Things we learned from Fallout 4

And no thanks to them either, but id Software. What the fuck did they managed to do right, aside from the same old, same old art direction etc etc?
Er... What did they do right? Erm.... Besides the art direction?
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Maybe... No.
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The art direction doesn't feel very fallouty either to be honest.
 
To be fair it was a "radiation drug" which is a fucking stupid concept anyway.

I know, I was just making fun of it. I actually rather hate how quick Ghoulism and more common now instead of something very long term and rare as it depends on certain circumstances. (sadly Fallout New Vegas had to go along with this plot)
 
376. Resources (including oil) never ended since you can find alot of junk containing plastic and oil everywhere.
Infact, someone should make a killing/scavenging video montage with a Meshuggah's remix of Rammstein's song 'Benzin'. That person will have a lifetime supply of oil cookies.
 
377: Fallout 4 Super Mutants (The ones that need to eat sleep and sit) kidnap settlers from time to time, not to eat them, they kidnap them for ransom. You know, so that they can save up to buy something with bottle caps.
Wait, did that actually happen in FO4? I recall playing through FO4 but never actually encountering this.
 
Wait, did that actually happen in FO4? I recall playing through FO4 but never actually encountering this.
It's one of the procedurally generated MMO quests that your Sims...I mean "settlers" run up and give you.

Not content with ruining Fallout with their terrible, childish writing, Bethesda decided to let their procedural generation do some of it for them.
 
It's one of the procedurally generated MMO quests that your Sims...I mean "settlers" run up and give you.

Not content with ruining Fallout with their terrible, childish writing, Bethesda decided to let their procedural generation do some of it for them.
Now I remember... I guess I repressed my memory of that. Another instance of procedural generation ruining their game was the constant re-spawning and resetting of hostiles and events in the Dunwich Borers. The first time was Dunwich Building 2.0 so nothing too bad, nothing too good. Then the radiant quest kicked in and I wound up visiting that place so many times that I could predict where each patrol would be located.

378: Radiant quests are apparently so important that they break special events and encounters.
 
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378: Deathclaws have a low poly, poorly textured snake tongue that they use to smell the air with like snakes do.
I'm not sure if that's a bad addition Tbh. I mean it doesn't makes sense considering the deathclaw's origins. But all things considered (kid in a fridge, jet retcon, cabot house) that's a pretty minor offense.
 
379: @R.Graves is okay with snake Deathclaws because other aspects of the game are worse.
380: A nearby pack of Feral Ghouls have been terrorizing the settlers at Tenpines Bluff. Kill the ghouls in National Park Campground in Far Harbour and put an end to their suffering.
 
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Remember when deathclaw we're a wasteland legend but at the same time they're just chillin' in the boneyard? Please explain this to me.
The Hub and the Boneyard were far away from one another, due to the world practically being set back to the Dark Ages people are reluctant to travel all the way from the Hub to the Boneyard.
 
The Hub and the Boneyard were far away from one another, due to the world practically being set back to the Dark Ages people are reluctant to travel all the way from the Hub to the Boneyard.
I thought the hub and boneyard traded with one another? Or did the hub only trade with junktown?
 
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