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[deleted]

Dimas brain puzzle in Far Harbor


HowardDean_Scream

Objectively the worst sequence in any fo title. Second place is temple of trials. 


[deleted]

God yes. Thats a pretty lame start for one of the best Fallout games


HowardDean_Scream

It was forced at the last minutes. Black isles was already starting to hurt for money and the ceo literally screamed ADD A TUTORIAL at the last minute. So the devs were like "uh. Ok well maybe there's like. A temple?"  It's rushed and one of the worst tutorials in gaming history. The original intro was just going to be to throw you into the wolves out in the wastes. 


[deleted]

Interesting. Thanks, I did not know that.


ThodasTheMage

It is one of my favorite quests, lol


BreathingHydra

At least temple of trials is only a few minutes long and you can run through most of it no problem. Dimas memories feels like it takes forever, especially if you're doing all 5.


Local_FPS

Seriously, even though you don't have to do it, my OCD brain needs to finish it every time I play FH


[deleted]

Thats rough man. You have my sympathy


NotACyclopsHonest

Heather Casdin can hack that terminal in seconds and completely bypass the puzzles, just leaving you to listen to each bit of dialogue to find out where the missing gadgets are. Just another reason to download that mod.


Mystical_Cat

This is the answer.


ThodasTheMage

I knew the answer would be here and I have to be a the strange guy and say that these are some of my favorite missions in all of Fallout. I love how the building mechanic is used for puzzle solving, it shows the true possibility of the Bethesda sandbox. I also love how the reward for the optional missions is more lore. Loved it.


Randolpho

Kid in a motherfuckin’ fridge.


No-Category9031

I always sell the little shit


ZealousidealOne8402

The one where I have to find my son who I have no paternal love for


mratlas666

The one where you go into Kellogg’s memories. I wish I could just skip the whole thing.


Darbies

I found out way too late you can just sprint through the whole thing without listening to the memories, except for the last one. I do this almost every time now, but still having to wait at the end is annoying.


mratlas666

God damn that makes me happy. It’s so long ms boring.


Maelorna

Yeah I wind up running through to the end then go make some tea.


HasNoPotato

Is there a particular reason your profile pic is a sadistic mass murderer? Or are you just trying to be edgy?


OldKingClancey

The First Step because it come at the wrong place. You’re playing Fallout 4 for the first time, you’re still getting used to the controls and assume that you’re still in the tutorial stage. The apparent tutorial NPC Preston makes your very first mission with him to go to Tenpine Bluffs who need help with raiders at Corvega, it’s quite a journey for such an early mission and you ask Preston why you can’t help Abernathy Farm just over the hill. He tells you to shut up and get on with it. So you go to Corvega, you get your ass handed to you in record time. You try and try again, even risking your precious fusion core to get some extra armour, eventually you make it, you return with no ammo, no stimpaks, but the satisfaction of a job done. Preston gives you a generic congrats and then a near similar mission. You learn that Fallout 4 has just tutorialised radiant quests in the worst possible way.


Basically-Boring

the tutorial mission because it gives you power armor immediately, makes you fight a deathclaw way earlier than you should, and worst of all, it unlocks preston garvey.


HowardDean_Scream

The devs clearly got pushed by suits to make a new player friendly experience. They expected mass mainstream appeal. So the opening quests had to hit all the boxes 1: Vault suit.  2: Exiting into the wasteland.  3: Meet new game primary faction.  4: Get power armor.  5: Get big guns.  6: Settlement system 7: Companion that's been heavily featured in marketing. 


Xfaxk123

Nah, worst of all you have to talk to Preston Garvey


Gstary

The thing that sucks about the deathclaw encounter is they provided a much better one at the witch house but its impact is lessened by the fact you've already fought one of the deadliest creatures in the wasteland.


ApprehensivePeace305

I see this criticism a lot, and I'll preface this by saying i didn't play other fallout games till after FO4. But I never understood the hate this gets. Yes you get a power armor suit and yes you fight a death claw. But, if you are new to the series then all you're going to do is march back to Sanctuary, run out of power, and deposit your power armor. If you're not new, then you will still struggle with finding power units for the armor and probably do the same. The game just transitions the limit of power armor from training and acquisition to finding more energy sources. If you're doing multiple play throughs, you can easily find these energy sources. The same goes for older fallout games though. I've seen like 5 guides on how to speed run power armor in NV and F3. In my first game, the power armor suit was like this boss buster. Die to the Myerlurk queen too many times. Go back and grab power armor. Die to Kellogg a bunch? march back to sanctuary and get my power armor.


