Weapons, are they going to be eternal?

Post » Sat Nov 28, 2015 1:14 am

In the few shots of the player using vats against humanoid npcs, the weapon the enemies were carrying didn't appear to light up and become targetable. So unless there's a perk later on that changes that, which there very well could be and would easily render my whole point moot, I don't think weapons can degrade.

It looks like armor pieces can get shot off and power armor will need repair, but as far as weapons go I haven't seen anything to hint at it still being ingame. Personally I'd rather see ammo take over the condition mantle instead of the weapons myself. I think it could create a more entertaining system to play with.

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Tom
 
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Post » Sat Nov 28, 2015 9:38 am

This sounds positively promising!

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Victoria Bartel
 
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Post » Sat Nov 28, 2015 11:47 am

If we do have weapons degradation, I hope the weapon repair kit returns as I liked that item (as oppose to carrying 3-4 weapons of the same kind just for repair).

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Dalley hussain
 
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Post » Sat Nov 28, 2015 1:04 pm

That's an idea I can get behind.

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Bethany Short
 
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Post » Sat Nov 28, 2015 8:39 am

Yes there is no weapon degradation in FO4 but it's not a very big concern to me primarily because they have substituted it for something else and they have don't that slot with fallout 4.
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Devin Sluis
 
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Post » Sat Nov 28, 2015 6:33 am

If you want information on armor and weapons repair, if it even exists in Fallout 4 I made a topic about it here.

http://www.gamesas.com/topic/1521190-yes-thank-you-bgs-for-bringing-back/page-2

You can read through a pcgamer.com article and so on.

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Kate Norris
 
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Post » Sat Nov 28, 2015 4:38 am

Uh, what?

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JaNnatul Naimah
 
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Post » Sat Nov 28, 2015 10:15 am

Hmm. Having to do some sort of repair or maintenance fits the game's themes (more so than the TES games), if only to encourage you to keep having to scrounge up supplies.

(And while it's true that IRL guns don't break down like that, they do require regular cleaning/oiling/etc to keep them operating well. Getting gunpowder residue out of the barrel, oil on the moving parts to stop rust & keep the moving parts moving well, etc. But that's something that uses a cleaning kit & supplies, not combining it with generic "parts" from a similar weapon. :tongue:)

The FO3-style repair system was certainly useful from a Loot standpoint, though - combine all those armors & guns from that batch of raiders into a smaller number of good-condition ones - less carrying weight for more caps! That'd be the real loss without weapon repair.... :D

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Claire Lynham
 
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Post » Sat Nov 28, 2015 11:54 am

I'm guessing weapons and armor will only break if used under extreme conditions; like pistol-whipping some chump in power armor will break your 10mm, or getting hit hard from a Gauss Rifle will break off the armor piece that gets shot.
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noa zarfati
 
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Post » Sat Nov 28, 2015 5:05 am

NV repair system is garbage, but slightly better then Fo3's(hence the sprinkles) because weapons and armor dont start to lose effectiveness until after a certain point instead of just getting worse the second you fire it.

Its still garbage because its just a "everything gets worse" meter, but they negated it slightly with the threshold.

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Maria Garcia
 
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Post » Sat Nov 28, 2015 1:27 am

I've been thinking that this would be a cool way of doing things, and now that we have armor that is made up of various components (which is vaguely similar), it could be a really fun system. Imagine the tension that would come from suddenly having your scope broken by enemy fire, and suddenly your accuracy goes to Hell because you can't see anything when you're "aiming."

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Louise Lowe
 
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Post » Sat Nov 28, 2015 11:13 am

I'm hoping they haven't ditched it, pulling immaculate weapons out of ancient scrap heaps won't be very realistic. In the footage we've seen of VATS I noticed that weapons don't appear as a target, dunno if that means no degradation or just that there's now a perk for targeting weapons.

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Motionsharp
 
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Post » Sat Nov 28, 2015 11:42 am

Same. Prior to the reveal, I was very worried about the prospect of weapon degradation being removed, but after seeing the crafting system, I don't mind. It's easy to imagine that a person trained to maintain firearms and capable of macguyvering new weapon components wouldn't have any trouble keeping weapons in working order.
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ashleigh bryden
 
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Post » Sat Nov 28, 2015 1:42 pm

Disagree, the repair system was fine in Fallout 3 and slightly worse in New Vegas, the only benefit of New Vegas being Jury Rigging making weapons be fixed by type. No Degradation would be terrible, can't even call it a survival game but just a Desert Theme Park Action game with some RPG elements if it's not in there.

