Little things that annoy you

Post » Mon Jan 18, 2016 8:22 pm

exactly... just hatched 5 seconds ago and can already sprint, dodge, jump to the point they are almost un-hitable outside vats or full auto....annoying as hell

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Sarah Unwin
 
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Post » Tue Jan 19, 2016 1:14 am

Yes, I get it. Yes, it was clever the first few times, in the first game that implemented the idea. After that it was a clever reference. Speaking only for myself, I'm several years past appreciating it as a novelty, as it contributes nothing to the interface between the myself and the game, imparts no information, and encourages me to take no action other than pause the game when I've already done that by opening the pip boy.


How many times is the same one-line gag funny?






Are you really that petty? :wink_smile:

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Calum Campbell
 
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Post » Mon Jan 18, 2016 11:29 pm

At least it's better than in other games where the player character will literally shout at you (the player) demanding that you pick up the controller and keep playing. I can live with Sole Survivor thumping on his/her pipboy.
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James Potter
 
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Post » Tue Jan 19, 2016 4:47 am

Interface elements that serve no purpose other than ticking a box on the "genre cliches" worksheet just irk me. No need to talk me down off the ledge or anything. I can live with it too. It's just a little thing that annoys me, not an existential crisis that will determine my very fate.


To get back to that theme of annoying little things:


  • Pulling the fusion core in a building doesn't turn out all the lights.


  • You can't build fusion core generators for your settlements


  • "Clear the X from Y" missions that can be accomplished by killing one specific enemy visible from the front door, without actually "clearing" anything. Boston Mayoral Shelter is the worst offender, imo. Radiant questing needs an update.


  • Not being able to climb up through the elevator hatch to ambush enemies.

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James Rhead
 
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Post » Mon Jan 18, 2016 11:57 pm

That it's impossible to clean a settlement, or repair the shoddy structures. (Nah, I'm not going to bother fixing the giant holes in my roof, or sweep the skeleton out of my bedroom.) Also, that every settler in a settlement will aggro every enemy that comes through. I have heavily armed guards stationed around the perimeter of the town for a reason. I don't want my shopkeepers charging into a fight.... If I'm being honest, the settlement feature in general just needs to be overhauled. It's something that I really want to be good and it just isn't.



The "Miscellaneous" tab of the inventory is a mess. Why are folders a thing? Was paper supposed to be a crafting ingredient at one point?



Why can't I loot/sell power armor frames?



Why can't I harvest mods off of weapons without having to pay for a different mod to replace the one I'm taking?

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Tarka
 
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Post » Tue Jan 19, 2016 12:38 am

you do realize most categories have a basic mod structure. Example you want that suppressor off a gun? then simply remove it by selecting the option of none. Same with mods on armors. you can remove them. I have.



The minor things that bug me are as follows.



1. No visible weapons on my person. When I sheath my sword or holster my gun, I should be able to see it. Now I know someone is going to say "but then it would glitch through certain armors." to which I say "what evs" I'd rather see my weapon then it vanish.



2. What is the point of putting baseball statues or lion statues around my settlements? If I can't ride a motorcycle at least let me decorate my home with one of those next to the bar and pool table instead of a silly baseball statue.



3. Talkative Raiders. I'd be an easier target to kill if I had no idea they were there. instead they give away they're positions by calling out "who's there?" which is a dead giveaway to where they are hiding. I'd have enjoyed the idea of being hunted instead of always being the hunter.



4. Raider armor. I'll be honest. I miss the sixy raider armor females wore. You know the kind with strainers to cover certain areas or very pointy fatboy mini nuke tops :D Or what about the grotesque hands and heads hanging from belts? Those were awesome.



Other then that I really love this game.

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Invasion's
 
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Post » Mon Jan 18, 2016 4:07 pm

  • "Store all Junk" should have been context sensitive based on which section of the transfer menu was in focus. "Store all weapons", "Take all Aid", etc.


  • Crafting benches that allow scrapping could use some interface tweaks: "Scrap All Weapons"..."Are You Sure?".


