It feels so incomplete and nothing in the world makes any sense or has any consistency to it at all. What exactly are the people of Diamond City eating? Why are they allowing themselves to be surrounded by super mutants and raiders? Why are the railroad hiding in a basement with ghouls? Why is some vault dweller being told to clear an entire complex of heavily armed gangs by himself? Why is everyone in Sanctuary incapable of doing anything themselves? Why are there random settlements in the middle of fucking nowhere surrounded by danger? How is trade even possible with the roads that dangerous and nothing equivalent to the Crimson Caravan?
>>324111230 >What exactly are the people of Diamond City eating? Produce from the farms within the city gates and whatever scavengers bring in or settlement sell off to caravans.
>allowed themselves It was probably safer when the minutemen were at full strength, but as you can see the perimeter of the city is protected by security forces and those raiders visit the city too. They just happen to live outside the gates while preying on travelers.
>railroad So that the Institute has a hard time finding them. They've got a secret entrance and the ghouls probably keep away the average scavenger.
>why is Because you're the hero and this is standard RPG quest design.
>sanctuary The settlement system is unpolished and people will do todd's job for free.
>why are there >surrounded by The games scale isn't large enough to make it seem like that raider camp over the ridge is as far away as it would be in reality.
yesterday some nigger try's to claim that fallout brotherhood of steel was good, then another motherfucker say's most people think it's bad because we've never played it. Those people are fucking scumbags.
>>324111834 >Produce from the farms within the city gates and whatever scavengers bring in or settlement sell off to caravans. We run into the problem again of people eating scavenged canned food that is 200 years old which is ridiculous when you can be growing fresh vegetables and raising brahmin.
>the perimeter of the city is protected by security forces and those raiders visit the city too. They just happen to live outside the gates while preying on travelers. They're completely shut off from the outside world because they chose to settle in a dangerous area and haven't bothered to clear the path so now it's basically a prison camp.
>So that the Institute has a hard time finding them. They've got a secret entrance and the ghouls probably keep away the average scavenger. And what stopped the ghouls from attacking them? Why were they sitting in the dark waiting for you to arrive? What were they accomplishing there?
>Because you're the hero and this is standard RPG quest design. It's lazy and nonsensical design. If they wanted to do it right, they could have had you travel around to recruit willing members first, and then you take those members and form an actual militia to go take on those raiders. The whole idea of 'clear this building of raiders before I join the Minutemen' is stupid as fuck because if one man can clear the raiders then there is no need for those people to join the Minutemen in the first place. Or conversely if they were incapable of dealing with raiders themselves, why the fuck would you need them to join the Minutemen?
>The settlement system is unpolished... Understatement
>The games scale isn't large enough... They could have cut back on the raiders at least. Raiders still outnumber the settlers for some reason. What are they raiding?
>guns Am I supposed to believe this when the rest of the world is incapable of dealing with anything on their own without the superpowered protagonist around to always save the day?
>>324109854 I still haven't finished the story. I got up to infiltrating The Institution before dropping it. Couldn't stomach playing Bethesda's character any more, I hope they never make another Fallout game.
>>324113151 >>324113151 You did better than me. I lost interest when they started talking about teleporters and Special Not Terminator super synths.
It's just all so fucking stupid.
Also, I hated the fact that you can't pretend you don't have a child. Story NPCs constantly ask you why you're looking and my only choice was to be a douchebag and tell them to fuck off and mind their own buisness so my character didn't talk about it and the game STILL managed to be all "Press X to Shaun".
>>324112750 >Am I supposed The trader's guns and hired mercs. I didn't mention the protag.
>What are they raiding? That's still just RPG games in general. Bandits and blood thirsty creatures outnumber passive herbivores and reasonable people because gameplay.
>It's lazy and nonsensical design. Most games don't make the effort to justify this or expect you to think too hard about it and I don't know why you expected Fallout 4 to do so. Yeah, it's shit, but it seems like you expected more.
>what stopped the ghouls... The ghouls weren't a threat to them even if they did come down. They were content to play dead and shamble about on occasion.
>sitting in the dark They had people watching you as you traveled the path. They didn't need to wait for you with held breath.
>what were they trying to accomplish What? In the basement? It's their HQ. You mean by waiting for you? To see if you were a threat or not.
>chose to settle Like I said, it was probably safer there with the minutemen at full strength and they're in a dependable position they've been able to maintain for decades.
