Say my name.

That was a great show.

I wish I hadn't gone all the way back to get the X-01 because I soon found the Vim T-51b set in Far Harbor and now have two sets to transport back to the collection. I built a warehouse in Sanctuary, built a power armor stand and have them all neatly arrayed so I can look at them. If I had just gone another 100 yards up the road I would have found the Vim armor, and saved all that time and effort going all the way to Sanctuary and back and have two armors to bring back. I could leave one here, but the display collection!

Far Harbor's a nice change of pace from the 'Wealth, but I'm not feeling it much. Dark, foggy, feels claustrophobic. I picked up a couple rabbit legs and can't cook 'em up, need seaweed and bat droppings or whatever to make up a stew. Sup with that? That's fine to have more advanced recipes for better bonuses, but I should still be able to have roasted rabbit. In Survival I only eat for the nutrition, never the bonuses. Roasted rabbit legs should be an option dangnabbit.

I've maybe done 1/4 of the island and am ready to head back. Honestly after 300+ hours I'm starting to feel like I should see the game to its conclusion. Run down the main quest. But its so much fun to just get out there and stir it up.

Hit Level 66 but didn't spend the two points yet. The perks in Fallout are great, but there aren't many left (and within reach) that I still want to get. I wouldn't mind just training attributes, but in this game they are more of a perk unlock level than any real advantage for the character. Carry a little more, a little better VATS accuracy or sneak ability. I wish there were more mechanics attached to the attribute points. Which reminds me of one of the things I am most disappointed with FO4. Skill checks. Where are they? Ya gotta have skill checks all over the place in Fallout. Which would make the SPECIAL points feel more important. I think I've had one, in my first run, where my high INT let me take a shortcut through the USS Constitution mission.


I'm leaning toward the high-end Luck perks, like Grim Reaper's Sprint for example. But the benefits would be so situational that it feels like going through the motions just to spend the points. A 15% chance to refill AP sounds great, but how often do I need to use VATS that long? Never, really. My build has a lot of AP with max Agility and it's rare that I'll ever chain more than three targets together and actually benefit from the perk with another three or four targets to immediately need to engage. Combat's rarely that dense. With Action Boy the AP regenerates quickly already, so while these top Luck perks are cool, I just don't see them ever really being all that useful.

I love the idea of Ricochet, to instantly kill an enemy that lands a shot, but I read that it's about as rare as Mysterious Stranger. And a few words about that perk. In previous Fallout games I took this perk. It's fun, and from time to time he would show up and make a real difference, swing a tough battle. But in Fallout 4 it's been a wasted point. I could have dropped more points to increase appearance chance, but it's been so underwhelming I feel like it's good money after bad. I took this perk at level 27, I am level 66 now, and I've seen him twice. Twice! And the first time he popped up to kill a radroach for me. Gee, thanks mate.

So if Ricochet is about the same probability to trigger there's no sense in getting it, and anyway I'd need to train Luck up just top unlock it. Even a 5% chance would be great, but it must be more like .005%. Maybe the info's bad and it triggers more often, but it's too much investment to find out.


To achieve anything in this game you must be prepared to dabble in the boundary of disaster — Stirling Moss