Weapons, are they going to be eternal?

Post » Sat Nov 28, 2015 5:04 am

"Todd said we aren't going to talk about that."
Lol
User avatar
natalie mccormick
 
Posts: 3415
Joined: Fri Aug 18, 2006 8:36 am

Post » Sat Nov 28, 2015 11:33 am

Why is that LOL? Pete Hines and Todd Howard not wanting to talk about the details about the repair system in Fallout 4 could be proof that the armor and weapons do break in Fallout 4 and not just only the Power Armor.

User avatar
Karen anwyn Green
 
Posts: 3448
Joined: Thu Jun 15, 2006 4:26 pm

Post » Sat Nov 28, 2015 12:09 am


Oh I just thought it was funny because Pete said "Todd said we aren't going to talk about it." instead of just "We aren't going to talk about it.". Sorry, I've been told I have a weird sense of humor :(
User avatar
Katie Samuel
 
Posts: 3384
Joined: Tue Oct 10, 2006 5:20 am

Post » Sat Nov 28, 2015 12:51 pm


?

Fallout is not a survival game.

Anyway, if we have degradation like F3/NV, I hope that is more slow and we have merchants with "100 in repair".
User avatar
Roanne Bardsley
 
Posts: 3414
Joined: Wed Nov 08, 2006 9:57 am

Post » Fri Nov 27, 2015 11:44 pm

I thought it was more of an attempt to get some of that "gotta scrounge for supplies"/"survival in a blasted wasteland" feel to the game (without going to the tedious 'life sim' lengths of NV's "hardcoe" mode), as well as carrying over something that'd been in previous Beth games.

But yes - once beyond the early portions of the game, it mostly became a way to carry more loot (combine everything you pick up, then go back to sell off stuff when your inventory is all 90% condition guns & raider armor :tongue:)

That last part actually worries me about a lack of "repair".... if I can't combine stuff to Carry More loot, how will I Carry More Loot? (As you can tell, Carry More Loot is somewhat important to me. :D)

User avatar
Madeleine Rose Walsh
 
Posts: 3425
Joined: Wed Oct 04, 2006 2:07 am

Post » Fri Nov 27, 2015 11:21 pm

Aww... but I loved aiming at an enemy's grenades before they throw them and having them blow up in their face! :sadvaultboy:

User avatar
kevin ball
 
Posts: 3399
Joined: Fri Jun 08, 2007 10:02 pm

Post » Fri Nov 27, 2015 11:02 pm

And shooting guns out of hands was one of the best ways to deal with bullet-sponge enemies.... that Super Mutant Overlord was a lot less dangerous when he was stuck trying to punch you, rather than shooting with a tri-beam laser.

...I'm wondering if the whole weapon module thing could end up being the "repair" equivalent. LIke, crappy guns at low level might be all generic modules except one interesting one, with chance of "good" modules increasing with level and/or quality of loot source. So, you still end up combining several guns to improve the quality, by collecting a few guns with different "good" modules and then putting them together into Better Gun. Also wonder if my "carry more loot" issue might be solved by the ability to break down a gun into parts in the field - take the gun apart, keep the good module & toss the crap.

(which leads me to wonder if "assemble modules into guns" is tied to the same crafting perks as "build new modules from parts". Be a shame if it were, since it'd be nice to be able to stick a looted scope on your gun even if you can't craft one yourself.)

User avatar
Sarah MacLeod
 
Posts: 3422
Joined: Tue Nov 07, 2006 1:39 am

Previous

Return to Fallout 4