>cleared the path Agitate the raider gangs around them? For what? Traders probably pay them off and you only fight them cause you're the PC. People are free to leave and have an easier time getting around than you do seeing as how Travis wasn't gutted outside of yelling distance of a guard. These raiders visit the city too and probably know it's in their best interest not to stir up trouble with residents. Is this represented in the game? Not directly, but somehow you're expected to buy that everyone can get around the city without leaving a trail of corpses except for you.
>Prison camp No.
>we run into the problem They have a farm at and some brahmin iirc in the back in addition to what they trade for from outside. By scavenging I don't mean enough to feed the entire city, but to keep stores stocked with nuka cola and shit to supplement fresh food and provide choice.
>Captain Crunch is immortal because cybernetic implants make your organic parts immortal too because reasons >Literally no one else in the entire universe takes advantage of this besides Captain Crunch
>>324113151 Guess thats pretty common Completely gave up a couple hours after infiltrating the institution I couldn't bring myself to give a shit about any of the dialogue anymore already spoiled that the institution never explain why they killed innocents and replaced them with robots and they're objectively retarded Already obvious BoS are going full fucking retard with liberty fucking prime The writers fucking IMMEDIATELY blow the railroad out of the fucking water for some reason with a human about to be killed by his synth copy happening in one of the first couple railroad missions The only objectively sensible faction being the one created as a throwaway just to give you a lengthy and awkward tutorial at the start of the game Town creation an awkward mess missing some of the most basic systems (halo 3 being miles ahead and coming out almost a fucking decade ago) Done with the constant garbage visuals and performance
>>324111834 >Because you're the hero and this is standard RPG quest design. Get bent. >HEY, HELP US GET PEOPLE TOGETHER SO WE CAN WORK TOGETHER AND BAND TOGETHER AND MAKE SETTLEMENTS AND LOVE >BUT MAKE SURE YOU DO LITERALLY EVERYTHING BY YOURSELF >ASK OR GET ASSISTANCE? WHAT? It was badly designed.
>The games scale isn't large enough to make it seem like that raider camp over the ridge is as far away as it would be in reality. Then spread them out and beef them up.
It is established in the game and perfectly canon that the Institute cannot make "bleeding edge" weaponry better than laser weapons from 210 years ago. Institute lasers are inferior to ancient laser technology. Accept this, please.
Therefore we can also understand that their cybernetic implants are no better than any of the previous cybernetics already available and established in the Fallout setting.
Not to mention the fact they spend countless years and resources on making an organic Mr. Handy that has one less arm and cannot fly because "the greater good" or "the future of humanity" or whatever bullshit excuse they throw at you which you cannot question because that would require some actual writing on Beth's part.
The Institute is literally The Master and the Think Tank haphazardly thrown in a blender then given a shiny plastic coating. Emil then throws in his obligatory family issues bullshit in the most futile attempt at creating a "sympathetic villain" that has ever existed.
>>324115081 Base building was pointless when it was the most popular mod for NV.
I've got over 60 hours and that's not from base building. Try exploring, doing some real quests, interacting with NPCs, crafting shit. The game is easily fun enough to just go around fighting legendary monsters - even more so than it was in NV and 3.
>>324115020 >Get bent. Sit and spin faggot. That's the way it is. Go make your own games if you want to see a change. AoD did it really well, having your opponents not be random bandit #703, but an encounter placed into an area with a deeper context and reasoning attached to to it. Go buy 1,000,000 copies, and hope Todd notices.
>badly designed What do you think unpolished means? Some the ideas were there, they failed to connect them in a satisfactory way.
>spread them out beef them up Consoles/Bethesda released a shittily optimized game as it is. This was probably the best they could do.
>>324115193 >Quests were more interesting. No. Even the "flavorful" quests were little more than binary affairs where you got to pick the enemy type you faced at the end, if even that. The only way your build can influence the outcome of anything is via speechchecks, if they're even included. Faction quests are entirely linear outside of the Battle for Bunker Hill, which is completely broken regardless. The game's full to the brim with terrible radiant quests, too. It's got some of the laziest quest design I've ever seen.
>>324115193 >Quests were more interesting. Fuck off, all of 4's quests were literally "Go here and clear out the raiders" It was unbelievably generic and linear, none of the quests had multiple solutions.
>Same issue with the dialogue. New Vegas' dialog was fine. You had a variety of different dialog choices that branched conversations, and dialog checks that used skills, SPECAIL, and perks. 4 had a forced limit of 4 dialog choices, all of which always received the same exact response no matter what. And the only dialog checks were speech, and even then they were rare as fuck and only used to ask for more money when doing your shitty fetch quests.
