To put it mildly, fallout 4 has been a very polarizing game since its release. I don't know all the methodology employed behind the shifts we have seen from fallout 3 and NV to fallout 4, although Its obvious it was intended to appeal to a wider audience IE especially consoles.
Points I believe if addressed would have made this a better game for everyone and potentially more profitable in the long run. My experiences are based on the pc version with a oc gtx 970.
-Graphics.
I for one don't require this a primary focus for a fallout game, but besides reaching the limit of what your creation engine can handle I don't think you utilized even it to its fullest extent in fallout 4. I don't understand why the graphics in F4 are inferior to Skyrim. Especially facial animations. I find it hard to be immersed as they are at present even with tweaking. I also feel the game suffers more than it should in the fps department for even minor increases in quality. Optimization I assume to have been low on the priority list given consoles frame caps and pc's moders willing to fix a lot of things for you...needless to say they have enough of a job ahead to be entitled to some of bethesda's pay.
-Fps.
Speaking of fps, having the actual speed of the game tied to the fps for the pc version is such foolishness I was in disbelief. It did explain though why I was having such a hard time shooting flying critters outside of vats or with jet active....Anyone who plays pc games knows in general we try to get maximum quality as long as we maintain a playable framerate. Playable in my book depends on the games smoothness and I found 45 fps minimum to be that for F4...even if I have to deal with speed racer raiders and stinger bugs on speed itself.
-UI/dialog wheel
Obvious console ports. As a pc player I hate them. UI can be fixed to some extent by moders who I know you love to lean on, but the dialog wheel...it being a let down was an understatement. Besides the pigeonholing to question/agree/disagree/sarcasm, I also truly had no idea what the protagonist was going to say often. I also say protagonist because I didn't feel he was my character, partly because of his now being voiced and mainly because he is as many have said, always the concerned father looking for his son no matter what you would prefer. This is limiting and often redundant. If I was going to implement voice acting for the main character, I would suggest casting at least 3 different people for each six to choose from after leaving the vault. Say the concerned parent, the aggressive lost faith in humanity raider type, and maybe a middle of the road type. This would at least give us some control over how the protagonist approaches dialog even if we have far less control over what is said...I did like the slight random element in persuasion, but considering most people myself included simply reload to get the desired outcome in persuasion rolls, not sure it matters since you aren't locked in to your starting special stats. Personally I'd ditch the dialog wheel and voiced protagonist all together and go back to conversation options we see and select like F3 and NV. Take the money you save from the protagonist voice acting and pay for more quality in the other characters. I for one thought Liam Neeson as the dad in F3 and Patrick Stewart as King in Oblivion were awesome and more quality like that for voice support in games is very immersive and groundbreaking.
-Story/Quests
I'm going to go into too much detail here, but I feel so much potential was lost here. As many have said, many of the quests seem generic even compared to radiant quests...I think you need to hire some more/better writers. At several points I saw so much potential only to have it squandered. I also found it very much a letdown from F3 and NV prologue/introductions. F3 you saw your character born and develop a relationship with his father before taking control and going on his quest. NV albeit shorter, a bit gimicky, and less immersive than F3 at least gave your character considerable motivation in the form of revenge and/or curiosity in regards to why you were targeted. Here I didn't even really care when my wife was shot and barely that the child was taken. Its not like I had more than 10 mins and a few lines of conversation to get to know them. Even though this is a reverse of the F3 story line to some degree I saw so much potential here for a good start.
I would have loved to see a character who spent the first hour or so in a prologue of the past (skippable if desired). Give us ingame time to know and like the the world before the bombs fell, having a loving wife (complete with intimate moments), son (who you can take the time to care for, bond with, and watch grow a little), job (spend a short time in the office just to introduce the normality of life), friend/neighbor (more of same). Give the primary characters world some real meat before you rip it all away and show exactly how much he has lost and the lone thing he has remaining find... or doesn't have depending on how you approach this new world after all. I even thought more time spent in the vault before/after your unfreezing would have been nice, even better make it almost as traumatic as the bombs falling for him. Have the staff waking up the cryo prisoners periodically for "testing". Including watching the wife/son potentially being subjected and even provide interactivity such as breaking loose and making trouble. Definitely a more explorable vault shouldn't have been an issue. Anyway as I sad, I cared way more about previous characters prologues and motivations than I did here.
