Fallout 4 has gone gold; leaked gameplay vids

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Weapon repairing... I haven't played in years so I forgot this so can someone explain it?

after some use your weapons will degrade and become less effective and will even break. In Fallout you have to combine the same weapon to repair the weapon so 2 x degraded shotgun = a slightly more repaired shotgun.
 
Actually it does, check rank 2: " You are now able to carry an additional 100 lbs of equipment, and can run whilst over-encumbered"

In NV, Long Haul was a separate perk altogether from Strong Back (which just increased your carry weight limit) but afaik even that made you move at walking speed instead of running, you could just fast travel still. So I hope and think that wikia list is speculation, at least as far as Strong Back is concerned.

I just looked at the Rank 3, and assumed the flavor text would have all the previous perks. This is why I don't think this operates as shown. The increased carry weight would be redundant (if sprinting isn't tied to AP).
 
Well, you don't HAVE to pay.

True. But with unique weapons like the alien blaster it was really your only option. I mean New Vegas added Juryrigging which was nice that got around this but in Fallout 3 it meant paying and even then a unique weapon often couldn't be repaired 100 percent.
 
There's a little durability bar next to your weapons and when you use them it depletes. When it gets too low and the weapon is damaged, you need to use a duplicated version of the weapon to refill the bar.

Maybe in a game where you can craft weapons having a duplicate to repair is quite stupid.
(Dont have the game but I guess that is the reason)
 
The UI is the only gripe I currently have with this game. I approve of the improved combat, streamlined dialogue, voiced protagonist, and removal of weapon repairing. Can't wait for next week to hit.
 
Good point. I didn't miss it in Skyrim at all.

Some people did, enough to make a durability mod. I don't remember if weapons broke, but they certainly lost their modifiers you added through smithing after enough use, going from Legendary back to standard, which to me also just added annoying busy-work.

If modders make a worthwhile repair mechanic, where I have to have certain weapon parts and disassemble the weapon and do actual weapon maintenance, that'd be awesome. There are entire other games that are just that. And disassembling Fallout weapons sounds cool as hell. But until that happens, repairing normal weapons serves no purpose other than costing you caps, which 3 and New Vegas throw at you in such quantities you never even notice it.
 
Was it ever even a thing that got you in trouble? I'm playing on Death March [done main game, working on expansion] and not once gear has broken on me during extensive exploring of the world. I just pop repair now and then when I go to vendors to do loot dump, even then rarely costs more than 100 coins which is nothing.

No it never got me in trouble. Game was far too easy to ever get in trouble. It did draw some fights out though. Like I fought an earth golem or whatever they're called that was over 10 levels above me and it made the fight longer than it otherwise should have been. it wasn't the end of the world, but definitely an unnecessary annoyance.
 
More things from the Spanish guy:

·No need to repair weapons.
·If you like FO3/NV you wll like this.
·Story takes a while to get going.
·Dialogue system bad.
·No clear objective the first few hours, he found himself wandering around trying to find stuff to do.

I wouldn't say that's a good thing, repairing weapons with other weapons was a great way to lower your weight before.

Between the speech dialogue stuff and this, I just need to keep telling myself modders will find a way to put all this stuff back in eventually.
 
Yes!....I just want to see if an intelligence 9 character is worth it

Of course it will be, high INT is always worthwhile. More EXP => more levels => more perks overall. Even if the high INT perks happen to be less than awesome ones. It's a no-brainer for just about any build, since any build can make use of more perks (or attributes) in the long run. I'll pick 9 INT too and Robotics Expert as my very first perk, just to see if I could mess around with Codsworth with it.
 
It's probably also a balance issue. I'm sure a lot of people (myself included) in Fallout 3 and New Vegas would scavenge and sell stuff for caps. Now I'll likely be disassembling things for parts so I can craft things which will deprive me of caps.

I know it's a choice but if they want to encourage dabbling in crafting, they need to make it so you're not constantly broke.Presumably you can sell things you craft but you may have difficulty selling one expensive crafted item because many traders don't have a lot of caps whereas you can sell your scavenged goods to several traders.

Pretty much. Most if not all the stuff that were just fodder to sell for caps will now have a use.
 
Of course it will be, high INT is always worthwhile. More EXP => more levels => more perks overall. Even if the high INT perks happen to be less than awesome ones.

I hate that INT now gives +exp. I hate +exp modifiers in games. I don't want to be vastly overleveld so soon. Seems I will go for 3 int, to have access to craftable gun mods.
 
True. But with unique weapons like the alien blaster it was really your only option. I mean New Vegas added Juryrigging which was nice that got around this but in Fallout 3 it meant paying and even then a unique weapon often couldn't be repaired 100 percent.