>>324115841 Yep. There's a mod that replaces the "HATE NEWSPAPER" type dialog with the actual dialog that you're going to say, which unexpectedly revealed that all your dialog choices are almost identical every time. And no matter which you pick, the NPC always responds the same way.
>>324115598 >Literally make it my mission to get everyone together so we can all focus on the same goal: Surviving TOGETHER >Make you do everything, down to assigning if anyone should maintain the newly planted field of mutifruit. I never felt like I had actually accomplished anything after setting up a settlement, and they never become self sufficient or allow you to do anything other than just play baby sitter for quests that are not unique or interesting in any way. It wasn't "Unpolished" which is the nicest way to say "Unfinished, and rushed piece of shit", but it is what it is. Badly done.
I clocked 88 hours and I never felt like more than a few pre-scripted encounters had ANY meaning what so ever. Even then it was all always self contained. It was lazy, and bad.
>Consoles/Bethesda released a shittily optimized game as it is. This was probably the best they could do.
Instead of fixing it I should be happy with shit? Sweet.
>they don't have the best laser gun, so they have no bleeding edge tech Sure m8.
If you look at the design and application of the weapons, it's clearly suggested that Institute Scientists weren't attempting to make the biggest brightest laser. Their technology stemmed from advanced polymer research taking advantage of a supply of petroleum they must have access to considering all the clean white plastic they use.
They needed something that would be effective, but more importantly efficient and easy to produce, not something that would kill something better and faster.
>Therefore... No, not "therefore". They could have developed perfectly fine enhancement technologies and there guns aren't necessarily inferior consider what was likely wanted out of them.
>Not to mention the fact they spend countless years and resources on making an organic Mr. Handy
Do I have to explain why the human form might be preferable to a Mr. Handy?
>the institute is literally the master... Please, that's too much of a compliment for Emil.
>>324116075 >And the NPC doesn't respond the same way. I've checked. No, your right, their responses are as varried and numbered as your own. As in they normally have one or two, save named NPCs, who may or may not sometimes have something for your quirky/asshole response in addition to their normal script.
>>324115193 >wrapping a rubber band around your joystick to max sneak is retarded uwot? Are you sure you're not thinking of Skyrim there? Fallout 3 and NV never had that cheat, or am I missing something?
>>324116075 >That's a shitty mod Why, because it reveals how bad 4's dialog is?
>And the NPC doesn't respond the same way. I've checked So have I, NPC's always say the same thing regardless of what you say. I specifically reloaded just about every conversation and it always proceeded the same way.
>I'm beginning to think this is just a couple of people shitting on FO4 because they can't afford it yet. I own it. I've never dropped a Fallout game as fast as I did Fallout 4.
>>324115379 >comparing a mod to a gameplay mechanic the game is built around
Retarded comparison aside, no.
Exploring is pointless. The main drive to explore is to get resources to build bases which don't do anything. The locations are all the same. Abandoned House #294 is exactly the same as Abandoned House #142.
Quests are repetative dog shit.
Imteracting with NPCs is pointless because the dialogue is terrible and no one has anything interesting to say.
Legendary enemies/weapon are a decent addition but Bethesda fucked it up. >Whoo a Legendary Death Claw Why is it so legendary? >Because its health bar says so Okay I killed it, now what >You get a unique item that is utter shit or grossly overpowered that you'll use for the rest of the game.
Early on I got a 10mm autopistol with added explosive damage and never needed another weapon for basically the rest of the game.
There's NO depth to the game at all. Once you realise that nothing you do in the game effects the world in the slightest, there's nothing worth continuing for. Even worse, the game practically BEGS you to be an unstoppable god of destruction and weighs you down with stimpacks, power armor and weapons.
Fucking RAIDERS in power armor and armed with a Fat Man are common. It's like Oblivion again with bandits in full daedric armor. I don't know how Bethesda haven't learned to scale this shit yet
>>324116190 >They use intelligence (although it only shows if you have a high enough one), charm which is yellow, and intimidate which is red. Those are all speech, which is the only "skill" used for dialog. The green/yellow/orange/red color determines the difficulty of passing the check. From green as easy, to red as hard.
>>324116245 I could live with three if it was a game that had done that as a long standing thing before. I'm saying I'd rather have the various options so I could feel like I'm roleplaying whatever character I'm trying to. It really takes me out when I'm shoehorned into a role I'm just not interested in, in a world where I'm supposed to be personally vested into my character and it's development.