-Combat/Character building
Overall combat feel and fluidity was overall improved. Not sure I'd have sacrificed as much for this as it seems was lost in the rpg elements. I also feel it was overly geared for consoles as usual. Throwing is clunky especially, I also am not a left hander so a selection of throwing arms would be nice. It would also be nice if not every enemy npc was an all pro athlete when it comes to throwing and hitting me in the face a mile away. I can only shoot so many out of the air. Also default tap for melee attack/hold for throw is just bad. Running tied to ap and vats slowtime instead of stop is I think an improvement, albeit a perk option to change it to old school stop may not go awry for some. Vats could use some tweaking though as it doesn't always account for obstructions when calculating to hit and a perk to help that is not a real fix. Why ammo types/improvements from NV was not included is a puzzler. I also liked the numbered skill system and the semi-limited Special stats in previous titles. I could get used to the perk system implemented now, but I don't think it was an upgrade, moders may beable to do something more with it hopefully. I also think letting people max out all the special stats now through perks detracts from replay ability. Same could be said of the stat improving aids/equipment too though, but considering how limited our dialog options are in this game its almost a moot point.
I am divided on whether I like the change to power armor or not. Making it a limited resource has potential, but at present I have found plenty of fusion cores to use it in any and every major engagement, making it just a hassle to go get it and maximize my fusion core use so I'm not using it outside of combat or while simply exploring. I also think the armor durability related to power armor has potential but could have been better implemented. I think 3 tiers of armor like there semi is now could work. I'd have made clothing itself more of a cosmetic selection for roleplay and little to no armor/resistance value, actual armor that does have durability and works the same as the power armor variety currently with near complete damage absorption until durability is gone, and the power armor variety that is only slightly stronger in durability than basic armor (which is unwareable with power armor) but also with mild durability regeneration properties to encourage more tactical combat while wearing as opposed to simply kill em fast to save power. I would also further increase power armors melee abilities even for non-melee characters.
-Crafting
The crafting in the game is semi-interesting. More often than not though I've found it kinda basic. If a gun svcks, crafting it into usability is costly and simply waiting for a better gun with better unmodded stopping power is usually the wiser course before modding. I do like the amount of mod points and types at least, but the basic initial damage is still too paramount in determining if a gun is worth moding in the first place and craftable ammo and ammo types should be expected. Mods can likely rescue this but are you so pressed for time you couldn't have had it at release?
-Settlements I thought the interface was clunky, again due to console port, but useable. Chasing people down to assign jobs was bad. An overview of your settlements would be nice. Allowing for a single central settlement choice by not having unmoveable settlers would also be nice. At present you can have a single primary and just more or less ignore outlying settlments but i digress. I also would like more to have been done to flesh out settlements defences and jobs. At present It just seems shallow. I can do so much with crafting, but so little with watching settlers take their own initiative to expand. I also have yet to see an attack on any settlement, so I suppose I've kept the defences too high, but more expansion on this front would be welcome. A menu to allocate settlers to tasks and equipment would be a godsend as well. Heck I'd be happy enough if they even just picked the best of what they could find and use from the stash of weapons/equipment in the storage to use unless I override their choice. Of course then we would need a personal stash they can't raid.
Anyway, I'm tired and could likely go on for pages more, but I think the jack of all trades/streamline/minimalist/lazy dialog approach for fallout 4 is a disservice to everyone, the ui especially for the pc players. You should only be allowed to lean on moders for so much. I do assume there is plenty your holding back to extort in the form of dlc, but that would require another several pages on greed to address. The terrible part is I wouldn't mind paying if I got what I expected even from the previous titles. Perhaps Bethesda and Origin collaborated this year to lower gamer future expectations by delivering inferior products to your previous successes? I don't buy all the hype, but I expected more based on previous experiences from these brand names.