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Did you feel this huge area seemed a bit devoid of quests? After I cleared it the first time, I expected to be taken back there for a series of quests but alas it seems one can play the entire game and without ever venturing into this area at all.
Totally agree, and there are areas like this all over the Commonwealth. Considering the backstory and how much work was put into these areas, it's like they were prepping this huge Minutemen/Gunners War subplot and just completely dropped the plot thread during development for some reason.
Yeah, I'm fine with just have areas to explore. Lexington is one of those early in the game. But even then you are sent to the Corvega Plant every time. So, it's not like you could skip all of Lexington.
And as I think about it there are some miscellaneous quests to go to Posidon Energy similar to the ones that take you to the Witchcraft Museum. So there are quests that lead you to go there.
But like you the fact that Quincy was introduced as a huge part of the Minutemen's story I just assumed that eventually you'd be leading Preston back there to wipe out the Gunners so he cold get his revenge.
I bet there was more planned in there, but then release date approached and they cut work on it.
Even if that was the case, a Minutemen/Gunners conflict would have made a great DLC pack and helped bring closure to the Commonwealth storyline. I mean, the Gunners would have been a great 'evil' faction that you could have joined instead of the Minutemen, but instead we got a half-baked theme park.
Yeah. I forget about this one. And like another mentioned there is an Institute radiant quest to track down a synth. And of course there is a settlement site near there that I'm sure Preston asks you to visit. And maybe if you keep doing DIA missions for P.A.M. she will send you there.
But I think Baryonyx and others are right and that the number of named NPCs indicates there was some story missions to be done there that got left on the cutting room floor.
I was really curious if I was the only one that felt this way or that perhaps I missed something obvious by not doing enough MM quests.
EDIT: TVMAN that is an excellent point. It would have made for a nice conclusion to the MM story. After capturing the Castle and wiping out the chosen faction with the MM I can just see Preston saying, "O.k. General, there's just one more thing we need to do before we can really consider ourselves safe. Let's go get some justice for all the MM that fell at Quincy!"
That's one mission I'd like to have done for Preston.
One of the most baffling things to me is how the Gunners just stand by and let you reform the Minutemen completely unchallenged. Considering how much effort the Gunners put into destroying the Minutemen in the first place, you would think they'd have more to say about you retaking the Castle.
The more I think about it the more I think there must have been a plan for a war with the Gunners. They have that huge Gunners Plaza and dozens of strongholds around the CW. A campaign to wipe them out starting with their overpass bases and concluding with conquering Gunner's Plaza and Quincy Ruins just seems too logical for it not to have been part of a plan at some point.
Edit: I mean the Supermutants have their various stronghold but except for Trinity Tower they really don't have anything like Gunner's Plaza or Quincy.
Edit 2: Well they do have Fort Strong but then you're specifically tasked with taking it out with the BoS.
They dropped the Danse/Maxson plot in favor of a more direct route, so I wouldn't be too surprised if they did a similar thing with the Gunners. Talon Company in 3 was nowhere near as fleshed out as the Gunners are in 4, but they could've had a couple quests associated with them other than the contracts they had on you.
Hunter/Hunted feels like it's setting you up for what will end up being a showdown with the Gunners by you and whatever faction(s) you are supporting. Killing that many Gunners would surely bring their wrath down on you. There's also the number of upset named Gunners that are mentioned in various places who you could possibly use for inside information and/or sabotage or something. Whether you kill the Gunners at the top of the building or not would be an excellent starting point.
They could've been co-opted into the BoS storyline as paid mercs to support the BoS, and this would've given the other factions another reason to hate the BoS as well, but then Hunter/Hunted would have needed another form if you were allied to the Brotherhood. This would have been awesome, but probably far too complex and involved for the base game's release. Most of the plots are straightforward with no twists or turns. Blind Betrayal is about the only one I can remember atm that had a bit of blindsiding in it.
Hopefully there's going to be a mod to address this, maybe akin to CWO in Skyrim (love that mod), but that would be a huge undertaking.