Bethesda: What you got wrong

Post » Sun Jan 17, 2016 3:47 pm

This is such a basic thing but so vital.

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JD bernal
 
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Post » Sun Jan 17, 2016 11:55 pm

If you leave Fusion cores in them, your sentry might jump into it, use it and then take it off for bedtime.....for some reason they dont wear the helmets and you have to track them down and take it out of their inventory.

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Bedford White
 
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Post » Sun Jan 17, 2016 11:19 pm

I still havent even started on The main Story quests on Skyrim lol
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Kit Marsden
 
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Post » Sun Jan 17, 2016 6:50 pm

I always try reading through those but I eventually lose my place and by the time I find were I was it's already up top were the words are harder to read that has to be the worst way to give out expose for whats happen or happening.
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Chrissie Pillinger
 
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Post » Sun Jan 17, 2016 6:13 pm

OP you can equip your settlers with better armor and weapons. Try giving them ballistic weave army uniforms with combat armor and a decent gun or two (with at least one ammo) and see if that helps.

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Soph
 
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Post » Sun Jan 17, 2016 5:18 pm

Giving the playable character a voice and the poor dialogue that stems from it.

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luis dejesus
 
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Post » Sun Jan 17, 2016 5:21 pm

I admit I miss this a lot. I've retired two characters now, played totally different ways, that their similar ending cut scene was really depressing me. What bothers me most is that they could have added something, they could have, but they deliberately chose not to. Bad move.




Well the perks do scale as you don't get the higher level perks until you are higher level, so the best weapon and armor mods you don't get until later in game. Add to this Sturdy and Heavy armor types don't appear until later in game. Granted once you hit level 50+ there is little advancement, but tbh by then I've retired my characters.





A manual. An official tutorial video. Would be nice. Seems we are left to figure out for ourselves how "it all just works" as Todd would say. Luckily others do share their findings here and on YouTube, etc., but Bethesda needs to stop depending on player to fix and explain their game.




Agreed. It's a nightmare. I've resorted to keeping everything in separate storage containers around the base. Even still the MISC items are a mess.




I've not really had this issue, but I've been keeping my settlement count below 10 just for easier management. Does sound like something they ought to be able to fix.




I haven't had a issue with settlement materials until I try to make more complex things like large generators and turrets. There should be plenty of the basic wood, steel, concrete laying around anyway.




True. I have 8 settlers attacked by 10+ super mutants most of which were armed with mini-guns. It was a mess even with all my defenses set up.

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Katey Meyer
 
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Post » Mon Jan 18, 2016 4:55 am

Fallout 4 is unlike fallout 3 in that you have 4 faction quests lines mixed with the main quest while most side quests are pretty linear and does not have major impact on the world.


Settlements will have but they can be done without factions too making it hard to handle. You can even mix, have have made settlement / base for the railroad , you can also get it for BoS.


An FO3 style sliders about that you have done does not make as much sense. Nobody cares about cabot house.

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A Lo RIkIton'ton
 
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Post » Mon Jan 18, 2016 5:25 am

Well, seeing as it is not like 75% of the rest of the series, maybe he's on to something. All the previous Fallout game shave been much more story driven and the choices you make matter. This one, not so much. No matter what choices you make, end result is nearly the same, with the exception of the factions. In other Fallout's sure, there were multiple endings, but there was so much more that you did that mattered, and could have lasting effects.



Just take settlements for example. You can do minutemen quests to save settlements and they join you. You can also walk in to those settlements, murder everyone and use the workbench then populate the settlement. No one in the world treats you any differently for doing things either way. If you save the settlement, you are not treated like their hero. If you destroy it, others are not scared of you. This is the way it should be and this is what makes a Fallout game a Fallout game. Maybe you should quit trying to turn the Fallout series into another generic game.

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Benjamin Holz
 
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Post » Sun Jan 17, 2016 9:58 pm

Not a generic game, but TES. They can do only one game, after all :teehee:
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ruCkii
 
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Post » Sun Jan 17, 2016 7:02 pm

Your complaint about an epilogue misses the point. This game, at this time, doesn't have an end. There's still more to do and we haven't even had our first DLC yet.

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kyle pinchen
 
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Post » Mon Jan 18, 2016 6:24 am

Epilogue slides are wonderful. Especially if they are narrated by key players in the story or DLC.



The epilogues to Old World Blues (hearing all the docs and Sink personalities audibly say what you did and what impact you had), and Dead Money (hearing Christine speak [which was a pretty big deal]) are particularly memorable for me, and were quite fulfilling in that they summarize your actions and give your story closure....



