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But no its not trash. better mechanics, better, atmosphere, more immersive, cooler crafting, power armor gives the feeling of a tank, which is what it should feel like. overall a 8.5 out of 10. 9 being the hihgest that i would give a game, because there is no such thing as a perfect game. no game deserves 10/10.
It's true that grinding can potentially take a long time, but Morrowind has a solution for that that was actually mentioned in the exchange between Dos and me: skill trainers. The player can level up a skill while out exploring and then sell whatever loot he or she wants, then go and receive training. Now, is that easy? Not at all, but it shouldn't be easy to raise a character from essentially a random prisoner to being the head of a bunch of guilds. It's logical; that's what really appeals to me about the skill-based progression system. It makes sense given the context of the world.
I would agree, though, that the guild's main quest line shouldn't be about promotion to the leadership of the guild. I'd personally like to see it after the player reaches leadership or around there, but there are a few ways it could be done—i.e., making the main guild quest available in the middle or even immediately available.
That's the thing, though. Fallout games (and even Bethesda games) aren't even aimed at being survival games. Fallout 3 takes place 200 years after the war; Fallout 4 takes place 210 years afterwards. We should be seeing the world rebuilt. Caesar's Legion has the lands within its borders virtually free of raiders, and the NCR has an entire governmental structure—not the safest, but it's still a governmental infrastructure that helps provide for its people. Fallout is generally about the sociocultural development of humanity after the war. That's why I said NV got it right. The struggle for survival is there, but societies themselves are actually in place, and mere survival has essentially been moved past—hence the extravagant luxuries of the Ultra-Luxe and the Strip in general. For some reason, FO3 and FO4 feel like the war happened just decades ago (maybe four or slightly less, even). The atmospheres and settings just don't make it feel like 200+ years have passed. That's why FO3 and 4 feel more like survival, but that's not really what Fallout is supposed to explore in the first place—or even necessarily what an RPG should be focusing on.
Classes are one of the things that make sense from a maintenance of internal rationality from my perspective. It makes sense that characters come from some sort of background; for example, what if I have a Bosmer assassin? He should have a higher affinity for sneaking and potentially lockpicking, pickpocketing, speech, and alchemy. He may even have magical talent as well. He probably wouldn't be very good with large swords, battleaxes, etc. The only things that differentiate one Skyrim character from another are racial affinities. The class system is another facet of gameplay that can be used to further characterize and customize. I think there may be a way to make it totally free and allow the player to freely set some affinities higher than others, but some would be good at literally everything from the start, which would probably break the balance of the game. That's why I like the class system. I do think, however, that all skills should contribute to the leveling of the character overall, unlike in Morrowind and (I think) Oblivion.