Why "no fast travel" won't really work in Fallout 4.

Post » Tue Mar 22, 2016 8:53 pm



#ps4MastaRace
User avatar
Sophie Payne
 
Posts: 3377
Joined: Thu Dec 07, 2006 6:49 am

Post » Tue Mar 22, 2016 10:23 am



considering sony's terrible history with bethesda this is pretty funny. Must svck getting dlcs 6 months later because the hardware can't hack it.
User avatar
Claudia Cook
 
Posts: 3450
Joined: Mon Oct 30, 2006 10:22 am

Post » Tue Mar 22, 2016 12:22 pm


I did not preclude anyone finding one. I never found many of the Legendary prefixes on items either...

User avatar
Calum Campbell
 
Posts: 3574
Joined: Tue Jul 10, 2007 7:55 am

Post » Tue Mar 22, 2016 5:51 pm

Radiant quests are completely optional.


People can start catching up on them after getting their hands on vertibirds.



With Fast travel, Survival mode will just become another hoarding mode. Hoard everything in one place then refill as you feel convenient. I am already bored in this case.


Wouldn`t survival mode more fun if you must find what you need as you go and utilize them to its maximum effeciency?


Didn`t people want real wasteland simulating experience?



I thought this was what people wanted.

User avatar
Steve Smith
 
Posts: 3540
Joined: Sat Jun 30, 2007 10:47 am

Post » Tue Mar 22, 2016 12:09 pm

I have yet to fast travel on my second playthrough. I dont find it that bad because everything is so damn close and it doesnt take long at all to get from sanctuary to diamond city. I play the game based on in game days and if I am somewhere other than sanctuary (my home) at night I will usually find a place to sleep and call it a night. The next day I will head back to sanctuary and stop anywhere I need on the way. I made sure to unlock all the settlements I could on the way so that I could drop off loads of junk when I get full and I make sure to connect every settlement via provisioners whenever I unlock them so I can share materials. Back tracking gets repetitive but it's more "realistic" because in reality you would have to do that anyway... whether the scenery was boring or not. I wanted a more surreal feel to this playthrough and that means traveling the same roads to get back home after venturing out for a day or two. My next goal is to get to the Castle and unlock the Del Marina settlement and Jamaica Plains so I can connect the castle without having to connect it straight to hangmans alley which I think would be a nightmare route for any provisioner.



If anything I'm more concerned about sleep to save. I do not endorse this forced feature as there are way too many glitches in this game for such a feature. I have died on so many occasions due to either glitches or invisible walls or not being able to jump over a rock... also sometimes the game just crashes/freezes on it's own accord and when you restart the game without saving for a while you have to redo everything and I am not OK with this. If there's no way to turn off sleep to save I am not even going to consider playing survival.




I cant WAIT for all the threads that are going to pop up of people btching about "My game crashed after I killed three legendary glowing alpha deathclaws and a sentry bot and it dropped instigating fatman and hunting rifle before I could sleep to save!! waaahhhhhhh!!" LMAO I cant wait...

User avatar
Siobhan Wallis-McRobert
 
Posts: 3449
Joined: Fri Dec 08, 2006 4:09 pm

Post » Tue Mar 22, 2016 7:51 am



Its very useful when your overloaded, it can be a pain trying to find a landing zone in the city though and the Vertibird does sometimes land in strange places.

User avatar
DAVId Bryant
 
Posts: 3366
Joined: Wed Nov 14, 2007 11:41 pm

Post » Tue Mar 22, 2016 11:13 pm


Has anyone found one of these that is not the edge of the map?

User avatar
Wane Peters
 
Posts: 3359
Joined: Tue Jul 31, 2007 9:34 pm

Post » Tue Mar 22, 2016 12:10 pm



Why must you be killn' my jokes like this :(
User avatar
Tom Flanagan
 
Posts: 3522
Joined: Sat Jul 21, 2007 1:51 am

Post » Tue Mar 22, 2016 9:19 pm

I can't say that I've found any in Fallout 4. Not even where you would expect them, like above walls that separate a different world-space. The other day I jet-packed over the wall into GoodNeighbor, and was surprised to get a mid-air loading screen.

