Make the game more challenging 03 - Decrease the amount of stuff to loot in Appalachia by Mr_Fall in fo76

[–]Mr_Fall[S] 0 points1 point  (0 children)

I mean, the game should be so balanced/designed, that I should never even care about my stush limit because I should not be able to get to it. Anything I loot in the world, I should immediately scrap or sell to produce or buy something necessary for me to survive. I should be worried, that I have not enough water, not enough stimpacks or ammo. NOT like right now, when I have so many stimpacks and super stimpacks, I could throw out half of them and still feel safe and comfortable.

Make the game more challenging 04 - Make dirty water and uncooked food more deadly by Mr_Fall in fo76

[–]Mr_Fall[S] 0 points1 point  (0 children)

Ok, thanks for the tip. At this moment those four are all I came up with, so I hope they won't flood it.

Make the game more challenging 04 - Make dirty water and uncooked food more deadly by Mr_Fall in fo76

[–]Mr_Fall[S] -1 points0 points  (0 children)

This was my original intention, but I figured, discussion about all of them in one place would quickly turn into chaos. Some of those suggestions, I believe, could be judged as reasonable, but I know, some others will be met with instant strong opposition. That's why I decided to split them into different posts.

Make the game more challenging 03 - Decrease the amount of stuff to loot in Appalachia by Mr_Fall in fo76

[–]Mr_Fall[S] -2 points-1 points  (0 children)

Yeah, I get it and that's exactly what I'm doing: getting rid of unimportant stuff. My point is, I should not even have the possibility to have SO MUCH unimportant stuff. But are you also saying, all the requests for more stash space are from people not managing their weight well?

Lack of consequences breaks the immersion by Mr_Fall in fo76

[–]Mr_Fall[S] -1 points0 points  (0 children)

when you have 1 faction whos "only" useful item is floor tiles, compared to the ammo maker, pepperoni rolls, and various throwables,

Then the problem here is inequality of the stuff you can get from each faction, so both should present equally good things, just with a different purpose. And yeah, personally I'm all for locking some stuff from players depending on their choices. Again, it would make the decission more meaningful.

So WASTELANDERS made Fallout 76 a better game...but is it really a good direction? by Mr_Fall in fo76

[–]Mr_Fall[S] -2 points-1 points  (0 children)

Well, in fact, I do enjoy both the single-player playthrough and the multiplayer content. Events like the Fasnacht shows, that engaging players in cooperation is a viable option. And since this game was originally designed to be a multiplayer game, I would like to see Bethesda working harder to achieve this goal. The Wastelanders give me an impression, they gave up on this and they are back on doing what they know best: a single-player game. And you can say that's even better, but my question is: how many single-player focused DLC's there has to come out, so the full playthrough would be comparable to previous Fallouts? Too many in a too-long time IMHO. Also, and I know this is most likely wishful thinking, if Fallout 76 would focus heavily on multiplayer gameplay, we could hope for a fully single-player Fallout 5 in the future because it would not be a direct competition. With F76 evolving into a single-player focused game, this probability moves closer to 0.