>>324116218 No, because I also use a mod that fully types (in some cases it is wrong) what the actual dialogue is and it doesn't look like that ever.
The NPCs do not say the same thing. If you respond sarcastically they will respond differently than if you respond neutrally or inquisitively .I've got over 75 hours in this game. Don't waste your breath with your blatant anti-bethesda fanboy lies.
>>324115962 >Instead of fixing it I should be happy with shit? Sweet. No. Don't buy the game and play things you enjoy. I'm just telling you that from what I've experienced on console and PC, a bigger world would've made things worse for the average user's experience.
>I never felt like... Use whatever words you want. I wasn't satisfied either, but with other RPG's in mind, Fallout 4 isn't alone in making these mistakes is all I was saying.
Is that an excuse? Of course not. I'm dissatisfied with FO4 for reasons ingame and picking up the errors of other modern RPGs and with that in mind, I don't hold it as hard against FO4 as I do the genre.
>>324116376 >If you respond sarcastically they will respond differently than if you respond neutrally or inquisitively That's a flat-out lie. At most they throw in one extra line, but then they still proceed to say the same line that every other dialog choice gets anyway.
>>324115935 "no matter which you pick, the NPC always responds the same way" Do you have ANY idea how many RPGs are like that? Of all the criticism this game got, getting hung up on this kind of stuff seems the most petty to me...
>play game on launch >do first quests >go to town >go up stairs and meet some random fucktards calling themselves minutemen or something >they want me to build them a shelter lol >find a suit, can't use suit at all because it requires a stupid amount of resources >build some stuff in a town >lol get us food, water, beds and houses pls >combat and gameplay is boring as sin >quit game and never look back
>>324115952 >The only clear out raider quests were the minuteman's and you don't have to join them. But you're wrong. The quest to find Nick is "clear out a vault full of thugs." The quest to find Kellogg is "clear out a base full of synths." You don't even get to spare Kellogg when you find him. The quest to get the courser chip is "clear out a building full of gunners." The quests to recruit Cait and Strong are "clear out buildings full of raiders/mutants. Nick's detective quest is "clear out a building full of mutants and a cemetery full of ghouls. It just goes on and on. Half of the Institute's quests are dungeon raids, the Minutemen quests are all dungeon raids/other, unrelated sidequests (that also happen to be dungeon raids), the BoS' sidequests are mostly dungeon raids, etc. Seriously, the quest design in this game is fucking abysmal, especially compared to New Vegas.
>>324116106 So they are unable to improve upon energy weapons that were developed 210 years ago?
What were they wasting their time on then? How to waste an extremely rare resource (oil and petrochemicals) in developing inferior weaponry compared to ancient, proven models? Keep in mind that Bethesda are the ones responsible for making Fallout energy weapons into gigantic, clunky pieces of shit that look like electrical engineering experiments rather than mass produced, ergonomic consumer goods.
Where did they obtain this mysterious 210 year supply of petroleum for petrochemical development and plastics when the entire world was undergoing a massive resource crisis that prompted the Great War in the first place?
You seem to be under the persuasion that the Institute purposely developed inferior weaponry that was infinitely more resource intensive than currently available technology in order to accomplish something.
Yes, please explain why the human form would be preferable. Take into consideration that Synths are not some next step in humanity, which the Institute themselves maintain, but merely slave labor organic robots that would best be devoid of any independent thought or emotions. Keep in mind that a single Mr. Handy requires exactly zero resources to remain operative for a timespan of over 210 years as depicted in game via Codsworth, going as far as to survive a close range nuclear bomb detonation.
>>324116195 Maybe I am. But I know FO had lots of skill exploits that made leveling them redundant.
>>324116257 The gameplay mechanic was added because of the mod so no it isn't retarded.
Exploring is fun. We'll have to disagree on that one. I enjoy building bases and I enjoy killing enemies for loot while getting resources.
Only radiant quests have been repetitive for me but that's in their nature.
I enjoy the dialogue. Especially loved the part when strong got butthurt about the one super mutant wanting to cure himself.
Who cares why it is legendary? It's legendary because it's fucking alpha. Would you like the word legendary to be changed to "Alpha" or "Overly Mutated". Do you complain about all health bars? Literally the best reply value for high player levels and you don't like it because the loot is either shit or good. Do you like RPGs? That's what all RPGs do with hard enemies,
Idk what difficulty you're using that a 10mm pistol will rip through Deathclaws and Behemoths.
