Fallout 4

Cybsled

Naxxramas 1.0 Raider
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Not super hard. In 3 out of the 4 endings, all the other major factions are wiped out save the Minutemen. In the Minutemen ending, that is the same unless you some how avoid fighting the BoS.

It reduces the variables significantly, so it should be rather easy to craft a story continuation.
 

Tenks

Bronze Knight of the Realm
14,163
607
These DLC add up to $40 based on their price. They say the overall "value" of future DLC will add up to $60. The Far Harbor alone is $25.

Assuming they use the jacked up price model, that doesn't leave much room for big DLC and suggests dinky ones like the totally-not-Pokemon DLC.

I -really- hope one of the future DLC is a main story continuation like Broken Steel was.
If it is they may have to keep it somewhat shallow due to the choices you can make
 

Tenks

Bronze Knight of the Realm
14,163
607
And if the season pass thing IS marketing it seems to be working. #1 seller on Steam right now.
 

HUH_sl

shitlord
318
0
New Survivor mode changes.

Spoiled for length.
Fallout 4 Survival Mode Full Overview (extracted from in-game files) : fo4

Is the struggle of this world merely a pleasant game for you? Do you long for a more brutal take on a life lived post apocalypse?

If you answered "Yes and yes!", then Survival difficulty is for you!

Survival upends many of the rules of life in the Commonwealth for maximum challenge. For a full list of these changes, see below.

To enable Survival, press [Pause], select "Settings," then "Gameplay" and choose "Survival" from the "Difficulty" options.

Saving

Manual and quicksaving are disabled. To save your game, you'll need to find a bed and sleep for at least an hour.

Combat

Combat is more lethal for everyone. You now deal, but also take, more damage. You can increase the damage you deal even further with "Adrenaline" (see below).

Fast Travel

Fast Travel is disabled. If you wish to be somewhere, you'll have to physically travel there.

Weighted Ammo

Bullets and shells now all have a small amount of weight, which varies by caliber. Heavier items such as fusion cores, rockets, and mini-nukes can really drag you down.

Compass

Be sure to keep your eyes peeled, as enemies will no longer appear on your compass. As well, the distance at which locations of interest will appear has been significantly shortened.

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.

Wellness

You'll find it difficult to survive without taking proper care of yourself. You must stay hydrated, fed, and rested to remain combat-ready. Going for extended periods of time without food, water, or sleep will begin to adversely affect your health, hurting your SPECIAL stats, adding to your Fatigue (see "Fatigue" below), lowering your immunity (see "Sickness" below), and eventually even dealing physical damage to you.

Fatigue

Fatigue works like radiation but affects your Action Points (AP) rather than your Hit Points (HP). The more Fatigue you've built up, the less AP you'll have for other actions. The amount of Fatigue you've accumulated is displayed in red on your AP bar.

Sickness

A comprised immune system and a few questionable decisions can end up getting you killed. Eating uncooked meat, drinking unpurified water, taking damage from disease-ridden sources, such as ghouls and bugs, or using harmful Chems all put your body at increased risk for various ill effects. When you are afflicted with an illness, a message will appear onscreen. You can view specifics about your current illnesses by navigating to the Status section on your Pip-Boy's Data tab and pressing [RShoulder] to view your active effects.

Antibiotics

Antibiotics, which can be crafted at Chem Stations or purchased from doctors, heal the various effects of sickness.

Bed Types

The type of bed you're sleeping in determines the length of time you are able to stay asleep. A sleeping bag will save your game and may help save your life when you're desperate, but it will never allow for a full night's rest and the benefits that come with it.

Crippled Limbs

Crippled limbs will no longer auto-heal after combat and will remain crippled until healed by a Stimpak.

Carry Weight

Exceeding your carry weight reduces your Endurance and Agility stats and periodically damages your legs and health. Think of your back!

Companions

Companions will no longer automatically get back up if downed during combat and will return home if abandoned without being healed.

Enemy and Loot Repopulation

Locations you've cleared will now repopulate enemies and loot at a significantly slower rate.
 

