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Why I believe Nuka-World is a bad DLC for Fallout 4


stebbinsd

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From the info though, seems like Bethesda likes things not respawning which is counterproductive to something being open world, but whatever.

 

That is true of most of the Nuka World parks but there are a couple of places where enemies respawn on a daily basis. And then frequent respawning of enemies was one of the major criticisms of Far Cry 2.

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I have horrible memories on Dragon Age:Inquistion because of that.

 

Typical situation in DA:I by me: I killed a group of spiders, taking than a brake and looking at the beautiful worlddesign... Just to get bitten by a spider in my a** 2 secounds later, because the game needed to spawn a damn spider group direct behind me :|... So annoying!

 

There I like the bethesda games more. They usually don't spawn every secound a group of enemies direct near you and you get the time to relaxe a bit and to enjoy the worldspace around you^^.

 

If someone like respawns... Just play this game... It's hell :|.

Edited by taryl80
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I agree in general. I had one very advanced character go through this area and did not seriously consider doing anything but rid the place of raiders. After this there were a few interesting areas, but the collection tasks were a waste of time with no real reward at the end of them. Even the base for the Overboss is not up to much. Yes, we should be able to free the slaves and send them back to our settlements.

My main criticism of Far Harbor is that it is even more ugly and miserable than the Commonwealth. It is still worth doing, apart from the puzzle section, but there is a mod to bypass that. It took me back to Daggerfall and its endless tedious mazes. I just wish Radiant Quests did not try to send me there too early.

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Personally my beef with NW isn't playing a raider, it's that it basically clashes with the rest of the game. I would have liked playing the bad guy to be a bit more of a general option. Not just ONE area where you can be the bad guy, and the rest of the world not even acknowledging that unless you literally just shoved a gun in their face and demanded their stuff.

 

Hell, even dialogues with existing companions don't acknowledge it. E.g., Deacon still "likes the work you're doing with the Minutemen" even if you just handed over every single settlement to the raiders. Or for that matter, if you never were in Concord and don't even know what the hell a minuteman even is. E.g., Cait still cries on your shoulder about raider slavers, even if all you've done since meeting her was capturing slaves for the NW slavers.

 

What I would like is, well, not solvable in a DLC, but I can still wish: basically integrate that with the whole rest of the game. And make becoming a raider overlord more of a conquest or intimidation thing over other gangs, than just "hey, congrats, you shot one guy, now you're the boss!"

 

E.g., I would have liked if instead of HAVING to save or ignore Preston in Concord, I could have talked to the raiders and gotten an offer like "hey, want to earn some easy caps? Help us assault this church." Then maybe join Jared's gang instead, have a betrayal sequence like Gauge had, take over the gang, intimidate or bribe other gangs into becoming vassals, kill or enslave those who can't be reasoned with, etc. You know, make it a JOURNEY instead of "tag, you're it." (By "it" meaning the overboss.) Because, really, in an RPG it's the journey that is the whole game.

 

Also, let me use the raiders in the attack on the institute or really any other factions. I'm pretty sure that if I have enough raiders under me, and I tell them, "hey, any volunteers for a raid on the Institute? Any valuable tech or slaves you can haul out, are yours." there would be a few hard souls who'd be happy to join.

 

Also, if I can use slave collars to take slaves, how about letting me use them in the settlements? Sure, raiders don't like manual labour, but I'm pretty sure they wouldn't mind a few slaves around to tend the crops for them. That's how the raider thing works, right? Or for that matter, if I can enslave settlements to supply the raiders, why can't I send more slaves there and/or manage those vassals to produce more for the raiders?

 

Ah well, I can only dream...

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Nuka World, after finishng its main quests, feels very empty. The main quests seem linear and generic. It doesn't seem to add any depth to raiders, but rather adds three varieties to the excisting regular, militarized and giant green raiders (trappers too, if you have FH).

 

If you like collectible quests, announcers and silly retro-futuristic robots, you're going to like NW.

 

BTW, does anyone know how the raiders were able to observe the SS going throught the gauntlet? I couldn't find any cameras or screens.

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Nuka World, after finishng its main quests, feels very empty. The main quests seem linear and generic. It doesn't seem to add any depth to raiders, but rather adds three varieties to the excisting regular, militarized and giant green raiders (trappers too, if you have FH).

 

If you like collectible quests, announcers and silly retro-futuristic robots, you're going to like NW.

 

BTW, does anyone know how the raiders were able to observe the SS going throught the gauntlet? I couldn't find any cameras or screens.

 

The same way everyone in the Commonwealth knows what you have done as soon as you do it, despite lack of any communication system.

 

Magic.

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