Jub wrote: ↑
Then why are people still playing them like theme park MMOs and rushing to endgame? I've seen so many tip videos on how to power level in 76 yet none asking why you'd bother doing so when the game is about exploration and not some grand story leading to an epic end game.
Probably because there's nothing else to do?
Worse than that, they break into a genre that has two games off-hand that just do exploration better (Ark and Conan) and are also cheaper. For just one point, the maps don't immediately explain everything going on and there's no fast travel.
Except that you could also have found that hidden holotape with the sidequest and that key to the other sidequest there if you'd looked around, read the terminals, and listened to all the other holotapes in the area. Listening to a holotape as you walk towards the next adventure is no different than watching your character awkwardly talk to an NPC before starting said walk. You could replace every holotape with an NPC that dies after their conversation with you and you'd have the same game, but less people would bitch because somehow a character model makes the game 100% more engaging?
Are you talking about F4? Because IIRC, Raider guy drops a key that lets you reprogram the bots. That's it.
If you talking about F76. I have to ask if you're joking. Holotapes in Fallout are annoying as Hell to begin with. But thinking they're some kind of justified replacement for actual NPCs is pushing things into some weird territory. First off: I might actually GIVE a fuck (due to suspension of disbelief) because I'm wired to identify with humanoids, not terminals and holotapes. NPCs also help with world-building. Why the shit do I care about random quests after just getting out of a vault? Why am I leaving the vault in the first place to fight Deathclaws and collect junk in a completely unstructured way, maybe teaming up with randos?
You listen to holotapes. I play something like Divinity 2 and so when a person tortured by the Magisters is all "go kill them please" I'm like "AND HOW!" Then when the magister, who was just commenting on how he's going to enjoy flaying me alive, is begging for "mercy" I can say "ain't no one got time for that" or "How much is your life worth?" or "ok, sure. LOL I'M EVIL!" Then I can let him go, kill him after the fact, and defile his corpse (not even joking, you can damn people to eternal nothingness after mocking their ghosts, which also gibs their corpse).
You might say "different genre" which is true now. But the point is: options. Div2 has them. Later Fallouts do not. You say "the NPCs were dumb loot dispensers." Yes, but what you SHOULD be saying is "do better." If you can just have NPCs die after shitting out dialog: you need better writers. Do you not understand my point? Beth (at least WRT Fallout) being shit-tier writers and focusing on "teh lulz" and cheap emotional gets with the storytelling, does not give them a pass for ditching what they do poorly.
F76 does less than F4 and somehow manages to even do THOSE things worse.
I don't see how this game's story, which works on the one storytelling technique Beth is actually good at, telling small environmental stories is a bad thing. Or did you actually like the on the nose railroad nature of previous main quests?
Good lord, have you DONE any of F4s side-content? Kid in a Fridge is the total joke option (the entire quest was ruthlessly mocked, for damn good reason, because from start to finish it is a total shitshow of idiocy), but a whole heap of side-content is either straight murder-hallways or pure idiocy on part of either the PC or the NPCs.
Beth USED to be good at this. There isn't a single vault in F4 not tied to some kind of long questline. But Fallout 3? Gary? GAAAAAARY!? Or Dunwich Building, which originally had NO quests. THAT was exploration and "side bullshit" worth doing. F4's hilariously bad attempts at copying Dunwich with both a cave and the Witchcraft deal (which was like 3 hallways, then, ZOMG DEATHCLAW FIGHT! SO SCARY) all fell completely flat because they just do not give a shit.
I guess I see this game as Fallout 4 but without that annoying main quest and I could, in theory, interact with other players of play this in a group. Mods will come eventually, sooner rather than later if it fills up the servers again and they're aiming to get the worst complaints resolved and new events out by the end of the month. I didn't see this as a full on Day Z PvPvE Darwinism simulator or even an ARC style collect/tame/build/repeat loop. This is BethOut with some extra people and less NPCs and a few different than usual bugs and issues, if that's what you expected and if you can live with the warts it's a fun experience.
You had better hope the modding community doesn't ditch F76 as fast as they did F4, which is incredibly likely. Because if they do, the only "overhauls*" you're likely to find is sex mods. And even those likely won't be of high quality.
*Stuff aside from reskins and mesh ports. Mods that take time and knowledge of the scripting and quest modules. There's a couple of huge overhauls that fix the dumb as hammers MSQ in F4, but with F76: you can't fix what ain't there.