Lemmiwinks_sl

shitlord
533
6
Survival mode looks pretty cool. I like the idea of beds as save points in combination with no fast travel. I also like the slow spawning enemies feature which I think will tie in nicely due to the fact you'll have to walk everywhere. Not sure what I think of their DLC announcement though, Im pretty skeptical of the sum of all their DLC being worth that price tag, so I'll wait and see on that one.
 

Phazael

Confirmed Beta Shitlord, Fat Bastard
<Gold Donor>
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That no fast travel thing sounds cool until you get the "Spectacle Island is under attack" message while you are off doing shit in the Glowing Sea. Basically, forget about doing the MM ending and any settlement building in general while playing at the new Survival.
 

Amzin

Lord Nagafen Raider
2,917
361
Yea Survival looks more like a "wanderer" mode. Base management will be really hard. Just trying to survive as you wander around the map until you finish the game seems like the goal there.
 

Caliane

Avatar of War Slayer
15,904
12,550
that shit sounds fucking retarded. you just listed a ton of crap that adds an insane amount of tedium to the game. But you didn't list any fucking counters or balances for it.

ok, bullets have weight. Fatigue matters. no fast travel.
I don't see, "added pack mule secondary companion". I don't see, "added motorcycle".

Weight matters! ok. so, if enemy respawn is slow. Can't you add a mechanic to allow me to send scavengers to a location, after its cleared?

If we're really going for realism here, then why the fuck can't I carry a sleeping bag with me
 

Amzin

Lord Nagafen Raider
2,917
361
Well sure. That's what survival mode has always been in... most games. That's also why I never play survival mode or most survival games :p
 

Phazael

Confirmed Beta Shitlord, Fat Bastard
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They are also going to have to restructure a lot of the perks to reflect the new mode. Some stuff, like the strongback top level, is pretty obviously useless (in already useless stat trees) and I wonder if the corpse eater perk will adversely affect health, among other things. If you scrap the need for Community Leader and its associated stuff, due to fast travel limits making that part of the game impossible, then you have basically made all three stats completely useless (maybe get enough STR to get armorer?) and luck is pretty much on the bubble for a lot of people. Its 1 10 1 1 8 10 1 builds ahoy, guess.
 

Sulrn

Deuces
2,159
360
Not sure why you're bitching. Everything changes post-GECK once the real talent has the actual tools.
 

popsicledeath

Potato del Grande
7,547
11,831
you just listed a ton of crap that adds an insane amount of tedium to the game.
Tedium = challenge. Remember EQ?!

Not a fan of most of that list. Granted, been playing on survival and game is nearly trivial except for the occasional fastball grenade. I want things like food/water/sick to exist and matter. I'm okay with the whole sleep-to-save thing. Would love for weather to be something you had to plan for. I'm even okay without fast travel if, as pointed out, they provide tools to counter balance it. But mostly they just made the game take longer. What's the point? Why bother? These changes were probably developed by the fucker who implemented Dogmeat pathing/AI.
 

Cybsled

Naxxramas 1.0 Raider
17,409
13,923
Tedium = challenge. Remember EQ?!
Lol, all I could think of is how most of the "Make all MMOs like EQ1!!" fools probably rubbed one out to the survival mode reveal in this game ;p
 

Lithose

Buzzfeed Editor
25,946
113,041
Fast travel completely defeats the point of a survival mode. Whole point of a survival mode is add an element of long term, strategic difficulty to the game. Planning what you take for long trips, if you have to choose between offensive capability and survival. If you can just fast travel, then shit you can go out there loaded to bear with a lop sided inventory plan, and when you get low, warp to town, then warp back to a decently close PoI. Get sick, do the same. Need to sleep and save? Well, you get the idea. (Though, not being able to take loot from a dungeon, with slow respawns is just tedium; as there is no danger of a failed state just shuttling back and forth, if there is no risk of time loss and JUST time loss, that is really tedium. And if you don't have fast travel, you should have some kind of mount, for sure.)

