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Eurogamer: Why I'm tired of Fallout 4 encumbrance

I only loot ammo, legendary items or items I marked. Maybe stop trying to bring everything when most of it is useless anyways?

That. And bra before venturing to a new place/dungeon/whatever, empty your inventory of unneccessary stuff. You dont need 4 suitcases of alternate clothing with you then.
 
Item collection and management is a core part of games like this. Without it, this would essentially just be a game like Call of Duty or Battlefield but with a whole shitload of more items.

Honestly, without encumbering the whole game breaks. Want infinite caps? There you can just sell the tons and items on your person. Now you can hold 999 ammo of every weapon that you bought with the tons of sold stuff. May as well just carry every weapon while you're at it and a lot of replacement power armour parts. You're basically a walking army. There's no longer any danger. Defeats the purpose of the genre for me, which is why I don't use the console to hack my weight limit. Situations that would normally make me go "ah!" would then be nothing - there's no potential for panic, no point in strategy, no point in having a play style that suits you.

None of this is even remotely true.

For one, each vendor has a limited supply of caps for trading. You can't just dump 10k worth of gear and walk away with all that money. Most, if not all vendors I've seen so far (at level 29) have under 1000 caps, often closer to 300.

Ammo already has 0 weight, so nothing about removing encumbrance changes that.

I'm not sure how you get to "nothing makes me panic" just because you've got a bunch of guns. With encumbrance as it is, it's trivial to carry enough guns of each type to easily deal with each situation in the first place. You still have to fight enemies, deal damage to them, and avoid it/heal yourself. Encumbrance changes none of this.

What it *does* do is mean that sometimes you have to spend time deciding what new shit to pick up and what to leave. But it's almost never an interesting choice, because other than the "junk" items, it's abundantly clear that you've got no reason to grab every piece of armor off of enemies in a given area.

I maintain that unless you actually find looking through a menu determining what to drop and what to pick up to be interesting, this mechanic is meaningless and just makes more busy work and time I'm not playing the fun parts of the game.
 
First thing I did was player.setav carryweight 10000

Annoying thing is that it resets when you get into and out of power armour.

I get that the pip boy is a staple of the series but the menus are so archaic I found it a chore to drill through them to get the information I needed.

Why do I need to see the arm and wrist every time I want to go into menus and surely there is a better way to lay them out.

Isnt there an app for the pip boy so you can do all that beside you on your phone/tablet?
 
Doesn't really sound like you want to play (the newer) Fallouts then as this has been a major component of the game since FO3

I spent far over 100 hours playing Fallout 3 and it has been a major pain in the ass since then as well.

It's not fun. It's not clever. There are other ways of limiting player wealth and power that do not require such a tedious chore every step of the way.
 

dity

Member
None of this is even remotely true.

For one, each vendor has a limited supply of caps for trading. You can't just dump 10k worth of gear and walk away with all that money. Most, if not all vendors I've seen so far (at level 29) have under 1000 caps, often closer to 300.

Ammo already has 0 weight, so nothing about removing encumbrance changes that.

I'm not sure how you get to "nothing makes me panic" just because you've got a bunch of guns. With encumbrance as it is, it's trivial to carry enough guns of each type to easily deal with each situation in the first place. You still have to fight enemies, deal damage to them, and avoid it/heal yourself. Encumbrance changes none of this.

What it *does* do is mean that sometimes you have to spend time deciding what new shit to pick up and what to leave. But it's almost never an interesting choice, because other than the "junk" items, it's abundantly clear that you've got no reason to grab every piece of armor off of enemies in a given area.

I maintain that unless you actually find looking through a menu determining what to drop and what to pick up to be interesting, this mechanic is meaningless and just makes more busy work and time I'm not playing the fun parts of the game.

And you can go around to every vendor, and pass time so they get caps back. It's unlimited caps.

Ammo has 0 weight, but guns do. Guns can weigh a lot. You might as well have all of them and 999 ammo for each at any given time.

Yeah, removing emcumbrance removes that panic. I mean imagine if every single time you encountered a Death Claw you had a Fat Man on you with a bunch of ammo? Well shit, that enemy is basically just an annoyance now. You just have to change weapons and bam - there goes that insurmountable force.
 

domlolz

Banned
let's just drop the RPG pretence for the fallout series and streamline all of those archaic features. modern gaming is great.
 

heringer

Member
So let me just see if I understand this correctly. You don't like the carrying limit...but you don't want to put points in the stat that raises your carrying limit?