  • You can't access shared inventory at a crafting bench without backing out of the crafting menu and waiting for animations to cycle.


  • Most console control buttons in the crafting benches are unassigned, but there's no way to skip through long inventory lists, say jumping quickly down the list by letter, from Armored Red Dress to Combat Armor Codpiece, skipping the fifty items in between. It's a real drag if you've got a big load and you need to work on something 'Weighted'.

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Charleigh Anderson
 
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Post » Tue Jan 19, 2016 1:06 am


The armor parts all do. Most of the gun parts don't, though. You have to make a new mod to replace the one you're removing. For example, you can't just take the recoil-compensating stock off of a pipe rifle, and have a standard grip pipe pistol. You need to actually build a standard grip and replace the recoil-compensating stock with it in order to have the stock available for use on a different weapon.

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Breautiful
 
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Post » Tue Jan 19, 2016 2:18 am

  • Provisioners ignore explosions happening right in front of them, walk through fire, etc.


  • Repeatedly seeing naked caravan guards and a pack brahmin dashing across the Commonwealth in pursuit of a traveling merchant who obviously didn't spawn anywhere near them.


  • The light on combat armor helmets doesn't work, while the light on mining helmets seems to be completely missing, but works anyway.


  • Corpses don't attract scavengers unless it's a set-piece encounter. I've had a pile of bodies out front of Covenant for a game-month; the wildlife won't eat it and the humans won't loot it.


  • You can't close refrigerators.


  • You can't scrap corpses.

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hannah sillery
 
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Post » Mon Jan 18, 2016 9:31 pm

Preston the broken record player.

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Hella Beast
 
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Post » Tue Jan 19, 2016 12:13 am

I am pretty happy with the vanilla game as is. Most Beth games are very average until patches, dlc and mods arrive. I hated Skyrim as a vanilla game.



So my only complaints are the game file is given as days instead of straight hours. I like to play the game in round numbers, 100, 500, 1000 hours, etc. Now I have to convert everything.



And connected to that my game on Xbox lists the save files by following my clock time on the Xbox. But I unplug the console all the time and that resets the time. So I always have to scroll down a long list to find the load game. I never had this problem on any other Beth game.

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Sammygirl500
 
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Post » Mon Jan 18, 2016 7:46 pm



THIS !


When I have 9999 items in my workbench I want to be able to manage the categories all at once, not every single item seperatelly.


Like many other people, I didn't invest in charisma so I don't have Local Leader 2, so taking junk from 1 settlement to another to build things there is a pain cause there is no 'Take all junk' button ( with Strong back ). So I have to click every individual item. That can mean A LOT of clicks.


Same when I want to take items to vendors for selling, I have to manually click every single item.
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Rachel Hall
 
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Post » Tue Jan 19, 2016 7:54 am

I'm back. Have a few more sticking points, mostly related to settlement building.



-Wire and picket fences can be added either in a straight line or 90 degrees in any direction. Why can't walls do this?



-Unable to "snap" a floor atop a roof. This one really bugs me because the only way to keep things lined up is to use the stair, which snaps to the floor below, allowing for the floor above to snap into place.



-TCL the junk walls, please. I don't care about the spacing between them but I do care when I don't want to line them up in a straight line. When I need to adjust angles, the lack of TCL means the "legs" conflict and the piece won't set.



-I can put items down once a carpet is laid, but I can't add the carpet after items are placed. Fix, please.



-There's a wood pre-fab piece which has a "square" with an outlying window piece. Most other pieces can use the small, angled wall to close both ends, but this prefab can't use the pieces, leaving the end open. Please allow us to close this off using the angled wall part.



-Remove the TCL from wires. OMG, please remove TCL from wires. Spent 2 hours building a nice floor plan, but ruined because one wire won't cross a section (even if the wire isn't literally touching the section!) because the TCL block is larger than the set piece. This would also make it much easier to run wires into buildings rather than build generators. If rain can make my floor sopping wet in a 4 story building, then wires should be able to disregard physics too.



