Holy shit, this game is addictive. Can't remember having this much fun in a game since forever.
And I agree with Luckmann, Peregon was a pretty big disappointment. I was expecting to refill my ammo and other stuff there, but when i arrived, there was just a bunch of tents, a cook and some pissed off merchants selling junk. Couldn't get a single bullet there, I always have to visit that bitch in the big city with ridiculous prices or hope i get some from a passing caravan. Add some merchants in Peregon since it's been advertised as the biggest commercial place, yet I can only buy some junk no one needs. Can't even sell anything as merchants there are piss poor anyway.
Peregon just feels slightly unfinished, like the copy-pasted rows of tents that seem to belong to no-one. What Peregon needs is to get rid of some of those tents, put some shipping containers along at least parts of the inner wall, and have merchants added to them, especially of the weapons, armor and general goods variety, but adding a few stalkers/scavengers and 1-3 randomly generated caravans would also be nice.
Ideally, there should also be more "normal" people outside of the wall, too, as there seems to be a complete absence of the "civilians" that the wall is supposed to keep the merchant station/camp free from.
But it doesn't really
need the latter. It
needs more merchants and goods.
However, I find the side content more compelling compared to the main quest.
The main quest feels like a 'non-crisis', it's more like a mystery.
It may not be what you're trying to say, but when you say it like that, it sounds like you're saying it's not compelling because there's a lack of urgency. Urgency-based CRPG storylines are cancerous, because they make it impossible to engage with game content in a reasonable way, and you have to adopt a meta mindset in order to excuse doing practically anything at all - it's practically a hallmark of shitty narrative design, used in order to substitute being interesting with being hurried along before you realize you don't care, as done in Oblivion, Fallout 3, Skyrim, Pillars of Eternity, etc.
I find the main narrative in ATOM to be compelling
because it is a mystery and it works in the overall world
because it's not urgent.