Yes, because the amount of points to increase the weight limit to acceptable levels is unreasonable to anyone not playing a ST character. It's a matter of balance. You said you start the game shit and ends as a badass and that's a spin since the only way for that to be true, in terms of carrying capacity, is to only put points in strenght and completely ignore everything else, which would be a stupid thing to do.

Look, if you think the limit is fine, more power to you. Clearly a lot of people don't think so. Why should I bend over to Bethesda opinion of balance if I don't agree with it and have within my powers to rebalance it myself?

I feel my experience is much more balanced now because the only aspect I removed from the game was constantly turning to dogmeat to dump stuff into him, which is dumb.

And sorry, but comparing shooting to carrying limit is disingenuous at best and moronic at worst. If Bethesda removed the WT limit themselves, at worse you would see some complaints saying "oh noes, dumbed down". The game would still get great scores and everybody would still buy it. If it had shitty shooting mechanics forever people would call it a broken mess.
 

Lanrutcon

Member
Yes, because the amount of points to increase the weight limit to acceptable levels is unreasonable to anyone not playing a ST character. It's a matter of balance. You said you start the game shit and ends as a badass and that's a spin since the only way for that to be true is to only put points in strenght and completely ignore everything else, which is stupid.

Look, if you think the limit is fine, more power to you. Clearly a lot of people don't think so. Why should I bend over to Bethesda opinion of balance if I don't agree with it and have within my powers to rebalance it myself?

I agree: you have the power to rebalance it yourself and you should. I am a firm believer in cheats when necessary, and modding.

But.

I am critical of people that are throwing blanket statements like "This shit should be removed". You're welcome to fuck with your own game, but don't fuck with mine.

As for the balance: let me clear something up that folks don't seem to get. My character carries 600 pounds with 3 Str. If you don't want to play a Str character, then don't. Have you considered modded armor? Or investing in some power armor? or the Lone Wanderer perk? or just wearing +Str gear? Maybe using a companion with a high Str score to act as your packmule? I haven't tried all of the above combined (Lone Wanderer being incompatible with companions), but you can probably reach a combined 850+.
 

Doc_Drop

Member
Yes, and then I have to either sit and sort through my inventory deciding what's worth keeping, or waste time traveling back to my base. That's my point, neither of those options are fun in a game where looting and exploring is one of the main appeals.

Then don't pick as much stuff or start out on exploring with less stuff on you? I don't know, it does seem like there is a split of the audience who do or do not want to manage inventories.

Off the top of my head it has been a factor in Divinity Original Sin, Wasteland 2, Witcher 3, and Dragon Age Inquisition of the RPGs I've played in the last year. With it also being a factor in practically all RPGs I've played maybe ever. Much like XP, levelling, weapon types/classes, skill trees, etc, it seems a core component of RPGs. I personally find it an enjoyable part of the process, I can understand not liking it, but I would assume it would then bother someone in every RPG they play
 

heringer

Member
I agree: you have the power to rebalance it yourself and you should. I am a firm believer in cheats when necessary, and modding.

But.

I am critical of people that are throwing blanket statements like "This shit should be removed". You're welcome to fuck with your own game, but don't fuck with mine.

That's fair enough.
 
Yeah, removing emcumbrance removes that panic. I mean imagine if every single time you encountered a Death Claw you had a Fat Man on you with a bunch of ammo? Well shit, that enemy is basically just an annoyance now. You just have to change weapons and bam - there goes that insurmountable force.

Can't you do this already since ammo has no weight?

Sometimes it just feels like there's a prejudice.

It's not prejudice. I'm explaining why I don't like a certain feature in a series of games that I otherwise massively enjoy.

Ok. So where I'm at in the game right now, removing shooting and just killing thing when I point at them would matter little. I kill anything in 1 shot. The act of pointing and clicking my mouse is a formality/busy work at this point. So just like you feel encumbrance can be removed since the act of quick traveling is just a formality/busy work.

