Fallout series

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The other problem is that Bethesda hired some of the bigger name shills for most of the Creation Club content, like Elianora. Why couldn't they hire some of the smaller or more critical but talented modders? I like Elianora's houses and furniture but what she does is not what I'd consider true DLC.
 
Thinking of choosing the institute in fallout 4. I must be broken, someone save me from the nothing I've become.
 
Thinking of choosing the institute in fallout 4. I must be broken, someone save me from the nothing I've become.

They're the best faction tbh.

The Brotherhood are zealots
The Railroad are SJW scum
The Minutemen have Preston Garvey.
 
There is no good lore reason. Todd is just terrible at game design and needs to pad out the playtime of the game with repeatable "radiant" quests.
At a certain point I was just abusing radiant quests to get xp. It kind of felt like borderlands with the way things and people just respawned.

Are the dlcs worth it for fallout 4? Currently on the PlayStation store they cost more than the 2nd hand price I got the core game last year.
 
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At a certain point I was just abusing radiant quests to get xp. It kind of felt like borderlands with the way things and people just respawned.

Are the docs worth it for fallout 4? Currently on the PlayStation store they cost more than the 2nd hand price I got the core game last year.
I don't know about dollar price tag for the DLC. I will say that I don't regret the time I spent figuring out how to patch my janky modded pirate install of F4 in order to mount the DLCs, and I don't regret the bandwidth I spent on pirating the DLCs themselves.

Though I only pirated the DLCs that added new map areas to the game, namely "Far Harbor" and "Nuka World". They were pretty enjoyable, though I went into them with a fully-leveled end-game character, which made it much less enjoyable than if I had gone in with a lesser character. They were different enough in atmosphere and environment that I could sort of trick myself into thinking that I wasn't in vanilla F4, and I think that made it more enjoyable too, since there was minimal interaction/overlap in the DLCs with the main F4 factions and storyline.
 
The DLC?

Far Harbor gives you more backstory into your Gen-3 follower and gives you a crusty old man follower. You can also nuke the island or save everyone

Automaton lets you pimp out your robots. And assign robot guards for settler management.

Nuka World is just fucking fun and some of the weapons rock. There's fuckery to be had with both pro and anti on that side.

Wasteland Workshop is meh, same as Contraption and Vault Tec. More aesthetic. Though if you're wanting to pay shekels Creation Club has some decent ones. (Highly aware of how that sounds. Sometimes, and this is something Todd forgets, people have good ideas).

If you go institute I'd recommend strong arming the Minutemen as well into things.
 
I never worked out why Preston needs their general to keep on clearing out repetitive missions upon missions of gunners and super mutants.
In Preston's defense I too would probably send a guy I've seen tank a bunch of bullets and hit people so hard they turned into a fine red mist rather then some dirty farmers with pipe pistols. Of course I wouldn't have made that guy into a general in the first place if I was going to make them do all the dirty work.
 
I never worked out why Preston needs their general to keep on clearing out repetitive missions upon missions of gunners and super mutants.
Because the writers at Bethesda think that "being the coolest most supreme badass leader guy" = "a satisfying resolution to a storyline"

"Go here shoot that guy/fetch that thing" is their idea of "content." Mind you radiants aren't inherently a bad thing; they give you a good outlet with which to grind experience and cash typically, or maybe a good way to test out that new weapon you found. The problem is that Bethesda substitutes unique quest material that seems meaningfully impactful to the world with nearly only radiant quests in fallout 4. Compare to New Vegas where nearly all quests are unique and have some kind of meaningful choice, and Skyrim where there are many unique quests presented to the player in major and minor locations (and often in unexpected places) and radiants are most relegated to inns and factions.
 
Thanks for the info, guys, I might get the dlcs IF they're heavily reduced in price. I'm seeing far harbour for $30 on the PlayStation store here and I don't quite think it's worth that.

I loved the dlcs in New Vegas over the main story for some reason and typically they are competently made.
 
Sloppy writing. Even if you put yourself in Apocalyptic times, there's only 'One' of the two Sole Survivors who would have been legitimate as General, and yet they'd have their own trial: Nate.

Sperg inbound with the spoiler.

He's a cryo TV Dinner from the onset of the Great War.

Nora graduated Law School so in theory she'd be an asset to all four in the subterfuge department. Brotherhood for making the damn dirty Synths and other Muties illegal, Railroad to make the Institute illegal and expose for multiple war crimes, Institute and Minutemen the same coin for the good and bad of pre-War America.

Nate though was a soldier. Unsure of the rank, mind you, but he was a solider of the Resource Wars. He knew how to get shit started with next to nothing. How to jury rig with spit a working town. And about how to do both gureilla tactics as well as long term war. An asset for each agency. But he's still a FNG so he would not be given general automatic. Unless Preston was a damn...oh wait.

Because the writers at Bethesda think that "being the coolest most supreme badass leader guy" = "a satisfying resolution to a storyline"

The problem is that Bethesda substitutes unique quest material that seems meaningfully impactful to the world with nearly only radiant quests in fallout 4.

So much this. Skyrim could handle radiants well. To a point. So why didn't Bethesda use the Skyrim method? Laziness IMO.

