Bethesda planning a survival overhaul. Has hell frozen over?

I'm not onboard with the idea of saving only when sleeping, for the same reason I approve of not letting companions have permadeath.

Companion permadeath and location-specific saving is alright in theory, and works with games with a sort of roguelike quality to it, but Bethesda's engine is not capable of handling these two things properly. This can only result in crashes setting back progress by two or even three hours, while companions may suddenly teleport into the sky and fall down and die.

The rest has already been mastered by DayZ, Rust, and several other survival walking simulators. All those other games are still in Early Access and are still buggy, so I guess that fits with Bethesda's theme so far. :lol:
 
You have to fast travel to get into the institute so I'm not sure how that will work out. I do wish there was an alternative beside the BOS vertibirds.

The Railroad and the Minutemen also get Vertibirds. The way they can handle the teleporter is you have to travel to the Institute first and from there you can fast travel to where ever you want.
 
Yay, Vertibirds for everyone... As if there were not enough flying/crashing around all the time.
 
All that Reddit post proves is how dumbed down the main game is. What's more telling is how many comments are asking for these features to be modular.

Stupid AI and glitches leading to character death is part of why Bethesda is not a quality developer, and trying to patch over it by making companions invincible is more an insult to the players.
 
The Railroad and the Minutemen also get Vertibirds. The way they can handle the teleporter is you have to travel to the Institute first and from there you can fast travel to where ever you want.

The Institute can teleport anywhere they want, according to their "lore". Which means that if you side with them, you not being able to use the teleporter even after the ending would be a ridiculously illogical, and being able to use the teleporter defeats the whole point of not having fast travel since the Institute can also teleport people from anywhere. It just adds a whole other set of tedium in fast travelling but doesn't add any extra challenge or experience.
 
All that Reddit post proves is how dumbed down the main game is.
Well it is nice of Bethesda to finally pull this game out of early access, lol. I'm guessing all this "support" for FO4 from BGS I keep hearing about is pretty much just finishing the game.
 
Well it is nice of Bethesda to finally pull this game out of early access, lol. I'm guessing all this "support" for FO4 from BGS I keep hearing about is pretty much just finishing the game.
Yeah. That's the impression most should be getting.

The delay of the Creation Kit until the mod-based DLCs come out though...
 
My excitement for this has fuck all to do with the vanilla game, I'm excited for this being included for when someone makes the eventual Dust style mod. The shit base building element will also lend itself well to a hardcore survival mod with a few tweaks.

Not sure if someone already told you, but the guy who made the original Fallout New Vegas mod said he would definitely make one for Fallout 4. Of course, this was just before Fallout 4 was released, and I can't really find anything on him making one on FO4 now. Maybe the game was so awful he gave up?

Most likely he's probably waiting for the GECK, and then maybe we'll start seeing him post about it. I don't think Fallout New Vegas needs DUST personally, the game is an absolute gem on its own, but Fallout 4? Fallout 4 definitely needs DUST.
 
Thankfully its just the transport Vertibird.

At least now that stupid feature actually makes some sense now. Before I thought to myself, "What the Hell is the point of this thing? It's just slow fast travel, there's not even anything to shoot, special dialogue, nothing! I may as well have walked!" But now you can use it to get to locations a little faster since fast travel'll be disabled.
 
Not sure if someone already told you, but the guy who made the original Fallout New Vegas mod said he would definitely make one for Fallout 4. Of course, this was just before Fallout 4 was released, and I can't really find anything on him making one on FO4 now. Maybe the game was so awful he gave up?

Most likely he's probably waiting for the GECK, and then maybe we'll start seeing him post about it. I don't think Fallout New Vegas needs DUST personally, the game is an absolute gem on its own, but Fallout 4? Fallout 4 definitely needs DUST.
Dust was friggin' amazing. And playing it without any other mods beyond the basic ones required, like PN, 1-2 player housing mods ans some more was really hard.
The mod author, naugrim04, made it with DLC and important mods already released. If he is planning to make a similar mod within Fo4 (please, be a sequel!), which i think is a waste, i guess he is doing the same thing.
 
