DLC's better be huge

Post » Fri Feb 12, 2016 9:32 am

I simply do not agree with you Roacher about content as it stands..



That said my Concern is them making the dlc logically Fit in, And actually being able to find it... Hehe There are so many unmarked doors and crannies with a tiny bit of story, that side track the heck out of me, without direction I may never find DLC stuff.



My personal hope (what the heck) is a few radio missions that do not end in a skeleton.... Hell the time a raider tried to rob me was in fact welcome, Really would like in the end to see a few more on the fence or not hostile encounters, Cause hey even raiders have an off day where there tired of killing. (dont they)

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Cat
 
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Post » Fri Feb 12, 2016 9:42 pm

What happened with the Sleepwalker? Did she/he move their bed? Oh never mind...

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Mel E
 
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Post » Fri Feb 12, 2016 8:30 am

I too have great fondness for Fallout NV. I never thought the map was boring. Maybe a bit sparse in the Old World Blues transit area. I have more than 400 hours logged on NV, which would appall the average citizen, but is nothing compared to many who post on this forum. Tangentially, Old World Blues is the best DLC I've ever played.



Anyway, the Fallout 4 map is almost too much, in my humble opinion. It is my first play through. I am around level 20 and inadvertently triggered the Minuteman castle quest. I looked at the map quest location and thought that I hope Preston brought along some epic novels because it is going to be a long, long time before I make it that far into the map. I haven't even come close to Diamond City. Once you reach the Boston area itself, the map is dense, dense, with locations.



Map size just isn't a problem. My main gripe is the early levels are so full of mandatory perks it takes some of the joy out of leveling. Lockpicking, hacking, sneaking, leadership (how could you possibly play without supply lines?), gun nut, science perk, demolitions (so I can at least make explosives), armor perk, etc. They really don't feel optional to me.



I suppose as I go on there there will be more opportunities to pick fun perks.

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Lauren Denman
 
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Post » Fri Feb 12, 2016 3:44 pm

To be fair, F3 and NV basically required skill leveling to even get at perks, some of which were the "no duh" choices, unless you like perks that don't really do anything.
In short, at lower levels, you weren't getting a bunch of fun skills and perks; it's arduous until you level up a bit.
F3 has skills and a perk every level, but at a certain point, you really didn't need those skills to have a well developed character with their own agency, so you wind up easily OP.
NV lowered the skillpoints per lvl and went back to perks every other lvl, which offered some balance. That way is closer to F4 than most cerdit, IMO.
But.. in each of these, lower level perks/skills are much more about foundational character development, and not bells and whistles.

Another thing about F4, is that aside from the large number of companion perks you get for completeing companion quests, they have skills that you can utilize..
Take the hacking and lockpicking you mention for instance. They don't need to be invested in, necessarily.
F4 also offers all of the magazine perks. Consider that these are like the fluff perks in F3 and NV. So, while they make some perks do what skills do in past games, they do sprinkle a lot of extra perks on top, to make up for merging skills and perks.

And it's cool if you like supply lines/ think they're integral, play how you like. But I haven't ever used them. I don't have stores in my settlements, or even really do much with settlements at all. Crucial for one is meh for another.

If anything, the ability to continuously raise SPECIAL makes leveling a character a little overwhelming. It's easy to get wrapped up in wanting to access all content.
In that frame of mind, I can see it looking like there are a huge amount of perks you have to take. But if you go into it thinking of a character type with strengths and weaknesses, it makes it easier to hone in on which perks you should be taking to develop that unique character. Then, if you're already established, you can go back and get perks that allow you to access other content. Or, don't and save it for another playthrough, with a character that should have those perks, and therefore access to that content.


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A Lo RIkIton'ton
 
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Post » Fri Feb 12, 2016 1:52 pm

honestly i'd much rather be in favor of mods appearing on consoles first before dlc, that way they put more time and effort into each dlc to make it super big and filled to the brim with content. Maybe 3 DLC's with brand new areas and 20+ locations to find and explore with tons of new weapons and new enemies. Maybe the return to the killer wasps(Cazadores) or maybe Robobrains or Centaurs...etc

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Haley Merkley
 
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Post » Fri Feb 12, 2016 9:41 am

I have to say that CannibalClub has largely convinced me that my gripe is unfounded.

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BRIANNA
 
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Post » Fri Feb 12, 2016 5:05 pm

Or they can, and should, add new creatures instead of shoehorning in old creatures that shouldn't be there.

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Leilene Nessel
 
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Post » Fri Feb 12, 2016 10:17 pm

How is it shoehorning? You do realize these creatures don't stay in one location they spread by migrating right? How do you think there's mutants in new vegas

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hannah sillery
 
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Post » Fri Feb 12, 2016 8:24 pm

They aren't going to migrate across the entirety of the country that quickly, especially with the midwest being as deadly as it is. Cazadors are native to the West Coast and Mutant Hounds are the Commonwealth's version of Centaurs. Neither species should be added, they should be adding new creatures.

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Heather M
 
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Post » Fri Feb 12, 2016 8:34 pm

Mutants in NV are whats left of the masters army. They didn't migrate that far from their original location.
They're smarter, because they are prime normals, and the dipping process and strain of FEV was different.

V87 as mentioned above has a different strain, and is also mostly comprised of wasters with damaged genes.

F4's mutants were created by the institute, who didn't want to make centaurs, and apparently favored dogs instead.

So, not really much migration as far as mutants go.

Radscorpions are mutated from a common house pet, the emperor scorpion. So no migration there, either.

Ultimately, without knowing the migration patterns and needs of any species in how it pertains to their native biomes, we cannot say that any of them should migrate, even migration is physically possible.
let's say an ant colony has plenty of food and a "natual" predator keeps their numbers low (without threat of underpopulation). They have no need to migrate.


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Lily Evans
 
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Post » Fri Feb 12, 2016 10:38 am

Personally I would like more towns, and i don't mean settlements, but actual towns like Diamond city. Also maybe fill in the empty space, some many buildings with no doors. But the number one thing I want in a dlc is more Factions to join with story content.

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Dustin Brown
 
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Post » Fri Feb 12, 2016 8:23 pm


Dont worry, it will be huge. They will make such great dlc, you won't believe it! They have the greatest people working for them. If not, we will have a revolution! They will look outside their windows and see all their fans! The modding inequality of pc users and consoles will be a thing of the past!



Oh gosh I need to stop watching tv.

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Strawberry
 
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