my list of things I want in Fo4
-Being able to hack computers/lockpick, regardless of skill level, but having both mini-games re-worked to be far harder without a high skill as a result. Not being able to hack/lockpick because your skill isn't X level is dumb, and [censored] just doesn't work that way.
-Related to the above, have a safe's lockpick level be the same as the hacking level of the computer that unlocks it. I found it nice that that pretty much every locked item has some computer you can use to unlock it, to give science players their fair shot, but the lockpick skill needed to unlock the safe, and the hacking skill needed for the computer, while normally the same, often were radically different for no apparent reason.
-Significantly more reactive NPCs. Dragonborn was a good step in the right direction, with Raven Rock, Neloth, and the Skall, actually reacting to stuff you did in a noticeable way. Keep going on that path.
-More active NPCs/companions. Fo3/NV suffered a lot from "NPCs just stand around and do nothing" syndrome, and Skyrim's inclusion of many activities for NPCs to do made the world feel tons more alive. In addition to this, give companions Serana's sandbox package, so they can do something other then just stand in one place while they wait for you.
-Better boss fights. I know Fallout isn't exactly a good setting for boss fights, but things like the Lanius/Ulysses/Elijah boss fight were really crap, and just amounted to "shoot em till they are dead". Dawnguard and Dragonborn added in several multi-stage boss fights that were far more fun, and while I am not 100% sure how to do the same in Fallout, an attempt would be nice.
-Make alternate speech checks, that actually use the speech skill, for every speech check that doesn't use speech. it's kinda dumb that you can't use the speech skill to BS people into thinking you know about dynamite, yet you can make the most dedicated zealot of any cause stand down from the fight his entire order is depending on.
-Less generic, no-name, NPCs. I don't want to see 30 "megaton settlers" or "freeside thugs" in Fo4. Making tons of generic, no-name, NPCs does not make cities feel more real, It doesn't work in GTA, and it especially doesn't work in Fallout.
-If you're gonna do faction armor, at least have it make some sense. Make to where if you have a high rep with a faction, wearing an armor of their enemy won't cause them to shoot on sight, because your famous enough that they recognize you.
-Same as faction armor, if you are going to have faction reputation, at least make it work in a logical way. Killing three guys in the middle of the wasteland shouldn't cause me to lose rep with a faction, because no one was around to see me do it. On top of that, most quests shouldn't just automatically alter faction rep for simply beating them, unless someone actually saw you do what you did.
-Less +% damage perks. Really, way too many perks in NV were just crappy +% perks, and were pointless because you already did way to much damage anyways.
-Less railroading. Both Fo3, and NV, had tons of railroading, Fo3 in its MQ design, and NV in its world design, and neither of them were beneficial to the game.
-Have stuff make more sense. Really Bethesda, Morrowind, Oblivion, and Skyrim, had tons of stuff in them that made the world believable/realistic, with farms, mines, mills, etc. etc., to support the world economy, why Fallout 3 lacked these in large numbers, though I don't think its anywhere near as bad as many people try to make it out to be, is beyond me.
-Have some sort of jail. Seriously, the whole "you stole a burnt book from me, so now I am gonna try to murder your face" type of wasteland justice is stupid.
-Clean up ash piles, seriously, it's so annoying.
-NPCs that actually surrender when they say they are.
-% based speech checks to more accurately represent the dynamics of speech.
-Fix the "protected" NPC status from Skyrim, and use it instead of the "essential" status, so that we can actually kill every NPC if we want.
-Merge barter and speech. As it stands now, both skills kinda svck, and considering being able to convince people to buy something at X price, is a part of speech, merging the two makes more sense, and makes the new combined skill far more valuable.
-More interaction between towns, both Fallout 3 and NV didn't really have town to town interaction, beyond NPCs in one town saying "yep thar be a town over yonder". Even if it's something just like "yeah, we need to get a group together to go over to X town in order to trade the stuff we have here, but they dont have over there, for stuff they have, that we dont". Even if it's just some superficial acknowledgement that towns need each other for stuff to survive would be nice.
-As everyone can agree, no more giant Enclave/Super Mutant forces. They are dead, or largely dead, let them stay as remnants, or Jacobstown. It's not something I am too worried about, since Bethesda effectively killed both factions off in Fo3 already, but still.
-More enemies with alternate means of dealing with them/weak points. Robots have their combat inhibitor, and ants have their antenna, both of which causes them to go crazy when shot, and Mirelurks have a hard shell that reduces damage to anywhere but their small face. More enemies like these with special gimmick would make combat more exciting.
-Ability to shoot more types of explosives when enemy NPCs are holding them. Its cool that we can shoot grenades in peoples hand, causing them to explode, expand that to flamers, missile launchers, and fatmans.