Little things that annoy you

Post » Mon Jan 18, 2016 5:44 pm

I've had a problem where tab doesn't work (seems to be because of steam overlay usage) but that's fixed by alt-tabing the game. Another is just some visual bugs that usually fix themselves out like sometimes smoke from the jetpack doesn't leave the screen and other times my pip-boy disappears but those are easy to fix as well.
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Kitana Lucas
 
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Joined: Sat Aug 12, 2006 1:24 pm

Post » Tue Jan 19, 2016 1:49 am


This pretty much... Settlements getting razed if you don't personally defend them even when their defense rating is stupidly high is absurd.

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Jon O
 
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Post » Mon Jan 18, 2016 11:50 pm


Oh christ no, settlements can't even handle 50 settlers but 50 enemies?! That would be insane and a never ending annoyance. I don't want to have to continually fighting entire armies every time a raiding squad tries to attack one of my settlements.
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sally R
 
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Post » Mon Jan 18, 2016 5:36 pm

Settlement failed quest pop-up notification when I didn't even take one.

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Aliish Sheldonn
 
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Post » Tue Jan 19, 2016 5:15 am


Listening to freedom radio (or spending time in Castle) will have a random chance of giving you a quest to defend a settlement.
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xxLindsAffec
 
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Post » Mon Jan 18, 2016 5:49 pm



I just think it should scale or actually defend my settlement not call me over for a few supermutants that my supped up villagers could handle let alone turrents and traps I've placed
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Myles
 
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Post » Mon Jan 18, 2016 10:51 pm

Wrong thread. Lol
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Emma Louise Adams
 
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Post » Mon Jan 18, 2016 4:02 pm

Just found a huge hole in the main quest line that really bugs me :ahhh:



Not sure how to do the spoiler tags so I can't go in to detail.



But, here goes. Memory Den portion that has radio playing in background reveals the time frame is WAY out of wack! Had to go back to first play through save to confirm this discrepancy :facepalm: OMG Bethesda!

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Jade Barnes-Mackey
 
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Post » Tue Jan 19, 2016 7:17 am

the biggest little thing that annoys me is that there is no adjustable zoom level on rifle scopes making a long range sniper rifle complete useless in close range , forcing you to carry extra weapons which means less junk to loot and mostlikely another ammo tupe

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JERMAINE VIDAURRI
 
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Post » Tue Jan 19, 2016 1:24 am

When, since vats has movement, you select an enemy and then they die at the hand of an NPC before you lock in your shots, and you get stuck in this weird vats-ing no one mode, leaving you open for other enemies' shots.
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asako
 
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Post » Tue Jan 19, 2016 4:29 am


Forgotten about them, I think the Dr. was the first of all three I met, so she just stuck in my head. I also think theres a brit somewhere, not the Mr. Handys. But it still seems very weird, and I dont think accents work like that :P

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Tanika O'Connell
 
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Post » Tue Jan 19, 2016 3:16 am

Little things that annoy me. Here's my top 5 (in no particular order)



1. Walking speed when following someone. Why do I always walk much faster?



2. Settlement alert/attack system. Seems buggy and I don't like the pop-up alerts.



3. Respawning corpses. Why is that even a thing?



4. Companions moving directly in front of me when trying to sneak or take a shot. - It would be nice if I were able to have my companion wait somewhere and select an amount of time for them to wait. I think selecting increments of 10 seconds up to a minute would be nice.



5. Preston's never ending "and as usual, I've got something a bit different for you" :bonk:




Other than that - I Love this Game! :clap:

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Claire Lynham
 
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Post » Tue Jan 19, 2016 7:41 am

-When you have the perfect head shot line up and bae walks behind an obstruction.


-Your action points run out while lining up a perfect sniper shot.


-Bloatflies and their NBA level juking.


-Settlement attacked...every last one of them has a rocket launcher.


-Sanctuary wanting me to take care of ghouls 50 miles away, because someone caught wind of rotting flesh on the wind and got a little scared.


