Things That Serve No Point

RangerBoo

Resident Schizo Poster
There are so many things that serve no point in Fallout 4 and its "story" that I thought it would be fun to make a list of them and describe why they serve no point.

1. Cabot House. This one has been done to death so I will keep it short. Ancient aliens, magic Jesus juice and ancient alien city under the Mojave that is only there it piss on and retcon New Vegas and the Fallout lore as well as add Elder Scrolls magic into Fallout.

2. Kellogg Cornflakes being from the NCR. This one really baffles me. What point or propose was there to be had in Kellogg Cornflakes being from the NCR? It added nothing to his character, you could easily rewrite him not being from the NCR and his character would not change in the slightest. I have no idea why Bethesda added this other then to callback the previous Fallout games and remind their audience that this is a Fallout game. Although what they really did was remind people that they can be playing a better game like Fallout 1 or New Vegas.
 
Settlement building, I couldn't tell you why it's there other than "it's just there to say it's there". You build a little town out of big piles of junk.
You have a bunch of nameless NPCs called "settler" with as much personality as cardboard cutouts, this was supposed to be the replacement for interesting NPCs. I think it's just an excuse to avoid creating interesting NPCs which they are obviously too incompetent to create.
 
Being the leader of half of the main factions. You can't command any troops beyond the usual cannon fodder and, every dish washer in the faction has a radiant quest for you to complete.
 
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I'm gonna go with... Pick pocketing. What really is the point of it? I remember that in Fallout 2 you could steal tons of interesting shit to help you progress the game but in Fallout 4 what is there to steal? Some ammo? Some junk? Some food? About the only thing worth doing with it is reverse pick pocketing grenades into enemy inventories so that they blow up and why even bother when it's easier to just level up sneak crits and just crit them with a silenced shotgun?

Pick pocketing is there cause it has always been there in a Bethesda game, but it serves no point at all. If you're going to have a stealing mechanic in a game then it needs to actually be worthwhile. And what is there to steal from NPC's? Keys I guess. But since you want to avoid save scumming you'd need to level up your pick pocketing perk so why not just level up the lock picking perk? There's no quest objects that I can think of that you could steal. Most quests just revolve around killing shit anyway.

Even SPECIAL serves more of a point in FO4 than the stealing mechanic does.
 
My pet peeve is the silencer on the shotgun.
How the hell is it supposed to work with buckshot/flechettes, when they spread out at the moment of exiting the muzzle and there is no chance of supressing the shockwave around them without ruining the supressor?
Why not introducing Gauss Shotgun for this?
Don't tell me silenced shotguns exist, because you saw one in No Country For Old Men.
 
They don't have to explain things in a game with talking mutants and ghouls yo.

I think pretty much all weapons can be silenced though.
Reason for that is probably to not exclude sneak-oriented players from using their favorite weapons whenever they want to.
 
Fusion Cores, they add nothing to the gameplay, break the lore and restrict power armour because Bethesda couldn't do it correctly.

They serve as nothing more, but a cheap way to prevent the player from using power armour.

The fact that every power armour uses them is even bigger insult.

Also how the hell is it possible that those cores are fully loaded after 200 years?
 
On the topic of things that serve no purpose, here's my two cents:

A Dialogue Wheel: I mean seriously, I can understand the Voiced Protagonist, but this shit basically limits the number of options you have for no given reason whatsoever.

Ability to tame Mirelurks in Wasteland Workshop: Not only is this pointless, because you can already be defended by Yao Gaui and Deathclaws and shit, but if anything it's counterproductive. They already made it incredibly clear in the game that taming Mirelurks doesn't work at the Irish Pride shipyard. They are basically Retconning there own lore from the same game.

Ability to make Settlers have Gladiator fights. I mean seriously?, Why would a random villager happilly go and shoot the shit out of there friend just because you asked them to?

The Forged. There's a well established background that they actively recruit from the outside, but they shoot you on sight.

Diamond City's anti-Ghoul policies. I mean seriously?, You can just walk Hancock right in there, and get nothing other than a strict telling off.

Radscorpions. There are like what, 2 in the whole game?, You barely ever come across them, there's no way that a species of Scorpions could realistically survive in Massachusetts, but they added them why?

Gorillas. I understand the Institute was working on Synth Gorillas, but seriously?, You can now basically just make an army of Gorillas, because #Yolo.

The Triggermen. A Mafia type faction was a cool idea, but one that doesn't allow new gamblers and shoots on sight?, Yeah, I'm 99.999% sure that Organised Crime = Shooting peeps.

Combat Zone. An arena was a cool idea, and if they hadn't cut it, then it would have been awesome, but they kept it in just for the sake of getting Cait as a companion. Srsly.

Libertalia: Another generic shooter dungeon.

. Kellogg Cornflakes being from the NCR. This one really baffles me. What point or propose was there to be had in Kellogg Cornflakes being from the NCR? It added nothing to his character, you could easily rewrite him not being from the NCR and his character would not change in the slightest. I have no idea why Bethesda added this other then to callback the previous Fallout games and remind their audience that this is a Fallout game. Although what they really did was remind people that they can be playing a better game like Fallout 1 or New Vegas.
To be fair, it does add a little bit to background, and I thought Kellogg was one of the few actually well written characters. It doesn't take away from character, so why not make him from the NCR?
 
I'm gonna go with... Pick pocketing. What really is the point of it? I remember that in Fallout 2 you could steal tons of interesting shit to help you progress the game but in Fallout 4 what is there to steal? Some ammo? Some junk? Some food? About the only thing worth doing with it is reverse pick pocketing grenades into enemy inventories so that they blow up and why even bother when it's easier to just level up sneak crits and just crit them with a silenced shotgun?

Pick pocketing is there cause it has always been there in a Bethesda game, but it serves no point at all. If you're going to have a stealing mechanic in a game then it needs to actually be worthwhile. And what is there to steal from NPC's? Keys I guess. But since you want to avoid save scumming you'd need to level up your pick pocketing perk so why not just level up the lock picking perk? There's no quest objects that I can think of that you could steal. Most quests just revolve around killing shit anyway.

Even SPECIAL serves more of a point in FO4 than the stealing mechanic does.
Underrail did pickpocketing way better with that meter that went up for each NPC you stole from depending on your pickpocket skill and what you were trying to steal. Not to mention how rewarding it is. I honestly didn't know Fallout 4 had pickpocketing until you just mentioned it, that's how unimportant and pointless it is in that game.
 
Underrail did pickpocketing way better with that meter that went up for each NPC you stole from depending on your pickpocket skill and what you were trying to steal. Not to mention how rewarding it is. I honestly didn't know Fallout 4 had pickpocketing until you just mentioned it, that's how unimportant and pointless it is in that game.
Yep, next playthrough I'm thinking of going for a thief/assassin oriented route. Looks like fun.
 
Sure there is buddy, 4 dialogue options = 4 console controller buttons. Simple as that, this game is a console turd.
Why deprive yourself of dozens of potential dialogue options, to make it mildly more convenient for Console users?
 
Well, Pete Hines said he didn't care much for Bethesda's dialogue and just wanted the option to walk away from it so if he absolutely 'has to' be in dialogue he'd probably prefer as little of it as possible. Hence, less choices.

Maybe Toddie Boy is a sub and Petey's a dom?
 
Why deprive yourself of dozens of potential dialogue options, to make it mildly more convenient for Console users?
I don't know perhaps this look into Todd Howard's office may shed some light on the issue.

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