This new Survival Mode in Fallout 4...

Recommended Videos

Paragon Fury

The Loud Shadow
Jan 23, 2009
5,161
0
0
Freaking brutal. Its like playing a Bethesda's remix/take of Skyrim: Requiem + Realistic Needs and Diseases. Though it could still use the Requiem treatment for the Perks and a few other areas.

Also, this "saving only at beds" is is tough. The Deathclaw fight at the start alone took me 3x as long as last time because of having to draw it out so I didn't have to restart.
 

TheSapphireKnight

I hate Dire Wolves...
Dec 4, 2008
692
0
0
I like survival mode in theory but sleep to save only with no toggle is fucking stupid.
1.) Its a Bethesda game between issues with the engine and the bugs I sure as hell don't want my progress wiped by the developer's own problems.
2.) It certainly doesn't add to 'immersion' to suddenly have to find an excuse why your character needs a nap every two hours. Saving is something the player does not the character.
3.) It isn't even necessary, who cares if other's save-scum or fast travel for that matter. Its a single player game let people do what they want.

Obviously it is easy enough to mode away(and it already has been) and even consoles will be able to do it in time, but they shouldn't need to in the first place.
 

IceForce

Is this memes?
Legacy
Dec 11, 2012
2,384
16
13
Gopher did a damn good video on the save-on-sleep thing:


And I agree. This silly feature actually makes the game LESS immersive, not more. Because now your character is aware of the save feature, in some sort of fourth-wall breaking bizarre way.

And if you save often (which you should in every Bethesda game), then you have no choice but to roleplay a character with severe narcolepsy.
 
Feb 7, 2016
728
0
0
I installed a couple mods that re-enabled the "quick save" feature in the pause menu. Unfortunately the quicksave key still doesn't work, but it's the best I could find right now.
I also reenabled the command console.
I don't know why they bothered with all these restrictions. Fallout New Vegas had a decent survival mode without any restrictions.
Once I got the save issue mostly out of the way though, I actually found I enjoyed my return to Fallout 4 with the survival features. It does provide an interesting need to actually pick up literally EVERYTHING you can find.
 

008Zulu_v1legacy

New member
Sep 6, 2009
6,019
0
0
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.
 

RedDeadFred

Illusions, Michael!
May 13, 2009
4,896
0
0
Paragon Fury said:
Freaking brutal. Its like playing a Bethesda's remix/take of Skyrim: Requiem + Realistic Needs and Diseases. Though it could still use the Requiem treatment for the Perks and a few other areas.
I'm sure we'll get a massive gameplay overhaul similar to SkyRe and/or Requiem at some point. A lot of people aren't happy with how simplified the leveling and perk trees are. I'd definitely welcome a much deeper tree that allows for greater specialization. This would allow for there to be an actual reason to make multiple characters.
 

Chaosian

New member
Mar 26, 2011
224
0
0
As someone who binds Quicksave to Q in Bethesda mode, and have played Survival for about 75 hours, I have to say I found it a very refreshing change. Sure, it's really god-damn annoying when it takes you an hour to get in and out of the glowing sea and you die on the way to a bed- but the overall difficulty increase is really welcome. While not immersive, it adds tension to gunfights. It is especially fun with mods, and guns that make the guns kill in like 2 or 3 hits.

Default no console and no mods, and turning off achievements with mods is complete bullshit though. Cut that out Bethesda, we will ALWAYS be able to make workarounds for that, and we already have them.

What I am most excited for is that it gives Fallout FROST more of a framework to work off when that eventually comes out.
 

pookie101

New member
Jul 5, 2015
1,162
0
0
tried it and lost 30 minutes of game play due to a crash to desktop so im avoiding it from now on until i find a mod that allows console and saving
 

Saelune

Trump put kids in cages!
Legacy
Mar 8, 2011
8,411
16
23
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.
New Vegas was put together by Obsidian using Bethesda's already developed Fallout 3. In a way, NV is just Fallout 3 modded to all hell by Obsidian. And why hate on Bethesda for DLC? They are one of the few doing actual expansion content instead of micro transactions.
 

skywolfblue

New member
Jul 17, 2011
1,514
0
0
Given how buggy fallout is, save on sleep sounds a little too frustrating for me.

But as a mechanic, I think it may be a good idea.
It makes players interact with the world to save, rather then interact with a menu. The character themselves don't experience "saving", they only know that sleep is important.
 