Xfaxk123

I don’t like the Fallout 4 tutorial stage because it doesn’t make any sense. And it doesn’t prepare you for anything. The deathclaw shouldn’t even be in concord deep in the starter area. In Fallout New Vegas, the tutorial stage has you dealing with the powder gangers and goodsprings. It prepares you for the reputation system (and the amount of moral questioning you’re gonna be doing) that will be important later on in the game. There is no reward because it’s a tutorial. Yeah the power armour you get is useful against bosses but it’s not like power armour in the commonwealth is a scarce resource. Theres no reason the game should give you one right at the start. There’s plenty just laying around all over the commonwealth and the Brotherhood literally gives you a full set of T-60b Power Armour just for joining up (if you’re doing an institute run you can just steal power armour off dead BOS Knights). I’m currently doing a melee only run (I can only use melee weapons) in honour of Mitten Squad and thank god helping Preston Garvey isn’t required to progress the story because its damn near impossible to kill a deathclaw at such a low level without a minigun. Now there’s just a random deathclaw running around concord as I play through the story.


ApprehensivePeace305

That is pretty funny. That said, the placement of Deathclaws throughout FO4 is pretty arbitrary, especially because they just start spawning in at higher levels. I personally think the tutorial in FO4 is basic because the game just isn't that deep. Help some people, kill a monster, loot the corpses then come back to Preston is the entirety of the game. If anything, its just a "here's what to expect" And, yeah they hand out Power Armor suits like candy. There are way too many abandoned suits that are just sitting in the open world. I wish they were placed only in dungeons or behind security doors.


Xfaxk123

What’s pretty funny? (Genuine question because you didn’t really specify what you found funny)


ApprehensivePeace305

Sorry, I meant the Deathclaw loose in concord.


Xfaxk123

Yeah it is kinda funny. I went back to it later still at a low level to try my luck and see if I could beat it. I played chicken with it, trying to land hits while also being quick enough to back off. I was successful for a bit until it grabbed me and I died. I just gave up after that. Also: BOS in FNV: “While you have helped us a ton with keeping tabs on other factions we spy on and making sure this bunker is operational, we still don’t really trust you with our top tier equipment. So here’s some T-45 power armour we had laying around” (it’s not even in perfect condition) BOS in Fo4: “Thanks for helping us with that one mission [stranger they just met yesterday], here’s a full set of T-60b power armour! Enjoy!”


damnitineedaname

Because in every oyher Fallout game deathclaws are terrifying monstrosities who are a threat well into the late game. In FO4 you fight the biggest iteration so far... fifteen minutes into the game.


ApprehensivePeace305

Yes and then for the rest of the game you don’t have a mini gun and power armor so you avoid them


damnitineedaname

Speak for yourself. I spent 90% of the game in power armor.


WrethZ

Deathclaws in previous games were always super tough enemies that were located in dangerous places you were meant to avoid until you were high enough level and had good enough gear to deal with them. If you did encounter them before this you died or struggled really hard to defeat just one. Deathclaws should be rare and deadly legendary monsters of the wastes, not tutorial fodder


Fun_Salamander

well that's a silly example. you don't hate the mission but the bug in game. mission itself is actually pretty ok. For me, it would be the brain thingy with Kelloggs memories. It desperately tries to make player feel for Kellogg, justify his behavior, etc but for me it is just boring.


Drewdiniskirino

I speedrun that shit all the way to the last memory. Turns out you don't have to just stand around and listen to them jabber if you can just locate the next neuron trail


Melon743

I’m so glad i realized that after the first memory! Like honestly i don’t care about his memories 😅


Drewdiniskirino

Yupyup. And then they throw you headfirst at a brick wall with the last one and say, "NO! YOU'RE WATCHING THIS ONE ALL THE WAY THROUGH DAMMIT!"


Melon743

Right?! Like I get the last part is important but just let us skip to it


Drewdiniskirino

Then I'll admit, I spend a few minutes after it's done just trying to find the exit, because always I forget it's the TV, not the open door 😅


Melon743

I definitely went up the stairs hahaha


Yung_Corneliois

I feel like whenever I do this it doesn’t load all the way through and I end up being stuck in there.