-Okay, this one truly bugs me, so I'm putting it into bold. Remove TCL from larger shops, because they don't fit into any floor plan. The stupid sign atop each store is too high and, like most people, we like to have our shops inside buildings, not outside.



-Continuing, this means we need to build a larger area, but nothing, and I mean nothing, closes that gap between two stacked walls and it looks horrendous. I know this game utilizes a system to keep things "leveled" at height, but at least give us a filler piece or a ledge piece we can snap to cover this gap.



-It would be nice to be able to cursor over any power source to see a "Total Power" and "Power Remaining". The "Power" number at the head isn't helpful, since I may have generators that are stand alone (and easy enough to manage), but power sources tied together isn't easy to manage.



-Fix the search light beams, please. Every time I return to a settlement, the light is out.



-Speaking of lights, I'm not sure if this is a glitch or how the game renders lighting, but in some areas, the light bulb produces some great light, but in others, it's lit, but the light isn't anywhere near the same level as it should be.



-Please fix the placement glitch. It blows to spend time to set things like plates and glasses on a table only to return and see glasses sunk in the table and the plates completely gone (only to turn up outside, on the ground).



-I'm not sure why it matters, and I'm aware of the glitch to control it, but is there a reason why a settlement has a size limitation? Most of the settlements I build at have a much larger area than the size limit accounts for, so even if I should build a simple wall around the perimeter, half or more of the size is wiped out, leaving little to build quarters. Also, can we get an indicator to as the height allowed at a settlement? I was upset when a section of a settlement I built couldn't be completed because I had reached the height limit, so I couldn't put the roof on. :(



Although it has some quirks, I have to say I love the settlement feature. It's a time-killing, useless element to the game but it's wicked fun just to see what things I can build.

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Amy Siebenhaar
 
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Post » Tue Jan 19, 2016 3:34 am

Here they are:



- No easy way to scrap weapons other than throwing them on the ground and breaking them down individually. Maybe there is a better way, but it doesn't seem so. If you put them in the workshop, they do NOT change your supply numbers. They just sit there as if they are simply stored. Am I wrong?



- Constantly being over-encumbered deep inside a location somewhere and not being able to fast travel and unload all my stuff. But I realize it would be super unrealistic for this limitation to be lifted.

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Justin
 
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Post » Mon Jan 18, 2016 10:15 pm

1) Having to be the one and only person capable of establishing new settlements and thereafter the ONLY person that can defend those settlements over and over and over and over....



2) Stringing power lines around corners or from ground to roof and vice versa. It should be doable, but the program doesn't provide the right size and shape of connectors, or it simply won't let you place them there. After you've already built the generator of course.



3) Now way to shelter from rad storms. Go ahead, cower inside a building; you'll still be taking rads.



4) Companions insisting on getting into your line of fire, with no way to simply say, "Stay to my side or behind me."



5) Being surrounded by provisoners and traders with their pack brahmin while having no option to have a pack brahmin of my own.



6) "Clearing" locations, only to have more of the same kind of occupants take up residence there just a day or two later. It's like waging war against the ocean's waves; you NEVER run out of waves.

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Reven Lord
 
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Post » Tue Jan 19, 2016 1:33 am

You can quickly scrap weapons in your carried inventory from within the weapon crafting bench, but I agree that the current scrapping setup would benefit from some rethinking. Scrapping them on the ground has one *huge* advantage, at least on the xbox version of the game...watch your settlement size meter drop like a rock. Scrapping a pipe pistol can be the equivalent of scrapping an entire house.


That encumbrance issue is resolved with rank five (I think?) of the Strong Back perk, in the strength tree. A hefty perk investment, but it's a pretty big advantage. When that isn't available, I loot locations in reverse, clearing the bodies closest to the exit last. Saves a lot of crawling.