Dust was friggin' amazing. And playing it without any other mods beyond the basic ones required, like PN, 1-2 player housing mods ans some more was really hard.
The mod author, naugrim04, made it with DLC and important mods already released. If he is planning to make a similar mod within Fo4 (please, be a sequel!), which i think is a waste, i guess he is doing the same thing.

Did you actually ever beat Dust? After a looot of trial and tribulation I actually managed to make it to McCarran and escape that way. I think the scariest part of the whole thing was when I managed to make my way north all the way to Sloan. I thought, "Well surely the Deathclaws are removed right? I'm sure that blockade's gone." Needless to say, it was not. At first, I thought I was right, no deathclaws were showing up. It wasn't until I was almost past the quarry when my "Hidden" box suddenly hit "Danger!" I turned around to see 3 Deathclaws coming after me and I dove into one of those abandoned Sunset Sasparilla trucks. The deathclaws couldn't reach me in there but I heard them growling outside and jumping at the truck. I then remembered I had a Stealth Boy I'd managed to pick up way back near Primm. I used it and managed to just barely sneak out of there and got past the barrier. Took about 15 tries because it seems like deathclaws can still see you even if you're stealthed. They can smell well I guess.

Hopefully there'll be moments like that in the FO4 one, if he ever makes it.
 
Did you actually ever beat Dust? After a looot of trial and tribulation I actually managed to make it to McCarran and escape that way. I think the scariest part of the whole thing was when I managed to make my way north all the way to Sloan. I thought, "Well surely the Deathclaws are removed right? I'm sure that blockade's gone." Needless to say, it was not. At first, I thought I was right, no deathclaws were showing up. It wasn't until I was almost past the quarry when my "Hidden" box suddenly hit "Danger!" I turned around to see 3 Deathclaws coming after me and I dove into one of those abandoned Sunset Sasparilla trucks. The deathclaws couldn't reach me in there but I heard them growling outside and jumping at the truck. I then remembered I had a Stealth Boy I'd managed to pick up way back near Primm. I used it and managed to just barely sneak out of there and got past the barrier. Took about 15 tries because it seems like deathclaws can still see you even if you're stealthed. They can smell well I guess.

Hopefully there'll be moments like that in the FO4 one, if he ever makes it.
The fixing the planes exit was added in in the last patch, don't know where the parts are.
There is an way into the Big MT, probably with an extra exit there (before that was an exit too). And finally, the effin hardest one, was going through the HH dlc, filled with Wendies, and a mirror run through Lonesome Road that i don't remember how it ended. Also, McCarran + Dead Money.
I "cheated" in the Caves of Primm mod, though, basically a house with some crops and sorting containers and benches.
 
Adrenaline

Survival automatically grants the Adrenaline perk, which provides a bonus to your damage output. Unlike other perks, the only way to increase your rank of the Adrenaline perk is by getting kills (hostile or otherwise). The higher your Adrenaline rank, the higher the damage bonus. Sleeping for more than an hour, however, will cause your Adrenaline rank to lower. You can check your current Adrenaline rank at any time in the Perks section on the Stat tab in your Pip-Boy.
Oh boy there's a perk for doing...more killing. So this game is basically a grindy MMO. In addition to that the most you'll be able to say about survival mode is:

-"Hey did you try out survival mode yet?"

-"Yeah I got my adrenaline rank high from getting 4,000 kills so far! How many kills do you have?"

-"Man I have like a fuck-ton of kills, over 7,500! I love grinding and killing in this game, what about you?"

-"KILL, LOOT, RETURN for the win!"
 
Adrenaline points that increase your damage output by an increasing percentage.. Hrm... Where have I seen that done recently in an RPG game that was actually the RPG of the year and had a white haired monster slaying main character who's name started with a G and ends with "eralt"?

Can these uninspired hacks do anything without directly ripping off other games?
 
Adrenaline points that increase your damage output by an increasing percentage.. Hrm... Where have I seen that done recently in an RPG game that was actually the RPG of the year and had a white haired monster slaying main character who's name started with a G and ends with "eralt"?

Can these uninspired hacks do anything without directly ripping off other games?

And that had great writing, with lot's of differing choices and was an actual RPG?
 
I can't wait for the shitty voice actor they found begging outside their offices to repeat the same 3 lines everytime the main character is hungry.
 
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