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What stories did you want more of?


Wunderbot

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I have mentioned it before, and I will do so here. The Gunners are mercenaries and they are hostile to the PC on first meeting. Why? Who is paying them?

 

I am also curious about Pickman. Is he just a deranged psychopath, or did something drive him to paint with Raider blood.

 

And what is with these weirdos in the WRVR Radio station. What the hell are these folks up too. Sure you rescue a member of their cast from Trinity Tower, but then what. Nothing.

 

What is the deal with the small group of people living in the ruins north of Fort Hagen. Why are they clinging to these ruins when there are regular settlements closer?

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I have mentioned it before, and I will do so here. The Gunners are mercenaries and they are hostile to the PC on first meeting. Why? Who is paying them?

 

I am also curious about Pickman. Is he just a deranged psychopath, or did something drive him to paint with Raider blood.

 

And what is with these weirdos in the WRVR Radio station. What the hell are these folks up too. Sure you rescue a member of their cast from Trinity Tower, but then what. Nothing.

 

What is the deal with the small group of people living in the ruins north of Fort Hagen. Why are they clinging to these ruins when there are regular settlements closer?

 

Yeah, I'd also like to know about WRVR. They are radio actors, but there is no radio show with them? What's the deal there?

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The Cabot House questline was so so wasted! It's not bad for what it was, but there needed to be more options:

 

A way to talk Lorenzo into exiling his family rather than killing them (really hard check)

 

The ability to use the serum to save Father or at least use it on him

 

The ability to wear the artifact and thus gain all of Lorenzo's powers

 

A whole second questline where you go into a journey into the center of the mind, as you comminicate with those first one in the helmet to take control of the helmet. Just ominious whispers while wearing the helet that can only be drowned out by the radio (like in Dunwhich Building in Fallout 3) would be amazing.

Or a Combat Zone and East City Downs that acts as bad guy bars where you can talk with them 'on nuetral ground' to find out more about the factions or arm wrestle or take odd jobs like betting on matches or negotiating truces between raider factions or even convince raiders to go legit and stop shaking down people for money, by gaterhing materials or capital so the raiders can do productive things without staving.

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I would even be content if NPCs started to notice stuff. Such as that Dima is actual dead on the docks of Far Herbor and not there to ask for advice. As is the case with Acadia when you want to do their side quests after the actual main. I quit in disgust over that.

 

In short, stories and their outcome should have consequences mirrored by the people witnessing the event and having some vested interest.

 

Other than that, there are quite a lot of lose ends in the game. Such as Jon Lung and Marcy and the above mentioned questlines.

Edited by cossayos
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More on Pickman, the serial killer/psychopath who left the holo tapes in Fens Sewer, and whoever set up the "Saw" movie-like traps in the Milton parking garage. Those 3 were my favorites that could've had a lot more story and/or quests.

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I was reminded, relating to the Quincy survivors.

 

It really feels like there should be a 'retaking Quincy' quest in the game. It's all set up and everything, with that group of stragglers you are stuck with in the beginning. Would be a great way to learn about the Gunners too.

 

And Quincy would make a cool settlement.

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I was reminded, relating to the Quincy survivors.

 

It really feels like there should be a 'retaking Quincy' quest in the game. It's all set up and everything, with that group of stragglers you are stuck with in the beginning. Would be a great way to learn about the Gunners too.

 

And Quincy would make a cool settlement.

to be honest i agree. it really was a surprise that we couldnt retake it later on down the Minutemen line... also it would mean i can kick those jerks who moved into the ruins of my house out and back into their own home.

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I visited Far Harbor for the first time in a while yesterday and got one of those missions where Dalton's Farm is attacked by Trappers and a settler offers to come and help you kill them. As usual I was so impressed with her that I rewarded her with a nice shiny Gauss Rifle.

I would like to see a lot more of that ie settlers offering to help.

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I am surprised I haven't seen anything about Kremvh's Tooth. Whatsup with that thing. Is there some history behind its existence? Besides all the skeletons and flashes, is there a story to be had here?

it's just a poorly written in Lovecraft reference... similar to the Dunwich building in FO3. the difference is that the Dunwich building in FO3 was more interesting and had more mystery behind it. (the next part is based off of my speculation into the location) the Dunwich borers was really just a weird sacrificial alter of sorts where the people who died do to improper safety measures were used to give sacrifices to some outer god or something for whatever reason... i really dont get it... seriously though if someone could pump some better lovecraftian stuff into that place that'd be great.

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