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mcguffin

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Everything posted by mcguffin

  1. those 3 new DLC come out, basically, for free for anyone who bought the season path before the price raise, so I won't complain ;) New stuff, new assets, But I guess, people are always angry, these days.
  2. I did not. Are you trying to say that a good design must be consensual?Because: no.
  3. Games (especially games like fallout4) are whatever you want they are. There are many way to play them. You are not interested by some ways to play fallout4, it's perfectly fine, but that doesn't allow you to define what is "poor" or "silly" for everybody
  4. Because it makes failing incredibly menial, repetitive, and everything but fun. there I don't agree. I guess you are one of those guys who consider they *lose* hours of game if they die.I am not: I enjoy my game even if my character dies, because what I enjoy is the immersive factor of the insecure feeling. I never understand that "losing" thing.Those hours of play are for you, you can't lose them. It's not a job.
  5. You just said you failed, so it's difficult, right? So I don't understand your problem.
  6. it's repetitive if you fail... don't fail. Or learn to not fail (this is what is difficult.) ;)
  7. Actually it's up to you to improve your gameplay.All enemies in fallout4 announce very clearly they are around you. Why some people could do great in survival otherwise? do you think it's luck? well guess what, it's not. Besides, difficulty in mostly all video games of that kind (rpg, action etc...) relies only on "how long you can stand without making mistakes". So , yes, not being able to save anytime anywhere increases difficulty and challenge.And it's especially true for fallout4 since nothing is hard *at all* if you save at each step. However, it' s perfectly fine to not seek difficulty in fallout4. You can step back, and use mods to make survival easier.
  8. I wonder if this is why you didn't do anything ? ;)
  9. No: loose files always win over archives, and even if there was an unknown setting, it will be stored in ini configs files and I don't think you will have access to them either.
  10. I found an simple way to handle this so I made a small mod that -allow quick save not in combat -remove 1 adrenaline rank each time you save. you can find it here: http://www.nexusmods.com/fallout4/mods/12906/?
  11. my (small) advice: do mods for yourself at first, share them of you think they can interest others and don't expect anything.
  12. No, honestly, all npc die rather quickly. And it's even becoming quicker on the long term. (of course the first level are tough, specially when your hp is in the damage range of molotov ;) ) The thing is, fallout4 is no difficult at all if you save all the time, I mean at all. So you have to decide at some point where you are placing the challenge you need, (if you need one, of course). It's perfectly fine if you just want to wander around without caring to much, and even, the adrenaline perk can help you to not care at all. But if you want things that are a bit balanced, you will be disappointed.
  13. 1): Hunger, thirst and sleep rate seems quite balanced but some drug, chem or other actions can increase them, use them wisely :wink: also if you use a mod that allow fast travel, time will go faster and you will get hungry and tired all the time. 2): Adrenaline is tied to the survival logic, no toggle there. A lot of people don't get the big picture and will be disappointed if they save all the time. 3): it would be possible to have a balanced save mod that for example block save in combat, and remove some adrenaline point at each save. Some other mod may come, that just doesnt add adrenaline at all, but for now the sources of the survival scripts are outdated, so it's better to wait a bit. If you know you will save all the time, you can also set the adrenaline buff to +0% in the CK, it's probably the easiest way.
  14. I don't know how "things should be played", I only know what *I* enjoy.
  15. Most bigger ideas came fast, the first mods have a lot of endorsements. There are still good ideas now, but the official tools were missing, using xedit and experimental compiler to build something from scratch is not something easy to trust for a lot of users. Now the CK is out, and Far Harbor is around the corner, people will come back, hopefully :)
  16. I personnally like the survival mode as it is, but for all of you who need to feel safe the most streamlined solution is here: http://www.nexusmods.com/fallout4/mods/11664/ You can set a shortcut to save (and a lot of other thing), and it's pure fallout code, no script involved. Beware however, things may be not quite balanced since you keep your adrenaline buff when you save.
  17. Did you even try to play the survival mode, or do you think you won't like it? You might be surprised ;)
  18. @Wenderer But... mods are not disabled. at all. The ck has even been released in beta. what are you talking about... ?
  19. the new patch 157 restaured the plugin.txt file to its original location
  20. same here connexion error. It may not be 100% ready ;)
  21. the new plugin.txt file in the the default fallout folder (Steam\steamapps\common\Fallout 4)
  22. That's one way to put things on...There is another way:First, mods are unofficially supported until now, and Bethesda never said how to activate them. we (users) found a first way inherited from skyrim.Then bethesda released the first survival beta, explicitly asked *to not* use mods, and changed some activation stuff while they were preparing their own mod manager, then people choose to get mad, instead of being patient and rational.Now that the new beta 1.5 is up, it includes a mod manager inside the game itself, and everything is fine.How surprising.
  23. Yes that the point. Bethesda adds achievements but overlook the way they can work since 1) some mods that allow to "cheat" don't rely on esp2) a lot of mods are simple fixes or not related to the gameplay itself Being interested by achievements or not has nothing to do here
  24. wait, what? They never say they disable mods for good, they just asked to not using them during the survival beta. Also they just changed how mods are activated (and this make sense when you take a look at the last beta). Being paranoid doesnt seem to be a correct answer... ;) After that if you dont want to play survival as it is, you are free to use mods since they are still there...
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