It's not just that, it's pointless. You kill things because they're in the way, it finishes quest, they drop things you need, it's fun. None of that applies to the encumbrance system in these games. It's practically filler.

Encumbrance does the following:
- Gives weight and meaning to your looting. Without it, you'd simply rapid fire the pickup button as you strafe around empty locations. The act of scavenging becomes meaningless. You become a human vacuum machine.
- Kicks immersion in the ass. Granted, the game has you suspending your disbelief every 5 seconds, but I'd like to hold on to every last bit of immersion I can.
- Makes sense in a stat based system. You have stats for your other physical attributes, why not your physical ability to carry stuff?
- Assists in character progression and the feeling of development. At level 1 you can't carry shit. At level 50 my character can carry just shy of 600 pounds. When I can casually haul off a shitton of steel, it feels like my character has actually come a long way.
- To a lesser degree, is part of the survival aspect. FO4 likes to refer to 'The Wasteland', and the harder it is to survive the more that comes across.

All of that could still be the case if they used a different, better system. I'm not saying 'Give everyone unlimited inventory (although if they did it wouldn't be so bad because you could still go back to base and drop stuff off to carry on your little role play). I'm saying the current system is annoying, and I'd rather they change it.

The bolded part is silly though. The loading screens are a far bigger immersion killer than anything else the game could offer up.

To me it's a core part of these kinds of games.

Fast travelling to and from base, dealing with 2 or 3 lengthly loading screens, just to free up some inventory space is a core part of the game for you?

I think people are being too defensive here. I like Fallout and TES games, I just think the way encumbrance currently works is an annoyance and has no benefit to the overall experience. I'm not saying remove it, I'm saying make it better.
 
N

Noray

Unconfirmed Member
Personally I don't mind encumbrance for weapons and armor because it adds tactical considerations. I hate it for Junk however, because junk is now so necessary for crafting. I don't want to mod out encumbrance entirely because like I said, I like the tactical element to it. But if I could just mod it so that all junk and aid items weigh nothing, I would.
 

heringer

Member
I will never get the "immersion" argument. Is it really more immersive to dump hundreds of pounts into a dog? Where is all that stuff even going? Oh my, I probably shouldn't have asked.
 

Lanrutcon

Member
All of that could still be the case if they used a different, better system. I'm not saying 'Give everyone unlimited inventory (although if they did it wouldn't be so bad because you could still go back to base and drop stuff off to carry on your little role play). I'm saying the current system is annoying, and I'd rather they change it.

Ok, but I agree with you there. Altering the encumbrance system: sure. I'm game. Let's do this. There are other ways to go about the mechanic.

Removing it all together and just having unlimited inventory so John McShooterpants can romp through the 'Wasteland' with the loot button taped down? Fuck that :p
 

dity

Member
Can't you do this already since ammo has no weight?

Unless you just happen to carry a Fat Man on you at all times "just in case", no you can't. That's a very heavy weapon. Most of the BFG-type weapons are. Not sure why you and the other guy are focusing on the ammo - it's the carrying all of the best guns aspect - being able to have unlimited junk which leads to unlimited caps and buying whatever ammo and getting whatever ammo from any enemy you need to (think: having enough fire power to farm Super Mutant Suiciders) is a side-effect of no weight limit though.

It's not prejudice. I'm explaining why I don't like a certain feature in a series of games that I otherwise massively enjoy.
Well you did say it just seems to annoy you in Bethesda games but not others.
 

Doc_Drop

Member
I think people are being too defensive here. I like Fallout and TES games, I just think the way encumbrance currently works is an annoyance and has no benefit to the overall experience. I'm not saying remove it, I'm saying make it better.

I certainly concede that a different elegant inventory system could be of benefit to some, but I don't personally consider that anything needs be solved as I generally have no issue with the current state of inventory management. I would absolutely welcome options though, options are always good, and if scaling of weight allowance was on an optional slider in the settings then I would welcome it as it would improve a percentage of the audience's experience.

For example I was, and still am, not particularly happy with the voiced protagonist as I feel it limits the amount roleplay that is available. Even DA:I has two options per gender for voice. At the moment it kind of limits your character's personality and I feel that an "evil" playthrough has been slightly gimped due to this.
 

domlolz

Banned
Yes, because the amount of points to increase the weight limit to acceptable levels is unreasonable to anyone not playing a ST character. It's a matter of balance. You said you start the game shit and ends as a badass and that's a spin since the only way for that to be true, in terms of carrying capacity, is to only put points in strenght and completely ignore everything else, which would be a stupid thing to do.