Any kind of difficulty needs a failed state, and a negative consequence for that failed state. For a strategic element like survival, that consequence is usually the time it takes to see if your strategy works. If you don't plan things correctly; you lose the time spent on your trip. It's not for everyone, but it's obviously a fairly popular game form. 'Tedium' is often a word people really do use to replace difficulty when they don't like atypeof difficulty (And to be fair, that's the correct use of the word; its more of an opinion).

I'm fairly decent with twitch games (Plat forms, reaction ect); most people find them hard, but I personally find them just...tedious. All I have to do is learn the pattern; it's just long form memorization, but even if it's randomized there are cues and signals in these games (Which is why they are a game) that you'll eventually learn (And for me, it's much faster because the action/consequence is so clear, and defined). Most people though regard this as the 'true difficulty' of a game. It's different for everyone. But I tend to really enjoy the long term decision making where the consequence might not show up for a while, and you need to adapt on the fly.

However, I will agree, survival modes need carrots to make them worth it. You need reasons to plan long trips, and to balance your strategies. Going to a dungeon to kill random shit and get a random leveled loot chance makes it all tedious, however, if big treasure X is in Y dungeon that is difficult to get to, and far from a save? Then it becomes fun.
 

Phazael

Confirmed Beta Shitlord, Fat Bastard
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@Lithose-
What you said is entirely true for games in general, but this particular fallout makes the lack of fast travel so tedious that I think it would be game busting.

For starters, there is the whole "Settlement across the map is under attack" scenario that makes the entire settlement system virtually unplayable without fast travel, especially how it is now where you basically have 15 minutes RL time to respond. This also effectively shuts out the MM ending for anyone other than total masochists, since it requires having four active settlements, plus castle, to achieve. Next there is the simple fact that anyone who even remotely does their own scavenging in the game now basically already is optimizing inventory for survival. I don't know about you, but my normal trekking around setup involves one weapon, a mele backup, my healing stuffs, and maybe some chems/booze. All these changes would do (beyond adding an hour of unsavable tedium travel between ruin visits) is restrain my loot capacity by whatever amount they make ammo weigh, which I know because that's exactly the effect it had in New Vegas. Finally, you can reasonably be certain that different types of ammo will weigh differently, which most likely means that the already highly underutilized heavy weapons that only get busted out for fun occasionally will never see the light of day. Why the hell should I lug the chaingun or cannon around when the already superior sniper laser/plasma has tons more range and takes up far less weight and space? The game is already heavily biased in favor of single shot pistol builds and this just aggravates that situation, especially with the limited saves making risk averse people (read:everyone) probably gravitate right back to the sneak build.

From a technical standpoint, this game still crashes semi-frequently even on the console. Any modern game that requires you to crawl back through your corpse trail for an additional 30 plus minutes just to save is going to have people rage quitting the first time they do a zone transition and the game crashes on the way back to camp. This is also going to artificially extend the tedium on all of the dumb fed ex quests the game is packed with (think anything involving the Railroad, Hancock, or Nick) with absolutely no payoff. And if they are going to lower the respawn rate anyhow, then what exactly is the point of removing fast travel? What they really should have done, given the structure of the game and crashes, is simply only do zone transition and sleep saves, but leave fast travel intact. Maybe they extend the radius at which enemies prevent it to limit how awesome sneak is. Basically, the sneak and snipe tactic is what they should be making more difficult, but instead they are actively encouraging it and slapping a ton of more tedium into the game, to boot. Simple things like adding more dogs to the encounter groups and longer chase periods to the AI would have gone a lot further toward extending the challenge in the game. All they are doing is putting in tedius bullshit.
 

HUH_sl

shitlord
318
0
I read that with the new beta patch settlements with strong enough defenses can defend themselves against attacks. The only thing that really sticks out is the save on sleep. The game is way to buggy to limit when and where you can save. It's almost a guaranteed that if you played the entire game in survivor mode you'd lose 10+ hours to bugs.