Some of you may of already read this as I posted it by itself without seeing this thread. So i've moved it over.
I absolutely adore this game, I've spent a lot of time playing it and came up with a list that the developers should consider for their future patches. Tell me what you guys think and lets get the game shaped into something perfect!
Bugs
- Companions dying mid-fight then not getting back up with no option to stim pack them
- Running into strange shaped objects can kill the player. This happened to me on a blue truck where I ran into the corner for the back and instantly fell over.
- Rocket Launcher wielding bad guys enjoy firing rockets even if you're in front of them
- My companion carry weight isn't displayed and appears bugged sometimes. When I'm transferring items between me and them, I'll take them all then try to put them all back on and suddenly they can't hold the same amount of items. This isn't helped by the fact they enjoy picking up very heavy items like heavy weapons.
- Companions enjoy grabbing ammo/stim packs but I never see them use traps
- Map icon hover magnet needs weakening to allow players to select the right destination/place marker. E.G between good neighbor, postal square and faneuil hall is a spot that isn't selectable because the cursor is selecting the destinations nearest.
- For me personally, I've been getting an instant CTD between the C.I.T Ruins and Greenetech Genetics that crashes me the moment I enter any cell in between.
Ideas (buffs/changes)
- Brighten the Lighting for Settlements. I find you have to plaster your settlement with lights just to get a decent glow.
- Automatic weapon ammo needs a minor tweak, I find myself favouring single shot purely because my ammo runs out too quickly due to lack of damage (firing way more to deal similar damage)/inaccuracy. Until you have perk 3/4 of scavanger to get more ammo from containers, I don't see them being viable.
- Would like to see a tweak to difficulty levels, larger amounts of enemy spawns, increased inventory for enemies, (more grenades, slightly better equipment, stimpacks etc...), highly likely to hide when you're aiming at them (they seem to do this now, but always end up poking their face out eventually)
- Crafting EXP could use a boost, the cost:exp gain isn't too balanced. I recently created around 50+ items and got about 1/4 of a level, after I was clean out in terms of resources.
- Flamer needs a huge buff, I was really excited to try it, I fully upgraded it and the damage done seemed extremely lacking. Found myself dying quicker then the damage I was doing to take effect. VATs with the flamer seems utterly pointless, as does the crit function.
- Possibly a much requested feature, but I've blown myself up many times throwing grenades rather than meleeing the enemy in front of me. The buttons need to be tweaked.
- Although mod programs have appeared allowing in-depth tweaking. FOV slider should be ready in the options (this was one thing I had to change after 30 minutes of gameplay).
- I'm finding it difficult to "romance" some companions due to my play style. Some people don't like it when I steal making it a really slow process for myself as I don't want to be forced into a specific play style just to please them.
- Build mode could use a no-clip feature to allow precise placement of objects. I don't like floating objects personally.
- Radio needs a feature to allow it to randomise itself at set intervals/after show is over (to prevent repeat)
- Would like to see stronger versions of the molotov as later levels they become way less useful.
Perk Buffs
- Life Giver is very lacking. My current character has 2 endurance making 60hp a 33% increase in health + small regen for 3 perk points. Higher level players will find it even less useful.
- Lead Belly, Aquaboy/girl, Rad Resistance, Ghoulish and Solar powered are all geared towards radiation. If you max solar powered or ghoulish, the rest aren't really neccessary.
- Basher, if I'm using guns primarily, why would I ever need this perk? The same goes for, if I've got my gun and someone is close and I'm full melee, why ain't I swapping to my melee weapon? I feel like this perk is extremely niche, on higher difficulties you wouldn't dream of hitting someone with your gun, you'd shoot them or run off.
- Strong back is pretty weak. Two levels is another way of saying 5 strength whilst other perks offer a lot more such as concentrated fire offering up to 6-10 perception depending on the AP spent, then the last two levels
- Charisma track has 3 independent conversion perks that let you pacify each individual enemy. I think this should be condensed into one really and make room for new perk options. Level 1: You can do animals w/pacify. Level 2: Creatures w/incite to attack. Level 3: Humans w/Specific Orders. Level 4 (new): Any successful conversion gives them a buff until combat is finished (then they die automatically?)
Suggestions (new concepts)
- Allow the player to reconcile with villages he's upset by stealing/attacking by accident. I've had whole towns chase me out with their guns and pitch forks because I accidental picked up an item. I've read that sleeping for 24 hours can fix this, but I would of rather turned to them like in Oblivion and surrender.
- Extra traps. I've seen a mini nuke mine which you cannot currently craft. Would like to see a fire focused mine (similar to a Molotov). Some form of kinetic mine which blows everything around it over, would be useful for knocking people down for escape, initiation purposes, knock them into deadly objects (lava/high falls) or grouping enemies with well placed traps to "bat them" over where you need them.]
- Grenade launchers would be good. Whether or not it's a stand alone item or upgrades onto assault rifles.
- Air Metre for when you're underwater! This could use AP.
Opinion
- I find sneaking around early game extremely difficult.
- I think the Luck/Agility side of the Perk tree is by far the strongest and most useful due to the synergy with damage. E.g. Sandman 50% Sneak Damage, Bloody Mess 15%, Commando/Gunslinger 100%, Better Crit 250%, Ninja 350%, Gun-Fu 25% to 2nd target, 50% 3rd, Crit 4th all adds up to 790%-1040% (if 4th target) more damage from just 1 attack. A sniper could do 60 damage, +790% more damage on the sneak attack allowing them to deal 474 damage with 1 shot before they've even started the fight which is nearly the same amount as a fat man. No other perk tree has this power to do this. All these skills are available from the start of the game with 10 luck / 10 agility too.
Thank you very much for making this game and putting so much hard work. I hope the time I've spent creating this list has helped you guys too understand what I think needs changing as a long term fan of the series. (from 1-4 inc, Brotherhood of Steel/Tactics)