So, can we talk about what Fallout 4 does well?

I liked Vault 81. While it inevitably gave you a quest that required fighting (because Fallout 4), at least for a time you could just catch a breather, get a haircut, talk to people, probe them for info about the Vault, and tell children about that one time you and your buddy Preston killed a Deathclaw. So that means the game has 3 fully functional settlements total!

I did like that Vault. It was one of the few places that let you take a breath from killing every single thing that moves.
 
I liked that bit with the Vault 81 school too, the game kept giving options of crediting Gravyman but I always picked the options to be a cocky asshole. And it actually applied to me, because I did beat the Deathclaw with my fists.
 
Even so, they couldn't help themselves from putting shooting-missions inside Vault 81 (the molerats)

Even in the super sleek shiny Institute, I had aaaaaalmost lowered my guard completely, but noooouuuuuhhhhh, OBVIOUSLY they had murky dungeons where you gotta shoot stuff - eeeven there

Which... by then should not have surprised me, considering I have dead super-mutants thrown atop my fucking BED - IN my home (after they came knockin, and I had to shoot them). Fuckin Bethesda respects nothing o_-

Shit even that little island you can build a settlement on - I decided I'm *not* gonna put up a radio tower there, I went back to check if the mirelurks bethestidly respawned - but they didn't! I almost, almost, almost thought "wow - finally!" untill I found one dead body, never-disappearing. Then another, then another.

We have to tell Bethesda that we prefer more dead bodies in our homes. I KNOW!
Spawn points IN your home! Why haven't they thought of that!? Have they? They have!!! They did for Skyrim!!! (rats spawn in the basements of player-made homes. Pure genius! fight-fight-fight!!! As well as enemy-spawn points litterally on the PLOT where you build your home, resulting in them being stuck behind the walls! SHEER BRILLIANCE!!!)

Come on Bethesda, you can do it! You CAN put enemy spawn-points inside player homes! Why hold back like this? :/
 
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Even so, they couldn't help themselves from putting shooting-missions inside Vault 81 (the molerats)

Even in the super sleek shiny Institute, I had aaaaaalmost lowered my guard completely, but noooouuuuuhhhhh, OBVIOUSLY they had murky dungeons where you gotta shoot stuff - eeeven there

Which... by then should not have surprised me, considering I have dead super-mutants thrown atop my fucking BED - IN my home (after they came knockin, and I had to shoot them). Fuckin Bethesda respects nothing o_-

Shit even that little island you can build a settlement on - I decided I'm *not* gonna put up a radio tower there, I went back to check if the mirelurks bethestidly respawned - but they didn't! I almost, almost, almost thought "wow - finally!" untill I found one dead body, never-disappearing. Then another, then another.

We have to tell Bethesda that we prefer more dead bodies in our homes. I KNOW!
Spawn points IN your home! Why haven't they thought of that!? Have they? They have!!! They did for Skyrim!!! (rats spawn in the basements of player-made homes. Pure genius! fight-fight-fight!!! As well as enemy-spawn points litterally on the PLOT where you build your home, resulting in them being stuck behind the walls! SHEER BRILLIANCE!!!)

Come on Bethesda, you can do it! You CAN put enemy spawn-points inside player homes! Why hold back like this? :/
I mean it's kind of crappy that you have to do it in the first place, but you can just go into the console and click on the bodies and type "disable" then "markfordelete"
 
Even so, they couldn't help themselves from putting shooting-missions inside Vault 81 (the molerats)

Even in the super sleek shiny Institute, I had aaaaaalmost lowered my guard completely, but noooouuuuuhhhhh, OBVIOUSLY they had murky dungeons where you gotta shoot stuff - eeeven there

Which... by then should not have surprised me, considering I have dead super-mutants thrown atop my fucking BED - IN my home (after they came knockin, and I had to shoot them). Fuckin Bethesda respects nothing o_-

Shit even that little island you can build a settlement on - I decided I'm *not* gonna put up a radio tower there, I went back to check if the mirelurks bethestidly respawned - but they didn't! I almost, almost, almost thought "wow - finally!" untill I found one dead body, never-disappearing. Then another, then another.

We have to tell Bethesda that we prefer more dead bodies in our homes. I KNOW!
Spawn points IN your home! Why haven't they thought of that!? Have they? They have!!! They did for Skyrim!!! (rats spawn in the basements of player-made homes. Pure genius! fight-fight-fight!!! As well as enemy-spawn points litterally on the PLOT where you build your home, resulting in them being stuck behind the walls! SHEER BRILLIANCE!!!)

