Fallout 4 DLC "Fan Feedback"

Post » Mon Jan 25, 2016 2:43 am

Pretentious, aren't we?

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Adrian Powers
 
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Post » Mon Jan 25, 2016 8:17 am

Boy, if they only make from the dominating voice, I'm sure it'll be a "Underwater Zombie Alien" DLC....

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Heather M
 
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Post » Mon Jan 25, 2016 10:45 am

I would like more quests and certainly more added to (and fixed) the settlement mechanic, but my immediate problems with FO4 centers on weapons, because it is a lesser effort, and a step back from, the previous iteration. Mods are fun...for a while, but they don't cover the multitude of problems that have been talked about ad nauseum here.

For what it's worth:

Craftable Nuka Nades...WTH? Seriously.

Ammunition reloading being cut out is truly a WTF moment, but merely crafting ammunition is not enough. We need the handloader perk brought back to again give players more control over their weapon load outs. Don't really care if it doesn't fit into Bethesda's scheme of "balance." Their system needs to change. I'm not a fan of merely adding ungodly weight to weapons. Total BS and very frustrating. Yes, you have to add in a drop system. See previous game for instructions.

Add ammunition types back in to include: armor piercing, hollow points, incendiaries, magnums (.357, 12 ga), explosive. Switchable on the fly.

More stand alone weapons. Yes Gunrunners is a good start. Teed up for success there. Still don't know how they mucked that up. God, I feel like I'm playing a much lesser game without simple things like a grenade launcher or being able to switch ammo types.

Better, lighter assault rifle. What the heck were you guys thinking? Really...what? I'm honestly interested.

A grenade launcher...with 40mm ammunition.

Stand alone anti-materiel rifle that is comparable to the Gauss.

Riot Gear and more and varied lighter armors.

Dusters.

Lever action guns.

More revolvers.

MFC explosive weapons. Craftable.

C-4 with command detonation.

Satchel charges.

Un-nerf the minigun. It is a completely un-fun weapon.

None of the weapons even need to be moddable at the bench. Just give us a few kits to throw on in the Pip Boy. Make them purchasable.


Unlikely things:

Specialization perks (shotguns, energy, small arms, lever actions). For example: Laser Commander, Grunt, Cowboy, Shotgun Surgeon.

Skills. Sorry but to me it was a better system, where I felt like I had more visibility on what I (my PC) was actually good at, than just a ridiculously long laundry list of stuff. More Speech, more Science, more checks for both.

Please stop with the power armor/energy weapons/heavy weapons focus...please. All of that should be rare. As it is, it's so plentiful, it's mundane.
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Myles
 
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Post » Mon Jan 25, 2016 11:16 am

You want NV stuff :D i want most of it tbh

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Miragel Ginza
 
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Post » Mon Jan 25, 2016 2:34 pm

I really liked your ideas ryla, thats alot of what i was thinking with the Settlers, thing is if you could get them to level up, and enemy camps to level up,have them clash either via patrols or attacks. It could be a game of conquer the commonwealth, where half assed equipment of dudes have no chance.


But seeing as the builder stuff seems to be a very marmite topic, it would be unlikely they make it a forced option to participate.


Underwater arms base wouldnt be what you got from that as a majority, but its shown us a few things where people stand. "island dlc's versus "story extensions".

But realistically in scope it would be unlikely to make just story extensions. Cause all the loose ends from the previous extension onto the next just get increasingly complex.


Story driven single shot experiences do well in a dlc scope but i dont like the detachment much. But its arguble if the less options in speach would allow more story to be involved in them,considering its much less writting.


But to the posts that seem to be "dlc fix my game" its such a broad spectrum of players that honestly the mods will be what caters the game to your specs. This thread is about what we would/wouldn't like to see the big B pay for. It's highly unlikely they'll fire up the computers and get the staff in to create dlc with no clue as to what people want. They have their own ideas sure but topics like this one are where games devs survey our opinions these days, market research yo business 101.
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marie breen
 
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Post » Mon Jan 25, 2016 5:28 pm

No. But I can almost guarantee at least one DLC or "micro-dlc" (again, on the same level as Hearthfire or Gunrunner's Arsenal) will be geared towards settlements. How could it not? Despite the moanings of a few players, the overwhelming majority of players do use the settlement systems, and to a great degree. I mean really, you have entire reddit groups dedicated to nothing but showing off monster settlements, and endless amounts of youtube videos giving tours of said monster settlements.