-Abernathy Farm not having a backbone to deal with Raiders even though I personally kitted them up like Fort Knox.


-Yes, Vault Tec Guy, we ARE prepared for the future...Now, what will you give me for these drugs?

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Betsy Humpledink
 
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Post » Mon Jan 18, 2016 11:20 pm

Crashes.



Companions complain about me picking up stuffs. Danse "If you keep hauling that garbage, you're gonna slow us down", put a sock in your pretty face, Danse, I need to build more water purifiers.

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Steven Nicholson
 
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Post » Tue Jan 19, 2016 6:42 am

-The Minutemen


-The Minutemen Quests.


-Preston


-Settlers


-Ghouls attack speed.


-Sanctuary hills and everyone in it.



More coming soon.... :P

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mollypop
 
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Post » Tue Jan 19, 2016 4:44 am

Talk to preston for the first time in sanctuary and tell him about your son. The options are (more or less):


A) Did you see some men running with a baby?

B ) My son was kidnaped

C) I dont want to talk about that

D) The Institute take my son from me


Oh really? Really Bethesda? The Institute? Thats cute, I supose that my SS is omniscient, right?
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Jon O
 
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Post » Tue Jan 19, 2016 6:06 am

MIne is. All bow before the All Mighty Melinda! I said BOW B******!!!!!!

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Soph
 
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Post » Tue Jan 19, 2016 8:05 am

"Gubment took my baby!"
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Josh Trembly
 
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Post » Tue Jan 19, 2016 7:01 am

1) Forced companions that stand crowding my space so much that the pickpocket window keeps appearing


2) People that want me to follow them but they walk faster than me


3) Enemies that run through the ENTIRE battlefield just to get to me

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Charlotte Buckley
 
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Joined: Fri Oct 27, 2006 11:29 am

Post » Mon Jan 18, 2016 6:54 pm

-Please don't tell me that I have to go and kill raiders AGAIN. Alright, just this once.

-It's raining and I'm wet. I'm inside my hi-tech condo.

-Footstep sounds are inconsistent, ranging from silence to being loud. I miss the Skyrim mod which fixed that.

-Hey, raider, let him go and maybe I won't kill your entire gang. No? Well, you blew your only chance at living.

-Well, I think that's all of the raiders. I...

"What, who's there?"

There are three types of raiders in the world. Those who are stupid and those who can't count.

-So, you're saying I can't talk my way out of this?

-Every step I walk, I end up at a battlefield.

-Lockpicking's menu is invisible? Screw it, I'll console it open and RP that I kicked the door open.
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Danny Blight
 
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Joined: Wed Jun 27, 2007 11:30 am

Post » Tue Jan 19, 2016 2:38 am

Ran in to one at Corvega last night that I thought was amusing. A talking spotlight!



It kept saying: "Is somebody there?"... and then, as soon as I past it by "I must be hearing things." In this whiny female voice.



I kept searching for the raider since I though I'd missed one until I realized that it was the spotlight. Once I shot it out, the voices in my head stopped.

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Johanna Van Drunick
 
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Post » Mon Jan 18, 2016 6:10 pm

There's a damn lot of holes in the level geometry. I can see ether in almost every dungeon :eek:
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Brandi Norton
 
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Post » Mon Jan 18, 2016 7:31 pm

The fact we have no inline door frames. You are either stuck with the junk fence, or a door frame that only snaps to the outside of floors. How hard is it to have a plain wall with a door frame in it?

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Emilie Joseph
 
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Post » Tue Jan 19, 2016 7:04 am

  • SS thumping the pipboy every ten seconds if I have to set the controller down, to remind me that Bethesda products are more important than ANYTHING else in the real world. Seriously, what is this design feature even intended to do, exactly? Remind me to hit 'pause'?


  • Terrible implementation of faux-surround stereo sound. Try this game on XB1 with headphones and you're in for a real sonic treat as sounds cut off completely from left to right rather than becoming louder or quieter.