Zhukov

The Laughing Arsehole
Dec 29, 2009
13,769
5
43
I was interested until I heard that it disables fast travel.

"Oh boy, I sure can't wait to have to walk all the way back to the nearest city to trade in my stuff, then walking all the way back to my home base whenever I want to craft shit. What a riot!"

That's just wasting my time for no reason.
 

MHR

New member
Apr 3, 2010
939
0
0
Absolutely agree. It's been rough. I've had to restart about 3 times now and lost an hour and change. I'm liking it though when I'm not totally disheartened to the experience. Losing progress really bums out out if you've experienced that.
 

Wrex Brogan

New member
Jan 28, 2016
803
0
0
Zhukov said:
I was interested until I heard that it disables fast travel.

"Oh boy, I sure can't wait to have to walk all the way back to the nearest city to trade in my stuff, then walking all the way back to my home base whenever I want to craft shit. What a riot!"

That's just wasting my time for no reason.
That's my biggest turn-off with this mode as well.

Vendors are too scarce and crafting supplies too plentiful for me to really see this as a positive. Sure, there's random crafting stations all over the place, but you've got fuck-all inventory to carry all the materials you'd be hoarding since it's a 40 minute run back to Sanctuary/Diamond City.

'No fast travel' feels like something that works so much better as a self-imposed challenge, not something tacked onto the difficulty. It just makes things more frustrating, not harder.
 

FirstNameLastName

Premium Fraud
Nov 6, 2014
1,080
0
0
What they should have done is implement some kind of save system where you can save where every you want, but upon death you revert back to the last time you slept. Perhaps they could also have a minimum time until you can sleep again; maybe a soft limit through some kind of fatigue mechanic that prevents you from sleeping more than about once per in-game day or so. That way you still have the added penalty for death without worrying about a crash ruining your progress.

There, I've fixed it. Now where's my pay check Bethesda?
 

008Zulu_v1legacy

New member
Sep 6, 2009
6,019
0
0
Saelune said:
And why hate on Bethesda for DLC? They are one of the few doing actual expansion content instead of micro transactions.
They have paid DLC for Fallout 4 that expands settlement options, something that has existed in the modding community has provided for free since almost the games release. Browsing the forums of any modding site will show that people have been planning to create a mod very similar to the Automatron DLC that Bethesda is asking money for, which we will most likely see now the Creation Kit is out. Unless Bethesda throw a fit because the mod replicates paid content. Now, whatever they are planning for the Detective Valentine DLC will most likely be worth it. But the other two? Should have been free.
 

Silverbane7

New member
Jul 1, 2012
132
0
0
Well, it's starting to get fixed by the community already, which is good.

There are multiple versions of mods to enable the console and fast travel back.
Some just put it back. One adds a sewer system as a more immersive option, another let's you travel only to settlements.
There is also more than one save system now.
Immersive versions include single use holotapes, you find them around the world but they are rare so are mainly for those omg moments.
There are one or two difficulty modifiers mods too, so you can up the damage both the player and the mobs do, to scale to your liking.

What I personally want tho, is ways to have survival separated out from difficulty.
Many of us love the survival side, eating and drinking and sleeping. Many a mod adds that, but just does not get it right. Too hungry too fast, too tired after just a walk... It's hard to get right.
They should have kept the old survival diff level, called it legacy hardmode.
Added a new survival setting that is whatever difficulty you the player wants, that just adds the survival aspects.
And then add hardcore survival mode (all the fun of survival, with the hardest difficulty and fast travel only to nearby settlements in a certain radius) and a Yolo one life, deletes your saves if you die mode for those who need to find a graveyard out back of your house in sanctuary with gravestones listing the name/level and time lived for all your previous 1life characters.
 

FirstNameLastName

Premium Fraud
Nov 6, 2014
1,080
0
0
For the fast travel issue, I really don't understand why they don't just add in a fast travel network similar to Morrowind or Skyrim. I'm not asking to have to trek across the entire map every time, but I also don't want to have the ability to just open my map and teleportOh, what's that? The in game clock moves forward when I fast travel? I don't care, it still feels like teleportation. to any location I've so much at looked at, from any location. I don't mind having to trek some of that way, and would prefer that over teleportation, just so long as it costs some amount of money and can't be done from anywhere to everywhere else.

Oh, and for the people who'll inevitably answer with "well, just pretend you can only warp to and from certain locations," that's not really a solution. I'm not too good with that kind of self imposed challenge because it's only a matter of time before I get lax with such rules, and what could otherwise have turned into a fun situation brought on by desperation instead becomes the point in which I break the self imposed challenge just this once. It's kind of like starting off the game with 100 perk points and telling the player to just pretend 100 is the new 0.
 