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BrEezy Baby
 
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Post » Sat Nov 28, 2015 11:46 am

Fallout isn't a survival game though, never was.

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sally coker
 
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Post » Sat Nov 28, 2015 1:16 am

Like I've said in other threads of this nature, I'm not interested in its return as there is no happy medium for Beth to hit. To slow and it's never a factor in fights, but to fast and you have to carry copies of the same weapon around with you for repairing. It's busywork that the game cannot reward, only punish if ignored.

If they can somehow break down the system too where each piece has it's own health and can become damanged individually, affecting the stats that the piece of the gun governed over like what AwesomePossum described, then I'd be open to the idea. But again, it's still a system that is the player vs a degrading bar on a screen with no real way for the player to win. A system like that just isn't fun for me, and fits more with an optional "hardcoe mode" where you have other player vs degrading bars like hunger and thirst.

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Mr.Broom30
 
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Post » Sat Nov 28, 2015 2:20 am

I thought about the idea more, but how does the suggested solution combat the linearity issues of the original system. Instead of just one, singular entity that's degrading, you have multiple pieces that are degrading. We've essentially multiplied the issue.

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Siobhan Wallis-McRobert
 
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Post » Sat Nov 28, 2015 10:33 am

Theirs a lot we have not seen yet ( :fallout: ) BUT it is possible to "scrap" weapons/armor at a modding station, the game mechanics are present.

So using this system it wouldn't be to hard to include weapon/armor degradation.

:lightbulb:

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Laura Shipley
 
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Post » Sat Nov 28, 2015 3:45 am


Not necessarily. Only a few areas would be possible to damage from *use*. The rest, like a scope, would break from an enemy hitting it. A Deathclaw slicing the barrels of a double barreled shotgun would be neat, but the barrel would be unlikely to get damaged from your use of the gun (unless there's a robust ammo system and you put bad rounds in or something). And it would add to combat by doing different things based on what breaks. If a scope cracks, the gun won't do less damage, you just can't really aim with it anymore.
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Chris Ellis
 
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Post » Sat Nov 28, 2015 5:17 am

Ok, that's a good answer. I would be very ok with a system like that.

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Milagros Osorio
 
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Post » Sat Nov 28, 2015 7:48 am

Aren't skills gone in favor of pure SPECIAL with perks? If that's the case then there's no repair skill with which to govern reclamation of weapon durability.

For me, I could do without repair. It was a "cost of doing business" that didn't have any fun besides acting as a balance to create choice between other skills. I had WAY more fun using NewVegas mod for new weapon components. Finding, hording, and crafting new stuff to add to weapons. Maybe that will be what they replace repair with in FO4. If so, thumbs up.

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Elisha KIng
 
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Post » Sat Nov 28, 2015 10:37 am

Weapon repair was probably partly introduced as a mechanic to get rid of unwanted weapons. Players love looting and hate throwing away money on the ground, and going back and forth to a shop to sell stuff gets tedious after the fourth trip. So weapon degredation allowed the player to make one good type of weapon while getting rid of all that weight and having less trips to sell stuff.

The new crafting mechanic can take care of that. We may be able to dissasemble guns and armor and junk into lighter core parts while out in the feild. This way the less valuable but equally heavy stuff gets chopped to parts and we still have room for other stuff to sell for caps.
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Sabrina Steige
 
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Post » Sat Nov 28, 2015 12:02 pm

I got the same impression. Repair was a loot/money sink + a contributor to skill variety, but not inherently fun

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Terry
 
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Post » Sat Nov 28, 2015 4:15 am


I really hope that's the case, that we can break down unwanted weapons for mats to make stuff with.
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-__^
 
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Post » Sat Nov 28, 2015 6:42 am

We shall see, Peter was asked about this in a post quakecon interview and answer "we cant go into that at this moment" so there is still hope.
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Skivs
 
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