  • SS is ALWAYS YELLING in comparison to everyone else that may be talking in the world outside of scripted dialog trees. Except for people who want to kill him...those can be heard clearly at almost any distance. If I turn the sound up enough to hear NPC dialog I run the risk of blowing out my eardrums when the PC has a line.


  • WHY AM I YELLING AT THE DOG WHILE SNEAKING?


  • HIYAH! WHY AM I YELLING WHEN I BASH WHILE SNEAKING?


  • Can't break down a modded item into just a stack of mods without a paying a scrap cost.


  • A faction-specific paranoiac junkie whose combat experience appears to be restricted to smashing invisible skinbugs is the *only* person in the world who has discovered that ballistic fiber actually has an intended use, but he can't teach you how to use it properly to armor anything you'd actually want to use in battle. If you need 220 ballistic and energy defense while wearing only a red dress and an ugly hat, he's your man, but he's too stupid to design retaining straps into a sensor package intended to sit in a windy area full of respawning mobs. Or to add armor to armor.


  • Science allows you to build a recon scope and duct-tape it to a pipe rifle. But you need MOAR Science to build an identical Recon scope for a hunting rifle. Even more for a laser rifle. Because Science.


  • My SS is stronger than his power armor.


  • Whoever thought PA fusion cores should be both functionally impossible to replace in battle, and totally unarmored, needs to put down the "compelling visual design" crack pipe. The PA-vehicle idea is a huge step up from previous games IMO, but it was mechanically conceived and technically executed without even a token nod towards common sense.


  • The PA HUD isn't part of the helmet. What is it part of, exactly?


  • Why can't the we sell PA frames?


  • Why can't we open PA frames with corpses in them?


  • The SS can only paint metal armor, and only one (nonsensical) color, and it doesn't require any actual paint. But I can't use this can of "Blood" Paint on anything, even though I have a paintbrush.


  • Basing the PA jet pack burn time on action points is utterly daft. Why doesn't it run on a separate fusion core?


  • Quad-Barrel missile launchers can only have one stabilizer.


  • There are only a handful of clothing choices that include backpacks, and none of them are viable choices for play without exploits or mods.


  • You can't bash in VATS?


  • Legendary status is a transferable mod for some weapons, but not for others, and not for armor (that I've seen).


  • Settlement building is addictive, but ultimately hollow and needlessly restricted without taking advantage of exploits on X1 or PS4. If it's all intended to be pointless dollhousing, fine, it's still fun, but in that case let us build *everything* the devs can build. If there's going to be a meta-game where what we build matters in any long term sense, then take the building system seriously and give us a tutorial and let us build a help terminal, and then start throwing those issues of Picket Fences at us thick and fast. If I want meat bags hanging from repaired lamp posts, let me build them. If I want flag poles, pony up. Right now It's not worth building settlements from an in-game perspective, since they're basically just strategically ridiculous places to house the mentally ill population of the Commonwealth that can't care for themselves, or to stick artillery, and half the time that doesn't even fire when you call for it. As an RP tool they're half a good start, but maddeningly unfinished and clunky. If this is supposed to be the elder-game, it's pretty anemic. These settlers are a bunch of cowardly, repetitive ungrateful idiots, no matter how well you equip them, house them, support them, or interact with them. I'd rather live with raiders. At least they have interesting conversations occasionally, and they have the sense to live indoors most of the time.


  • Enemy spawn points *within* settlements are an irretrievably stupid idea.


  • Enemy spawn and patrol points within locations never vary.


  • Enemies can crawl through windows and gaps but players and companions can't. Are you saying we're fat, stupid, or arthritic?


  • Grenade bouquets, and traps generally. Why can't we make these outside settlements?


  • Settler AI, pathing, combat, whining. Everybody knows this is terrible, so I won't belabor it.