Try turning up the difficulty (inb4 I'm playing on survivor)
>>324116257 >Fucking RAIDERS in power armor and armed with a Fat Man are common. It's like Oblivion again with bandits in full daedric armor. I don't know how Bethesda haven't learned to scale this shit yet
It really isn't as common as Bandits in full glass or daedric.
The average group of raiders won't have a power suit. One member of the odd grouping might have one at their disposal.
A larger raider controller area might have two at higher levels.
Nothing like every member of a group of bandits strolling around in illegal to own and so rare you really shouldn't be able to find a full set armor.
Fuck shit game. Basic radiant quest don't even work properly. How did no one thought to make sure the one giving you the settlement quest isn't the same settler doing the trade route between the settlement amazes me.
>>324117063 It's like he fell in love with NV's concept of Old World Blues but completely missed the point of it. Like, the game is full of references and characters pining for the old world, several of them from it, but it has absolutely no thematic or narrative weight to it.
>>324116881 >exploring No need to explore because the game showers you with ammo and stimpaks
>why it's legendary World building, telling stories, you know, rpg things
I like rpgs so that I can build a character and play it out. The LAST reason I would play a Bethesda game for is fucking loot grinding. Loot balance and distribution is probably Bethesda's worst ability. I started playing on Hard but went down to Normal because it just turned enemies into bullet sponges and it made the game even more tedious.
>>324116840 >inferior You keep on saying inferior. They probably didn't have the metal or gold filament in abundance to make pre-war laser rifles, so they made efficient use of the material that was available to them.
>but it was rare Not rare enough in their case to prevent them from making plastics enough to arm, armor and shelter themselves apparently.
>what were they wasting their time on We don't know what the early days of the institute really looked like, but they must have had some sort of initial basement shelter and the means to expand upon it.
They probably wasted time with cultivating low light food, water collection, ect before coming across a supply of petrol as they dug.
Is this mentioned in game? No, but that's the most reasonable guess considering the plastic they use.
>than currently available technology in order to accomplish something We're stepping into Sci-Fi here now, so hold my hand.
If it's safe to assume their petrol was plentiful enough, they would study and expand it's utility as well as developing ways to use it efficiently, no? If these big white boxes of laser gun came from an Institute more like a brotherhood vault, with metal work everywhere, yeah, it'd be a wonder why they wouldn't go for a metal and traditional design where they clearly had access to great amounts of metal.
>Yes, please explain why the human form would be preferable.
Infiltration, capacity to use equipment designed for a human body, and waifus.
>>324117449 Boone has conditional dialogue for when you kill Caesar with him, and for when you kill Caesar yourself and meet up with him later. You can have him as your companion, tell him to wait outside the tent, and you'll get the dialogue for him not personally witnessing Caesar's death.
>>324117412 >exploring for stimpaks I don't do that. Ammo can be rare, I buy most of it, but then again I don't use lame guns with 308. I got like over 1000 .308. I most explore for things like ballistic fiber and aluminum.
>>324117412 >bullet sponges Biggest complaint for me, aside from the decrease in player character dialogue. They never seem to understand to just make the enemy's stronger. But they attempted with some enemies doing those weird echo blats and throwing mini nukes.
I don't mind the lack of "Why is it legendary" but I'm a RPG fan from the late 1990s where final legendary was just taken for granted.
>>324117413 It's exaggerated. He doesn't repeat himself much. The person posting is cherry picking. The sarcastic response is always completely different, and so is the inquisitive. The only two similar are the affirmative and good bye.
>>324117607 Exactly. It was an illusion I never fell for and I'm glad they stopped it. But it seems a bunch of autistic on /v/ seem to think those 6 choices were actually 6 choices.
>>324110307 FO4 is the only Fallout/Elder Scrolls game ive played more than 40hrs, 67 ive sunk in although much of that bump up from 40 is thanks to the town building and improved combat, sure NV had better story and dialogue but there's only so much of that you can consume while going through mediocre combat.
>commit cannibalism in front of a morally righteous companion >they don't immediately leave you >codsworth even jokes about it when his entire thing is putting up with seeing you change from the person he knew before the war
>>324117759 And for what it's worth... I'll take my character being VOICED in Fallout 4 over a silent protagonist selecting text from a menu any day. As great as the voice work in something like KotOR may be, The fact that my character stays silent while everybody else around them talks really is an immersion-breaking distraction.
>>324117650 Yeah, you don't have to explore for stimpacks but imagine if you did.