User avatar
Austin England
 
Posts: 3528
Joined: Thu Oct 11, 2007 7:16 pm

Post » Tue Mar 22, 2016 7:35 pm

As it stands, I'll never join the MM while trying to play in this new Survival Mode.



Simply because of getting constantly sent from one end of the map to the other. I've been sent by Preston to a settlement as far away from SH as possible. I've then walked all the way there and am informed the help they need is with a kidnapping. Apparently though this was not a random act since the location of the super mutants who did the kidnapping is... you guess it. FAR side of the map. By the time I get there, I've already had the quest fail. Time ran out. You only have 1 in game day I believe.



Also and I have said this before. The game is buggy. I will use fast travel if I just walked from A to B and then the game crashed, putting me back at location A. i'll usually out of frustration, simply fast travel to location B.



Fast travel and auto saves are crucial to this type of game. As said, it was designed with this in mind.

User avatar
Lyndsey Bird
 
Posts: 3539
Joined: Sun Oct 22, 2006 2:57 am

Post » Tue Mar 22, 2016 9:21 am



Really? They're everywhere but mostly extensions of objects that are invisible. Like trying to go under a fallen tree branch that's clearly high enough for you to go under yet it's completely stopping you. I've tried shooting enemies through clearly open gaps or clearly over railings where it riccochets or makes a bullet hole in the middle of the air.



there might be a rock or little branch that you should be able to literally step right over where it stops you dead. this has happened so many times while trying to retreat from an enemy and it stops me or gets me stuck and the enemy runs right up to me and one shots me.....

User avatar
le GraiN
 
Posts: 3436
Joined: Thu Mar 22, 2007 6:48 pm

Post » Tue Mar 22, 2016 2:43 pm

LOL. That stupid cat at Abernathy Farm, lounging on the little front deck and I, in PA, can neither step over it or crush it, is pretty dumb.

User avatar
Jonathan Braz
 
Posts: 3459
Joined: Wed Aug 22, 2007 10:29 pm

Post » Tue Mar 22, 2016 10:16 am

Agreed. Not to mention important locations like Sanctuary/RR are so far out of the way that it'll be a pain having to get back to them to drop off loot or do some building. It's not something that can be tacked on to a game really.



I'd be in favour of a craftable wagon or caravan transport that connects settlements with supply lines. You wouldn't be handed fast travel immediately and you wouldn't be able to teleport to danger zones, but you wouldn't have to walk across the map and back for a low level fetch quest.

User avatar
Maddy Paul
 
Posts: 3430
Joined: Wed Feb 14, 2007 4:20 pm

Post » Tue Mar 22, 2016 10:13 pm

Every time I see someone complaining about "no fast travel" or "no saving on the spot" when speaking about survival mode, I wonder if they forget that they can easily switch difficulty to save/FT then switch back. A minor inconvenience but at least the option is still there.

User avatar
Daniel Holgate
 
Posts: 3538
Joined: Tue May 29, 2007 1:02 am

Post » Tue Mar 22, 2016 12:01 pm

IF it is a possibility. No info yet on how they plan to implement it, so remains to be seen. :shrug: All the arguments and discussions might have been for naught altogether if they make it all optional (i.e. check boxes for each feature) But it might certainly be an option if they leave that door open :)

User avatar
Gisela Amaya
 
Posts: 3424
Joined: Tue Oct 23, 2007 4:29 pm

Post » Tue Mar 22, 2016 10:32 am

I don't see why you wouldn't be able to switch but I'd much prefer it to be a choice under options, especially the save feature as being able to save anywhere at any time is a big bonus to me when I have to stop suddenly.

User avatar
Eduardo Rosas
 
Posts: 3381
Joined: Thu Oct 18, 2007 3:15 pm

Post » Tue Mar 22, 2016 11:25 pm

Yes. A choice. Doesn't seem so controversial to me, whatever one's reasons for wanting it. :wavey:

User avatar
darnell waddington
 
Posts: 3448
Joined: Wed Oct 17, 2007 10:43 pm

Post » Tue Mar 22, 2016 7:17 pm


None of these are "invisible walls". The problem you describe has been an inconsistency in the engine for awhile now, but it's not the same.



