Fallout 4

Cthulhu

Administrator
AKA
Yop
Re: seasons, I'd like to see that happen in the games, although at the same time I think the time scale should be bumped up a bit, maybe have some time lapses in the storyline or some quests; pretty sure my playthroughs don't take more than three in-game months most of the time.

They could also do large-scale effects, like the volcano erupting in Morrowind or something. Or global warming. :monster:

wrt this one, I'm pretty sure that modders or Bethesda themselves could make a tweak so that the season can change overnight / after sleeping, that'd be a good moment to reload models and textures and shit.

Still on my first playthrough, this might take a while :monster:. There's an update coming, currently in beta that fixes some issues (notably settler status). I ran into one of the bugs they list there, I got teleported to a random nearby fast-travel location while pressing the aim button o_O.
 

Ryushikaze

Deus Admiral Parsimonious, PHD, DDS, MD, JD, OBE
AKA
Tim, Ryu
Yeah only thing that sucks is that it's not currently possible for the seasons to switch on their own. If you wanted all 4 seasons over time you would have to manually swap them yourself in NMM. While not difficult at all is kinda lame xD

Standalone each season is really nice though.
Yeah. Too bad it cannot be switched according to the in-game date. Actually, ever since I got to play Bethesda franchises (starting with Fallout 3), I was thinking they should implement seasonal changes since a playthrough can span over such lengthy periods of time (in my current playthrough, I'm in August 2288, and I still have a bunch of things to do - not even done with the main quest for that matter). Ultimately it would be even more awesome if they could design different trajectories for the sun in the sky depending on the date (and correspondingly, shifting day-time vs night-time depending on the day in the year). In theory it should be simple (hell I could make those sorts of calculations in less than half a day of work), what I don't know is how much processing power that would demand for rendering (since generally pre-baked lighting is used to make rendering faster - that would not be possible if lighting is always dynamic) and how that would impact performance.
It's the sort of details that probably most gamers don't really care about and would get me really excited :monster:

Lighting in FO4 is dynamic, but not for every light source (Namely, the sun and flashlights).
Mods already exist to add dynamic shadows for those sources.

Also, I'm not even in August yet and I've nearly 100% the game.
 

Cthulhu

Administrator
AKA
Yop
I've seen 'true' dynamic lighting mods for Skyrim and such; it err, kinda looks like it makes the game unplayable. Off course, it'd be better if they added some ambient light from the moon / stars and shit at night.
 

Mayo Master

Pro Adventurer
Currently starting a new playthrough on PS4 since we recently got the newly overhauled Survival mode. I love it, although it can be quite punishing at times. I'm not sure how much I'll be able to overcome difficulties as I level up, but at low level, with few resources, phew...
- You need to eat, drink and sleep to manage hunger, thirst and tiredness.
- You can only save your game by getting an autosave upon sleeping. That's it! It really makes you progress a lot more cautiously, and be really concerned about "the way back". Spotting beds in unmarked locations becomes very important too. In addition to that, it really cuts on the habit of "uh, I didn't quite like this -> Reload", instead, you just have to suck it and move on.
- Combat gets a lot more lethal. If I'm not mistaken, compared with normal difficulty, both damage dealt and damage taken is doubled. One-hit kills are quite common (especially against you). At level <10, getting a molotov on the face is pretty much an insta-kill.
- Consuming chems makes you thirsty.
- Not all beds can give you a proper rest.
- You can carry about half as much as you would in Normal setting, and ammo has a weight. Stuff like fusion cores and missiles weigh a lot. You can suffer debuffs and damage from being overcumbered. Inventory management becomes a lot different.
- You can get diseases. They can be more or less penalizing, so can be quite debilitating. You can wait them out or cure them at a doctor's or use (new) antibiotics.
- If you heal radiation with radaway, it considerably weakens your immune system, which makes you a lot more prone to getting diseases. So there's a big incentive to use radaways a lot more sparingly.
- Healing items refill HPs very slowly. Very important about how fights go.
- I'm probably forgetting a few things.
I really enjoy the idea of pushing the role-playing aspect of surviving the wasteland. It also adds new layers in the gameplay, with a lot of depth. Being able to develop settlements takes a much larger importance.
It really affects the way you play significantly. The most striking example was when, at low level, I got an infection after a fight vs a ghoul. The infection was removing about a fifth of my HP every hour, I had no access to a doctor, and had no antibiotics. I was barely able to survive by getting stimpaks every two hours, and drinking lots of water. I was on a crazy search for antibiotics (which are pretty rare - there's a Chemist perk to make them but you don't get that perk at low level) as I was running out of healing items, and got some incentive to look in any abandoned building to find some. I finally managed to find the miracle cure after 3 days of search, with only 3 stimpaks left :P
Needless to say, you can get a lot of satisfaction from simple things, such as "eh, I managed not to die today" :D
 

Russell

.. ? ..
AKA
King of the Potato People
^ The only thing that put me off Survival mode was the fact that's there's no fast travel. When Survival mode was in beta most people said it should be optional but were ignored, then pissed off. Is no fast travel still a thing?

Has anyone tried the Creation Kit and making mods yet?
I'm still figuring out how to get buildings to snap to grid properly. >.<
 

Mayo Master

Pro Adventurer
^ Personally, I'm one of these odd people who make a point of not using Fast Travel (mostly because IMO it doesn't fit the "role-playing" aspect) , so the absence of Fast Travel in Survival mode doesn't affect me at all. Honestly though, if you could Fast Travel then it would too easily defeat most of the game mechanics involved in the Survival mode, and I'm actually surprised people fail to see that.

The thing that has affected me the most is the inability to save if you can't find a bed. I find it quite inconvenient because if you need to stop playing for one reason or another (like going to bed because you need to go to work the day after) and you're in the middle of a place with no bed, you're screwed.

Survival mode can really be harsh. More than once I was making great progress, until an over-leveled enemy appeared in a blind spot and put me down with a one-hit-kill.
The lethality of this mode makes the help of companions a lot more precious than in normal modes, by the way.
 
Top Bottom