Come on Bethesda, you can do it! You CAN put enemy spawn-points inside player homes! Why hold back like this? :/
I mean it's kind of crappy that you have to do it in the first place, but you can just go into the console and click on the bodies and type "disable" then "markfordelete"

Nope, I can't.

I'm on Playstation. I'm doomed to hafta learn to enjoy decorating my humble abode with corpses.
 
There is a consensus on Power Armors are done well except for that fusion core thing. Also good majority acknowledges when you're wearing PA.

Combat is fun, taking a mininuke shell like it's nothing then losing half of your PA after two more direct mininuke hits. Nerd Rage kicking. Raining terror with gatling laser, walking away from there with your PA; only helmet and left hand intact. Fun.

Exploring the world is fun as always if you ignore Fast Travel. Reparing your PA when you come across a Repair station and then keep on exploring. Fun.

Finding a Bunker under an Abondoned Shack and only killing 2-3 enemies without commiting another genocide. Fun.

Silver Shroud and Diamond City Blues only decent quests. Throwing your Silver Shroud card on your victims. Fun. (However this game actualy have 2 decent quests rest is horrible.)

An actual Vault with living residents. Nice.

However Bethesda did so many mistakes that hurts what made their games fun. Companions provide permanent perks that are very very strong. So just to get them player acts according to current companion morals which kills what little RP potential the game has. Also they have horrible A.I and they f**k up with how Bethesda designed encounters. Any location you visit with a companion is a lesser experince than you would have alone. Also radiant quests are killing the exploration aspect of the game. Places suddenly become bland objectives where you revisit 10 times in row.
 
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I did giggle at insisting on "talking as silver shroud" during that quest, and the annoyed reaction from the various bad guys
 
I did giggle at insisting on "talking as silver shroud" during that quest, and the annoyed reaction from the various bad guys

Yeah, that part was cool. Especially since my character just kept grinning like an idiot while doing so.
Too bad the quest bugged out for me (couldn't talk to Hancock).
Also, did Sinjin have a unique body model or something? Dude was ripped. Kinda looked like it was planned to have him play a larger role than just the final "boss" of a side quest.
 
I liked Vault 81. While it inevitably gave you a quest that required fighting (because Fallout 4), at least for a time you could just catch a breather, get a haircut, talk to people, probe them for info about the Vault, and tell children about that one time you and your buddy Preston killed a Deathclaw. So that means the game has 3 fully functional settlements total!

I did like that Vault. It was one of the few places that let you take a breath from killing every single thing that moves.

It was also the first time in the franchise we fully saw a functioning Vault, apart from the mole-rat problem which they couldn't exactly predict. Unlike 101, it wasn't a dictatorship that fell apart as soon as the door opened, and they kept a reasonable policy towards outsiders.
 
I liked Vault 81. While it inevitably gave you a quest that required fighting (because Fallout 4), at least for a time you could just catch a breather, get a haircut, talk to people, probe them for info about the Vault, and tell children about that one time you and your buddy Preston killed a Deathclaw. So that means the game has 3 fully functional settlements total!

I did like that Vault. It was one of the few places that let you take a breath from killing every single thing that moves.

It was also the first time in the franchise we fully saw a functioning Vault, apart from the mole-rat problem which they couldn't exactly predict. Unlike 101, it wasn't a dictatorship that fell apart as soon as the door opened, and they kept a reasonable policy towards outsiders.

There were Vaults 8 and 13 as well, but yeah, it was nice to see a 3D vault in working order with actual contact to the outer world and so on. Even acknowledging that it's hard work to keep it that way after 200 years!
 
Dunno about the vault experiments. Freezing people, eugenics/Ender's Game, whatever it was that Vault 81 was up to (I can't remember now). I'll have to visit the Vault that Valentine is rescued from again, too, as I don't recall seeing what their experiment was.
 
I did giggle at insisting on "talking as silver shroud" during that quest, and the annoyed reaction from the various bad guys
Especialy being able throwing your card on Sinjin too was damn cool :D

Also Vault experiments were not retarded like F3. This is something.

Eh, not sure. While Vault 111 was a valid experiment, 114 was silly (put a conspiracy theorist in charge of rich people for teh lulz!), Vault 81 was almost Umbrella-esque in its cartoonish villainy (sure, humans will develop reliable antibodies to freaking Ebola) and 95's eugenics were pushed a bit far, what with killing anyone who wasn't somehow superhuman at age 18.

