I noticed in the E3 videos that there's no weapon durability bar, so I'm a little worried! In Fallout 4 are weapons going to be repairable or they are going to have infinite endurance? Does anybody know anything about that?
I noticed in the E3 videos that there's no weapon durability bar, so I'm a little worried! In Fallout 4 are weapons going to be repairable or they are going to have infinite endurance? Does anybody know anything about that?
At this point it looks like no but could go either way.
It is really concerning, at least from my point of view. I'm sure it is going to be a great game, but with indestructible weapons it would loose a lot of credibility.
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
As "realistic" as weapon degredation is, I find it more annoying than anything to have to carry around extra copies of the gun, or weapon repair kits, and to have to KEEP using them because my gun gets weaker and weaker over time. I mean, "real life" guns --- if we were striving for realism --- do not fall to pieces after a month of even intense use. Granted, they may jam if they're used under poor conditions or fired so often that the barrels get hot or whatever... but I'm not sure a straight "damage to weapon" mechanic is the way to handle those outlying cases.
Now, I am entirely for having weapons have Condition ratings ---- if some punk raider fished an old 9mm out of some ruins where it's been caked in dirt and dinged up mechanicaly, I can see it having a lower Condition rating and do less damage. But if I create (or buy, or loot) a VERY well maintained weapon, I see little reason for it to magically deteriorate over time.
Unless, come to think of it, the weapon is actually TARGETED by a foe ---- if some foe manages to shoot the pistol out of my hand, I am content to know that that thing is going to need repairs before I can use it (optimally). Often in existing Fallout games, I'll shoot the weapon out of a foe's hand if I know I can't actually DOWN the foe fast enough (looking at you, miniguns and fatmen and missle launchers)... and then later I pick up the weapon and it's got ZERO condition... because I shot the heck out of it when I blew it away from the wielder.
If there is no durability you can sure as hell count on a mod
I hope that degradation is still a thing because it would feel less like a Fallout game without it. That being said, when asked directly about it at QuakeCon, they were pretty secretive and sketchy about it, so who knows? I won't let it prevent me from enjoying the game though.
If would be funny if your character has low luck and your guns jams and completely falls apart into pieces.
This is my general stance on it. For games like TES and what, weapon durability was just a pain, but it at least FITS the Fallout mold more.
What was it Three Dog said? "Periodic weapon maintence is the one thing that stands between you and a raider...something something..."
"Listen kiddos, never forget the importance of periodic weapon maintenance. Rifle, pistol, police baton I don't care which. If your weapon is falling apart, the only Wasteland [censored] it's gonna kill is you. So be smart. Salvage those parts and make repairs whenever you can."
Personally though, I would prefer item decay, or at least traditional item decay, be gone.
Fallout 1, 2, and Tactics didn't need it, and Fallout 3 only had it as a remnant from TES, and, TES, Fo3, and NV, item decay was garbage, with NV being garbage with sprinkles on top.
If they do have it, I would prefer a system where pieces of the gun wear down over time, thus influencing accuracy, damage, or w/e depending on what that piece did, rather then just a generic "everything gets worse" bar like in Fo3 or NV. Given the massive crafting system in Fo4, its likely going to be something like that when it comes to weapons if they do have item decay in-game.
Oh, now there's an awesome idea. With weapons just a series of various components this time around, perhaps it's not the entire weapon that has a durability rating, but the individual components. Kinda like how the entire suit of power armor is already confirmed to have seperate health ratings for each part of the suit.
I hope it's their, it wasn't amazingly done in FO3 or NV but it did get better in NV, I'm carrying 2 weapon repair kits with me for my 2 weapons and I've gone from only having 1 left in my stash to having 30 from scavenging parts so it's never going to fall apart. Degen seems just about right for it.
Issue was them loosing damage. They should lose DPS but not straight up damage. This would represent jams and lower accuracy. Dirt builds up and clogs the feed so automatic weapons might need to be manually bolted, barrel and rifling get worn/dirty throws off the accuracy.
Friend in Paras after 3 magazines will clean the guns as more then that the odds of jams or missfires is too much to be worth it. Gamewise not great but there should be a downside for not taking care of your kit. I dislike the idea of a gun exploding from a missfire but it could be funny I guess.
Along with the realism of it, it will screw any attempt at a game economy. We can craft a huge number of weapons from parts we find and a number of the top weapons will be crafted, why do we need to buy anything other than the ammo after we have the design? (I'm guessing most designs we have to find or buy) It's already too easy to get insane amount of caps in FO3 and NV just by selling loot, there needs to be some upkeep.
I've already got some ideas for weapon/armor degradation if its not included already...
Well if you go by that Fallout Shelter weapons each have a different "State" that there in(rusted normal harded unique But that was probably more of a way to create more of a range of weapons to upgrade than anything else. so no point reading into that
basically though I thought when I saw that "system" I thought hmm maybe this time Weapons will break down from "New" to a lower state,For a hypothetical example the 10mm (FNV)can fire 395 rounds from max health to broken, but with this system it would be
Like New/Mint can fire 395 rounds until; (no penalty's)
Used can fire 395 rounds until; (.95 ROF +.05 spread penalty)
Worn can fire 395 rounds until; (.85 ROF +.15 Spread penalty and 5% damage penalty)
Falling apart can fire 395 rounds until; (.75 ROF + random jamming on reload + .25% spread penalty 15% damage penalty)
Junk can fire no more than 395 rounds. Has a chance per round or reload of jamming and or breaking: (half rof double spread, Gun breaks and you might as well throw it at the enemy)
But nah too complicated and unstreamlined! BANISH ME FOREVER! MUAAAAHAAAHAAAAHAAAAAAAAAAAAAAAAA!
ahem
Here's an idea that'll satisfy most players:
No degradation but have a Diablo 2-like Weapon QUALITY system.
Low-quality, crude weapons have significantly lower damages but there are also normal, unique, high-quality and sharpened builds of the same weapon types. Of course the ones on the higher tiers should be rare.
Most helpful post in the thread. Kudos.
I wouldn't bet on it being completely scrapped, but don't expect Fallout 3 and New Vegas. I feel that's all we can say for sure.