From a purely marketing standpoint, settlements are the best thing ever to happen to them. And they'd be complete fools to not milk that for what it's worth.




But here's a plot for a "serious" DLC:



The Commonwealth faces an invasion from the Brotherhood of Steel... no, not that one. I'm talking about the long-forgotten Midwestern Brotherhood of Steel... https://www.youtube.com/watch?v=u2ZcpcO7C58.


I'd find that much more interesting (especially for BOS players) than "Enclave returns for the Umpteenth time because we haven't beaten that horse into the ground hard enough yet."

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Emma-Jane Merrin
 
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Post » Mon Jan 25, 2016 5:17 pm

(crap, double posted)
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Steven Nicholson
 
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Post » Mon Jan 25, 2016 4:08 am

For me, my favourite thing about FO4 is the companions. I would love more companion dialogue/quests and to flesh them out a bit more.



Also a slight extension of the romance arcs to include the option of marriage in the end. I would love to marry Paladin Danse or MacCready! (Also can it be possible for Danse to remove his power armor when he sleeps, so he can get in bed with me like the other LI's?)

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Eddie Howe
 
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Post » Mon Jan 25, 2016 2:05 pm

There is a reason why Fallout 3 was and still is such a huge success: because of the complexity of the gameplay, the depth of story telling, the easy and well-arranged use of the Pip Boy and finally: the challenge! This is why everybody waited so eagerly for the sequel. Still, Fallout 4 really is a beautiful game, but I do not feel the urge to play it again as it was the case with Fallout 3. This is due to the irrelevance of my actions and no important differences in the outcome of the story. I have to admit, that there is no challenge at all. As it has been mentioned before: there are so many heavy weapons and stuff, that it is really boring (even though the "rolling pin of death" was funny).



Sooo here are my suggestions for the DLCs:



With regards to general game play:



- It would be nice if actions/speech challenges have deeper consequences again a) on the gameplay B) as well as on your karma level


- Outfits and weapons need repairing again (I miss this realisitc touch)


- if you decide to build up a community than you have to look after it. Otherwise the people go away.



With regards to DLC content:



- What about a DLC where you liberate Deacon from his past demons? Since the man is a notorious liar, the truth could be something totally different. Maybe in the direction of a detective story, mystery, Indiana Jones whatever.. and finally it is possible to romance with him? I know that there are many gals waiting for that!!!



- an Alien DLC of course. This time there will be a huge invasion on earth and the Commonwealth has to stand together once again...there could also be a touch of Erich von D?niken, Sitchin or Stargate... (aliens once created men as slaves, now they are going to "harvest")



- Rebellion of a hithero unknown faction. Ghosts maybe which are inherent in nature, things or radiation. They could act as body snatchers... or maybe in the direction of Avatar (where nature defends itself)



- Go back to Vault 111 to give your husband/wife a proper burial. There you discover, that his corpse has gone. Has he revived or is he being used? Why did you find Alien ammunition on the floor?



There are so much possibilities...

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Toby Green
 
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Post » Mon Jan 25, 2016 10:40 am

[quote name="rylasasin" post="24892488" timestamp="1453627719"]

No. But I can almost guarantee at least one DLC or "micro-dlc" (again, on the same level as Hearthfire or Gunrunner's Arsenal) will be geared towards settlements. How could it not?

Indeed but ita not forced upon the player to participate, whereas a system that has consequences bigger than a lower percentage bar and the odd dead Settler would annoy those trying to opt out. The big B seems to want the sandbox to have anythings you want in it if you want it.

I myself love them and havw the mods extending our inventory of creativity already :)

I like that story plot, it always works for me haha
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Jessica Colville
 
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Post » Mon Jan 25, 2016 8:48 am

Never been a fan of the ailen stuff, mother ship zeta was the weakest dlc in my mind,in the listings from both NV & 3 any of the dlcs beat it.
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Steve Fallon
 
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Post » Mon Jan 25, 2016 8:39 am


You're expecting way to much with regards to settlements, Hearthfire wasn't that good...Settlements will just get fixes and that's it. It shouldn't be getting full attention especially when Fallout is about exploration and questing. For me I'll have a cow if DLC's become FalloutCraft heavy content releases.

Let the modders produce settlement content like they have. When the Geck drops modders will destroy most of what BGS will do...
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^~LIL B0NE5~^
 
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Post » Mon Jan 25, 2016 6:41 am

I would definitely like to name the settlers and actually fly a hellibird. Maybe something to level out the ground. Also would like University point as a settlement.
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Samantha hulme
 
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