If Bethesda cared at all about making a good game they would copy the STALKER formula of having to plan out your excursions into the Wasteland. Ideally with locations all being on the overworld so you can take your time and observe your next scavanging location and find threats prior to approaching them and then weighing the pros and cons of continuing on or heading home to your base (which has a use in this case).
I suppose the casualbux are too much of a temptation and easier to get, so they just made Mad Max flavored CoD. Also, the engine isn't really made for any kind of finesse.
>>324117851 Wrong. Every human companion has dialogue for the various main quest states (killing Benny, killing House, Caesar's death, etc.), along with a shitton of stuff pertaining to their own interests and quests. Veronica comments on the Boomers, Camp McCarran, Old Mormon Fort, and other locations, and even gets to react to shit from the DLC.
>>324118048 lol probably not. But the few RPGs I have played in recent years aren't good comparisons. You don't get the whole "dialogue options" gameplay in Valkyria Chronicles or Tales of Symphonia or XCOM... Deus Ex: Human Revolution seemed to do it pretty well, but I'd have to play it again. I feel the whole "you have no real choices" is just pointing out something that's been prevalent in a lot of RPGs but we've just never noticed it before.
>>324118327 >Valkyria Chronicles or Tales of Symphonia or XCOM But those aren't wrpgs? The number of choices imo is irrelevant, if a quest is only going to have two endings, Idgaf, but I'd like some fluff so i'm not just generic gray rpg character #55. Some dialog options, and npcs responding to those isn't a lot to ask for. That's just me.
>>324118178 I was only bringing up DA:O because it's what I've been playing lately. And I notice that a lot of the dialogue options DO get different responses... but it's more like a checklist of multiple "pointless" things to say that just get a reaction that doesn't do anything, and only one option that actually does anything.
>>324118513 Well... they're RPGs at least lol. Sorry I'm having such a hard time thinking of RPGs NOT made by Bethesda or Bioware. I get where you're coming from!
I want those options to threaten a soldier and have her attack you, or persuade ork to attack self, or make a companion dance! But you're right. It is all fluff if no matter what you do, the quest has just one or two endings.
>>324118834 I did and got sucked into it for... wow... like 150 hours! Even more than I the 120 I put into the torrented MGS V! Yeah, it's definitely worth a torrent. Be prepared for no console though, but I didn't find living without it to be a problem. And the game looks great even on lowest settings. Have some fun!
>>324119260 Exactly what I meant! I played on lowest settings and... game still looked beautiful! Sure, I was even more impressed when I saw, like, people playing the PS4 version or whatever with that pretty depth of field, but when you've got a computer that was an absolute beast way back in 2011 and hasn't been upgraded since... you learn to lower your standards, and accept 720p for a higher framerate. :)
>>324119872 more like every game ever. Fallout 4 gets flak because it's easier to spot. The wheel doesn't help either, because it's harder to spam the dialogue window with top level, neutral questions like you can with a list that gives the illusion you have tons of things to say.
Anyways, without some kind of AI with procedurally generated dialogue, you can't get real choice in a conversation in video games.
>>324119774 I didn't bump into Cait until 100 hours in! If you don't do one VERY particular mission or visit one VERY particular place, you could go many hours without meeting a companion the same way you could go many hours without completing an obscure quest at some random corner of the map!
>>324119702 >The settlement system has a lot more to it than people think
Like what? Do Settlers make ammo or stimpacks while you're away? Do they walk along their supply routes and give you stuff if you encounter them in the Wastes? Do they set up patrols and fight enemies to make Boston safer in general?
I'm genuinly curious. If settlements actually provide a useful function I'd like to know.
>>324120186 lol yeah... you know, I had damn near colonized the entire map when I realized I was kind of just doing settlements for its own sake. I wasn't really benefiting in any way from it... it was like Farmvill! And I suddenly saw the appeal of that game: it's FUN to build up your fucking settlements and shit! xD
>>324120475 >>324120512 Okay, I'll shitpost it down for you neckbeardy types: EYE HAZ 2 HAZ BEWBAGE SEXY FUCK TITS ON MUH MODZORZ GAEEEEEMZ AT TEH FOURKAAAAAAAY UR ELZ EYE KANT CEE ET!!!!! TEH HUMAN EEE CEEZ AT SEX-TEEE EFFPEEESSSSSSS NUUUUUUUUUBZ!!!!!!!
It's pretty bad. The presentation and animations are a joke. And the shooting still fucking sucks balls. Vats is ugly now and not fulfilling to use anymore. 3 is superior in every way not to mention the gimped conversations and shitty radiant quests.
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