Look, if you think the limit is fine, more power to you. Clearly a lot of people don't think so. Why should I bend over to Bethesda opinion of balance if I don't agree with it and have within my powers to rebalance it myself?

I feel my experience is much more balanced now because the only aspect I removed from the game was constantly turning to dogmeat to dump stuff into him, which is dumb.

And sorry, but comparing shooting to carrying limit is disingenuous at best and moronic at worst. If Bethesda removed the WT limit themselves, at worse you would see some complaints saying "oh noes, dumbed down". The game would still get great scores and everybody would still buy it. If it had shitty shooting mechanics forever people would call it a broken mess.


it already has shitty shooting mechanics
 

heringer

Member
It's more immersive to have some limits, then no limits.

Is it, though?

In one you just don't care about weight and go about your business.

In the other you have to constantly stare at a dog while you dump stuff into it, or jump into menus, constantly fast traveling from place to place while staring at numerous loading screens. In other words, you have constant reminders that you are playing a game.
 

Garlador

Member
It's more immersive to have some limits, then no limits.

For who?

Certainly not for me.

Whenever I bump into that arbitrary limit, I never once think "truly, I am so immersed in this game that the very act of running out of inventory space has pulled me into the game world".

I ALWAYS think "crud, I have to fiddle with my inventory screen again, jump through loading screens, and waste time not actually playing the game".

If anything, it's immersion-BREAKING for individuals like me since the game outright sends a glorified pop-up message to flash on the screen reminding you you're over-encumbered and that the "game" mechanic is butting in when and where it's least wanted.

I've modded encumbrance out of previous Bethesda games and I'll do so again, because whenever I do, I am MORE immersed in the game because I can focus on the actual game world, exploring and questing at my leisure without any distractions.
 

JoeNut

Member
There was a really clever mission in Oblivion where you had to dive underwater to get a necklace or ring or something, and when you picked it up it overencumbered you and made you drown, i kind of thought this was a bit tongue in cheek from bethesda at the time really.
 

ido

Member
I've been playing since launch with "unlimited carry weight" (just modav 2000 or whatever). It hasn't really done any of the negative things people are mentioning to my experience.

Unlimited caps? No... I would still have to go from vendor to vendor constantly just to get a measly 300 caps. That's also a waste of my time. And since it's clear I don't like wasting my time on things that aren't considered fun(back and forth dumping gear), why would I do that for caps? And it's not like you can't do this with a carry weight limit, either. It would just take a little bit longer and require more trips.

My main reason for doing so is the settlement feature. This is the first Bethesda game that I can recall where all of the random bullshit you find actually has a use.

It hasn't made the game less enjoyable, or even "easier" for me, because I'm still playing the game exactly like I would if I had a carry limit, except I'm not making trips back and forth to my settlement. I still constantly run out of ammo in the guns I use, and I still don't have shit for caps. I'm using my perks to help out with that, though, because I actually find that to be a little fun.

I'm so glad on PC I don't have to waste any perks on barely increasing my carry weight limit.
 

smudge

Member
Is it, though?

In one you just don't care about weight and go about your business.

In the other you have to constantly stare at a dog while you dump stuff into it, or jump into menus, constantly fast traveling from place to place while staring at numerous loading screens. In other words, you have constant reminders that you are playing a game.

Because it is more immersive to choose what to loot rather than to just loot everything you can.
The encumbrance system makes you choose what to loot, it makes you not loot everything. That choice is what adds to the immersion.
 

heringer

Member
Because it is more immersive to choose what to loot rather than to just loot everything you can.
The encumbrance system makes you choose what to loot, it makes you not loot everything. That choice is what adds to the immersion.

I understand that. My point is that the alternative is far more immersion breaking.

And I DOUBT anyone playing a RPG without weight limit keeps thinking "oh man, I'm so out of the experience because I can get all of this loot without restrain".
 
Is it, though?

In one you just don't care about weight and go about your business.

