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Survival Mode...ridiculous or just not fun?


Burnout122812

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No, I cannot agree that it makes the game more challenging.

I like to set my game up in a way that I die a lot... like a whole lot... like I am just walking down the street and bam! I just got killed because I didn't see the Yao Guai coming up behind me and it got one hit on me, instant kill.
I like to play the game where when I square off against 10 super mutants who have secured a facility, that I die at least 10 times trying to beat that fight, because pretty much any mistake I make is instant death. I like to die, repeat, improve my strategy a bit, die again, repeat, improve my strategy a bit more.
With survival mode I am forced to put stats into things like endurance and actually wear armor and do the kind of things that make the game too easy. Why? Because I can't die and repeat because a fight is just too intense. If I get one shot killed by every super mutant I run into, then on survival mode I would be spending all of my time repeating the same portion of the game over and over and over again.
The save feature on survival mode makes me not able to play the game as hard as I want to.
I'm not mad about it or anything, I am glad Bethesda attempted something new. It is also really simple for me to fix this issue I have with mods.

Then you may like the dramatic music mode.

 

I personally would like a bit of toned down version, or an auto save after combat feature would work nicely. Yet again, I'm used to dark souls already to complain much about it.

 

What would you change in it to be better for more builds?

Edited by Boombro
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Repetitive and menial is not the same thing as being more difficult.

 

it's repetitive if you fail...

don't fail. Or learn to not fail (this is what is difficult.) :wink:

 

 

If you don't fail a lot, then it is not difficult.

 

I don't ever want to play a game where I can take down a group of 10 super mutants in 1 try, or even 5 tries. I should die many times before I finally win, or the game isn't hard enough.

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Let people save when they want to save. Then boom, magically it is all fixed.

 

^ This. OR! A "Death Alternative" style mod.

 

Sort of working on something like that at the moment? Adding on 'clinics' to settlements so you have places to 'wake up' after 'dying'. The idea being you do a little quest per settlement to start a 'clinic' there, which lessens the negative affects of 'ressing' there (lost resources, time and debuffs). Need someone to actually code it, though.

Edited by Athanasa
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Let people save when they want to save. Then boom, magically it is all fixed.

 

^ This. OR! A "Death Alternative" style mod.

 

(Sort of working on something like that at the moment? Adding on 'clinics' to settlements so you have places to 'wake up' after 'dying'. Need someone to actually code it, though.)

 

 

Nice! Suggestion: Or, depending on how you "died", you could also wake up in a super mutant meat bundle, or as a body by a Raider pole waiting to be stuck on it. Or a Synth lab for dissection. Kind of the old Deus Ex wakeup with no gear and having to recover from it, right in the middle of the enemy.

 

I guess maybe the settlement wakeup option would be if you died on the road / in the wasteland and got rescued by a trader? To whom you maybe owe a reward? Not sure how that would work with these simplistic dialogues / trade menus though.

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If you don't fail a lot, then it is not difficult.

 

I don't ever want to play a game where I can take down a group of 10 super mutants in 1 try, or even 5 tries. I should die many times before I finally win, or the game isn't hard enough.

 

 

You just said you failed, so it's difficult, right?

So I don't understand your problem.

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What would you change in it to be better for more builds?

 

 

Let people save when they want to save. Then boom, magically it is all fixed.

 

That fixes one of the issues. Praise Gopher! LOL!

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You just said you failed, so it's difficult, right?

So I don't understand your problem.

 

 

Because it makes failing incredibly menial, repetitive, and everything but fun.

 

It doesn't make the game more difficult, it is other mods I use and the fact that I don't wear armor or put points in endurance that makes the game more difficult.

 

 

 

But I don't have a problem, I have already fixed things to work how I want them to. I am very happy with my end results and the game Bethesda gave me. I am just critiquing from a design perspective, and taking away the ability to save was a very, very, very poor decision. A gimmick that lacks any creativity and has no redeeming value.

 

It works great once you take that away and add a few other tweaks.

 

I very rarely bash Bethesda for anything, I love their games, but this particular case was just a whole new level of dumb ideas.

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Nice! Suggestion: Or, depending on how you "died", you could also wake up in a super mutant meat bundle, or as a body by a Raider pole waiting to be stuck on it. Or a Synth lab for dissection. Kind of the old Deus Ex wakeup with no gear and having to recover from it, right in the middle of the enemy.

 

I guess maybe the settlement wakeup option would be if you died on the road / in the wasteland and got rescued by a trader? To whom you maybe owe a reward? Not sure how that would work with these simplistic dialogues / trade menus though.

 

I made a big post, then accidentally pressed back space while not being in the text box and lost it all. Oh well! I'll make a post about it tomorrow, maybe. Or at some point.

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