Fallout 4 improvements

Post » Fri Nov 27, 2015 7:33 pm

1. No level cap so players always have something to work towards...add a special point every five levels...whats the point in playing if your are not getting any stronger....some people are just here for the gameplay aspect and want a big open world and don't want to roleplay...just get stronger get better loot etc....also no level cap for companions.
2. implants, cybernetics, genetic enhancements, heat vision, night vision, zoom, see through walls, etc....especially considering the area this game takes place
3. A sim where you are brought to a randomly generated area and when you explore and kill everything you wake up and receive something from an automated vault, or instead your character goes on a caravan run and is brought to a randomly generated area and you are given something.
4. Melee combos, sidestepping like bloodborne, up, down, left, right, tackling, bullet time, and the ability to slide
5. better sneaking like the ability to tell how much noise your making and see if you can one hit kill an enemy plus animations....also add the ability to call out one A.I. unless another is nearby a give a second delay that it will count as a sneak attack....also add the ability to throw rocks to distract, protect, etc
6. healing, healing limbs, losing rads, and get over addiction over a period of days/weeks......also add the ability to craft something to get over addiction
7. leaning like wolfenstein, prone, leaping out of explosions, into cover, etc.....also add bullet time and have it use action points...also no sticky based cover
8. interesting perks that use action points
9. Companion loyalty.....if your character has a low loyalty rating then if you go headfirst into a raider camp they will call you crazy and run away....also add interesting backstories for them....maybe also romance?.....they should also comment on what your doing and where you are....if you have more than one companion then have them talk to each other
10. destructible environments, shooting through walls.
11. New game+ without locking anything out to start with
12. Notes items and other things left behind by previous fallout player characters from the other fallout games
13. Gained perks being gained without killing non hostile/important npcs....also give us the same quest perks at the end of the quest no matter what choice we make so I don't end up with a weapon I don't want and a perk I missed out on...I don't mind missing out on caps....I just don't want to miss out on something interesting...it should at least tell us what we will get...im ok with missing out on a special weapon as long as it lets us choose.....perks should always be awarded when a quest has a perk...also I want our choices to matter in the story.
14. both types of damage resistance
15. The ability to turn off player character voice in case someone has a problem with it (I don't but someone else might) and add the ability to customize your hud
16. Slowed vats and time stopped vats being an option
17. implants and genetic enhancement for your companions and your dog
18. some randomized quests that are interesting
19. Console commands on xbox one and ps4
20. Add a hardcoe Human+/transhumanist faction or something....its a nice change of pace and makes sense for the area
21. Customize vertibird
22. support factions through your towns
23. The ability to protect yourself underwater
24. Keep hardcoe mode
25. variations on weapon mods that are better then a previous iteration of the weapon mod....for example one silencer might be made out of cheap metal while another is better quality.
26. Randomly generated enemy size, color, and texture kind of like marts mutant mod for fallout 3
27. If endurance gives more hp every level then make it so that if I upgrade my endurance it gives me all the hp it would have given me as if I had it that way sense level one....same thing with intelligence if we have skills.
28. The ability to create your own chems and your own effects for the chems
Ill add more as I think of them....besides I want to see what you guys think....tell me which you think are more important and less important....rate them..
Here's my must haves
#1
#2
#3
#4
#5
#6
#7
#11
#13
#23
#26
#27
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NIloufar Emporio
 
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Post » Fri Nov 27, 2015 2:15 pm

Sure thing no problem, we'll get right on that.

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Kat Lehmann
 
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Post » Fri Nov 27, 2015 5:14 pm

The Wishlist game is on point with this one.
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NEGRO
 
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Post » Fri Nov 27, 2015 11:13 pm

Gahhh. :yuck:

I can't imagine that the game should be designed to care whether the player likes or dislikes, but I do hope that the game's choices come with weight, and always affect the outcome. Bioware [quite rightly IMO] got flack for having meandering dialog choices that ultimately lead to the same outcome regardless of path. I hope FO4 does not follow that same playbook with their conversation design, and that FO4 does have a few conversation and action granted perks and gifts of equipment... but not regardless of choice; and certainly the option of no gift at all, depending on the choices made.
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Eric Hayes
 
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Post » Fri Nov 27, 2015 10:55 pm

The game is basically finished, but sure, why not, IMPLEMENT EVERYTHING.

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Richard
 
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Post » Fri Nov 27, 2015 2:14 pm

You know these were just suggestions on things they could do not have to do and certainly not when the game is almost done just maybe added with dlc...besides I mostly just want to hear your guys opinions about these things.

On a side note I can't help but read that comment in JC Denton's voice.

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Arnold Wet
 
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Post » Fri Nov 27, 2015 1:13 pm

Again im not saying add all this now just something to think about for future games and dlc.....plus I want to hear what you guys think about the list.

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Theodore Walling
 
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Post » Sat Nov 28, 2015 1:58 am

Well, I can tell you things I wouldn't like from that list:

The whole #3, too gamey

#4 maaaaybe, but rather no. It's still supposed to be an RPG, not an action game. That melee combat system requires a lot of work

Animations from #5, timewaster that gets old very quickly

#8... active skills? There already is that clickable critical bullcrap, please no more :P

#12 isn't really possible, different area

#27, nope, abusable. No reason to start with high endurance/intelligence when you can just catch up later

sidenote: there's a difference between your and you're :P

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Charles Mckinna
 
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Post » Fri Nov 27, 2015 10:03 pm

I have no idea what #3 entails.

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Life long Observer
 
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Post » Sat Nov 28, 2015 1:49 am

They did this in Planescape as a parody of RPG cliché.

In FO3, it would entail a new world or interior space. I'm not really sure offhand if you can script tile placements to randomly script a location procedurally without an engine change... I cannot help but think that it would play like 'Serious Sam' though; straight through to the end ~each time.
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Julie Serebrekoff
 
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Post » Fri Nov 27, 2015 10:05 pm

Dont agree with 13.
The whole point of choice and consequence is that you take one story route and benefit from its bonuses. The replicated man for example; "oh do i be evil and turn in this innocent robot for advanced technology or do i instead be good and help him so i get an upgraded plasma rifle?" is a great mechanic in games. If both option had the same rewards i genuinely wouldn't see much of a difference to the side i decided to take aside from a few lines of speech.
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Miragel Ginza
 
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Post » Fri Nov 27, 2015 11:24 pm

#28 We should be able to alter laser based weaponry so that they shoot rainbows.

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Jon O
 
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Post » Fri Nov 27, 2015 8:25 pm


I would pay many bottlecaps for that mod. The ash pile could be glitter.
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Ashley Campos
 
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