In the other you have to constantly stare at a dog while you dump stuff into it, or jump into menus, constantly fast traveling from place to place while staring at numerous loading screens. In other words, you have constant reminders that you are playing a game.

Yes, it is. Opinions and all.

And it's all depedent on how you actually play it. What you describe just doesn't happen me when I play, cause I plan ahead a bit.

That you can pick up everything, doesn't mean that you have to. What do you need? What is actually worth enough to be wortwhile to bring back to sell?

There's very little reason for me to pick up junk that gives me steel and alluminium, but adhesive and electronic material are things I do bring back. And it's easily identified by tagging certain materials for search.

And when it comes to weapons and armours, the things raiders drop are very seldom worthwhile to carry around.

I've got 210 as max carry limit on my character, and that alongside Pipers inventory, have so far (20h+) been enough for me in pretty much all cases. I just empty my inventory before I venture into buildings/dungeons.

I like having to make choices in games.And the inventory and encumberance in Fallout 4 have bothered me much less then in The Witcher 3.
 

Doc_Drop

Member
Being the best with no competition still doesn't mean it's good.

My point would be, that without a clear example to the contrary, I'm not all that sure that a game can be made with the breadth of experience as Fallout with what some would consider good shooting mechanics. I personally find the shooting enjoyable, using a combat shotgun, sniper rifle, pistol, etc all good fun. My only beef is that the melee seems slightly gimped compared to previous entries
 
Because it is more immersive to choose what to loot rather than to just loot everything you can.
The encumbrance system makes you choose what to loot, it makes you not loot everything. That choice is what adds to the immersion.

That doesn't really matter, since you can just go back and loot what you didn't get.

I also wish people didn't use "immersion" so much, is it immersive for a Death Claw to wait a couple minutes for you to look at your inventory to decide to equip a Fat Man? One that magically appeared out of thin air that had no physical appearance on your character.
 

Greddleok

Member
Because it is more immersive to choose what to loot rather than to just loot everything you can.
The encumbrance system makes you choose what to loot, it makes you not loot everything. That choice is what adds to the immersion.

No, it's not. Most people don't carefully select what they're going to loot, they pick up everything and if they're unfortunate enough to hit the arbitrary "too much weight" stat, they enter a menu and read a few stats, generally resulting in dumping the cheapest, heaviest thing.

I don't see how that's immersive. It's inconvenient at best, it breaks immersion at worst.
 

smudge

Member
That doesn't really matter, since you can just go back and loot what you didn't get.

That's how it works, it's the choice of leaving it, coming back later or dropping something else so you can take it now. Which is why it is more immersive than being able to just loot every item in the game with zero consequence
 

smudge

Member
No, it's not. Most people don't carefully select what they're going to loot, they pick up everything and if they're unfortunate enough to hit the arbitrary "too much weight" stat, they enter a menu and read a few stats, generally resulting in dumping the cheapest, heaviest thing.

I don't see how that's immersive. It's inconvenient at best, it breaks immersion at worst.

Because the game isn't designed to allow the player to do that, the whole point of the system is to make the player think about which items they pick up
 

heringer

Member
Yes, it is. Opinions and all.

And it's all depedent on how you actually play it. What you describe just doesn't happen me when I play, cause I plan ahead a bit.

That you can pick up everything, doesn't mean that you have to. What do you need? What is actually worth enough to be wortwhile to bring back to sell?

There's very little reason for me to pick up junk that gives me steel and alluminium, but adhesive and electronic material are things I do bring back. And it's easily identified by tagging certain materials for search.

And when it comes to weapons and armours, the things raiders drop are very seldom worthwhile to carry around.

I've got 210 as max carry limit on my character, and that alongside Pipers inventory, have so far (20h+) been enough for me in pretty much all cases. I just empty my inventory before I venture into buildings/dungeons.

I like having to make choices in games.And the inventory and encumberance in Fallout 4 have bothered me much less then in The Witcher 3.

Or you can do as I did, doubling the WT limit and not bothering with dumping stuff into your companion, which is annoying, immersion breaking and my biggest beef with the system: you can pick almost everything as long as you use your companion as a mule.
 

Doc_Drop

Member
No, it's not. Most people don't carefully select what they're going to loot, they pick up everything and if they're unfortunate enough to hit the arbitrary "too much weight" stat, they enter a menu and read a few stats, generally resulting in dumping the cheapest, heaviest thing.

