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Or even if every type of enemy had some unique "mutation" that gave them some sort of species specific buff.
Its litteraly just people/creatures with extra mutations, I dont get the hate. Alot of rpgs have baloni regen creatures
-Have more health any other counterpart up to Glowing, all tiers above are more powerful
- Can heal under critical condition, won't always if you either:
A) Kill them before they get a chance to do so
B) It never triggers
- Can do more damage to you than normal types, unless they're higher than Glowing
- ALWAYS drop legendary gear unless a mod screws with the leveled list
I know alot of players hate the settlement system but in survival mode they are needed
Make 'em DEAD!
LOOT!
I LOVE the way they work.
It would be good if mutation was more rare, and gave great loot.
Simply topping off the health bar is a bore.
And all this legendary loot is the same old garbage. You get so much of it.
Too bad they didn't mutate into a different form. Something larger, that is worth the kill.
To be honest I don't like the "farm enemies to get the super-weapon" idea in MMOs. All it is is a time sink to have you wander around and hope to get the weapon you want by fighting boss (I mean legendary) battles to get random loot. After all you pay a monthly subscription so the longer you play the more money the company makes from your subscription.
I have played SWTOR, and I know it operates on the same principal.
This is why I see no excuse to have the "farm enemy" mechanic in a single player game. Either place them in specifc, hopefully hard to reach, areas like the YCS/186 in Fallout New Vegas, or make it so you can craft them.
There is no reason to put a mechanice that is obviosuly designed to be a time sink in a single player game.
So no, I do not like it at all.
I just got rolled in Pickman's Gallery because the enemies in there apparently can see through my stealth instantly. I don't know why, but I'm guessing the enemies at this locations have been tweaked by the devs with increased stats.
When I entered Pickman's house, it was daylight too. Not sure if that matters inside different world space.
Just offering my observations. Not quitting.
Enemies would instantly spot me as soon as I entered and even see me through walls. Not to mention they did an insane amount of damage. Had around 160 hp, was wearing a full suit of upgraded metal armor, and even then a normal raider with a poolcue would instant gib me.
So yeah, it seemed a little to weird to be intentional..
Legendary equipment is even worse as it takes a sledgehammer to the value of exploration and quests rewards. Selling what are mostly named legendaries on the cheap and outside of the typical levelling system further adds to the problem.
For me its the worst thought through and implemented change from previous games.
As for the heal effect and the buffs Legendaries can get after the heal, it realy is often negliglbe, especially if they are about at level or lower. The buff should differ I think, like maybe after they buff, some could naturally have a radiation aura around them, or maybe do some poison damage in melee, or lightning or something to make them more interesting. Whatever the buff is, it doesn't seem to mean I have to change my tactics, which is not good encounter design.
I play with "War of Commonwealth" loaded, so when I walk from a settlement to some quest objective I get 6 legendary drops on average. (I don't use any armor though, doing an all the time PA run with only automatic weapons, so I toss just about everything.) It's still interesting to me though to try to get to a legendary corpse, or wait for one to die if I'm not engaged in the fight.
I liked hunting down uniques in Fo3. But I don't like how some uniques are just best in slot no matter what. Fo4 kind of got that right. Some legendary effects are better in some scenarios, and some weapons are better than others vs certain enemies.