Fallout 4 - Survival Mode Details

Myrthos

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In this post on Reddit the details of the Fallout 4 survival mode are given:

Is the struggle of this world merely a pleasant game for you? Do you long for a more brutal take on a life lived post apocalypse?

If you answered "Yes and yes!", then Survival difficulty is for you!

Survival upends many of the rules of life in the Commonwealth for maximum challenge. For a full list of these changes, see below.

To enable Survival, press [Pause], select "Settings," then "Gameplay" and choose "Survival" from the "Difficulty" options.

Saving

Manual and quicksaving are disabled. To save your game, you'll need to find a bed and sleep for at least an hour.

Combat

Combat is more lethal for everyone. You now deal, but also take, more damage. You can increase the damage you deal even further with "Adrenaline" (see below).

Fast Travel

Fast Travel is disabled. If you wish to be somewhere, you'll have to physically travel there.

Weighted Ammo

Bullets and shells now all have a small amount of weight, which varies by caliber. Heavier items such as fusion cores, rockets, and mini-nukes can really drag you down.

Compass

Be sure to keep your eyes peeled, as enemies will no longer appear on your compass. As well, the distance at which locations of interest will appear has been significantly shortened.

Adrenaline

Survival automatically grants the Adrenaline perk, which provides a bonus to your damage output. Unlike other perks, the only way to increase your rank of the Adrenaline perk is by getting kills (hostile or otherwise). The higher your Adrenaline rank, the higher the damage bonus. Sleeping for more than an hour, however, will cause your Adrenaline rank to lower. You can check your current Adrenaline rank at any time in the Perks section on the Stat tab in your Pip-Boy.

Wellness

You'll find it difficult to survive without taking proper care of yourself. You must stay hydrated, fed, and rested to remain combat-ready. Going for extended periods of time without food, water, or sleep will begin to adversely affect your health, hurting your SPECIAL stats, adding to your Fatigue (see "Fatigue" below), lowering your immunity (see "Sickness" below), and eventually even dealing physical damage to you.

Fatigue

Fatigue works like radiation but affects your Action Points (AP) rather than your Hit Points (HP). The more Fatigue you've built up, the less AP you'll have for other actions. The amount of Fatigue you've accumulated is displayed in red on your AP bar.

Sickness

A comprised immune system and a few questionable decisions can end up getting you killed. Eating uncooked meat, drinking unpurified water, taking damage from disease-ridden sources, such as ghouls and bugs, or using harmful Chems all put your body at increased risk for various ill effects. When you are afflicted with an illness, a message will appear onscreen. You can view specifics about your current illnesses by navigating to the Status section on your Pip-Boy's Data tab and pressing [RShoulder] to view your active effects.

Antibiotics

Antibiotics, which can be crafted at Chem Stations or purchased from doctors, heal the various effects of sickness.

Bed Types

The type of bed you're sleeping in determines the length of time you are able to stay asleep. A sleeping bag will save your game and may help save your life when you're desperate, but it will never allow for a full night's rest and the benefits that come with it.

Crippled Limbs

Crippled limbs will no longer auto-heal after combat and will remain crippled until healed by a Stimpak.

Carry Weight

Exceeding your carry weight reduces your Endurance and Agility stats and periodically damages your legs and health. Think of your back!

Companions

Companions will no longer automatically get back up if downed during combat and will return home if abandoned without being healed.

Enemy and Loot Repopulation

Locations you've cleared will now repopulate enemies and loot at a significantly slower rate.
Thanks Couch.

More information.
 
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I did not play Fallout 4, yet, so maybe my impression is wrong, but disabling fast travel and reducing the range at which you get notified of locations of interest sounds like it will just increase tediousness rather than introduce a new challenge.

I would have considered survival mode, otherwise.
 
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Disabling fast travel actually works remarkably well in F:NV. But this is FO4 we're talking about, with a a neverending stream of forgettable [timed] radiant quests that routinely send you to the opposite side of the map to babysit your settlement's turrets as they mow down yet another pointless zombie ghoul horde.

Still, a lot of this is likely throwing darts at different potential concepts. It's all new territory for Bethesda: increasing gameplay and difficulty via means other than mob health and damage. If nothing else, the engine will afterward contain the base functionality with which modders can work from instead of having to bolt on something improvised and clunkier.

One thing I really dislike though is limiting saves to when you rest. This, along with only being able to 'wait' while seated in a chair, is remarkably contrived. Give me an option to disallow saving during combat instead. Luckily, it sounds simple enough to tweak with a mod (if it goes live).
 
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Making it all optional would go a long way to reducing a lot of complaints
 
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Yeah, if the fast travel disable was optional, the rest would be fine.
 
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Making it all optional would go a long way to reducing a lot of complaints

Absolutely. I like most of the ideas, but I have no desire to play without being able to save whenever I want. I also want to be able to fast travel.

I especially like the concept of companions not healing automatically after falling in battle.


Crippled limbs will no longer auto-heal after combat and will remain crippled until healed by a Stimpak.

Weird... I thought it already worked that way. I never noticed that crippled limbs healed on their own.
 
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No doubt all those "features" will be optional with a mod in the future.
 
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I can't speak for F4 since I'm yet to get properly stuck into it - however, I rarely use fast travel in Bethesda's other games, and usually just look for a mod to disable it altogether. Instantly "teleporting" anywhere in the world without any penalty just feels too much like cheating to me, or like it's making the game more "casual" or "console-y" (sorry, I don't mean that to sound provocative). I like the idea that when I decide to travel somewhere, that decision has consequences and cannot be made lightly; it also begs other decisions, like how much gear am I going to risk carrying, or whether or not I'm going to have enough ammo.

I don't find travelling tedious however, in fact quite the opposite. I would hate to play by "fast forwarding" through much of the game just to get to the next quest objective or scripted event. I actually find that loads of fun stuff "just happens" when I'm out, trying to get somewhere, especially when I'm playing with other survival mods of the sort that are being described here. It's cool being driven by hunger to sneak in and steal food from a raider camp; or being forced to find shelter in some abandoned, unexplored ruin, having just run our of ammo; or to have to face the moral dilemma of whether I should kill that scavenger for her weapon.

Having said the above, however, I recognise this style of play isn't for everyone. Maybe the answer for some is with a compromise, like how Morrowind implemented fast-travel. I also loved Skyrim's ScenicCarrages mod, or F3's Wanderers Edition motorcycle option.

I'm still not convinced about no optional saving however. I would hate to lose hours of game-play due to a crash or because my rabbit suddenly decided to jump on my keyboard! Maybe if there were more death alternatives, that might also help.
 
You sound like I did before playing FO4. ;)

I'm pretty anal when it comes to realism in games, but fast travel is almost a necessity in FO4. Otherwise, you'll waste hours of real time walking through areas you've already cleared just to get back to your base.

Think of it like the "take all" option. It's not very realistic for your character to be able to pick up 7 items instantaneously, but it would probably drive you crazy after awhile if you always had to click on every single piece of loot separately.

That said, I never use fast travel to get to a destination for a quest or exploring. I only use it when going back to my home base.
 
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legit excited

I laid aside the game a while ago about two-thirds through, I think I'll pick it up again when this comes out.

The lock on fast travel is going to save me from myself -- part of what burned me out on the game was zipping back to my base with a colossal load of crap for storage after every single mission.
 
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