Yeah, the DLC, all fun for the price. Would appreciate more than 2 days of fun even if it would mean paying 3 times as much. Even fife, just think about that.
New NPCās - very positive, shame they joust stand there now without any purposeā¦
Even if you completed all the main missions, thereās still a lot of content such as:
Side Quests
Collectables
Secrets
And
Exploring the world and having fun.
I agree that there is content besides main/side quest, but there is a small minority of players that primarily go after the achievements in the game (like myself).
I made a suggestion once, and will repeat it.
We need generic non stop side missions
They could have a timer, like having 4/8 hours till their depletion.
Missions could vary but have no need for the devs to waste time with them
1.Liberate settlement X
2. Get the supplies from Y
3. Recon military outpost W
4. Secure the farm K
It would be a way of keeping things interesting and make the game more dynamic and it would not give the devs too much work when they have expansions, bugs and other improvements to work on.
No need for cut scenes, no need for environment structures, for Npcs or for new locations, just having certain types of enemies to patrol a specific settlement/ military base.
What do you guys/gals think?
Since you can already do these things, I guess the change is that you get free intel, i.e. that you know in advance where machines will be, rather than having to find them?
Aye what Mr said above , random missions given by the NPCs , ā kill 10 hunters ā or ā go dog hunting ā so theres two missions āā dogging āā and āā hunting āā that can be a random NPC mission every timeā¦
That and more game immersion, right now we just have some fixed spawned enemies, and patrols in the wilderness, most of the settlements and Military bases are empty (ticks do not count)
This is not a hill I wish to die on, and I guess itās different for everyone, but thatād give me vastly less immersion:
If I come across a location where I wish to investigate or loot, and there are machines there, I know why Iām there, and I know why Iām taking them out.
If an NPC keeps telling me, go pacify location X, go pacify location Y, go pacify location X, Iāll think,
a) Dude, I already did X yesterday!
b) Why do you want me to do this? I keep killing machines in all these places, but then I never see our scavengers take advantage of the relative safety and loot the place. I have a feeling Iām doing this for absolutely no reason other than that youāre an a-hole who likes bossing me around.
c) Am I getting paid for this, or what?
though possibly not in that order.
The first scenario creates its own credibility, whereas the second scenario completely fails in that regard.
Also, this is basically Skyrimās/Falloutās Radiant Quests, which I thought were universally hated.
Youāre basically asking for Preston Garvey to appear and tell us that weāre the general of the minutemen and a village needs our help.
Iām not sure dogging is really whatās needed here. I think missions need to have a point, not be some grindy chore like a mmporg. If the machines has a more together world e.g. spawn rates tied to harvester activity (moving parts around) then the player could influence the world in an interesting way.
The root issue though I think is a problem with modern gaming culture. People donāt know when theyāve finished a game, and the publishers stress about āretentionā as if the player base can keep playing the same game for ever. When itās over, itās ok to restart it or go play something else. It doesnāt make this game a bad game just because you beat it.
I see your points and you are right. I love the game but the truth is the story missions are really short, easy and empty, if i wanted i could have finished the game in 4 days, and the solution would be to have a lot of elaborated and meaning missions to improve the game and the lore, but the problem isā¦the game has too many bugs and it would take the devs too many time and resources to make itā¦that is why i said what i saidā¦
Thank you.
Iāve been talking about this for a while now (e.g. āIām perfectly happy to play something else for a few weeks or months and return when the DLC drops, rather than feeling the developers are trying to trick me into inflating the gameās online hours with cheap busywork of the polynomial persuasion (kill_challenge = 1000x + 500y + 100z).ā).
I guess the long and the short of it is that some players would rather have no content than cheap, low quality busywork, and some donāt mind mindless grinding because theyāre listening to an audiobook or podcast or something, and thatās where the bulk of their attention is.
Donāt get me wrong, Iām not saying that grinding is inherently wrong (any more than knitting while watching TV is, youāre keeping your hands busy). Iām just not sure itās an ideal fit for a game whose major stock in trade, and I may be wrong on this, is atmosphere.
I get that, I do. I love the game, and I loved the world an plot. Trying to add things to a game thatās already built is like trying to add ingredients to a cake once itās out of the oven. Itās really really hard to make something fitting that doesnāt either stand out artificially or break what youāve already built. Most studios seem to go the route of piling on the icing and sprinkles, but itās just sugar, it doesnāt add depth or fulfill the gameās character. Itās a tough problem.
Actually there is another simpler solutionā¦The ability after finishing the game to replay any side or main mission, i would be OK with that.
That would also solve the recurring complaint of, āI started another character, and thereās nothing to do.ā I mean, itās usually suggested that since there is no respec, making another character is the way to try out different builds.
That would be a vastly more interesting proposition if I could, say, liberate the fort in Spiking the Guns first as a stealthy sniper, then as a guns blazing daredevil, and then as a hacking, ticks-carrying engineer, and compare.
That by the way is a complete headscratcher for me, but I might be showing my age here.
This is something Fallout/Elder Scrolls do very right: Save any time, any place, as often as you like (I tend to have 500+ saves).
If thereās only one save, and there is no scenario where that isnāt a terrible choice (in terms of gameplay, but I guess it would also have helped the people who experienced save corruption in GZ), quests should be repeatable.
My point here is, this enables me to go back to a certain quest and say to a friend, āLet me show you this awesome thing that happened / that I did in this game!ā
Like, a developer that doesnāt support this is basically opting out of free PR for their game. That just seems like bad business to me.
Exactly, that was one of the best missions, lots of well positioned enemies, as all big missions should feel.
Having the ability to replay a mission gives you the opportunity to do it in multiple waysā¦and there would be no missable missions .
Or more ācomplexā missions could be added, like all radio stations must be updated/repaired to reconfigure a communications network. This could take you all over the map in search for spare parts and tools. Now that NPCs added, you might have to search out persons with specialist knowledge etc.
@Flick Holy crap i just read my post , now i see yess EDIT time NAH leave as is , not my fault people think the other association with the word is the real meaning
Very on point, Miss!
I want to be able to create a new character and have a fresh start without messing with any save files. Currently it is as if the studio killed replay value by intention.
Other than that the mission and saving system of GZ contributes to the high immersion for me. I wouldnāt want it any different.
And to the suggestion of automatic repeatable quests:
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In some games that solves the issue that you need more XP than the sum of each unique mission and fight can give you in order to reach a certain level. That is not the case with GZ and the level cap at 31.
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You would need a really good story background for such a system not to feel empty, Garveyāesk. Like there is an ongoing fight between machines and resistance people (with NPCs, now that we have them), and a leader/general who is coordinating strategic missions and attacks and tells you what to do. You also need to see progress/success in this context, or failure in case you perform poorly. You need the feeling of getting somewhere, or dynamics, consequences. This has to be done really well in order to not feel cheap and meaningless.
But, as long as we already have enough XP, I donāt see the need for such an invention.
Iām not sure what that means?
Just because you could save any time doesnāt mean that you must even if you donāt want to?
For that matter, that would make things more immersive for me. As it stands, consider for instance the base gameās final mission. It is not repeatable, and the location not revisitable. I for one spent more time making sure to screenshot everything and double checking Iād not missed an expositional item somewhere than I did experiencing it, and thatās a bit of a shame. With a non-broken saving system, I couldāve just gone in, experienced it, and if it later turns out I missed something, go back, play the mission again, and read the bit I missed. Same for any other mission where you might get dragged into a fire fight during exposition or such like.
Proper saving system: less worrying, more just doing things, and therefore, more immersion.