...then it becomes quite easy to move on to other things.

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Scotties Hottie
 
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Post » Mon Jan 18, 2016 2:14 am

You can't? They certainly steal it quick enough.

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Claudia Cook
 
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Post » Mon Jan 18, 2016 2:35 am

Yeah sorry but it's pretty terrible to remove a very iconic part of the game....No idea why the laziness....I had to go back and revisit my favorite ending in Dead Money, my personal best memory....

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Laura Mclean
 
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Post » Sun Jan 17, 2016 2:46 pm

My solution is to arm all my settlers with mini-guns. Works a treat.

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sarah simon-rogaume
 
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Post » Mon Jan 18, 2016 4:12 am

The ending slides wouldn't [censored] matter in this mess of a game anyways, people.



90% of the "side quests" are go here and clear out the place of raiders, super mutants, synths, or ghouls. How can the inclusion of ending slides EVER make up for the two-dimensional choices that most quests give you? Daisy, that ghoul chick in Good Neighbor gives you a "side quest" to return a book to the library, which literally turns into forcing you to clear the place of Super mutants. You can't even ignore the mutants and turn the quest in after returning the book, you have to kill the Super mutants and then return to Daisy. What the [censored].



The ending slide for that would basically boil down to: "The sole survivor returned a book and killed a bunch of Super mutants." There's nothing interesting about this. Nothing reinforces or sets that deed apart from the others because it's literally that [censored] drone Preston Garvey bleeding into all the other quests in this game.



Bethesda didn't include the slides for one solid reason - because they stripped the quests of their [censored] souls and turned them into bland, go to x clear y and return to z, formulas.



What an absolute [censored] mess.

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Crystal Clear
 
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Post » Sun Jan 17, 2016 6:37 pm

Well there is the choice of with which bad guys you kill 90% of the local creatures :hehe:
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Nick Swan
 
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Post » Sun Jan 17, 2016 3:26 pm

She outright tells you she hates having super mutant infest a place she one loved visiting, and wants it cleared so they dont stain the memory of it.

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Austin England
 
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Post » Mon Jan 18, 2016 7:16 am


Which comes after the fact, if memory serves correctly. She just gave you a book and told you to go return it.



Nevermind, I was wrong about that, she does make it clear in the beginning. My point remains - a side quest that mimics Prestonitis is bad.

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Brian LeHury
 
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Post » Sun Jan 17, 2016 11:53 pm


That still doesn't change the fact the quest is Go to X, Kill Y. The game is just setting you up to see there is a magazine to get in the book return bin for a bonus.

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Melanie Steinberg
 
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Post » Sun Jan 17, 2016 5:51 pm

Which is a good thing.



I have already encountered many people who dont know about the book return devices, and its a smart move to put in a quest that involves them so people know.




Its not a side quest though.



The game only recognizes


-Kid in a Fridge


-Here There by Monsters


-The Silver Shroud


-The Devil's Due


-Detective Case Files


-The Secret of Cabot House


-Curtain Call


-Last Voyage of the U.S.S. Constitution


-Diamond City Blues


-Confidence Man


-The Big Dig


-Human Error


-Hole in the Wall


as side quests(outside the faction specific side quests such as The Lost Patrol and all that)



As defined by the game, that is a freeform objective on par with a misc objective.

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Ross Zombie
 
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Post » Sun Jan 17, 2016 5:53 pm


Pedantry aside, the list you cite suffers from the same issue.



Memory interrupted, the RR side quest, is probably the worst offender. Go to X. Kill Y. Return.



Kill. Loot. Return.

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No Name
 
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Post » Sun Jan 17, 2016 11:14 pm

Not particularly, all of those quests let you make decisions about how they play out in some form or another.



I also think MI is listed as a partially radiant quest in the game's ESM, and not an actual side quest.

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michael flanigan
 
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Post » Mon Jan 18, 2016 4:37 am


Of which the majority are 2-dimensional. Confidence man essentially had a lot going for it, and quickly turned into a shoot out at the end. There was never an option to talk Tower Tom and his cronies down, despite the fact that the terminals would lead you to believe that Tom was pragmatic and willing to negotiate when required.

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Madison Poo
 
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Post » Sun Jan 17, 2016 8:55 pm

OFC you couldn't. Tower Tom is a raider, and, by nature, he raids, and attacks people who enter his raider base.



He had no reason to want to talk to you at all, especially given that you attacked his raider group's base.

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Bryanna Vacchiano
 
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