  • Companion AI still svcks, frankly. Lots of individual little behaviors that add up to a big mess. No companion AI should ever stop in a doorway unless you explicitly tell it to go there. No companion should be in front of you while sneaking, unless you define that behavior. No companion should start a fight while hidden. No companion (or PC, for that matter) should stand around indefinitely if there's a chair available, or a floor to sit on, or a door to guard. But that's just my opinion, right? You defined a bunch of rules for them to follow and then hid them from us. So we're stuck with what your design team decided was ideal. Bluntly, they were wrong a lot of the time. Their opinions of how Dogmeat or Paladin Danse should behave are not welcome 'round these parts. I like to imagine that the poor player experience is a result of developers drunk at work and singing sea shanties instead of designing stupendously large if/then flowcharts, but it was probably something boring to do with schedules and too few hours dedicated to play-testing the alternative behavior sets that companions could have been saddled with.


  • Enemy alert and combat behavior is still idiotic. Again, this is a collection of little design decisions that individually svck (but are accepted by players and designers across genres), and collectively result in enemies that couldn't possibly have survived long enough to meet our character so that we could then kill them. No bot should go back to leaning against a wall and whinging about his Jet addiction while he is standing shin-deep in a puddle consisting of what was, until a few moments ago, his bosom buddy. No bot should die with consumables left unused if they have time in combat to use them. No alert bot should stick her head out into the line of fire rather than leave a post and come back to flank the player. If I'm setting off landmines indoors under a floodlight, no amount of stealth should coerce a pack of gunners to go on about their business until they have searched the *entire* area. Catering to player and industry expectations for mind-numbingly simple combat mechanics and too-stupid-to-survive-the game-world mobiles is still a bankable prospect, but it's getting old, and the age shows more as the other facets of these game worlds improve in quality. Whichever company has the guts to challenge the status quo and design something other than Artificial Stupidity (and then license it) is going to make a killing. No pun intended. Yes people will say the game is too hard if the enemies are something other than knuckle-draggingly dimwitted. You can direct those people to the difficulty setting. If your enemies are anything like a challenge, then "Easy" and "Very Easy" can be replaced with "Stupid" and "Very Stupid" (where we're at now is a good reference point for Very Stupid). With proper scalar behavioral design, every enemy should have the equivalent of SPECIAL scores...and those number should radically influence how hard they are to *hit*, by influencing how, where, and when they will move when alerted, how much they will cooperate, and how willing they are to flee and regroup. Right now it's all about how hard they are to *kill* as individuals, which is just about armor stats and arbitrary multipliers, and that's a pale substitute wearing very thin. Glowing Bloated Albino Alpha Matriarch Deathclaw Survivalists with obvious spawn points and no-follow aggro ranges are a symptom of risk-averse game design and big flashing sign of imaginative or leadership failure. Do better, gamesas. AI is hard, I know. If you folks would just do it right once, make it modular and (community) extensible, code mobiles as though they are team members whose mechanical stats relate to and influence each other behaviorally instead of treating them as isolated popup targets sharing a flophouse, and make a commitment to use that system across games and support it for the next ten years, the development effort would more than pay for itself in the long run. I'll bet my season pass that you can do it if you try.

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Susan
 
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Post » Mon Jan 18, 2016 9:34 pm

The fact you are annoyed that your avatar starts thumping your pipboy when you leave the game untouched for a while sends up red flags for me.



Are you really that petty? Do you not get it is meant to be a joke? Are you seriously so irritable that you cannot play along with such a joke?



Several of your other points are valid in my eyes, but that opening one kinda turned me against your cause.



I did particularly like your final point about "Knuckle Dragging" enemies. I agree, once you initiate combat in a cell, they should all pretty much go into "alert tactical mode" (well sentient bots like raiders, maybe even Super Mutants not so much Mirelurks or ghouls necessarily). Thing is, I have never programmed this kind of "behavior" and I have never seen anything different in any other comparable game. I have no idea how difficult it would be to make the AI in such situations behave more "intelligently."

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Alex Vincent
 
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