Exactly. In Fallout there was some equipment which could not be repaired other than going to someone like Moira Kelly to repair. And I'm not sure if there was even someone in the game with enough pair skill to repair to 100%. New Vegas did much better. And I'd be fine with the new Vegas approach,but I'm happier that it's gone.
 
I wouldn't say that's a good thing, repairing weapons with other weapons was a great way to lower your weight before.

Between the speech dialogue stuff and this, I just need to keep telling myself modders will find a way to put all this stuff back in eventually.
But now you won't have that weight taken up by duplicate weapons in the first place.
 
Exactly. In Fallout there was some equipment which could not be repaired other than going to someone like Moira Kelly to repair. And I'm not sure if there was even someone in the game with enough pair skill to repair to 100%. New Vegas did much better. And I'd be fine with the new Vegas approach,but I'm happier that it's gone.

I want to say there was someone in the Brotherhood Citadel that repaired to 100%, but it's been so long since I last played 3.
 
Starting to see adverts all over for Fallout now. Just home from going to town centre and seen 2 billboards so far.

It's almost real now.
 
The new perks system is baffling. Does it work like this?

So, there are 10 perks under each SEPCIAL skill.
In order to unlock say, a tier 5 perk in Strength, I'd need to put 5 skill points in that skill line.
Then we have perk ranks, which would increase the effectiveness of the tier 5 perk?
And in order to unlock the tier 6 perk in Strength, I'd need to allocate another point into that skill line.
When I run out of base skill points and level up, I would have to chose whether I want to unlock the rank 2 level of the tier 6 perk, or allocate the point to unlock the tier 7 perk?
 
You know what i wish they changed? the hacking mini game, now there is something that they should've scrapped. that one is so annoying/boring.
 
Pretty much. Most if not all the stuff that were just fodder to sell for caps will now have a use.

Exactly. Combined with the ability to grow food on your settlements you will probably have the ability to become completely self sufficient without relying on traders.
 
The new perks system is baffling. Does it work like this?

So, there are 10 perks under each SEPCIAL skill.
In order to unlock say, a tier 5 perk in Strength, I'd need to put 5 skill points in that skill line.
Then we have perk ranks, which would increase the effectiveness of the tier 5 perk?
And in order to unlock the tier 6 perk in Strength, I'd need to allocate another point into that skill line.
When I run out of base skill points and level up, I would have to chose whether I want to unlock the rank 2 level of the tier 6 perk, or allocate the point to unlock the tier 7 perk?

You don't need any of the prior perks to get one of the later perks in the tree. You could go straight for the tier 4 strength perk without having tier 1, 2, or 3.
 
Of course it will be, high INT is always worthwhile. More EXP => more levels => more perks overall. Even if the high INT perks happen to be less than awesome ones. It's a no-brainer for just about any build, since any build can make use of more perks (or attributes) in the long run. I'll pick 9 INT too and Robotics Expert as my very first perk, just to see if I could mess around with Codsworth with it.

Nice I'll pick it then because of the late game pottential you just mentioned.
 
You know, I'll say why I liked the repair mechanic, the weight limit, and that ammo had weight in hardcore mode in New Vegas. Because it forced you to prepare. You couldn't carry everything you needed to so you had to figure out what was the best load to mostly cover what you needed (extra of the same gun when yours needed repairs or at least a weapon repair kit or two). And it meant you might find you ran out and need to get creative (ammo weight did that to me in Vegas in my last playthrough as I ran out of ammo and had to get through the Deathclaw area. I could go back and go around but I didn't want to go all that way around so I had to get creative in how I took down the deathclaws and limited use of what little ammo I had left. It was a relief to see Legion after that to deliver me a little extra ammo just to get me to town).

For me, part of the fun of an RPG is to prep and decide what to carry was part of the game and part of what we enjoyed out of the game. I don't want it to be just as easy as to just go out and shoot everything. I want to have to worry about tactics and preperation. Shooting is only part of the game (if it was all of the game I'd play an FPS but FPS's bore me after a while honestly... I want more in my game than just focus on combat). Prepping and figuring out the best tactics is a big part of an RPG to me. And forcing me to have to carry stuff for eventualities when I have limited weight/space creates more complication and I want that complication.

I guess an easier comparison is telling me they got rid of weapon damage is like saying they got rid of limited ammo. It's the same thing to me, you just made the game simpler and I didn't have to worry about what I'm prepping when I go out in the wasteland. I like prepping and figuring out what I need to carry and what I need to sacrifice or can try to do without. And having to make sure I am conservative in what I use cause I'm limited. And it's not as simple as saying, oh, well you still have to worry about ammo. It's less things I have to balance out when I'm prepping my backpack. I like the complication and the forcing me to have to choose between different stuff.
 
