Do you want a hardcoe Mode in Fallout 4?

Post » Thu Nov 26, 2015 10:46 pm

hardcoe mode from MV would be ok. I'd still like to see rarity sliders for food, chems, etc.

User avatar
liz barnes
 
Posts: 3387
Joined: Tue Oct 31, 2006 4:10 am

Post » Thu Nov 26, 2015 12:58 pm

I voted "Don't Care" only because the game would be equally as fun for me with or without it. I didn't play NV hardcoe until ~3 years after I got it, and while I enjoyed it, it felt a bit annoying that you had to keep the variables up. Sure, it is far more immersive to have to eat, drink, sleep, etc, but it gets annoying if you're playing for the story moreso than the survival aspect. As long as it's optional, I really don't mind either way.

User avatar
carla
 
Posts: 3345
Joined: Wed Aug 23, 2006 8:36 am

Post » Thu Nov 26, 2015 5:43 pm

hardcoe mode yes please :thumbsup:

User avatar
NIloufar Emporio
 
Posts: 3366
Joined: Tue Dec 19, 2006 6:18 pm

Post » Thu Nov 26, 2015 12:30 pm

Sure why not? More options is always better, it doesn't hurt other players that don't want to play hardcoe so I say go for it.
User avatar
Carlos Vazquez
 
Posts: 3407
Joined: Sat Aug 25, 2007 10:19 am

Post » Thu Nov 26, 2015 9:07 am

I actually don't mind quest markers; so long as they point to where the PC thinks the location, or target NPC is. If the PC is told the location of a house, or should think that an NPC is at that home, then the marker should point to that home, not that NPC; (who might not even be there anymore). Markers are no different than the grenade pointer; they indicate what's on the PC's mind, and where the PC plans to travel; this would be in their thoughts. I see nothing wrong with that. It becomes wrong when the marker is attached to a running target that slips in and out of view, but the marker always points the way to their exact location... that I recall seeing done in GTA3... That kind of use of a marker I would oppose.
User avatar
Mason Nevitt
 
Posts: 3346
Joined: Fri May 11, 2007 8:49 pm

Post » Thu Nov 26, 2015 8:23 am


Morrowind has a special place in my heart and will always be my favorite, despite its flaws.
User avatar
Enie van Bied
 
Posts: 3350
Joined: Sun Apr 22, 2007 11:47 pm

Post » Thu Nov 26, 2015 4:13 pm

Yeah, well, I'm not really bothered with a tick on a map that provides a general idea of where the "target" might be; but following a specific pinpointer to the exact spot, be it stationary or moving target - as done in the recent Bethesda games - disables the possibility that the PC might've got it wrong (unless intended by the design) and reduces the gameplay to being pulled from the nose by the developer, and that's something I very much dislike as it makes even the cleverest quest design feel really, really cheap and uninteresting. That's even more effective a downer with a character that has low perception and/or intelligence. That's my objection on the quest markers.

If there was a derived stat for reading/hearing comprehension (say, concentration -- derived from PER and INT -- that might also affect other things) and a function that, through it, might provide a pinpointed target to go to, or if, when close to the target, a high enough perception might give a subtle visual hint on who/what to interact with; that's a different case.

User avatar
sophie
 
Posts: 3482
Joined: Fri Apr 20, 2007 7:31 pm

Previous

Return to Fallout 4