What should NEVER make a return? Fallout Q&A #shorts



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25 thoughts on “What should NEVER make a return? Fallout Q&A #shorts”

  1. I think radiant quests can work if they're handled cleverly. There needs to be a TON of variety within the quest type to make it work. Bounty hunting or slaver contracts come to mind – solo targets that are extra tough (could pay more as bosses), targets flanked by another faction protecting them (possibly requiring stealth if you're allied with that faction), target with an army of robots or feral ghouls they're commanding, etc. With the variety in encounter style and space, similar setups wouldn't result in feeling stale as early, especially when the dungeons involved could also be cleared story places (like Repconn) that serve no use in game after their quest's completion but are often fun combat arenas, making the game world feel more fluid and alive. Also, one could prevent the player from lazering in on that kind of quest by introducing a cooldown mechanic where if you do so many in a short period of time, you need to wait at least a week in game for more contracts to show up. Older 90s style RPGs with radiant mechanics also tended to tell just enough about the quest to get you thinking, letting you fill in some blanks yourself, and resulting in great character defining unscripted moments.

    Otherwise, power armor and some weapons should feel like a late game reward, and if you get them early should be hard to use without higher stats or a sufficient ammo / repair reserve that's rarer in the early game. New Vegas did this pretty well, and I love the reloading/recycling mechanic. Fallout 4 and 76 did not do this well, and it doesn't make sense for every wastelander to be a gunsmith, nor does it make sense to DPS balance all weapons against eachother, resulting in automatic weapons becoming faster shooting worthless BB guns as accuracy/range/recoil isn't factored in to their balancing.

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  2. The fallout 4 power armor should return for a 5th game, but so should the fallout 3/new Vegas power armor

    I think there should be two types of power armor. A regular version (fallout 3 style) and a heavy version (fallout 4 style). You wouldn’t need training for the regular version but you would need training for the heavy version.

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  3. I honestly like radiant quests. They can be a fun way to pass the time. You should be able to choose if you want to do them, though.

    Im looking at you, Preston Garvey.

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  4. Theres actually only 1 raider in new vegas, a dead npc. they are all instead unique factions like fiends; which you can even become "liked" by though they well still shoot on sight, seeing as they are hopped up on goofyprohin or what have you

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  5. I would like more restoration in the Fallout series. Its an atomic wasteland, for my part, of course i want to rebuild it. And that it is possible to do so with places shown that arent filthy and dirty but brand new, the BOS shows us for example. Fallout 4 did something in that matter with the minutemen but we all know that every faction in FO4 sucked.
    Its a wasteland that was once upon a time a beautiful place to live in, of course I want to rebuild it.
    Its also insane how much the mod community offers FOR FREE and BETTER than Bethesda could ever dream of, e.g. the Sim Settlement mod for FO4.
    It wouldnt be that bad if Bethesda would admit that their game is just a mod platform.

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  6. Bethesda made fallouts shouldn't. They can publish them all they like, but i dont think bethesda should make any more. They've butchered the setting more and more with each subsequent release, and they dont have a clue how to write the factions properly. Fallout 3 had goody-two-shoes brotherhood versus an enclave that had no real goal beyond killing everyone in the wastes. Fallout 4 had a better written brotherhood, but none of the factions really had any dynamics. And 76 just flat out doesnt have much at all.

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