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David John Hunter
 
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Post » Mon Jan 18, 2016 4:50 pm

Having to chase a settler across the commonwealth to pick up a "raider trouble at X" quest from them out in the middle of nowhere, because the system doesn't flag their homes properly if you use the "move" command, then assigns them as quest givers for settlements they're not attached to, teleports them from their new settlement back to the settlement they first joined, and then has them start to walk home instead of at least making them wait at the spawn point in the wrong settlement for you to pick up the quest. If I wait for them to mosey home instead of walking the earth to track them down, it takes so long that the quest auto-fails. After the quest is done (yet again), having to turn in "raider trouble at X" to the settler who has now magically teleported back to settlement Y and is standing at their assigned guard post like nothing ever happened...


That this has happened three times is even more annoying.


At this point I really hope the DLC doesn't have anything to do with the Minutemen faction, so I can start fresh and avoid their step-and-fetch shennanigans completely.

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Flutterby
 
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Post » Tue Jan 19, 2016 12:15 am

I'm not really petty, it just kind of worries me when the "complaint" threads start up. But I guess Bethesda is pretty good at ignoring it anyway, so I'm probably just being overly concerned :P

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Lori Joe
 
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Post » Tue Jan 19, 2016 6:23 am

Oh, it's the ARMOR WORKBENCH. Just looked it up on youtube. I had tried the weapons crafting bench and was driving myself crazy trying to figure it out. Maybe the option is there and I missed it.



How is it an advantage to scrap it on the ground? I don't know what you mean.



I've maxed out strong back but I'm still always over-encumbered, but it's mainly because I like carrying around 6-8 different weapons. A weapon for every occasion. :P

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Sami Blackburn
 
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Post » Tue Jan 19, 2016 2:06 am

Bethesda games are well known for their bugs and glitches, however in saying that, they have the edge on free roaming open world games with heavy RPG elements and they can do that with small staff numbers compared to other video game companies. So in terms of productivity efficiency, they are the best.

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Madison Poo
 
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Post » Tue Jan 19, 2016 2:19 am

Right, scrap armor at the armor bench, weapons at the weapon bench.


If you drop items and scrap them the settlement size meter (upper right hand of the screen when placing items) drops. This means you can then build past the intended limit, ie. add more objects, buildings, turrets, carrots, etc.


Different items, and different classes of item, reduce the meter different amounts. Projectile weapons seem to be the items that make it drop the fastest, . So, drop them, then scrap them, but keep an eye on the size meter to see what I mean. Presumably this is unintended, because you can also do it with raw materials, like a piece of copper, and simply scrap the same piece repeatedly in an infinite loop if you want to.

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Lily
 
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Post » Tue Jan 19, 2016 3:18 am

I look at this thread as a shopping list for modders and developers. This is feedback on interface and design that's often simple to address, but the issues never came up in house because the devs were using the game the way they designed it to be used, rather than the way a million people out in the wild are using it. A lot of these issues seem like no-brainers, but that's the payoff when you crowdsource...one team can't think of every good idea, even the simple ones, or polish the rough edges off of every design element.

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Dean Ashcroft
 
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Post » Tue Jan 19, 2016 2:42 am

Wow I feel dumb...the option to scrap weapons was right there all along. :sadvaultboy:

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Epul Kedah
 
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Post » Tue Jan 19, 2016 12:08 am

Ok here is something that REALLY annoys me! I made my settlers at Red Rocket a completely awesome house with plenty of room, decorations, couches, beds etc. Then I made my own personal space away from theirs, well because I kinda like to have my own personal area! Well the settlers keep entering my room, sitting on my couch and sleeping in my bed. I got so annoyed I banished them to supply lines that I didn't even need just to get them to go! Then I decided to take the door off my room and just spawn inside my room, but guess what? I spawned into my room and a settler was sleeping in my bed because he apparently spawned in there as well. GRR! I even went to sleep one night and woke up to who I at first thought was my "boyfriend" Preston, but no...it was one of my scrappy farmhands!

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Joey Bel
 
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Post » Mon Jan 18, 2016 6:12 pm


God is punishing you for choosing Preston as your boyfriend.

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Hussnein Amin
 
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