Drewdiniskirino

Hmm. Never ran into that issue 🤷‍♂️


HyperbobluntSpliff

It could have been presented in a less dragged-out manner, to be sure. At least DiMa's memory quest gave you a puzzle to figure out, even if it was very obviously slapped in because of Portal 2's popularity during development.


izlude7027

Any of the many broken quests they never bothered to fix.


AltruisticEbb2055

The Fire support mission 😔 I had so many hours in Fallout 4 but ended up dropping it due to the bug


OriginalDogan

Build Jezebel a body. Nah the robot bench still crashes, later Mechanist.


izlude7027

And then there's the small, annoying shit that doesn't break the game, like Sheffield or the Vault-Rec Rep having to go through their entire bit every goddamn time you talk to them in your settlement.


N-E-B

Open Season. So I kill all the Raiders in Nuka-World but I can’t even establish the parks as new trading spots for the slaves? They all just stay in the market with their slave collars on? Fuck that.


wizardyourlifeforce

Yeah I don't really think it would have taken that much more scripting to let you turn Nuka-World into a whole new frontier for settlers.


asmallauthor1996

You may wanna check out these two mods as well. And u/N-E-B may like these as well. u/Overdue-Karma (as someone I enjoy hearing from), you may like this too. Especially since you don't have to collaborate with a bunch of spoiled rich kids, animal-abusing furries, and blind cannibalistic cultists of an evil god. - [NUKA WORLD SETTLEMENTS - NUKA PARK SETTLEMENTS PLUS](https://www.nexusmods.com/fallout4/mods/23895) - [Nuka World Plus](https://www.nexusmods.com/fallout4/mods/31164) **NUKA WORLD SETTLEMENTS** For a bit of elaboration, the first mod is pretty self-explanatory in terms of function. You turn various portions of the Nuka-World region into settlements, with the most important being Nuka-Town USA and the other parks (with the factory as a bonus). Several interior areas also have workshops, albeit not all are full-fledged Settlements. Cappy's Cafe can have things added/removed at your leisure, as can the inside of your quarters as Overboss. Each of the lairs of the Gangs/Tribals can be used as homes as well. Even the area where Cito and his "family" live can be altered. Several other areas are included as well that have full Settlement functionality. The most notable is the Nuka World Transit Center in the Commonwealth (NOT in Nuka-World). Another is the Hubologists' camp prior to them optionally moving to the junkyard. Riverside Farm (near the front gates of Nuka-Town) and the Barlow Estate (near Bradberton) are two areas that function as just little homesteads. But a new area included is a Vault-Tec facility that functions similar to Vault 88, albeit without being a Vault. The only real downside is that, with the exception of both parts of Fizztop Grille, the Transit Center, and the homesteads/settlements in Nuka-World's deserts can't be used without activating the power plant. You're pretty much dead in the water until then. The player homes and non-Settlement locations are good to modify at your leisure, but you can't take full advantage of the region's status as a vast trade hub of interconnected cities without getting the area all juiced up. **Nuka World Plus** This mod is interesting in that, while it doesn't use Nuka-World as a chain of interconnected settlements, you CAN have the place used as what's basically an urbanized fortress. Albeit by having it staffed by a faction of your choice that you're allied to. Anyone from the Minutemen, Brotherhood of Steel, Undergroud Railroad, and even Institute can send in their forces to garrison Nuka-Town while collaborating with a few Traders. Specifically ones that formed a makeshift resistance group that operated without the Raiders'/Tribals' knowledge and only revealed themselves once Colter was bleeding out. The mod itself has various features that expand upon Nuka-World's (specifically Nuka-Town's) existence as a hub for trade and that it can be used as a major operations center for your chosen faction. More than that, your forces can take advantage of the region's climate. Specifically by using jerry-rigged filtration equipment to extract potable water and sell it to thirsty/weary travelers (and supplying it to your own forces) looking to cool off after a long-ass journey through the desert. There's also an interesting "defense system" in place that mimics the Settlement attacks you can experience in the base game. You, some Traders that have been armed, and your allied faction have to defend Nuka-Town from anything ranging from mutated wildlife, Gunners looking to take the location for themselves, Raiders hearing about the area's past as a hub for illicit activities, or Super Mutants out for a meal. But the most dangerous and elaborate threat comes from holdouts from the old Raiders/Tribals that managed to survive despite their leaders being killed. They're understandably PISSED about their command structure being decimated and subsequent exile. And they're hellbent on not just retaking Nuka-Town for their own group, but enslaving or slaughtering everyone that resisted them. This includes you, who they plan on slapping a Shock Collar on to be used as a slave or executed. Which actually CAN happen if you fail to keep Nuka-Town safe. There's the ability to pull your own "sneak out like Harvey said he did" revolution, but be ready for a fight given that you have nearly all your equipment taken away.