But now you won't have that weight taken up by duplicate weapons in the first place.

Well yes and no. Because now with weapon modding I suppose you can take apart weapons to make parts for mods right? So this may not change, unless mods can only be made with wasteland junk.

I want to say there was someone in the Brotherhood Citadel that repaired to 100%, but it's been so long since I last played 3.

Pretty sure Wolfgang was the highest repairer in Fallout 3 at 85 percent but I may be wrong. Seems I looked into it before with a wiki.

In New Vegas there was a Ranger that could repair to 100 percent.
 
Can someone please explain what happened to the dialgoue?

I like having a high charismatic character so I can access more dialogue options and charm/weasel my way ... Is a charisma build not reccomended? because I remember Fallout NV having a big charisma system.
 
Can someone please explain what happened to the dialgoue?

I like having a high charismatic character so I can access more dialogue options and charm/weasel my way ... Is a charisma build not reccomended? because I remember Fallout NV having a big charisma system.

It sounds like it but that's just one person's experience. But so far his experience is making it sound like my worst fears about dialogue.

That being said I'm still having a high charisma cause the intimidate perk sounds fun and like it will allow you to try to play a character that doesn't want to have to kill unless they have to (gives you an option even with the aggros to make them just turn away).
 
Pretty sure Wolfgang was the highest repairer in Fallout 3 at 85 percent but I may be wrong. Seems I looked into it before with a wiki.

In New Vegas there was a Ranger that could repair to 100 percent.

A quick goggle search shows that there's an NPC in the Mothership Zeta DLC that has 100 repair, and you can do a glitch to have an NPC from Point Lookout have 100 repair.

Wolfgang seems to max out at 75.
 
I like it because the minigame it's so easy that I never need to allocate many points to hacking :p

That was the Fallout 3 system. It could be the Fallout: New Vegas system.

They shouldn't have ditched the repairing system, but rather streamlined it more.

Something tells me that they couldn't figure out how to make it work with the modding system, and just said "Just remove it. . .it doesn't add anything to what we want for the game."
 
Can someone please explain what happened to the dialgoue?

I like having a high charismatic character so I can access more dialogue options and charm/weasel my way ... Is a charisma build not reccomended? because I remember Fallout NV having a big charisma system.

I could have swore I read in the leaked impressions that there are speech checks. The guy that was saying there wasn't any was playing with a CHA build of 1. Speech checks may not have even been popping for him. It may be that you need to have the required skill to get the options. I'm going CHA 4 or 5 personally.
 
It sounds like it but that's just one person's experience. But so far his experience is making it sound like my worst fears about dialogue.

That being said I'm still having a high charisma cause the intimidate perk sounds fun and like it will allow you to try to play a character that doesn't want to have to kill unless they have to (gives you an option even with the aggros to make them just turn away).
Keep in mind that the dude is playing a 1 CHA build. I don't have especially high hopes for a super robust system, but his experience should not be a spot-on indicator.
 
You know what i wish they changed? the hacking mini game, now there is something that they should've scrapped. that one is so annoying/boring.

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It's fine. If it took longer it wouldn't be fine. What was never fine was having thresholds at 25, 50, 75, and 100 skill for hacking and unlocking things. The minigames should just be near-undoably hard at higher levels, not restricted.

the weight limit

This makes no sense to me as a reason to like weapon repair, because repairing'd be something you do before you set out on the next adventure, not during. I'd barely damage my weapons 10% of their health before my next return. What were you shooting at so much?

because I remember Fallout NV having a big charisma system.

Charisma system? It had lots of skill and SPECIAL checks, most of which were about speech, but nothing much specifically for charisma.

Considering there is no speech skill in Fallout 4, Charisma might be more important to invest in than ever before.
 
Because combining two weapons to magically repair one of them makes a RPG? What?

Better call Borderlands a FPS then too.

The first mod I installed for Witcher 3 was a "no weapon durability"-mod. It adds NOTHING to the game, NOTHING. In Souls games, durability actually matters, but not in an open world RPG with fast travel.

Borderlands is an FPS!!!'
 
To hear improvements from NV haven't been implemented frustrates me a lot. It seems like Bethesda feel they have too much pride to learn from Obsidian's clear improvements compared to what Bethesda managed with 3. E.g no hardcore mode and no faction representation.
Yeah, the faction rep is a disappointment. I was really disappointed when they didn't borrow that for Skyrim, which would have been perfect with the civil war quests.
 
I'm not upset at all to hear weapon degradation is gone. It served no purpose other than preventing you from using your favorite weapon for stretches until you found something suitable to repair it.
 
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