Invisible walls are things that artificially gate you out of areas of the map that you would otherwise be able to get to. Like when you push up against the map border and simply stop moving, but smack dab in the middle of the map. They were infamous in New Vegas; climb over a mountain to try and go some place and crash into an invisible barrier the full length of the crest of the mountain range.

User avatar
kirsty joanne hines
 
Posts: 3361
Joined: Fri Aug 18, 2006 10:06 am

Post » Tue Mar 22, 2016 5:08 pm


Nothing to do with the game engine in any way. What you are referring to is called a "collision box." A collision box is created by a graphics artist in a modeling program (such as 3DSMax or Blender) and is part of a mesh. It is an invisible box that surrounds nearly all meshes in a 3D video game. When a character bumps into a table or a rock they are really coming into contact with the collision box, not the table or rock itself.



I suspect that the tree ChikePanther is talking about was given a collision box that is larger than it needed to be.

User avatar
Angus Poole
 
Posts: 3594
Joined: Fri Aug 03, 2007 9:04 pm

Post » Tue Mar 22, 2016 10:17 pm


A "choice" in that it's a rule-set you create at character creation and can't change once you leave the vault, just like the final respec you get.



I'd like it to be something like that. None of this namby-pamby periodic option flicking, whenever the wind blows. I feel it defeats the purpose of the mode.

User avatar
Zosia Cetnar
 
Posts: 3476
Joined: Thu Aug 03, 2006 6:35 am

Post » Tue Mar 22, 2016 2:50 pm


That would be the inconstancy problem I'm talking about. Perhaps "engine" was the wrong word. Developers is probably better. Some railings can be shot through some can't. Some trees you can walk under, some you can't. And they don't often look any different. It smacks of carelessness, but I guess I was giving them the benefit of the doubt by blaming the engine.

User avatar
Damien Mulvenna
 
Posts: 3498
Joined: Wed Jun 27, 2007 3:33 pm

Post » Tue Mar 22, 2016 11:39 am

yeah i already play with the non fast travel rule. so i really dont care.

User avatar
Tracy Byworth
 
Posts: 3403
Joined: Sun Jul 02, 2006 10:09 pm

Post » Tue Mar 22, 2016 7:56 pm

Well...


Spoiler
There's vertibirds and teleportation

User avatar
Dan Stevens
 
Posts: 3429
Joined: Thu Jun 14, 2007 5:00 pm

Post » Tue Mar 22, 2016 2:11 pm

I haven't read the entire thread, but I have to say ... I disagree with the entire premise of the OP.



I have never used Fast Travel in any of Beths games and it has never yet adversely affected any gameplay for me; getting to The Institute being the obvious exception to that rule. Even when I leave, I use the emergency room at the top of the elevator to teleport out -logically- and to a set location.



Not using Fast Travel often defines the way I play. It doesn't become tedious, unless you decide that just because someone said 'oh hey those Raiders have been giving us some trouble' means it has to do be done right now.



For instance, you do often get quests that are on different sides of the map (although very rarely from settlements I've found ... radiant quest targets usually end up relatively close-by in my experience). That's not really an issue. I've had a MILA quest sitting in my log for some time, as I haven't been over that end of South Boston for a while. When I am there, I will set up the MILA.



Walking across/exploring the world is a major part of Bethesdas game design. It did get a bit dull in, for example, Oblivion - because there weren't many random world events or encounters so it did just end up being repetitive. But nowadays - particularly with Skyrim and Fallout 4 - it's not really an issue because different things crop up all the time in different areas. Just skipping from location to location in order to finish quests is, in my opinion, largely missing the point of the world that's been created. I hope they get rid of map-based Fast Travel completely in the future. Vertibirds come in very handy for when you absolutely -must- get somewhere quickly.

User avatar
His Bella
 
Posts: 3428
Joined: Wed Apr 25, 2007 5:57 am

Post » Tue Mar 22, 2016 1:27 pm

Definitely. Somaetimes I will get a defend settlement when i am carring >1000 lbs. of junk. The reason i invested 4 perk points in strong back is for the convenience.

User avatar
Heather Stewart
 
Posts: 3525
Joined: Thu Aug 10, 2006 11:04 pm

PreviousNext

Return to Fallout 4