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With multiple crafting stations returning, they again have the basis for a robust and involved repair system - lets hope they use it. Hopefully it won't be removed in FO4 (we've seen no confirmation that such a system is in to my knowledge) as that would be an even more grevous error - the wasteland is made for scavenging and repairing old world broken down tech. Removing it entirely on the other hand, especially with all the crafting stations scattered all over the gameworld that could have tied in to such a repair system was just. Did the system need some tweaks and improvements? Perhaps, it was fine as it was for me but I wouldn't have been too fussed about some tweaks to the system, maybe slowing the rate of decay for items as that seemed to be the loudest complaint. Louise tagg Posts: 3394 Joined: Sun 8:32 amĬompletely disagree here, removing weapon and armor degredation in Skyrim was a massive over reaction to player complaints after Oblivion in my view. Individual parts condition is a great idea and would work well with that. What should be the effects of low weapon condition? (Multiple Answer)Īll of the above, plus critical failures that lead to dropping your weapon or even taking minor damage yourself. Duplicate repair is still cool in some cases where it makes sense. Repair should be impossible during combat and take some time (screenfade) in the field, using a portable repair kit with charges, depending on your skill. Introduce several (optically identifiable at best) levels of condition. Instead of steady attrition, the change of condition should occur seldom but instantaneously (weapons should be a viable target for PC and NPCs alike).
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What's important is that the system needs a general overhaul. I voted no, but make it so that it suits the individual weapon.
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Should Weapon Condition remain a factor in Fallout 4?Ĭompared to previous Fallout games, should the rate of wear be changed?
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