IceForce

Is this memes?
Legacy
Dec 11, 2012
2,384
16
13
FirstNameLastName said:
For the fast travel issue, I really don't understand why they don't just add in a fast travel network similar to Morrowind or Skyrim. I'm not asking to have to trek across the entire map every time, but I also don't want to have the ability to just open my map and teleportOh, what's that? The in game clock moves forward when I fast travel? I don't care, it still feels like teleportation. to any location I've so much at looked at, from any location. I don't mind having to trek some of that way, and would prefer that over teleportation, just so long as it costs some amount of money and can't be done from anywhere to everywhere else.
Errm, FO4 already has an *actual* teleport system. It's how you get in and out of the Institute.
And it is slightly different to a standard fast travel, because no time passes. In fact, you can teleport yourself from one side of the map to the other, with no time passing, if you fast travel to the Institute in between. You can use the Institute's teleport relay to 'slingshot' yourself across the map in the blink of an eye (well, so to speak).

And let's not forget the vertibird signal grenades. That's essentially a built-in 'immersive' form of fast travel too.

So yeah, what you said there about incorporating a fast travel network like Morrowind or Skyrim, well, Fallout 4 kinda already has that. Two, to be exact.
 

FirstNameLastName

Premium Fraud
Nov 6, 2014
1,080
0
0
IceForce said:
FirstNameLastName said:
For the fast travel issue, I really don't understand why they don't just add in a fast travel network similar to Morrowind or Skyrim. I'm not asking to have to trek across the entire map every time, but I also don't want to have the ability to just open my map and teleportOh, what's that? The in game clock moves forward when I fast travel? I don't care, it still feels like teleportation. to any location I've so much at looked at, from any location. I don't mind having to trek some of that way, and would prefer that over teleportation, just so long as it costs some amount of money and can't be done from anywhere to everywhere else.
Errm, FO4 already has an *actual* teleport system. It's how you get in and out of the Institute.
And it is slightly different to a standard fast travel, because no time passes. In fact, you can teleport yourself from one side of the map to the other, with no time passing, if you fast travel to the Institute in between. You can use the Institute's teleport relay to 'slingshot' yourself across the map in the blink of an eye (well, so to speak).

And let's not forget the vertibird signal grenades. That's essentially a built-in 'immersive' form of fast travel too.

So yeah, what you said there about incorporating a fast travel network like Morrowind or Skyrim, well, Fallout 4 kinda already has that. Two, to be exact.
Oh yeah, I forgot about the vertibird, although that's mostly because I'm yet to replay the games as the BoS (which I intend to do when I have time revisit FO4). I don't really count the institute one as a fast travel method though, since it just adds a sound/particle effect to the regular fast travel and doesn't move the clock forward specifically when leaving the institute.

Although, I guess I would count the vertibird as a fast travel, and as a perk of joining the BoS.

Edit: Actually, I suppose fast traveling to and from the institute would probably still work in survival mode, right?
 

IceForce

Is this memes?
Legacy
Dec 11, 2012
2,384
16
13
FirstNameLastName said:
Oh yeah, I forgot about the vertibird, although that's mostly because I'm yet to replay the games as the BoS (which I intend to do when I have time revisit FO4). I don't really count the institute one as a fast travel method though, since it just adds a sound/particle effect to the regular fast travel and doesn't move the clock forward specifically when leaving the institute.

Although, I guess I would count the vertibird as a fast travel, and as a perk of joining the BoS.
You also get the vertibird ability if you side with the Railroad too. So you don't absolutely have to go along with the BoS if you don't want.

FirstNameLastName said:
Edit: Actually, I suppose fast traveling to and from the institute would probably still work in survival mode, right?
I'm actually wondering how that works myself. I can't test it right now, and won't be able to for a while. So, perhaps someone else could chime in and let us know how the Institute teleport works in survival mode?

I mean, I guess it's possible they may force you to travel to the front of the CIT ruins first, in order to teleport in and out. (Because afterall, that's supposedly how the coursers leave the Institute; they always teleport out into the same spot just outside the CIT ruins. So it always seemed a bit weird to me that the player character gets granted some sort of 'super teleport' or whatever.)
That being said, if survival mode nerfs the Institute's teleport ability like I suspect it does, that would certainly add to the tedium considerably.