunch of corn on hand, and some atomic cocktails.

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Nick Jase Mason
 
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Post » Sat Nov 28, 2015 4:40 am

Yes I would love if hardcoe was brought back. I personally cannot play Fallout NV on normal after playing on hardcoe, I also found it very hard to get back into Fallout 3 as I was so used to hardcoe.

While I don't really care for the drinking/eating/sleeping as it was far to easy to keep in check, I did enjoy how healing was handled and how ammo having weight changed up inventory management. Also companions being able to die added some risk to just charging in at things and while it normally made little difference to the outcome it was nice to have that small possibility that they wouldn't survive.

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Nuno Castro
 
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Post » Fri Nov 27, 2015 4:26 pm


The most important thing for me, by far, is that healing is done over time.
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Natasha Biss
 
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