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Lets Talk about Legendary Mobs and Their drops


Dannydlm

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I'm actually favoring the FO4 legendary system to the old system of singular uniques. If you're farming legendaries for effects, I think you might be really missing the point. The advantage of this system is that it creates more variance when you replay the game, such that the things you find in one playthrough won't appear in the next one, so your play experience can be different to a degree. My only complaint is that few of the effects are particularly interesting, and most of those placed uniques end up being outclassed quickly or about at the point you can finally afford them, eg instead of getting "Swan's Fist" you just get a powerfist with an effect that can be found on just about anything else if you want to work at it.

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That the point.

FO4 legendary system is for players who wish for the best gear overall.

 

 

Or, is it to diversify the loot-lists so you're not getting the exact same Pipe-Rifle every time you blow off a raiders head. It's not about having the absolute best, it's about pushing off the "sell everything without even looking at your loot" problem as much as possible.

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Or, is it to diversify the loot-lists so you're not getting the exact same Pipe-Rifle every time you blow off a raiders head. It's not about having the absolute best, it's about pushing off the "sell everything without even looking at your loot" problem as much as possible.

Isn't that the normal loot system?

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I'm actually favoring the FO4 legendary system to the old system of singular uniques. If you're farming legendaries for effects, I think you might be really missing the point. The advantage of this system is that it creates more variance when you replay the game, such that the things you find in one playthrough won't appear in the next one, so your play experience can be different to a degree. My only complaint is that few of the effects are particularly interesting, and most of those placed uniques end up being outclassed quickly or about at the point you can finally afford them, eg instead of getting "Swan's Fist" you just get a powerfist with an effect that can be found on just about anything else if you want to work at it.

I don't know why we can't just have both.

 

While there is a lot of weapons and combinations through the modding system to have.

 

There is a distinct lack of unique looking weapons in the game. Other than the Alien Blaster, I can't think of many.

 

Also, I'm severely disappointed there is no "That Gun". I want my Bladerunner pistol in a game about synths.

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There is a distinct lack of unique looking weapons in the game.

But there is a lot of them around.

 

 

Also, I'm severely disappointed there is no "That Gun". I want my Bladerunner pistol in a game about synths.

I know that feel, bro. I know that feel. My favorite weapon in oblivion was a bound mace, Skyrim doesn't have that felt odd to use a normal one.

I'm sure people will mod a lot of old weapons as the geck comes out.

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I'm actually favoring the FO4 legendary system to the old system of singular uniques. If you're farming legendaries for effects, I think you might be really missing the point. The advantage of this system is that it creates more variance when you replay the game, such that the things you find in one playthrough won't appear in the next one, so your play experience can be different to a degree. My only complaint is that few of the effects are particularly interesting, and most of those placed uniques end up being outclassed quickly or about at the point you can finally afford them, eg instead of getting "Swan's Fist" you just get a powerfist with an effect that can be found on just about anything else if you want to work at it.

I don't know why we can't just have both.

 

While there is a lot of weapons and combinations through the modding system to have.

 

There is a distinct lack of unique looking weapons in the game. Other than the Alien Blaster, I can't think of many.

 

Also, I'm severely disappointed there is no "That Gun". I want my Bladerunner pistol in a game about synths.

 

That is part of it.

 

An ideal system in my opinion would make use of everything available.

 

First you would have those random legendary weapons with random effects. Then you would have unique weapons with unique effects or variants of those random effects, with a special look.

 

Then to add another layer of things, you could use the random mod system to introduce mods which aren't constructable. These would be upgrades or side-grades to existing pieces but have a unique look. Like automatic versions for the different chamberings for the pipe pistol. Like other mods you would be able to either use these as they are, or pull them off and attach them to another weapon.

 

This would keep those unique weapons as being unique, keep loot being interesting, but also give further loot options for those people who want to customize weapons.

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