I don't see how that's immersive. It's inconvenient at best, it breaks immersion at worst.

I would argue that people should be more careful with what they loot. Especially since the looting of containers has been streamlined in not even needing to open the container menu, being able to see in passing what's in a container, and selecting according to what you want. The fact that you can tag items that are of particular use for specific mods makes it even more simple to loot.

It seems people are getting annoyed at the game even though it's their own actions that are causing them trouble. Do people get similarly annoyed at the game when they can't pick a lock or hack a console due to their character build?
 
That's how it works, it's the choice of leaving it, coming back later or dropping something else so you can take it now. Which is why it is more immersive than being able to just loot every item in the game with zero consequence

So it just adds busywork, like many have already mentioned many times. Also glad you didn't respond to my whole post.
 
That's how it works, it's the choice of leaving it, coming back later or dropping something else so you can take it now. Which is why it is more immersive than being able to just loot every item in the game with zero consequence

Why does immersion matter? I for one don't give a shit about immersion. I just want to play a video game, it's never a factor for me in almost any video game. So I just cheat the system.
 

Raziel

Member
Constantly going back and forth to drop stuff off is like grinding battles in a JRPG. You are choosing to play in an unnatural (and tedious) way to facilitate a level of ease that wasn't intended.

Removing encumbrence is just accelerating the same end, which is: make an easy game even easier by enabling a "have all the things" cheat. You're not actually supposed to have all the things.
 
No, it's not. Most people don't carefully select what they're going to loot, they pick up everything and if they're unfortunate enough to hit the arbitrary "too much weight" stat, they enter a menu and read a few stats, generally resulting in dumping the cheapest, heaviest thing.

I don't see how that's immersive. It's inconvenient at best, it breaks immersion at worst.



because it's realistic and you're (supposedly) playing a RPG about survival.
 

smudge

Member
Why does immersion matter? I for one don't give a shit about immersion. I just want to play a video game, it's never a factor for me in almost any video game. So I just cheat the system.

I would argue immersion matters to the majority or players and the designers of the game, if you don't like it. Fair enough
 
Because the game isn't designed to allow the player to do that, the whole point of the system is to make the player think about which items they pick up

To me, that sounds like poor game design. You can't build your title, especially when you already have a significant fanbase, around what you want players to do without also considering what players will actually do.

If you're building a system and trying to incentivize players towards a given set of decisions (say, about which items are worth picking up), but time and time again see that your players pick up *everything*, and when defending their love of your work often cite "I can pick up everything" as a major positive trait of your games, and one of the main things which distinguishes it from the competition, then maybe you should take that into consideration.

It's a given that there's a spectrum of opinions on this stuff, but the other thing that's abundantly clear if you look at the kind of mods that pop up quickly on PC, is that many people dislike these systems, in both directions. For as many weight mods and lockpick cheats and whatever else, there's a corresponding hardcore mod for making you carry only one weapon, or have to drink water all the time, or take damage when it's too cold, etc.

I just see no reason to admit this on a developer level, and just make the shit optional out of the gate.
 

MMaRsu

Banned
I feel like Bethesda games will get cuasualized more with each installment to the point where f4 is barely recognizable as a real rpg. Dont worry detractors, Im sure f5 will lose loot weight
 

dity

Member
Why does immersion matter? I for one don't give a shit about immersion. I just want to play a video game, it's never a factor for me in almost any video game. So I just cheat the system.
I don't get the people giving the immersion argument. For me being emcumbered and item management is playing the video game, it's just a part of it. I'm poaying by its rules to win the game. So I'm glad it's in there, otherwise I'd just play something like a Telltale game lol.
 
Or you can do as I did, doubling the WT limit and not bothering with dumping stuff into your companion, which is annoying, immersion breaking and my biggest beef with the system: you can pick almost everything as long as you use your companion as a mule.

Well, what I do work for me. It's good to have options though.
If possible, I would rather lower the WT limit on companions, then raising mine.


For who?

Certainly not for me.

Well, for me, obviously. You're never going to have everyone agree, so when it comes to games, my opinions are the most important for me.

I'm also one them who felt that the limited inventory in XCOM:EU was a great design choice.
 
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