I don't want DLCs off the map

Post » Sat Jan 16, 2016 11:20 pm

Agreed. Most of the DLC off the main map from Bethesda has been pretty bad, save the Solstheim DLC and Shivering Isles. Unfortunately for me, most of the Fallout DLC has been very funneled and one-dimensional gameplay, and I don't spend much time on them at all. I've even cheated my way through just to get the hell out because I couldn't stand it any longer.

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Sylvia Luciani
 
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Post » Sat Jan 16, 2016 4:08 pm

@ Cider: do you have suicidal tendencies? Entering a vertibird is a sure way to hell most of the time, isn't it? ;)

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Kelly James
 
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Post » Sat Jan 16, 2016 5:59 pm


Not if they fix them from being made of paper.
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Latisha Fry
 
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Post » Sat Jan 16, 2016 2:50 pm

I really liked the way the Dawnguard DLC added content to world. Existing vampire caves where suddenly much more interesting and I could just "walk" to all the location exept for one. It made the world feel whole.


Dragonborn, Mothership Zeta, etc where all basicly short stories in which you could have thrown any character (that's why I said that they could have been standalone games. They had next to zero impact on the main area. Even Obsidian's take on the DLC had that problem even though they were better conected via story.


Possible bugs are of course a problem but they are not unavoidable. I am hoping that Bethesda fixes some issues the modding community had for a while. We mod users would profit far longer from a DLC than just the actual playtime and some reused stuff here and there.


As for the people who want to see something new: Bethesda can hopefully fullfill both our desires by either making the DLCs in different styles or by creating some sort of hybrid.
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Mariana
 
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Post » Sun Jan 17, 2016 3:34 am

Zombies and aliens are washed-out easy-way-out themes.



Go with something different in Fallout universe.



Snowy terrains. Mountain and cliff. River and waterfalls. Mutated aerial and aquatic creatures. Ability to parachute and shoot, etc. These will evolve the game more than just simply a 1950-themed post-nuclear survival over and over again. No need radical changes, but a different taste for addition and improvements will be great.

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Latisha Fry
 
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Post » Sat Jan 16, 2016 9:39 pm


Having a snowy mountain area would very much be welcomed. They did that with Jakobstown in New Vegas and I would definitely like to see something like that but on a larger scale and there are a lot of mountains near Boston right? So it can work.
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Laura Shipley
 
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Post » Sat Jan 16, 2016 2:30 pm

Since the environment status is set after nuclear explosion, they also can tinker with the weather based on their very own ass.

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Alyce Argabright
 
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Post » Sat Jan 16, 2016 8:05 pm

I'd quite like for DLCs to expand the last gen sized map.



If not, then hopefully the modders will bring the map size up to date.

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Bellismydesi
 
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Post » Sat Jan 16, 2016 8:05 pm

u can combine both w/o problem, but off the map DLC allow to have bigger DLC.



Imagine DLC like Point Lockout or The pitt, Dragonborn or Shiver Isle. Those DLC are great bc they are big and add new explorable locations, by the time a DLC is release normally player will have explore most of the map.

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Marina Leigh
 
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Post » Sat Jan 16, 2016 1:11 pm


You know these people are contractors, do you not? This is how they make their living. They are taking other contracts for work. You can't place someone under obligation for five days of work "sometime in June" without paying them for ALL of June.

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Marcin Tomkow
 
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Post » Sat Jan 16, 2016 9:22 pm

agreed

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Louise Lowe
 
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Post » Sun Jan 17, 2016 1:58 am


Really? I think pre-war memory den has so much potential. It would be a shame to not see at least one piece of DLC use it extensively... I was hoping to see more of it in the base game, feels a shame they used it properly once, and it was my favourite quest so far.



Anyways, I do think the first will be on map, there are a lot of areas that could be expanded on and made better. The large coast is one of them.

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Laura-Jayne Lee
 
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Post » Sun Jan 17, 2016 3:05 am

i'd like to see dlc on the main map, too.


and there's plenty unused/blocked space available on that to add some.



and my main problem with off-map dlc's isn't even the having to fast travel (although i dislike that),


it's that the main game worlds feel like alive places. there's creatures, plants, details, stuff happening pretty much everywhere. and compared to this, most dlc's i've seen (except shivering islands maybe) felt like barren voids. no detail, 3 repetitious types of creatures, 3 types of plants, and many don't even use any (or much anyway) of the main game's flora/fauna. this makes most of them just feel like ambitious total conversion mods for me, not like stg handed down by The Creators :-), or kind of like tries to re-invent the 5th wheel. therefor i'd rather see stg that expands on what's there. and really, i'd SO like to walk up that little valley with the lake beyond the YCGT-wall and see what's up there, so pls do your dlc's there, thx :-)

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Jamie Lee
 
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Post » Sun Jan 17, 2016 3:08 am


If that happened, the all we would get is empty space with nothing to do, then people will complain the wastelands are too empty with nothing to do and it's boring.



For some people walking long distances is great for them, to me, I hate it, and while yes I think the map is small, I agree with what Bethesda has done.

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Anna S
 
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Post » Sun Jan 17, 2016 4:15 am

i think you're talking about 2 different things, somberSun about placing additional content in specific yet unused/blocked map regions, Davor about removing _all_ world borders (like plenty mods already did for prev games).



so, from a properly worked out specific region beyond current borders, you'd not get that feeling of emptyness you get when you walk through unlocked, but unmodified areas (that weren't meant to walk through, but just as a kind of 3d background image behind the borders)



from a modder's perspective now, all these cells are, apart from being blocked, totally normal, valid game cells that could be used to do or add whatever.


but: in previous games, with more than 1 mod installed that unblock a specific region, only the border changes from the last one in load order would get taken over in the game, meaning if mod 11 unlocks a top left corner and mod 12 a bottom right one, you'd only be able to access the latter, while the first would be back to blocked.


for that reason, you could either take that risk (bad option), or unlock _all_ blocked regions even if you only needed just a tiny part of it, or, well, build your stuff somewhere else :-)


so, if they just made the way cells are blocked a _bit_ more flexible (can't say much before geck's released), it'd well be possible to do mods (or dlc) beyond the current map borders, and some things about specific sights beyond the map borders give me pretty high hopes that just this has happened and they're planning on on-map dlc themselves. might also just be wishful thinking of course though. :-)

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kat no x
 
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Post » Sat Jan 16, 2016 4:52 pm



Hearts of stone for Witcher 3 affected the main world.
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Eve(G)
 
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Post » Sat Jan 16, 2016 4:33 pm


Fallout 4 =/= Witcher 3. Different engine and company entirely, comparing them is just plain silly.
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Tinkerbells
 
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Post » Sat Jan 16, 2016 5:03 pm


Thanks for saying that, now it makes sense what he/she is saying. :)

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Kyra
 
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Post » Sat Jan 16, 2016 5:55 pm

Don't count on modders expanding the map or affecting the current map because first and foremost mod makers want their mod to be compatible with as many other mods as possible. No, we need Bethesda to do this because our modding community isn't willing to sacrifice compatibility.

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gary lee
 
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Post » Sat Jan 16, 2016 2:16 pm

I don't care as long as I get stealth armor that works while moving and not just standing still, how am I supposed to sneak up if I need to stand still game??? How?
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rebecca moody
 
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