It IS better than the Gary vault, I'll give you that.
 
Dunno about the vault experiments. Freezing people, eugenics/Ender's Game, whatever it was that Vault 81 was up to (I can't remember now). I'll have to visit the Vault that Valentine is rescued from again, too, as I don't recall seeing what their experiment was.

Vault 81 was supposed to have a secret part that tried to find a universal cure. The scientists had ethical issues with experimenting on people, only experimented on mole rats and sealed the secret vault off.
Vault 114 was never finished, but apparently was supposed to house upper class people in a really shoddy environment (after they told the inhabitants that they'd live in luxury).
Vault 95 was full of drug addicts and (I think) was supposed to explore different treatment methods (while also having a MacGuffin machine that can cure any addiction within seconds).
Those were ok, I think.
Vaults 75 and 111 were somewhat silly though. That whole eugenics thing in 75 was all kinds of weird, and the vault had virtually no impact on the world. It just breaks down and gets taken over by Gunners. Could have at least have a settlement of genetically perfect survivors somewhere...
And I fail to see the point of vault 111, with not telling people they're being frozen. Why not tell them, does it make any difference to the freezing cycle? It could have worked a lot better (in my opinion) if 111 was part normal vault and part cryostorage, with people being cycled in and out of storage to survey the surface and keep shit running. But I guess that would also require a major story overhaul (not that I'd be against that...).
 
Vault 81 was an experiment, tho. It was made to be always breaking just enough that the population would always be understaffed to solve it and also try to make the population inside immune to any and all diseases.

The fact that it's breaking is not so much "shit breaks down after 210 years" and more "working as intended".
 
Vault 81 was an experiment, tho. It was made to be always breaking just enough that the population would always be understaffed to solve it and also try to make the population inside immune to any and all diseases.

The fact that it's breaking is not so much "shit breaks down after 210 years" and more "working as intended".

You sure? Got any sources?
 
Well i think 111 is the most reasonable one. Since Enclave had this "Space Program". Hell it might be the most reasonable experiment between games (Fallout 2 and New Vegas included.). Like: "Yeah using humans for this makes sense before testing on ourselves"

Vault 81 makes sense too since they're not simply using artifical selection to create a cure. Just using human test subjects to try different formulas which is "not nice" but would get results. It makes very very much sense. I don't remember anything about it's purposely breaking down though. It's just old.

Vault 75 is a cliche but not absurd or pointless. I mean if you're doing science!, without ethics, on humans, that's the first thing comes to mind. Fits with Enclave's vision too.

Vault 114 was sily no way around it but it's target group makes sense to experiment on when you consider the population of Enclave
 
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Vault 81 was an experiment, tho. It was made to be always breaking just enough that the population would always be understaffed to solve it and also try to make the population inside immune to any and all diseases.

The fact that it's breaking is not so much "shit breaks down after 210 years" and more "working as intended".

I thought it was due to "half" the vault being left alone for so many years without anyone fixing anything put a huge strain on the other side of the vault. Pretty sure one of the NPC's mentioned the vault is crumbling from outside the walls or something.
 
I did giggle at insisting on "talking as silver shroud" during that quest, and the annoyed reaction from the various bad guys
Especialy being able throwing your card on Sinjin too was damn cool :D

Also Vault experiments were not retarded like F3. This is something.

Eh, not sure. While Vault 111 was a valid experiment, 114 was silly (put a conspiracy theorist in charge of rich people for teh lulz!), Vault 81 was almost Umbrella-esque in its cartoonish villainy (sure, humans will develop reliable antibodies to freaking Ebola) and 95's eugenics were pushed a bit far, what with killing anyone who wasn't somehow superhuman at age 18.

It IS better than the Gary vault, I'll give you that.
Ebola is a bad example because in the real world they have found that a blood transfusion form people who have survived it does help the body fight it off in a infected person.
 
Vault 81 was an experiment, tho. It was made to be always breaking just enough that the population would always be understaffed to solve it and also try to make the population inside immune to any and all diseases.

The fact that it's breaking is not so much "shit breaks down after 210 years" and more "working as intended".

You sure? Got any sources?

I want to say that is correct but I cannot find a source. I seem to remember it being built in such a way on purpose.
 
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