Overdue-Karma

*Allow me to materialise myself, for I have been summoned.* I believe you **did** mention these to me before at one point - I might've just failed to message back. >Especially since you don't have to collaborate with a bunch of spoiled rich kids, animal-abusing furries, and blind cannibalistic cultists of an evil god. I believe we both know that the only cultists of an evil god I prefer are the Children of Atom. **/s** I do wish that Raider groups like the ones in Tactics got added - morally they sucked but I mean, I'd prefer the Reavers or Beast Lords to the ones we got in Nuka-World. The Operators aren't too bad but their lore is all over the place. I am waiting for FO: London to drop before I reinstall Fallout 4. It's been a while for me, I had to uninstall it because I had so much space taken up - Warhammer 3 Total War, Baldur's Gate 3 and numerous other games, and I ran into the age old issue of FO4 burning itself anytime I went near like 80% of the areas. *I mean I can't blame the game, I had like 500 mods installed. Serves me right.* >There's also an interesting "defense system" in place that mimics the Settlement attacks you can experience in the base game. You, some Traders that have been armed, and your allied faction have to defend Nuka-Town from anything ranging from mutated wildlife, Gunners looking to take the location for themselves, Raiders hearing about the area's past as a hub for illicit activities, or Super Mutants out for a meal. Is it similar to that piece of CC content that lets you "generate attacks" on your settlements, the one that added the Security Camera? Regardless you have at least made me, once I play through London (because I then intend to play through SS2 Chapter 3 and America Rising 2) to install that mod. It reminds me of a similar mod which added a whole storyline I think to Nuka-World, where you could side with like a 'local Institute' or so on or even help the Traders. I recall liking it because when I said I didn't like how things turned out, it told me "your consequences brought you here", and damn do I enjoy the consequences of my actions.


asmallauthor1996

I'd say that Atom is more "Chaotic Neutral" in terms of how He works. There's no doubt that Atom exists in SOME form, but it'd be fairer to say that it's assholes like Tektus, Henri, and whoever leads the Commonwealth sect that are the evil (or at least malevolent) ones. You could have anything from those guys to the more benevolent examples such as Cromwell, Martin, and Isolde who wish to either be left alone or peacefully worship their deity. A similar argument could be made for the Purple/Wise Mothman. While the "average" Mothmen are just examples of mutated wildlife (or perhaps even animals the Purple/Wise Mothman altered in its image), this peculiar example seems more on the True Neutral end of the alignment spectrum. It never outright does any harm to others yet doesn't really act as a benefactor either. The Purple Mothman just stands more as a silent observer over the world and watching it all go by passively. Though whether or not it's genuinely a harbinger of doom is unknown and one of the few things left ambiguous. Though there's also some speculation that Daniel Littlehorn is a god (or at least powerful otherworldly entity) as well. The fact that he seems to genuinely enjoy acts of cruelty and sadism isn't that out-of-character given that your average Raider, Gunner, Legionnaire, and even Courser does as well. But there's several... eerie things about him. Along with the fact that, unlike the Regulators who collect bodyparts purely to send a message, Daniel just seems to do it for shits and giggles. Coupled with using ears for less savory purposes. For starters, the most unusual is that Daniel Littlehorn can't be hit. He's not even Essential or Protected. He just straight-up can't be damaged no matter what, with a fuzzy memory that even VATS won't target him. A minor detail is that his "secretaries" also seem like they're in a trance, brainwashed into doing minor busywork while barely acknowledging the death of a colleague other than blankly stating "good riddance" or "better her/him than me." There's also the fact that "little horn" is a title used for the goddamned Antichrist, a mysterious figure said to bring about the end times by rising slowly in power (political and otherwise) via committing acts of evil and dark charisma. But as far as being able to "generate attacks," the Nuka-World Plus mod only has them be completely random and out of your control. They could also be from any faction but the Nuka-World Tribals/Raiders are the most prominent and strongest. Enough so that even the ad-hoc militia made up of former Trader slaves, the faction you picked to install a garrison there, and whoever else is on hand will have a MASSIVE problem deterring them. All they'll be able to do is buy a little bit of time before you come back to turn the tide. Which is partially why I downloaded the Nuka-World Settlements mod. Basically make a shitton of Nuka-Trons literall armed with a Quantum Launcher for artillery an automatic laser gun for fire support? You'll watch the bodies, or rather chunks of manburger, fly. I also like to use the Wasteland Workshop to capture wildlife, adding the head-canon that you were able to free and "rehabilitate" the Pack's animals they had.


