newbies guide for Fallout 4


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And they're all back where they started, so that was a waste of time! :(


So you're saying I shouldn't go back to Vault 111 and get the cryolator?
I am just saying not to kill enemies that respawn with it. Or at least respawn outside. Not sure if I had problems with enemies spawned in interior zones doing that.
 


I have been working on a rough guide to dungeon levels for the Commonwealth map. Not by looking at the game data or anything - the hard way: by levelling up to extremely high levels to ensure the highest level potential enemies spawn. The theory being that the max "dungeon level" will be somewhere between the highest level enemy that did spawn and the highest level enemy of one the present types that exists. Like, if you see Raider Scavvers but never see Raider Wasters then I would guess the level is somewhere between 14-20. Would anyone be interested in seeing something like that?
 

I have been working on a rough guide to dungeon levels for the Commonwealth map. Not by looking at the game data or anything - the hard way: by levelling up to extremely high levels to ensure the highest level potential enemies spawn. The theory being that the max "dungeon level" will be somewhere between the highest level enemy that did spawn and the highest level enemy of one the present types that exists. Like, if you see Raider Scavvers but never see Raider Wasters then I would guess the level is somewhere between 14-20. Would anyone be interested in seeing something like that?

Highest level monsters are only the toughest in theory. Your build is essentially complete at level 50 or so.

And there's plenty of weapons like this or worse.


Furious effect is good on automatics even without the perks.
 

It's mostly about not level locking areas to lower than their max and making sure the highest xp monsters respawn. Most players probably do not care about that sort of thing but some might.
 

It's mostly about not level locking areas to lower than their max and making sure the highest xp monsters respawn. Most players probably do not care about that sort of thing but some might.

It's an effort/reward type thing.

So monsters repawn anyway? I haven't played non survival mode since 2017 or so. I've forgotten how fast travel and respawns work.
 

It's an effort/reward type thing.

So monsters repawn anyway? I haven't played non survival mode since 2017 or so. I've forgotten how fast travel and respawns work.
I haven't checked the math or anything, but I assume that the game advances the in-game clock when you fast travel normally according to how long it would take you to walk between locations. If you teleport via the Institute, it only takes like 1 minute of in-game time per teleport.

What breaks the immersion a bit for me is how, even though your companions can't accompany you into the Institute, they're right there with you when you teleport out again, even if you're now on the other side of Boston from where you left them -- perhaps they do teleport with you but get held in some sort of stasis while you're in the Institute ... ;)
 

I haven't checked the math or anything, but I assume that the game advances the in-game clock when you fast travel normally according to how long it would take you to walk between locations. If you teleport via the Institute, it only takes like 1 minute of in-game time per teleport.

What breaks the immersion a bit for me is how, even though your companions can't accompany you into the Institute, they're right there with you when you teleport out again, even if you're now on the other side of Boston from where you left them -- perhaps they do teleport with you but get held in some sort of stasis while you're in the Institute ... ;)

See why Hangman Alley is best settlement now?

Imagine it in a world where the Institute is the only fast travel available. Vertibirds as well but there only fast relative to walking.
 

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