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In fact, all my water pumps at a settlement were laying on the ground until I fixed them.
By removing the concept of weapon/armor repair you can save more time on collecting building materials than having to choose between a weapon(which is something you'll always use) and making settlements(which, in honestly, is something that most people will pass by given the choice).
I also think it has something to do with scrapping, although with the repair concept added it can add an element of choice.
Do you want parts to create mods, building materials or repair your weapon?
I did like the idea of repairs. If you can use junk to repair then that would work with the whol concept of collecting materials
OP mean repairing guns.
I don't really miss the weapon condition system and without it repair obviously wouldn't be worth a own perk, but something along the lines of what you propose could certainly be done rather easily once modding tools are out.
From a more hardcore/technical gamer perspective it kind of sucks. But I'm sure (and I'll bet Bethesda was counting on) mods will bring it back. Mods are great in that they let Bethesda focus on the huge swath of players that don't care/don't want certain features while allowing those of us that want said features to be able to create them and tailor the game to our liking.
I forgot about the Robotics Expert perk. Thanks. That could also go alongside the other perks mentioned
It's that way in Diablo.
It's that way in MMOs
It's what it was in Fallout 3 and NV.
Carrying around 10 rifles and 5 suits of combat armor so I cound smash them into eachother every time my damage dipped or my protection dipped below acceptable didn't add anything of value.
Now I get to carry a bunch more different weapons for the purpose of using them. Even ones I didn't specialize in.
I have a semi auto and full auto 10mm handgun, despite being rifleman. Because I don't have to babysit them with upkeep, even if they are not optimal for my build. I have a sawblade baseball bat because it's cool, even though I'm not built for melee and found the sacrificial blade which is much more OP.
I carry a few sets of armor for modifiers and visual style, instead of 5 copies of the same armor.
Repair added nothing to the game, unless you can't get E hard without drudgework in a game not based on it.
Everyone loves to scream about how the original 2 fallouts were better than the new ones, which did not deal in item durability. And yet it's ****ing ITEM DURABILITY we get most people lamenting the loss of when it comes to changes in the 3D ones.
That and screaming that the existence of .38 ammo is lore breaking because it wasn't in previous fallouts, while saying in the same post they want back all the ammo from NV that wasn't in any previous fallouts. (.38 bad! 40mm grenades good! because ???)
Normally, I wouldn't be bothered by it, but so far, I have yet to come across a game that does it right (excluding mmos). All of the other games with this feature has your weapon break at such an exaggerated rate (Witcher 3/ Dying Light, etc) that it breaks my immersion and detracts from the overall experience. A sword doesn't just break with a few swings and definitely not a freakin wrench in 10-15 hits. The last thing I want is to be worrying about my weapon every 5 mins.
Until devs can find the right balance, I'd rather it say out of my games. Those who prefer it can always mod it in.
The repair system in FO3 / NV however is absolutely horrible. All guns get completely ruined during a single firefight, and the only way to repair them are more guns of the same type. Same with armor.
I'm certainly glad that this is gone. Repairing only concerns Power Armor, which seems to be an important enough feature so you don't have to worry about your guns at least.