This new Survival Mode in Fallout 4...

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Chaosian

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Mar 26, 2011
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FirstNameLastName said:
Actually, I suppose fast traveling to and from the institute would probably still work in survival mode, right?
Like IceForce speculates. No, actually, not entirely. I've only tried it once now that I've gotten to the Institute, and it seems you can only leave there via the CIT ruins, like Coursers always theoretically do. Actually not sure why that wasn't in the base game.

While this means that you can jump to the center of the map from anywhere, but not from the center to anywhere else. You'll have to walk from there.
 

IceForce

Is this memes?
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Dec 11, 2012
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Chaosian said:
FirstNameLastName said:
Actually, I suppose fast traveling to and from the institute would probably still work in survival mode, right?
Like IceForce speculates. No, actually, not entirely. I've only tried it once now that I've gotten to the Institute, and it seems you can only leave there via the CIT ruins, like Coursers always theoretically do. Actually not sure why that wasn't in the base game.

While this means that you can jump to the center of the map from anywhere, but not from the center to anywhere else. You'll have to walk from there.
Makes sense. I figured they might do something like that.

They've basically made it just like the "Big MT" from New Vegas, which you could teleport INTO from anywhere you wanted, but you always teleported OUT of there to the same place each time (ie: not back to the place where you previously were).
I guess that's the best compromise solution we can hope for, for 'teleport only' locations like this.
 

meiam

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Dec 9, 2010
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imo disabling fast travel is a good idea since it actually make establishing settlement and linking them worth something, at the same time it means carry capacity is actually important.

Tying sleep to save actually make it work with the new adrenaline system, it gives you a risk v reward system. All in all I think these two things are far more interesting than constantly having to remember to eat and drink.
 

Paragon Fury

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Jan 23, 2009
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I think the "Save to Sleep" system isn't there for immersion; its the way Bethesda actually makes you care about dying and makes difficult things intimidating again.

Even on the Hardest difficulties, players (especially on PC) keep using the auto-save and Quick Save features to make them laughable and basically make death meaningless because it costs you almost nothing (literally nothing on PC if because of Quick Save). So Bethesda was like "All right, death is going to mean something and cost you the one thing we can take - your time. No more save spam and save scumming".

A powerful enemy or something unexpected happening now has meaning and weight because dying or fucking up will have actual consequences now.
 

Tayh

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Apr 6, 2009
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008Zulu said:
DeliveryGodNoah said:
Fallout New Vegas had a decent survival mode without any restrictions.
Fallout New Vegas was made by Obsidian, not Bethesda. The best Bethesda can seem to do is take mods from previous games and turn them in to game features, or worse, paid DLC.
To be fair, a lot of the new features in FO:NV were copied almost exactly from mods made for FO:3, including the survival mode.