What Fallout 4 should've included

Why put it on the most singularly difficult to justify armor?
Because Bethesda does not care about consistency or lore. It only cares about catering to the lowest common denominator that eats up their products like a pack of blind hyenas.
 
Nuka World is a place which I think really could have some good expansions.

* A quest related to Diamond City and the Black Family. Help them rob, kill, forgive (ha!) or whatever their parents in revenge. You can also help their parents kill them and weaken the Operators for Open Season.

* Find out how Nisha and Dixie became the psychotic witches they are. Maybe they were slaves from the Capital Wasteland sold to Paradise Falls and refugees from the Pitt.

* Help Savoy and Nisha get together in a Raider love story.

* Discover the history of the Pack. Find out they're actually Tribals who grew up in Nuka world but were driven out by the Traders. Add some gray and gray to the conflict there.

* Prove Mason killed the previous two Pack Alphas and thus get him torn apart by his men or blackmail him into being your dog.

* Take Gage back to his family farm and talk to his family where they reject him as a disgrace to the family name for being a Raider. Get him to kill, spare, or think about their actions.

Basically, I love the Rules of Cool in Nuka World but it lacks EMOTIONAL GROUNDING.
 
Since so much focus is put on crafting and settlements on its own merits Fallout 4 should've included a lot of stuff to make both worthwhile. Weapon crafting shouldn't be tiered, all mods should be valid to use so that experimentation between them is more fun and rewarding. Sadly, because of the enormous health pools of later enemies it means that you pretty much have to get a certain set of mods if you don't want to waste all your ammo away.

And settlements needed more stuff to them in every way conceivable. Each settlements location should have its own strengths and weaknesses. A settlement by a river or the ocean should focus on fishing or mirelurk breeding. A settlement in a fertile land should focus on agriculture. A settlement in the city should focus on scavenging and crafting new materials, preferably also being able to restore nearby machinery so you can create high quality stuff.

Each settlement should have had its own set of NPC's that join which offer unique dialogue, quests and services as well as functioning differently within the settlement. You might talk to someone in Sanctuary and find out that they are actually a good fisherman, why not send that character over to a settlement where fishing is vital for its settlements survival?

Each settlement would face dangers related to whatever is around them and creating defence suited for those dangers is vital. A settlement that has to deal with ghouls will need a steady supply of radaways but if they can't produce them then another settlement needs to set up a trade route towards it.

Fallout is so heavy on crafting yet it goes "but it is optional".

Maybe it shouldn't have been?
 
Guys....I think he successfully trolled us...
He most likely did.

But it was fun and a little stimulating to think about Fallout intellectually rather than react like Bethesdrones and use this bingo chart for our excuses:
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EDIT: Next time a blatantly obvious troll shows up around here though, I propose we all play a round of bingo with this chart.
 
I never felt that. A good ghost story needs suspense, tension and horror. This is something Dead Money barely gave, though I admit the Ghost People are scary. Well they sound scary.

The sound, plus their movements, ambigious origin, their near invunerability and the fact they drag people off to God knows where. Definitely list amongst the scariest and creepiest enemies in Fallout.
 
The sound, plus their movements, ambigious origin, their near invunerability and the fact they drag people off to God knows where. Definitely list amongst the scariest and creepiest enemies in Fallout.
No arguments from me.
Slow limp then fast run? Nah, ghouls also did it.
Actually their origin is explained really well. But I like that, it makes them more interesting and relatable.
Actually more annoying then scary.
 
I thought the terminals said they dragged people down into underground tunnels where they stuffed victims into suits, making more Ghost People.

Really? I know the Ghost People were said to be the original construction crew, but I can't recall a terminal saying they did that. New Vegas keeps crashing everytime I load a save so until I can fix that I can't replay again.
 
I thought the terminals said they dragged people down into underground tunnels where they stuffed victims into suits, making more Ghost People.
It's all explained, which takes away from the ghost story but makes it more interesting in my opinion.
 
I thought the terminals said they dragged people down into underground tunnels where they stuffed victims into suits, making more Ghost People.
From the wiki, there is nothing really mentioned about this, only speculation. But it is plausible that this is what they do to victims they drag down.
 
I never felt that. A good ghost story needs suspense, tension and horror. This is something Dead Money barely gave, though I admit the Ghost People are scary. Well they sound scary.
I think you miss my meaning. Its not a ghost story in the sense that it's supposed to scare you but the sierra madre is a place very much haunted by its past. The holograms and ghost people are remnants of that past. The grafitti is a reminder of a more recent tragic past. The holotapes. Vera's voice luring the courier to the sierra madre. Everything about that place gives you an uneasy feeling. That place is haunted maybe not by ghosts but certainly by its past. The past is very much still alive there.
 
I think you miss my meaning. Its not a ghost story in the sense that it's supposed to scare you but the sierra madre is a place very much haunted by its past. The holograms and ghost people are remnants of that past. The grafitti is a reminder of a more recent tragic past. The holotapes. Vera's voice luring the courier to the sierra madre. Everything about that place gives you an uneasy feeling. That place is haunted maybe not by ghosts buy certainly by its past.
It does bring to mind the overarcing idea of the DLCs: How the past haunts the present in their own ways though each DLC approaches the idea differently.
 
I think you miss my meaning. Its not a ghost story in the sense that it's supposed to scare you but the sierra madre is a place very much haunted by its past. The holograms and ghost people are remnants of that past. The grafitti is a reminder of a more recent tragic past. The holotapes. Vera's voice luring the courier to the sierra madre. Everything about that place gives you an uneasy feeling. That place is haunted maybe not by ghosts buy certainly by its past.
Ahh I see what you mean. But then it's not really a ghost story... I feel it's more like a legend, a myth and treasure hunt among ruins of the old world guarded by it's ancient protectors.
 
Ahh I see what you mean. But then it's not really a ghost story... I feel it's more like a legend, a myth and treasure hunt among ruins of the old world guarded by it's ancient protectors.
Dean domino literally becomes a ghost in his ending in the form of a hologram (genuine creepy shit IMO). Christine is another ghost though in another form. Never has a prewar location been utilized so beatufilly and baddass like in all of fallout tbh.
 
Dean domino literally becomes a ghost in his ending in the form of a hologram (genuine creepy shit IMO). Christine is another ghost though in another form. Never has a prewar location been utilized so beatufilly and baddass like in all of fallout tbh.
I can agree with that, it was a really well done DLC.
 
Dean domino literally becomes a ghost in his ending in the form of a hologram (genuine creepy shit IMO). Christine is another ghost though in another form. Never has a prewar location been utilized so beatufilly and baddass like in all of fallout tbh.

As does the Courier, should they be foolish enough to open the entry addressed to Domino.

I love the ambience in this DLC.
 
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