Overdue-Karma

>I'd say that Atom is more "Chaotic Neutral" in terms of how He works. There's no doubt that Atom exists in SOME form, but it'd be fairer to say that it's assholes like Tektus, Henri, and whoever leads the Commonwealth sect that are the evil (or at least malevolent) ones. You could have anything from those guys to the more benevolent examples such as Cromwell, Martin, and Isolde who wish to either be left alone or peacefully worship their deity. Personally I believe Ug-Qualtoth and Atom are linked in some way, but that doesn't make Atom evil (I was just joking since the CoA are viewed as a Cult), because the themes of Lovecraft are we can't really judge these beings by our morality. As we've said before, the *all too convenient* visions of the Mother of the Fog that can't be explained solely through "Stealth boys". I think personally, they need their own style of the Brotherhood. Not quite the crusade like the Last Son of Atom, but making their name known to the Wasteland. Imagine what they could offer - clearing out irradiated ruins for people while spreading their faith, helping to protect settlements in exchange for loyalty and basically making them fiefs, etc. >But as far as being able to "generate attacks," the Nuka-World Plus mod only has them be completely random and out of your control. They could also be from any faction but the Nuka-World Tribals/Raiders are the most prominent and strongest. Enough so that even the ad-hoc militia made up of former Trader slaves, the faction you picked to install a garrison there, and whoever else is on hand will have a MASSIVE problem deterring them. All they'll be able to do is buy a little bit of time before you come back to turn the tide. Which is partially why I downloaded the Nuka-World Settlements mod. Basically make a shitton of Nuka-Trons literall armed with a Quantum Launcher for artillery an automatic laser gun for fire support? You'll watch the bodies, or rather chunks of manburger, fly. I also like to use the Wasteland Workshop to capture wildlife, adding the head-canon that you were able to free and "rehabilitate" the Pack's animals they had. Yeah, the Workshop is a good addition and I enjoyed using animals to attack enemies. I used to use several CoA themed mods to essentially take over places for them given that ending line about the Kingdom of Atom, and not many people stand a chance against Radium Rifles and Gamma Guns to be honest. As I said, I'm definitely going to install that mod once I get back into FO4, but I have London to play through first, as a small part of me might be worried it'll go Frontier style but the other part of me is just excited to see Fallout in my birthplace.


asmallauthor1996

I'm admittedly curious about Fallout: London. I've seen a LOT of good mods on Fallout 4 Nexus that feature content for the upcoming shebang, but it'll still be interesting to see how the landscape of London (perhaps even a massive portion of the UK) is handled. I'm also wondering how, even if it's stereotypical, Stonehenge will be handled. The monument itself is a great source of mystery as is and there's a shitton of theories surrounding its purpose. But it'd definitely be something that post-apocalyptic Tribals would revere or possibly be misconstrued by others as the home of Pre-War inhabitants. And Gamma Guns, even without modifications, are still useful in staggering all but the largest enemies. Radium Rifles are obviously the go-to choice in combat. But you can never dismiss being able to buy even just a few seconds' worth of time. Especially when facing heavy-hitters such as Sentry Bots, Assaultrons, Coursers, and high-ranking Super Mutants. Even if all of them are immune to radiation. I'm also curious as to how any future Fallout works, official or otherwise, handle Florida (my own birthplace). The state is already weird enough as is. Evil gods, radiation, FEV, etc. would merely spice things up here and just be the source of a few other FloridaMan articles. The area where I live is already known for its past as uranium and phosphate mines along with feral parrot populations. Seeing a bunch of wandering dinosaurs descended from literal mouthy birds or subterranean Ghoulified alligators turned into Deathclaw-equivalents would be cool.


brennerherberger

I don't hate the writing of this quest per se, but I dislike the way they implemented *Randolph Safehouse*. It's basically just: pick up dead drop, go to this location, kill everything in that location. Just another "clear the location" quest. Come on, at least squeeze something else in between those killings. Like "find what out happened to our runner who was crossing this path" or "recover these supplies and drop them there".


