Poll

[February 2016] Most anticipated DLC?

Automatron
Wasteland Workshop
Far Harbor

Author Topic: [MEGATHREAD] Fallout 4 || Contraption, Vault-Tec, Nuka World  (Read 719287 times)

Yeah, what's up with the difficulties? There's six - ranging from "Very Easy" to "Very Hard," plus "Survival." What's the difference between "Very Hard" and "Survival?" Is it just "Very Very Hard?" The titling makes it sound more than a simple step up, like going from "Hard" to "Very Hard."

And are the difficulties the same like they were in FO3 and FNV, where it just makes enemies more resistant to weapons and weapons more effective on the player?
survival is very hard but with slower health regend
difficulty effects weapon drops and chance of legendaries
or something like that

skills were bad to begin with
you could be dumber than a loving rock yet be a master doctor and hacker
you could be weaker than a pencil yet still able to kill a deathclaw with a sledgehammer because your melee was 100
they should've just capped the skills based on corresponding SPECIALs instead of removing it completely. i felt it added a more RP feel to the game

Most of it is health regen/consumable effect IIRC

there's no karma system :(

I used to be one of the UI haters but as I've been playing I've become much more used to it and actually really prefer it over the old games.

One thing I can't get over though is the feel of the game. I don't know if it's the ambience or actual gameplay but I seem to forget that I'm playing fallout. It feels more like a mass effect game or borderlands. I hope that fixes itself over time.

And of course, can't wait for mods. Really want more things to craft mainly. And a hardcore more similar to NV's/the major realism mods.


i really really REALLY appreciate the new systems in place

i am not going to say fallout 4 is flat-out better then new vegas because new vegas felt like an rpg and fallout 4 feels like an adventure game, but the systems present in fo4 are all elegant and build well on eachother outside of minor quirks like the 'legendary' thing and bullet sponge enemies getting REALLY bullet spongey at higher difficulties

scrapping skills is a great move in the right direction but there's something i miss about the new vegas perk system and that's the idea of taking perks that implicate parts of your characters personality instead of being arbitrary abilities that the player suddenly begins to have, but even then that sort of thing could be seamlessly integrated into the SPECIAL/perk system

like the actual stats rolling up whenever you level up are totally pointless and arbitrary; i don't want to know that i'm literally the best doctor in the state or anything and have reached the pinnacle of human medicine or whatever i just want to take the perk that says 'i'm a good forgetin doctor' and then observe through my actions (and comparison with other doctors) that i am in fact the BEST doctor

I want a mod to come out that adds all the weapons, ammo, and customization that fallout new vegas had.

18 hours and have barely done anything but richard around with sanctuary and do some side quests.


I always hated the karma system. It felt so useless to me.

I feel like all weapons look the same including legendary weapons. It's like there is no truly "unique" weapons and it's all just borderlands style guns.

if either the wanderer or atom bomb baby starts to play on the radio, you are predestined to win the current fight

it's science
I remember The Wanderer started playing when I first got on the vertibird.

Also should I stay with the Brotherhood? They seem like extremists and treat my bud Nick Valentine like scum. IDK if I can leave though.

I feel like all weapons look the same including legendary weapons. It's like there is no truly "unique" weapons and it's all just borderlands style guns.

you know i don't necessarily mind this

as fun as they are to find and as overpowered they usually are unique weapons are weird and sort of nonsensical from an role playing standpoint because they don't really play well with the rules of the setting; they're usually mysterious custom-created weapons that are extremely powerful but also one-of-a-kind with no explanation as to why they're so useful and especially why they have weird effects, and what's more is a character using a unique weapon sort of loses their identity; they're not winning combat due to superior firepower, they're winning combat due to one specific weapon which sort of feels like they're being aided by an entirely new character, or the new weapon has become a facet of their characterization

like if i were to play through new vegas and mostly use the ratslayer the ratslayer would be incorrigibly bound to the way my character operates because this name, specific weapon helped propel the story

fallout 4 does away with that problem by abstracting 'uniques' into just a strange function added to an otherwise-normal weapon, helping make them more mundane

(fallout 3 could possibly be viewed as doing something similar, but what's more likely is that fo3's uniques were poorly concieved and boring and usually just flat damage increases or something and should be ignored)

I always hated the karma system. It felt so useless to me.

I just wanna be evil maaan