I confuse nothing. It may not have changed the game for you, but it did for me. In hard mode everything had weight so the gamer had to keep track of what was being carried and how much of any ammo could be carried for the arms the character had. When it was better to use a melee weapon and conserve ammo. The character could become addicted to chems. It affected what perks would be taken depending on playstyle.
I like resource management and all that involves. Planning out a campaign down to the minute details is fun for me and others on this forum even if others disagree.
For those who did not wish to do the hard mode in FO:NV there was the easier mode.
I cannot wait to see what the final versions of Wasteland2, Pillars of Eternity along with a few others coming out bring. I am playing Might & Magic Legacy and Eschalon Three (good use of food, sleep and drink) right now. I just finished a run of Kingdoms of Amular which had a sleep mechanic (which should have been better implemented). Eating and drinking would have been welcomed.
It adds to the immersion for me.
FNV's mechanicasm was laughable. You had a growing level of sleep, hunger and thirst. Basically when the meter triggered over that line you ate, drank or slept and poof, all ill effects gone. Plus, the time frames should have ripped the guts out of immsersion as you needed water once per day, food every 3 days and sleep every 4 days or thereabouts. Bascially what the game is telling you is even THEY don't want to make you actually run a normal eat, sleep, drink cycle because it is a PiTA. They might as well add a breathe key to the game and say you have to draw breath every 2 hours. ![]()
Again, you want complexity get something where that complexity adds depth to the game and doesn't just add tasks to be checked off.





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