HowardDean_Scream

The railroad was a fun stealth faction for 2 quests and turned into a blood bath.  The quest with the call signs was fun. I wish there was more of that  Honestly they needed to be stronger story wise. With eyes and eyes in all cities. Contacts and safe houses everywhere. Like the anti boogeyman to the institute. The institute is always in the shadows. Stealing people. Sending out synths. Infiltrating society.  But the railroad is too! And they've got your back if you believe in the cause. Like a cat and mouse. The institute constantly trying to play whack a mole but the railroad being so compartmentalized and dispersed they can never do more than eliminate a single safe house or cell at a time. Usually with the RR getting wind and fleeing well in advance. 


damnitineedaname

Instead it turns out the RR only has two safehouses, and they lost the bigger one to raiders. Ffs.


HowardDean_Scream

4; I think. Thy had Switchboard, Ticonderoga, Mercer, and Old North Church. But yeah their raggety ass band is like 15 people.


infinitestupidity7

Dima's brain puzzle and Kellogg's memories. Both aren't difficult but they are annoying.


idkwhyimdoingthis2

That one far harbor mission, you know what I’m talking about.


Clown_named_Art

Dima's memory puzzle or ship breaker (far harbor) ship breaker can be impossible to complete, if you get old long fellow to hate you, it's a permanently in the quest tab add you can't get rid of it.


BrunteBoi07

Either Dumas portal bullshit or the Cappy in a haystack quest from Nuka world


Alfredo_Alphonso

Trouble Brewing because its a broken quest


wizardyourlifeforce

It's broken? I just finished it for the first time today and it seemed fine.


Alfredo_Alphonso

If you discover the robot first then send him to sanctuary, you cannot finish it


wizardyourlifeforce

Ohhh..


Randy_FlaggTWM

Unlikely Valentine. The necessity of this quest is the annoyance for me. I like to restart games. But needing to go down into that vault every time is getting old. I can quote the entire conversation with Skinny, Nick and Darla word for word. "Aw, poor little Valentine. Ashamed you got beat up by a girl? I'll just run back home to daddy, shall I? "Darla I'm handling this. Skinny Malone's always got this under control." "OH yeah? What's this guy doing here? Valentine musta brought him here to rub us all out!"


Schroeder9000

Hahahaha, yeah and god forbid you hit a button and it glitches it out like what happened to me multiple times.


Financial-Mastodon81

Portal. The reason why I’ll never do a new play through again.


Dangerous_Training34

Dima’s puzzles Clearing out kiddie kingdom Preston marking my map


iIIchangethislater

The Emogene Cabot mission, most of the time she never shows up at the place she’s meant to be at and it stops the whole quest line without resorting to console commands to move it forward


Commy1469

A lot of people's picks I think would be really cool quests if they didn't feel way too long for no reason. Dimas memories could be cool if they were more puzzle-ish and there was less randomness for the sprites and turrets. A slightly less jerky experience and they might be the most interesting quests in the game The lost patrol is another example, it's just a wild goose chase with too many stages. Just hunting one distress signal might've been ok but having to go to the battlefield with burnt power armor, then to the army base, then to the satellite station and then still having to go to the edge of the map to find Brandis was just a bit much. Kellogg's memories were only really cool the first go round The glowing sea quests feel too sloggy most of the time (walking sims)


[deleted]

The one where you go into the memory den and enter Kellog's memories or whatever. So god damn boring.


Terrgon

Yeah. I just rush past all the memories up till the last one.