Added for @Begemot. Stupid question. Is the Fallout 4 season pass something you'd rather not deal with? You 'get' all of them in one shot.
 
Far Harbor is genuinely worth it. The actual main campaign is short but the island is fun to explore and it has, who would have thought, actually good writing that touches on the themes that Fallout 4 seemed to be trying to examine. It also has quite a few choices, a few skill (well, SPECIAL and perk) checks, and you can play the main character in tons of different ways. It also has the best designed armor in the game and some really unique weapons (although the Lever-Action Rifle kinda sucks).

Nuka-World is really just an explore and shoot-em-up. It has some good items, but don't expect a good story, lots of choices or even well designed mission structure. It's almost all "go here, kill x." They also made a baffling decision that I won't spoil you on, you can look it up if you want to.

Automatron's story is decent for what it is. The robot building mechanic is pretty good, I found myself using it here and there. It also adds the Tesla rifle back in the game, but it looks nothing like it did in other games.

None of the workshop DLCs are particularly good. I find myself using Wasteland Workshop items the most, then Contraptions, and then finally I pretty much never used the Vault-Tec shit (which you can only use one area anyways) after its """story""" was over. Personally I wouldn't recommend any of them if you're buying individually. Wasteland might be worth it, but I'd look up what it adds first.

The Railroad are SJW scum
Remember when that Institute guy that helped them committed suicide after his life was ruined and they lied about it?
 
Because the writers at Bethesda think that "being the coolest most supreme badass leader guy" = "a satisfying resolution to a storyline"

"Go here shoot that guy/fetch that thing" is their idea of "content." Mind you radiants aren't inherently a bad thing; they give you a good outlet with which to grind experience and cash typically, or maybe a good way to test out that new weapon you found. The problem is that Bethesda substitutes unique quest material that seems meaningfully impactful to the world with nearly only radiant quests in fallout 4. Compare to New Vegas where nearly all quests are unique and have some kind of meaningful choice, and Skyrim where there are many unique quests presented to the player in major and minor locations (and often in unexpected places) and radiants are most relegated to inns and factions.
Even for the purpose of grinding and mindless shooty fun, the radiants are made redundant in F4 by the frequent respawning/repopulation of enemies in most outdoor areas and many dungeons, unlike in F3 and NV.
 
As much we can disagree over our favorite entries, we can all rejoice under one cause.

Fallout 76 is fucking garbage.



Also, anyone wonders what was the Lone Wanderer's ultimate fate? I doubt he /she would have approved of the direction the brotherhood took (especially since its implied they raided Rivet city for its core reactor). I honestly dislike "rode into the sunset and was never seen again" type of fates for play able characters in sequels. The first two originals games made sure you know they remained bad asses and became creators or leaders of entire societies, thats awesome.

Kind of made me want a new game set in the capital wasteland but set 15-20 years later, maybe with the lone wanderer being a subject of legend and thay being shown to us as communities all had a different impact thanks to it.

But its bethesda, who cares? They wont.
 
Also, anyone wonders what was the Lone Wanderer's ultimate fate? I doubt he /she would have approved of the direction the brotherhood took (especially since its implied they raided Rivet city for its core reactor). I honestly dislike "rode into the sunset and was never seen again" type of fates for play able characters in sequels. The first two originals games made sure you know they remained bad asses and became creators or leaders of entire societies, thats awesome.

Kind of made me want a new game set in the capital wasteland but set 15-20 years later, maybe with the lone wanderer being a subject of legend and thay being shown to us as communities all had a different impact thanks to it.

But its bethesda, who cares? They wont.
That's the problem with having a character who's motivations are controlled by the player. Your Lone Wanderer might have had an objection with taking the core from Rivet City while mine was perfectly fine with it and someone else's would have gladly went along with it and shot anyone who had objections to it. It becomes hard to continue to write for such a character when they are out of player hands. One thing that all Lone Wanderers had in common though was that they liked to wander around, loot things, solve or cause problems, and move on. So I don't mind the idea that the Lone Wanderer basically just kept playing Fallout 3 but left the capital wasteland doing so.

Making a game set in the capital wasteland again is its own can of worms. You have to establish what the Lone Wanderer did there and that means you make a save importer or Q and A session at the start of the game or you just make certain choices canon and non-canon and invalidate certain people's playthroughs. You have to figure out if Megaton is dead, is Tenpenny Tower full of ghouls, is Dave is still President for life. Fallout 2 avoided a lot of these problems by having the game take place in a mostly different places and revisiting towns from the first game.
 
Fallout 2 straight up canonized tons of Fallout 1 with the journal of the Vault Dweller. It acknowledged no choices you made, and part of the reason is that there weren't as many big choices in Fallout 1 as people think there are. The other part is that it didn't even import saves from 1. Canonizing certain aspects of Fallout 3 would be pretty easy. It's already canon that Megaton wasn't blown up and that the Lone Wanderer helped the BoS nuke the Enclave.

This would be one of those things that old fans would look like faggots for complaining about. Just like when they talk about ending linearity when Fallout 2 has just as linear an ending as 3.
 
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