I find that every mission Preston Garvey gives you involves killing enemies and a lot of the missions in the story involves killing too.
I find that every mission Preston Garvey gives you involves killing enemies and a lot of the missions in the story involves killing too.
I wouldn't say there is too much, rather a lack of diplomatic solutions, or work-arounds to problems. Wouldn't it be cool, if not all raiders was out to kill you, and you could bribe them instead to leave the area, or better yet, gang up with them to get rid of Preston Also, I don't understand why the SS is automatically on the hostile list with the gunners. For all they know, at first contact, I could be a potential customer. Can't see much money-making as merc's if they blow people up on sight, lol
I think there should have been a bit more towns in the game. Goodneighbor and Diamond City are what im talking about, I love those places but having only two major NPC settlements is kind of a shame. I suppose thematically it makes sense to have the focus more on player-built settlements alongside the faction HQ's, but I felt a lot of cool scenarios were missed with having a lot less towns this time around. It seems that Fallout 4 has the major focus on Combat centric stuff while New Vegas was the exact opposite way, and I was really hoping for a good balance between the two like in Fallout 3.
I would have been very happy to see more creative ways to experience the story than shooting people in the face and taking their stuff, but...it's a first-person shooter.
It is what it is: Combat caricature. The genre doesn't tend to deviate very far from its core attraction. Deviation is risk, and risk isn't all that attractive in business, even the business of art.
You already have the settlement management.
It's not mission, but it's part of the game and can take your time without bloodbath.
While this is certainly true, you can't build you way to a storyline conclusion, and the combat experience is significantly more polished than the building experience. Which makes sense, since they didn't know if people would like it, so why put too much time into it at the beginning when you can add to it later if it's a hit, with very little risk.
It all depends on how you play.
I'm really into settlement building, and I've had 5-and-6-hour sessions where I didn't draw my weapon once.