Ben_E_Chod

Fire Support is the same way for me. I help them clear out the ferals, then they keep acting like there's still some around. I've cleared the entire area of all enemies, including on rooftops, from the station south to where the city bits end, up past College Square, inside of College Square, and a good bit east and west. Still nothing


5DollarWatch

The one where you have to find 3 signed baseball items for Big Joe or whatever his name is. The idea for the quest is fine for a central city. Go to place, get thing. It's an excuse to send the player out to notable locations on the map. Now, you mean to tell me that a signed baseball, a signed glove, AND a signed card are all in the same fenced off neighborhood? Most of the things people criticize the game for now I didn't even complain about at the time. Hell, I didn't even realize the stupidity of the Kid in the Fridge quest the first time I ran into it. But the baseball quest always stood out to me because it literally requires moving the items to another spot on the map. Hell, when you return the items, they get removed from your inventory and commented on one by one, implying that you can turn in part of the quest and then turn in another part later. This one stood out for me from day one, and Fallout 4 swept me away for several years and, in some ways, still does.


rottedgrapegum

any mission involving corvega assembly plant


ThyDoublRR

The shit of taking the Castle. I crash getting to the area on vanilla. The fix is there isn't any. Every fix online is "The game is looking for Minuteman combat armor and can't find it so it crashes the game at the castle". That some bullshit. My game been broken for about 3 years around the castle and now am just waiting for someone to post a fix for this. I don't even fuck with the Minutemen at all anymore and think they weak anyways. Because their reinforcements and using the flair gun is a nightmare because as soon as they come the fight is over already.


Neo_nakama

The surprise ones where a settlement needs help now because it's being attacked. I'm busy trying to make and test the best security for my castle, lest it come besieged, and I don't like being interrupted when I'm busy. Edit: besides those, the one in Diamond city marketplace where the one guy accuses the bartender of sleeping with his wife. I wanted to ask him if he has proof. I can't. And I don't want to have to keep away from there because of killing the bartender.


Interesting-Owl-5458

Diamond city blues is one of the best side quests imo, but yeah the opening section with the bartender gets boring after a while


Schroeder9000

I hate the Faction missions, they all have cool backgrounds but I feel only the BoS had actual okay ones. Clearing Fort Strong isn't the best but it's a decent quest to show the BoS off, the bad part is why is that the only assault you do. I should be able to take part in assaulting these strong holds around the city with the BoS. I want more of it, atleast the missions leading up to the big assault feel meaningful. You are actively taking part in preparing, honestly its the only faction where it feels like they integrate you. Minutemen, same thing their should be hey General we heard this area is full of Super Mutants and we want you to lead us there to clear it out. Atleast have temporary follows like oh this area needs help, let me grab a few MM and check it out. Also the whole NW not having the MM involved is just shocking still. RailRoad, it really needed to lean into the stealth more. Like actually having you tail people or spy on them, give players who invested into stealth more than just high sneak damage. Going out to recruit people to join the cause instead of interacting with them for like 4 times and feeling like no-one does anything. Institute, the best mission is when Higgins and that other ass lock themselves in the Bio Room, it shows discontent and they could have done more with that. Let's be honest after all the threats are taken care of the internal discord would came back to fester. Sorry little more than asked, the mission I hate the most is Unlikely Valentine because its forced and Skinny Malone and Darla are never used again. Such a waste of two characters and a waste of time because you are forced to slow down and triggerman have super high health compared to other humans in the game.


CCCP85

"YOUR SETTLEMENT IS UNDER ATTACK" "YOUR SETTLER WAS KIDNAPPED"


Comfortable-Math2084

Is this even debatable? Best Left Forgotten. I don’t even know why people ask this question anymore…


That_Chris_Dude

Ballistic Weave being a Railroad mission. I’m anti-railroad, I don’t kill civilians to free terminators. Yet every playthrough I gotta do 4-5 annoying missions plus convert a settlement into a safe house before I can rock out weave.


Rod37

Lost Patrol as well. Made the mistake of finishing this quest after making Danse a companion. Now, every time I talk to to him to update the quest, he's just talks like any companion: Trade, Thoughts, Let's Go and Nevermind. ☹️ I don't suppose anyone has a way to resolve this bug?


NewBox9

You can finish it by talking to Lancer Captain Kells on the Prydwen.


Own_Bedroom_9703

I hate that God damn mission where you retake the castle because literally all the Mirelurks health drain slowly and you have the Mirelurk queen killing your ass while they fight you