I want to know how you guys play with your hard difficulty settings
I would like it if it doesn't turn into a "get off your training wheels noob!" type of [censored]storm and those of us who have different styles and preferences learn from one another. In sum, I'd like to understand:
1. Do most of you who play hard accept dying and reloading as a requisite part of that play style?
2. What tactics or strategies do you use?
I started contemplating these points based on comments in http://www.gamesas.com/topic/1584838-fallout-4-has-no-theorycraft-as-the-predecessors/ and I'll just quote what I said there to get the discussion going.
I'd like to "learn to enjoy Hard" difficulty if it is possible and to the extent it is less than ideal for any modal player preferences, learn how the best of "hard" could be made better with mods.
However, I am just inherently a "Dead is Dead" player. When my character dies, I just do not feel like I'm having "fun" when I reload. It isn't a sense of obligation NOT to reload or even a sense of "I'm too hardcoe to reload" I just find it literally "immersion breaking" and unfun. To me, the most fun with gamesas games is to play Dead is Dead and to play any given toon as long as you can.
Agree completely. Hard, Very Hard, and Survival do not strike me as "harder" so much as "more tedious and requiring unrealistic and immersion breaking tactics and behaviors."
When, at level 1, a couple blood bugs or bloat flies can take you out with one or two shots, then what options do you have? You do not just creep up on them and kill them with you trusty 10mm like you would in Normal. Instead, you fire at one of them, emptying a whole clip and bringing down his health to 2/3 and then you run away and hide. Wait till they lose aggro, go back and repeat. I suppose in the sense that this tactical sequence is "less simple and less direct" it is fair to say it is "harder." Also, because there is less margin for error, one must appraise and weigh all engagements more accurately and be ready to respond appropriately much more quickly.
Obviously there are other ways to go about it too: you could just skip the bloatflies completely and go level up by some other method. This is an even more pronounced way that "Hard" and "Very Hard" are "less direct" or more "complicated."
So in some sense the "bullet sponge" difficulty settings "are truly harder," but the fact remains, this increase in the complexity of the challenge and requisite understanding to overcome the challenge is achieved at the expense of 'combat that is tedious' and a game world that is too realistically 'unpredictable.'
I played Hard for about 15 levels, and had not died (well I died and restarted several times before level 2, but just went back to the exiting the vault with the understanding that, "You've got to be a LOT more careful"). I was even enjoying. And then a raider outside the bookstore threw a grenade about 60 meters and UP at me on the roof of a 1 story building and it detonated right next to me and killed me (at full health and wearing semi-decent armor) instantly.
I don't like to reload and I am not sure I like the idea of considering "getting explosion resistant armor as a top priority" as being acceptable, but that it seems that is what Hard difficulty asks for.
Exactly. Some of the best mods every made, basically just open up the .ini or other files that change settings, and link the attributes in those to a simple GUI options pane. More options, to the extent that it simply reflects "allowing the user to change values" and not completely changing the relations between variables or the algorithms involved, and to the extent it can be pretty readily turned into a GUI that users can play with, it seems is ALWAYS a good choice in game design. I think mainly developers overlook this more than anything.